Rules

RULE-SET of TCNJ MANHUNT Club

Created by Chris Rindosh.

Updated by Russel Jones and Christopher Neylan.

GENERAL CONCERNS

The Campus Police

We will be notifying campus police the day of our games, so you shouldn’t need to worry about being harassed by them or having to run away from them.  Our president has talked to the chief of police and they don’t mind us playing just as long as we don’t go near the power plant or the constructions sites and let them know in advance.  If there is a situation with campus police you will be notified the day of the game.

Waivers

Each player is required to sign and date the Manhunt Club waiver before participating in any Manhunt Club sponsored event.  Briefly, the waivers states that the player will take personal responsibility of his or her actions, that he or she will obey all college, state, and federal laws, and that they give permission to have photographs and video of them that may be taken to be used by the Club.  Per the Manhunt Club Waiver, you agree to comply with all of the rules, terms, and regulations specified in the Manhunt Constitution, Manhunt Waiver, and Manhunt Official Rule-Set.

Unless otherwise stated on the waiver, the player agrees to the terms indefinitely.

Common Sense

Since it is our campus we have a responsibility to make sure that we do not ruin it through any sort of irresponsibility.  If you’re running away from someone and there is a patch of flowers coming up off to the side of you and it is completely unnecessary for you to cut left and then zig-zag repeatedly through them making sure every single one is smashed to a pulp, DON’T do it.

Don't play in traffic.  Don't scare people who aren't playing the game. Don't break any laws or school regulations.

MANHUNT

Basic overview

Manhunt is a simple combination of tag and hide-and-seek, played at night.  Everyone will be split up into two teams, one of which will begin by hiding and the other by seeking.  If a player on the seeking team finds someone on the hiding team, the seeker attempts to tag the hiding player, who can attempt to flee.  If the seeking player tags the hiding player, the hiding player is then “out”.  At the end of the round, the seeking team is awarded 1 point for each hiding player that was tagged.

DETAILED OVERVIEW

Teams

Players will be split up into two even teams.  Teams will be distinguished by blue and red armbands.  The armbands are only going to be used to distinguish who is playing versus who is not playing the game and to that effect, who is on which team.  The bands are tied to your RIGHT arm.  It's okay to try to blend in with other kids hanging out around campus.  The only thing required is that your armband remains worn and visible at all times unless you’re captured as you’ll see in the next section.

 

Rounds and Games

One round of Manhunt consists of one team hiding and then the opposite team seeking.  A game consists of two rounds, where both teams get a chance to hide and seek.

Scoring

Every time a seeking player catches a hiding player, the hiding player will relinquish his or her armband and then return to the student center (home base of operations) and wait until the end of the round.  At the end of the round, for each armband the seeking team has, that team will be awarded one point.  The team that has the most points at the end of the game wins.

Tagging

Tagging is the non-violent art of tapping someone of the opposite team who is hiding. A tagged player is considered out and is to return to the home base until round’s end.

Time Limit

The hiding team will have 5 minutes to hide and the seeking team will have 7 minutes to seek.  Each player should come to the game with a time-keeping device so that they can keep track of the time.

Boundaries

There are no preset boundaries.  This is because it’s going to largely depend on how many people show up.  Typically, we play half campus or full campus.  Half campus is will either be academic side or residential side.  Maps will be given out diagramming the boundaries of the current game.  Any player found leaving the boundaries will be considered disqualified from game-play.  Point deductions will be considered on angg offense-by-offense basis.

Within the boundaries, players are not permitted to hide above or below ground, inside of buildings, or in parking lots.  This means players cannot climb trees, go into manholes, go into the basement ditches around Green, or hide under cars.  Dumpsters are also off-limits.  Additional boundary conditions may be defined at the start or during game-play by the Manhunt Executive Board.

