Lets all rock on the ground of Allenhouse campus on 23rd February 6 P.M

Let's dance to the music of
DJ Harsh Bhutani's

Enjoy NUPUR PANT'S melodious voice...
Grove to the rhythm of NUPUR PANT'S rocking songs..

Kavi Sammelan



Click Me


Click Me


Click Me


Click Me


Click Me

Poster presentation

Click Me

LAN counter strike

Click Me

Andaaz apna apna (Add Mad show)

Click Me


Click Me

Solo dance

Click Me

Group dance

Click Me

Solo Acting

Click Me

Nukkad Natak

Click Me

Mr. and Miss Exuberance

Click Me

HOCUS FOCUS(Photography)

Click Me


Click Me


Click Me


Click Me


Click Me


Click Me


Click Me


Click Me


Team Wise Fee : 300/-

GAMEPLAY : The design of tall building essentially involves conceptual design, appropriate analysis, preliminary design and maximum load carrying capacity of the building. The structural design of skyscrapers must ensure to withstand any kind of fatigue, cracking, and failure of the building. The superstructures design workshop aims at educating the participants about analysis and design of 5tall buildings. Students will be introduced t6o basic concept of structural building engineering with the help of various case studies. Participants will understand and develop the skill required for designing tall building for real world.It is to make tallest building with stability as well as aesthetic point of view.


The workshop is designed to expose the participants to the technical concept involved in structural design of buildings/tower. Understand the effect of wind load on high rise buildings/tower. Discussion of case studies-civil engineering structural marvels viz, Qutub Minar, Eiffel Tower, Burj Khalifa


  • 40 –Newspapers
  • 1 roll-cello tape
  • Time- 1 hour


  • The team would consist of minimum 4 members.
  • The structure of the robot should not be changed during the competition.
  • If the robot by any chances falls from the bridge, the robot will be kept back to the previous checkpoint crossed with a penalty.
  • During the game play, if any part of a robot is destructed/ dismantled/ damaged the participant will be given a timeout to repair at an expense of a penalty, while the next participant for will be called the play.
  • Only 1 timeout will be given for any participant and the participant will repair it without the help from the mentor.
  • A total of 5 minutes run time (arena time) will be given to every participant.
  • If the total time taken by the robots exceeds 10min’s the participant would be disqualified.
  • No readjustment is allowed during the run.


All students with a valid identity card of their respective educational institutes are eligible to participate in this Competition at Exuberance 2018.


In order to understand and to have practical hands on experience of the designing and manufacturing of the superstructuresparticipants are required to use raw materials (Newspapers and cello tape only) and to make most stable tallest building and their structures can be inspired from or could be replica of ‘established tall buildings’ within the given time constraint.


Here participants will have to make a building/tower with Newspaper and tape. They will have to make the building/toweron spot and submit their work within the given deadline.


Newspapers should be rolled thinly so that it could withstand increased load. More number of joints should be avoided joints are actually ‘points of failures’. Longer and continuous strands of newspaper should be avoided as it may result in tilt of the structure. In between support (braces) may be provided so that the load is evenly distributed throughout the structure. RULES Event is open to all


The decision of the judges will be final. Any monument that violates the mentioned rules or the spirit of the competition will be disqualified. Height of the building/tower. Design of structure. Stability of structure. Aesthetics. Preference will be given to the participants who will make the replica of famous skyscrapers.


Team Wise Fee : 300

OBJECTIVE : “More speed, more power with minimum time” Design a manually controlled ROBOT that has capacity to cover maximum distance in shortest possible time, challenging the hurdles and be one of the best opponents. Think your robot can overcome any obstacle-big or small in the least of time. If so get it on the track and let the game begin. And bear in mind that maximizing RPM does not make you winner but winners are those who have good presence of mind, sharpness and practice.


  • The maximum dimension of the robot can be 30 x 30 cm (l x b).
  • The robot may be wired or wireless.
  • The length of the wire (for wired bots) should be long enough to cover the whole track and wire should remain slack during the complete run.
  • Max weight must not exceed 6 kg.
  • The power supply will be provided maximum up to 24Volt.
  • Readymade toys car are not allowed.