Simple Suggestions

  • Dress in dark clothing.  The harder it is for the other team for them to see you the better.
  • Don’t hide with 10 people.  If you’re all hiding in a giant group and the seeking team finds you, they’re gonna get a ton of points when they hunt you all down.  Hiding with one or two other people is usually good, because then if you’re found you can split up and run in different directions and only lose maybe one or two points.
  • Hiding in a dark place is usually best. The best strategy for manhunt is to not be seen, and if you’re seen, pray you’re a fast runner.
  • Seek in small groups. If your whole team is seeking as one unit, you won’t cover enough ground.  If you seek individually, there’s a good chance that if you find a small group of the other team, you can only chase one of them allowing the others to get away and hide again and you might not even catch the guy you’re chasing.
  • On seeking, spreading out is the best strategy.  The more ground you cover the better chance you’ll have of uncovering the hiding team.

CAPTURE THE FLAG

Basic overview

The objective of each team is to get the opposite team's flag back to their base.  Everyone will be split into two teams which will be designated a home area with a flag location and given a flag.  The game will be given a time limit during which each team will attempt to get their opponent’s flag.  If a player is tagged by someone of the opposite team while in the opposite team's home area, that player is considered out until he or she returns to his or her home base, after which that player may resume play.  If the flag carrier is tagged, he or she is out as normal and the flag is returned home.  Defending players may not step within 20 paces of the flag unless opposing players step within that same distance.  The first team to capture their opponent’s flag is awarded 1 point and the round is considered over.

DETAILED OVERVIEW

Teams

Players will be split up into two even teams.  Teams will be distinguished by blue and red armbands.  The armbands are only going to be used to distinguish who is playing versus who is not playing the game and to that effect, who is on which team.  The bands are tied to your RIGHT arm.  It's okay to try to blend in with other kids hanging out around campus.  The only thing required is that your armband remains worn and visible at all times.

Each team will be split up into defenders and offensive players.  There will be a predefined limit on how many defenders each team may have.  Typically, this limit will be 4.  This ensures the flag is not impossible to capture.  This implies that everyone else on the team has to be making an effort to capture the opposite team’s flag.

Rounds and Games

One round of Capture the Flag consists of one team guarding one flag area while the opposite guards a second flag area.  A game consists of two rounds, where both teams get a chance to defend each flag location.  Each round will last for 10, 15, or 20 minutes, during which time, teams may score once.  The first score signals the end of the round.

Scoring

A team scores and is awarded 1 point when they successfully steal their opponent’s flag.  The first team to capture wins and ends the round.

Home Base/Territory and Flag Locations

Each team will be designated a home base/territory and a flag location.  A team's home base is the territory in which they are immune to being tagged by someone of the other team.  Similarly, a player may not tag someone of the opposite team while in the opposite team's home territory.  If neutral territory is designated, either team may tag members of the other team, though such action is arguably redundant since tagging another player will no doubt result in being tagged by that player at the same time.  If there is any doubt as to who tagged who first, both players are out.

A team flag location is the area in their home base where the flag rests.  It is the objective of the opposite team to steal your flag from its location.  The flag must stay at its designated location at all times.

Tagging

Tagging is the non-violent art of tapping someone of the opposite team while they are in your home territory.  A tagged player is considered out until he or she return to his or her home territory, after which he or she may resume play.

The Flag

The flag is the object (usually a light-up frisbee, aka flagbee) that the opposite team wants to steal.  If the flag has a light of some kind, it must remain on at all times.  The flag must remain visible at all times and the use of duplicate/decoy flags is not permitted.  The flag must stay in the designated location.

The object of the game is to steal the opposite team’s flag and get it to your home territory.  The flag may be carried, thrown, or passed to get it to your home.  The person carrying the flag is the flag carrier.  If no one is touching the flag, e.g. it’s on the ground or in mid-air, there is no flag carrier. The flag may only be moved by the hands (e.g. it may not be kicked).

If the flag carrier is tagged by an opponent, the flag is returned to its location and the tagged player is out as normal.  If the flag is passed/thrown and lands on the ground in any way, e.g. it’s dropped or incomplete, it is returned to its location.

The defending players may not touch the flag and must stay at least 20 paces away from the flag at all times and may only move closer to the flag if a member of the opposite team moves within 20 paces of the it.

Boundaries

Aside from home territories, there will be a maximum boundary and in-game boundaries.

The maximum boundary will typically be the road that encompasses the campus unless otherwise stated.

In-game boundaries include the insides of buildings, above or below ground, and parking lots.  This means players cannot climb trees, go into manholes, go into the basement ditches around Green, or hide under cars.  Dumpsters are also off-limits.  Additional boundary conditions may be defined at the start or during game-play by the Manhunt Executive Board.

Violation of boundaries may result in a point deduction as judged by the Manhunt Executive Board.

Simple Suggestions

  • Dress in dark clothing.  The harder it is for the other team for them to see you the better.
  • Work as a team to occupy the flag defenders to make it easier to grab the flag.

 

ASSAULT

Basic overview

Assault is basically the opposite of Capture the Flag.  The objective of each team is to get their team's flag to the opponent's base.  Everyone will be split into two teams which will be designated a home area with a target zone and given a flag.  The game will be given a time limit during which each team will attempt to get their flag to the opponent's target zone.  If a player is tagged by someone of the opposite team while in the opposite team's home area, that player is considered out until he or she returns to his or her home base, after which that player may resume play.  If the flag carrier is tagged, he or she is out as normal.  The player who tagged the carrier is then allowed to throw the flag once, from the point of tagging, anywhere within game bounds that he or she pleases.  If a down flag is in enemy territory, defending players may not step within 20 paces of the flag unless opposing players step within that same distance (Capture the Flag flag rules).  If a flag remains untouched on the ground in enemy territory for more than 60 seconds (1 minute), a defending player must then return the flag to the edge of the other base.  Teams are awarded 1 point for each successful score within the time limit.

DETAILED OVERVIEW

Teams

Players will be split up into two even teams.  Teams will be distinguished by blue and red armbands.  The armbands are only going to be used to distinguish who is playing versus who is not playing the game and to that effect, who is on which team.  The bands are tied to your RIGHT arm.  It's okay to try to blend in with other kids hanging out around campus.  The only thing required is that your armband remains worn and visible at all times.

Rounds and Games

One round of Assault consists of one team guarding one target zone while the opposite guards a second target zone.  A game consists of two rounds, where both teams get a chance to defend each target zone.  Each round will last for 10, 15, or 20 minutes, during which time, teams may score as may times as possible.

Scoring

A team scores and is awarded 1 point when they successfully get their flag into the opposite team's target zone.  Typically, the target zone is a visible area slightly larger than the flag.  The flag may be placed into the target zone or thrown into the target zone.  If thrown, the flag must come to rest in the target zone in order for its team to awarded a point.  If a thrown flag hits the ground outside of the target zone and skids/rolls/finds its way to and comes to rest in the target zone, it is valid.  If the flag is thrown, lands in the target zone, but skids/rolls/finds its way out of the target zone, it is not valid.  The flag MUST come to rest in the target zone to be valid.

Following a valid score, the flag is returned by a member of the opposite team to the closest edge of its home base and play is resumed.  

Home Base/Territory and Target Zones

Each team will be designated a home base/territory and a target zone.  A team's home base is the territory in which they are immune to being tagged by someone of the other team.  Similarly, a player may not tag someone of the opposite team while in the opposite team's home territory.  If neutral territory is designated, either team may tag members of the other team, though such action is arguably redundant since tagging another player will no doubt result in being tagged by that player at the same time.  If there is any doubt as to who tagged who first, both players are out.

A team target zone is the area in their home base that is the target of the opposite team.  In other words, your objective is to get your flag to the opposite team's target zone.

Tagging

Tagging is the non-violent art of tapping someone of the opposite team while they are in your home territory.  A tagged player is considered out until he or she return to his or her home territory, after which he or she may resume play.