  • This is racing event so fastest and most balanced robot will win.
  • Robot should be as per the given specifications.
  • Each team can have maximum five members. Students from different institutes can form a team.
  • Each member of the team must contain the identity card of his/her respected institute.
  • The robot should not damage the arena.
  • Unethical behavior could lead to disqualification. Faculty-coordinators have all the rights to take final decision for any matter during the event.
  • Judge's decision will be considered final.


  • The track surface and course line may have unevenness.
  • There might be abrupt angles, but these will not exceed 30 degrees.
  • There will be certain obstacles in the race track which will try to slow down the robot.
  • The design and size of the obstacles may vary from that shown in the pictures.
  • Major changes will be notified on the website.
  • Arena may consist of switch gate, speed breakers, marble pit, slippery path, rotating disc, curve ramp down, seesaw, balloon pit, slotted ramp etc.
  • The robot has to drag a table tennis ball to a hole without holding it more than 5 seconds.

Rules .

Team Wise Fee :

OBJECTIVE : ROBOWAR is a combat competition in which assembled robots equipped with mechanical weapons such as blades, saw, cutter, claws etc. compete to defeat the opponent as per the rules of the war.

  • Permissible weight: MINIMUM: 05 kg and MAXIMUM: 10 kg (excluding off-board power equipment e.g. batteries, adapters etc.)
  • Maximum permissible volume. Fully unfolded robot must be within the limits of 55 cm X 40 cm (l x b). There is no maximum height for a robot (dictated by the design and weight constraints).
  • The robot may be wired or wireless.
  • Use of IC Engines is not allowed.
  • Organizers will provide on-site power points of 230 V AC. Participating teams need to bring their own adapters/converters (with a maximum output voltage of 24 V DC) to avail DC supply. In case of batteries, maximum allowed voltage is 24 V DC.

General Rules:-

  • Robots can have weapons such as cutters, flippers, saws, lifting devices, spinning hammers etc. Use of liquid projectiles, any kind of inflammable liquid, flame-based weapons, radio jamming devices, high power magnets or electromagnets, are not permitted.
  • Robots will be inspected for safety and reliability before being allowed to compete.
  • Arena is a 2.5 m side equilateral triangular platform with a ditch in centre.
  • A robot will be declared as winner when it successfully immobilizes the opponent or scores more on the basis of points such as aggression, control, damage and strategy.
  • Points will be awarded to a robot for pushing the opponent to ditch, or beyond the edge lines in the arena. Points will be deducted if a robot tries to push the opponent beyond the arena via the edge lines.
  • All the participating teams will have to submit a fresh registration form to the host institute failing which they will be allowed to participate but the model will not be judged.
  • Maximum number of participants is restricted to five students from engineering.
  • All participants with valid Identity Card of their respective educational institutes are eligible to participate in the event.
  • Momentum Organizing Team reserves the right to disqualify any participant who fails to adhere to the above-mentioned rules.


Team Wise Fee : 300/-

GAMEPLAY : To implement a circuit of MUSICAL BELL on PCB by using a given ICTo implement a circuit of MUSICAL BELL on PCB by using a given IC This circuits uses a few components and gives melodious sound. It can be built small enough to be placed inside a greeting card and operated off with small voltage.


  • Individual participation.
  • Duration of round first is 20 min.
  • Duration of round second is 60 min.
  • Use of cell phone & internet is strictly prohibited.
  • The decision of the judges will be final and abiding.
  • If any participant found to breaking the rules will be disqualified.


Team Wise Fee : 300/-

BRIDGE-O-MANIA : is a truss bridge making competition to give the participants an idea about how the bridge works, carries the load and its practical life use. A truss bridge is a bridge whose load-bearing superstructure is composed of a truss, a structure of connected elements forming triangular units. The connected elements (typically straight) may be stressed from tension, compression, or sometimes both in response to dynamic loads.

BRIDGE MATERIALS Popsicle sticks used must be within the following
SPECIFICATIONS : 1) 114mm Long. 2) 10mm Wide. 3) 1.5mm Thick. Glue Since it’s a one day competition participants can use fevikwik (as it binds quickly and takes less time to settle) or fevicol can be used (as per the requirement).


Here participants will have to make a bridge with Popsicle sticks and gum. They will have to make the bridge on spot and submit their work within the given deadline.