The Flag

The flag is the object (usually a light-up frisbee, aka flagbee) that your team wants to get to the opposite team's target zone.  If the flag has a light of some kind, it must remain on at all times.  The flag must remain visible at all times and the use of duplicate/decoy flags is not permitted.

The object of the game is to get the flag to the opposite team’s target zone.  The flag may be carried, thrown, or passed to get it to the target zone.  The person carrying the flag is the flag carrier.  If no one is touching the flag, e.g. it’s on the ground or in mid-air, there is no flag carrier.  The flag may only be moved by the hands (e.g. it may not be kicked).

If the flag carrier is tagged by an opponent, he or she is out as normal and the flag may be thrown by the tagger from the point of tagging so long as it lands in-bounds.  If the flag lands out-of-bounds, 1 penalty point will be deducted from the defending team.  The offensive team may not interfere with the flag’s flight if the defending team chooses to throw it.

Aside from throwing the flag after tagging an offensive player, the defending players may not touch the flag.  If the flag is on the ground, considered a “dead flag”, defenders must stay at least 20 paces away from the dead flag at all times and may only move closer to the flag if a member of the flag's team moves within 20 paces of the it (i.e. Capture the Flag flag rules).

A flag may only remain on the ground or untouched for a period of 60 seconds (1 minute).  The defending team is responsible for counting out the 60 seconds aloud.  When 60 seconds has passed, the flag is to be returned to the closest edge of its home base by a person of the defending team.  If a dead flag is touched by a member of its team (but not necessarily picked up or thrown) within the 60 seconds, the time count is reset to the beginning.

A flag loses its dead state when it is successfully picked up by a member of its team.

Boundaries

Aside from home territories, there will be a maximum boundary and in-game boundaries.

The maximum boundary will typically be the road that encompasses the campus unless otherwise stated.

In-game boundaries include the insides of buildings, above or below ground, and parking lots.  This means players cannot climb trees, go into manholes, go into the basement ditches around Green, or hide under cars.  Dumpsters are also off-limits.  Additional boundary conditions may be defined at the start or during game-play by the Manhunt Executive Board.

Violation of boundaries may result in a point deduction as judged by the Manhunt Executive Board.

Simple Suggestions

  • Dress in dark clothing.  The harder it is for the other team for them to see you the better.
  • Work as a team to move the flag toward the enemy's target zone.
  • If the defensive team has a strong hold on a grounded flag, it may be time-efficient to just let the 60 seconds run out to regain control rather than attempting to pick it up.

Humans vs. Zombies

Adopted from rules found: http://www.webfeatsdesign.com/hvz/rules.htm

Basic overview

We begin with an Original Zombie and a team of Humans.  The goal of the Zombies is to eat all of the Humans and the goal of the Humans is to survive the Zombie Apocalypse, which will be the lifespan of the Zombies before they all die of starvation (i.e. 28 Days Later).  During the Apocalypse, Humans will try to avoid/disable Zombies and the Zombies will try to eat the humans.  When a Zombie is disabled, it is considered out and inactive for fifteen minutes.  When a Human is eaten, he or she becomes a Zombie.  Zombies must feed at least every 48 hours or else they die.

DETAILED OVERVIEW

Items

Each player must have the following in order to play:

  • Index card.
  • A RED and BLUE armband.
  • Socks and/or a NERF gun.

Before the beginning of the game, the moderator will give each player a Unique ID number to write on their card.  Each player will also be given a RED and BLUE armband.  It is the responsibility of the player to have his or her ID card on them at ALL TIMES.  Additionally, each player is required to wear his or her armband on his or her right arm at ALL TIMES.

Players will not be provided with socks or NERF guns and are required to provide these items for themselves.

Teams

Players will all start as Humans.  At the beginning of the game, one human will be selected at random to be the Original Zombie.  All Humans must wear their BLUE armband on their right arm at all times.  All Zombies, except for the Original Zombie, must wear their RED armband on their right arm at all times.

Humans

Staying On Campus - Humans must sleep on campus.  Humans may not leave campus for any reason unless approved by a moderator and then for a period of no more than 24 hours.

I.D. Number - Humans must keep one index card with their unique identification number on them at all times.  UIDs will be assigned by the moderator at the start of the game.

Stunning a Zombie - Humans may stun a Zombie for 15 minutes by shooting them with a Nerf gun or throwing a sock-filled sock at them. Humans can't stun Zombies from inside of a safe-zone, except from inside of their own rooms. (To avoid human/zombie roommate conflicts).

When Tagged By a Zombie - When tagged by a Zombie, a Human is required to give up their ID card. One hour after being tagged, a Human becomes a member of the Zombie team. They must now wear a RED armband on their right arm.

Zombies

Feeding - Zombies must feed every 48 hours. A zombie feeds by reporting their kill to the moderator.

Wearing Your Armband – Members of the Zombie team must wear a RED armband on their right arms at all times. The Original Zombie does not need to wear an armband.

Tagging - Tagging is the non-violent art of touching a Human. After tagging a Human the Zombie must collect the dead Human’s ID card. Kills must be reported to a moderator within three hours. A Zombie must have both feet outside of a safe zone to tag a Human.

Being Stunned - When shot with a Nerf gun or hit with a sock-filled sock, a Zombie is stunned for 15 minutes. A stunned Zombie may not interact with the game in any way. This includes shielding other Zombies from bullets or continuing to run toward a human. If shot while stunned, a Zombie remains stunned for the next 15 minutes. Zombies may not use shields to deflect Nerf darts or socks.

Rounds and Games

The length of a game will be open ended.  It will be over when the Zombies eat all of the Humans or when the Zombies starve before all Humans are dead.

Technically speaking, if there are h Humans and the game starts with z Zombies, in the longest case, all but one Zombie will die without one kill and the remaining Zombie will eat every t hours, but starve at the last human.  Thus, the game will last exactly h*t hours.

Safe Zones

Players are safe (cannot be tagged or shot) in the following areas:

·         Dorm rooms

·         Bathrooms

·         Academic buildings

·         Library

·         Gym

·         Health Center

·         Dining Halls.

Additionally, Athletes are safe during official practices, but not on the way to or from practice. Similarly, students at required academic or job-related events are safe for the duration of the event (even if this event is in a free-play zone), but they are not safe on the way to or from the event.

Boundaries

In addition to the Safe Zone described, the game is restricted to the College campus.  Humans may not leave the campus for any reason, unless permitted by a moderator and then for no more than 24-hours.  Violations result in removal from play.

General Safety

Rules created for the safety of all players are strictly enforced. Violation of safety rules will result in removal from the game.

  • No realistic looking weaponry.
  • Guns may not be visible inside of academic buildings or jobs on campus.
  • Players may not use cars.
  • Darts must not hurt on impact. (If you’re not sure about this, fire it at point-blank range into your own eye and see if it hurts. If you’re still not sure, just speak with a moderator.)
  • Shooting non-players with Nerf darts will result in removal from the game.
  • People who are not registered participants may not directly interact with the game. This includes bringing food to humans or spying for either team.

 

CONSTITUTION of TCNJ MANHUNT Club

 

ARTICLE I

 

Name of Organization

 

Section 1: The name of this organization shall be TCNJ MANHUNT Club.

 

ARTICLE II

 

Purpose of Organization

 

Section 1: The purpose of TCNJ MANHUNT Club is to give students the opportunity to play MANHUNT and MANHUNT variations (such as capture the flag, jailbreak, etc…) in a safe, friendly, environment. It will allow students to come meet a wide variety of people that share a common interest and foster newly created friendships among its members.

 

ARTICLE III

 

Qualifications on Membership

Section 1: It is hereby acknowledged that TCNJ MANHUNT Club insures that the policies and practices pertaining to the membership of our organization do not discriminate based on sex, race, religion, color, ancestry, national origin, marital status, handicap, age, sexual orientation, and lifestyle. It is also hereby understood that the only exemptions to this claim may be due to the sex or religious composition of our organization, which is allowable by law.