The decision of the judges will be final. Any monument that violates the mentioned rules or the spirit of the competition, will be disqualified.


RULES Team size- maximum 5 (min 2) Participants can form teams from different branches/school/colleges/universities/institutes, No two teams must have a common member Span of the models shouldn’t exceed 60 cm.


  • • Span of the models • Efficiency of the model • Design of structure • Weight of the bridge itself • Aesthetics


Team Wise Fee : 300/-

Srijan is an event where we will explore the creative side of students. In this event a student has to select any product which has become obsolete from the market and then they have to re launch the same product with an innovative concept.


  • 10 minutes


  • 3-4 in one group


  • Chosen product should be obsolete from the market.
  • Idea presentation can be through PPT, charts, ads etc.
  • Students must bring their materials with them.
  • Judgement will be based on creativity and convincing skills.


Team Wise Fee : 300/-

  • Drawing / Painting must be on paper of 3*4 Feet.
  • The theme "Technical Innovative Ideas (for the Welfare of Society)" should be the main focus of the poster.
  • A team should contain a maximum of 2 to 4 members.
  • All posters must be original work, prepared by the applicant(s) and not previously presented at any other competition.
  • There is no limitation on how many colours can be used on the poster.
  • Coverage of Topic‐ Details on the poster captures the important information about the topic and increases the audiences understanding.
  • All information on the poster is in focus and can be easily viewed and identified from a distance.
  • The presentation was the appropriate length. It did not seem hurried or too slow. The presenter clearly and distinctly established connection with the audience & Judges.
  • You should be prepared to speak for a maximum of 5 minutes to explain your poster, and then respond to questions.You must bear in mind that each presentation is different and so the best approach will depend upon the material you are presenting.


Team Wise Fee : 300/-


  • Counter-Strike Source – WaRzOnE


  • 4 vs. 4(Team Play, 4 players per team)
  • There are only 5rounds.(final 7 rounds)
  • Maps: de_dust2,de_inferno, de_nuke, de_train.
  • There will be a toss to decide which map to play. Winner eliminates 2 maps and the opponent eliminates 1, remaining map shall be played
  • Each round will be of 1 minute 45 seconds.


Solo Fee : 150/-


A painter paints pictures on canvas. But musicians paint their pictures on silence. - Leopold Stokowski. So, Exuberance`18 brings you the ultimate stage to showcase your talent in music. Sing those perfect melodies, hit those perfect notes, Win hearts and be the Rockstar you always wanted to be. Let the emotions flow and give out your best shot.


Team Wise Fee : 150/-

"It takes an athlete to dance but an artist to be a dancer"-Shanna LaFleur. The stage is set for electrifying performances. Are you ready to dance it up? Go solo or let your team steal the glory!


Team Wise Fee : 750/-

Break the formal barriers and let the message be heard to all. Show your fervor and vigor at NukkadNatak, the street play competition. Clear your voices, get ready for the action, drum it up, folks and let your message ring out loud !


Fachion Fee : 150/-

A fashion show is an event put on by our participants to showcase his or her dressing sense and appealing personality. Fashion show is where the latest fashion trends are made.


Solo Fee : 150/-

Are you a budding photographer? An amateur? A professional? Ready with your camera all the time? Or take it out occasionally to capture precious moments and make beautiful memories? Whatever the case might be, Events High has a lot to offer to you. The photography walks across Allenhouse Group of Colleges.


Team Wise Fee : 150/-

In solo acting there are two round

  • First round:-In this round we selected best contestant for next round.
  • Second round:-In final round we selected top three contestant.



  • It is a team event. Three people can be part of the team.
  • There will be three rounds for the event.
  • In case of a tie, a short quiz will be conducted.
  • Decision of the judges would be final and binding.