 

ARTICLE IV

 

Officers of the Organization

 

Section 1: The elected officers of this organization shall be:

 

President

Vice-President

Treasurer

Secretary

Publicity Chairperson

Manhunt Medic Captain

2 Club Moderators

 

Section 2: Term of office shall be one year, starting in April. However, if an officer is placed in a position sometime throughout the year, the term of office is only until the next election.

 

Section 3: It shall be the duty of the President:

 

                        To call to order and chair all club meetings; be a moderator at all competitions, shall vote only in the event of a tie; and shall oversee all major aspects of this organization. The President is also in charge of organization rules and regulations for each game.

 

Section 4: It shall be the duty of the Vice-President:

 

                        To perform all duties delegated by the President; execute President’s duties in his/her absence; In charge of setting up fundraising events; work closely with publicity chairperson.

 

Section 5: It shall be the duty of the Treasurer:

 

                        To handle all financial transactions concerning the organization; to aid the Vice-President in organizing fundraising events; and attend to financial matters as so deemed necessary by the Executive Board.

 

Section 6: It shall be the duty of the Secretary:

 

                        Notify members of changes to schedule; be responsible for committee corrrespondance to Executive Board; and log all events (number of people/attendance, contact people, winners, etc.)

 

Section 7: It shall be the duty of the Publicity Chairperson:

 

                        To inform the student body about the TCNJ MANHUNT club and also attempt to recruit new members who display interest in the game of MANHUNT. Will also be in charge of overseeing and instructing general board publicists.

 

Section 8: It shall be the duty of the Manhunt Medic Captain:

 

                        To organize and inform the Manhunt Medics of upcoming games. The Manhunt Medic Captain is to make sure that at least he or one of the other Medics can make it to every Manhunt game. In the case this is not possible, he shall inform the President. The Manhunt Medic Captain is also required to be EMT certified and have prior experience in the field of medicine. Manhunt Medic Captain will also act as Lions EMS liaison.

 

Section 9: It shall be the duty of the Club Moderators:

 

            Since many of the games will involved a lot of people, it shall be the duty of the Club Moderators to help assist in organization of members and game mechanics. IN charge of making sure attendance is taken care of and aiding the president in making games run smoothly. Club moderators are also in chage of working with the Club Representatives to ensure enough people are available for taking attendance, keeping order, etc.

 

Section 10: Positions stated in Article IV, Section 1 constitute the Executive Board.

 

Section 11: The appointed positions of this organization shall be:

 

Webmaster (1-2)

 

Manhunt Medics (As many as necessary)

 

Manhunt Moms (2-3)

 

Historian (1-2)

 

Publicist (1-3)

 

Club Representatives (2-4)

 

Section 12: Positions stated in Article IV, Section 11 shall be appointed by the executive board through a vote or multiple votes. The executive board may appoint multiple members for the same position (Example: Two webmasters), due to a large number of members in the club. These positions can be appointed at any time deemed necessary by the executive board. Members may request to fill any of these positions.

 

Section 13: It shall be the duty of the Webmaster(s):

 

                        To upkeep and update the Club website. Will work closely with the historian(s) to keep the website content up to date, relevant, and interesting.

 

Section 14: It shall be the duty of the Manhunt Medics:

 

                        In the event of an injury during a game, Manhunt Medics will diagnose the patient and determine if medical assistance from Lions EMS needs to be called. Will function in a similar manner to football trainers. Required to have first aid certification. Association with Lions EMS and/or previous EMT experience is recommended, but not required. Will function under direction of the Manhunt Medic Captain.

 

Section 15: It shall be the duty of the Manhunt Mom(s):

 

                        To keep track of the “home base” during the game. Will not participate in the actual game and act as official scorekeepers and timekeepers during the game. Manhunt Mom’s are also in charge of sitting anyone out. Manhunt Mom’s are in charge of knowing the difference between being hardcore and being stupid.

 

Section 16: It shall be the duty of the Historian(s):

 

                        To develop and keep a scrapbook pertaining to any publicity or articles featuring the club. The scrapbook should also contain pictures of club members during the game and any interesting stories that may occur. Shall work closely with the Webmaster(s) in giving them interesting content to update the website.

 

Section 17: It shall be the duty of the Publicist(s):

 

                        To work closely and under the direction of the Publicity Chairperson. May design flyers, find members for sidewalk chalking or any other necessary activities. Any suggestions the publicist(s) have about to better spread the name of the TCNJ MANHUNT Club shall be brought before the Publicity Chairperson to discuss during the executive board meetings.

 

Section 18: It shall be the duty of the Club Representatives:

 

                        To work with the Club Moderators and the President in organizing games. Will be in charge of helping take attendance and keeping order during registration. May also be asked to help with compiling attendance lists and keeping track of winners.

 

Section 19: Positions stated in Article IV, Section 11 constitute the General Board.


BY-LAWS

 

ARTICLE I

 

Membership

 

Section 1: Application for Membership: TCNJ MANHUNT Club encourages any student who is interested in the purpose of the TCNJ MANHUNT Club to contact the club via our Campus Life Mailbox with name and e-mail address or directly contact any of the executive board members or simply show up to one of the official club meetings. Anyone can join the TCNJ MANHUNT Club regardless of whether or not they are a TCNJ student, assuming two-thirds of the club remains comprised of TCNJ students. If a non-TNCJ member wished to “officially” join the club, they must have two current member nominate them for membership at which point they are subject to all the same rules and by-laws of a TCNJ member. Other than this, there are no restrictions.

 

Section 2: Active members are members who attend at least 2 club meetings a semester. They are also supposed to participate in the various competitions of the club, from registering competitors or attending the event. Attendance will be taken at every club and committee meeting.

 

Section 3: There are no limitations on membership at this time.

 

Section 4: There can be termination of membership if a club member fails to follow club rules or campus rules. If a member is found in continual violation of club riles, a vote by the executive board can discharge the member from the club, where majority rules. If a member is not fulfilling his/her duties, he /she shall be removed. However, if an Executive Board member is found by the Active Membership and/or the remainder of the Executive Board to be not fulfilling his/her duties, the Executive Board can remove that individual by 2/3 vote of the members at a meeting and the Executive Board elections shall be held to fill that position. The same procedure shall be upheld if an Executive Board member resigns.

 

Section 5: Elections: positions are open to all active members.

 

a.       shall be held at the last meeting of April

b.      candidates must be nominated and seconded by active members, or may be self-nominated and seconded by two active members.

c.       At that time, during which quorum is present, entire membership shall vote.

 

ARTICLE II

 

Committees

 

Section 1: The executive board shall run all committee meetings. Other members are encouraged, but not required to attend and give feedback, opinions and suggestions about the TCNJ MANHUNT Club and how it is being run.

 

Section 2: The Executive Board is comprised of those members stated in the Article IV, Section 1. They will meet at the discretion of the President.

 

ARTICLE III

 

Financial Provisions

 

Section 1: TCNJ MANHUNT Club Events shall be funded through club fundraising.

 

ARTICLE IV

 

Meetings

 

Section 1: Members will be notified of club meetings by the Vice President. They will be notified of committee meetings by the secretary. Members shall be notified one week prior to the meeting via e-mail or posting.

Section 2: Meetings shall be held when there is a quorum of the Executive Board (2).

 

 

ARTICLE V

 

Faculty Advisor(s)

 

Section 1: Advisors shall be selected from any department faculty or administration. The Executive Board shall approve any candidate for this position.

 

ARTICLE VI

 

Amendments

 

Section 1: Any amendments to the constitution must be ratified by a 2/3 vote of present active members.

 

Section 2: Amendments shall be submitted to the Student Government Association for review on a yearly basis.