  • A ‘Crossword Puzzle-Word Search’ (Pehchaan Kaun) round based on identification of brand/company names. The teams will be given a Word Search puzzle sheet and have to identify various brand/company names that will test the awareness of the participants.
  • One minute will be allowed to all the participating teams for filling the Advertising Crossword Puzzle-Word Search.
  • One mark each will be given for each correct Word (Brand/Company name) identified.
  • No Negative marking will be there for the incorrect answer/s.
  • Note: This round may be converted into ‘Elimination Round’ depending on the quantum of participation (number of teams) in the final event.
    Evaluating/ Judging Criteria: Marks scored in the round


  • 1. It will be a quiz based on advertisements (print, electronic and other media) that will test the awareness of the participants.
  • The questions will be asked in round robin manner. Questions will not be passed to the other team in case a team can't answer the question.
  • There will be negative marking for wrong answers.
  • Every correct answer will fetch +10 marks and every wrong answer will lead to a -5 marking.
  • Judges may decide to convert it into an elimination round.
  • Evaluating/ Judging Criteria: Marks scored in the round


  • 1. A theme/product would be provided to every team. It will be a common product/theme for every team.
  • Total 10 minutes will be given to all the finalist teams to ponder over the theme, and create a print as well as TV ad (creative) for the product/theme with appealing Tagline/ Punchline.
  • Team members will have to enact their TV ad. Maximum two minutes will be given to each team for presentation/acting.
  • Judges are free to ask questions on the presentation given by the team members. Evaluating/ Judging Criteria: Marks based on the team’s- Creativity, Content (Message), Tagline/Punchline, Narration, Drama, Acting.
    Final Evaluation : The final result will be made after totalling the scores of each team from all the rounds conducted and thus ranked accordingly.


    Team Wise Fee : 3000/-

    RULES :

  • Game will play by cosco ball.
  • Two teams, 22 players. Each team has 11 players on the field.
  • Umpires' rulings are final.
  • Six balls equal one over.
  • Game duration is negotiated.
  • Boundary hit equals four runs.
  • Overthrows allow for additional runs.
  • Time wasting is penalized.
  • A “No Ball” can be declared for many reasons: Depend on situations.
  • A “Wide Ball” will be declared if the umpire.
  • A “Bye” is where a ball that isn’t a no ball or wide passes the striking batsman and runs are scored without the batsman hitting the ball.
  • A “Leg Bye” is where runs are scored by hitting the batsman, but not the bat and the ball is not a no ball or wide.
  • Ways Batsmen can be given out according to cricket rules- Bowled, Caught, Leg Before Wicket (LBW), Stumped, Run Out, Hit Wicket.

  • Game will play by cosco ball.
  • There is two team at a time in the field.
  • Each team has 7 members (5+2/6+1).
  • There are either 5 boys and 2 girls or 6 boys and 1 girl.
  • There are some dustbin and these are contain some “out” and some runs sticker.
  • No run if you hit behind the stumps.
  • One tip one hand out.
  • If ball hits your body three times then you are out.
  • Who win the toss then bat first.
  • First ball always trial ball.
  • Umpire will always from batting side.
  • If ball direct hit the boundary then it is out.
  • Umpire will always from batting side.


    Team Wise Fee : 1000/-

    RULES :

  • The standard competitive volleyball court measures 59 feet long by 29.6 feet wide. The centre line runs under the net, dividing the court into two equal sides.
  • An attack line runs 9 feet, 10 inches behind the net on each side of the court.
  • The attack line divides the front and back zones.
  • The net measures 8 feet, 11 5/8 inches tall for standard men’s competition and 7 feet, 4 1/8 inches tall for standard women’s competition, according to the USA Volleyball and International Federation of Volleyball rule.

  • 2.PLAYERS :

  • Both teams must have six players on the court to begin play.
  • Players follow the proper rotational order through each set.
  • Players rotate between six positions on the court, including three back-row positions behind the attack line and three front-row positions in front of the attack line.
  • Each time a team gains the right to serve; its players must rotate one position clockwise.
  • Once the server contacts the ball, players can move out of their rotational positions to play the point.
  • Players in a back-row position must not attack the ball above the net and in front of the attack line, however

  • 3. PLAY :

  • Teams must return the ball over the net in three hits or fewer.
  • Blocks do not count toward the team’s hit total. >
  • If one player hits the ball twice in succession or contacts the ball illegally by palming, catching or throwing it, his team loses the point.
  • If a back-row player attacks the ball illegally, his team loses the point.
  • If any player touches the net or net posts, his team loses the point.
  • Teams win points when the opposing team commits a violation, fails to return the ball over the net, lets the ball touch the ground inbounds or hits the ball into the net or out of bounds.
  • 4.SCORING :

  • Teams can win points on their own serve and on their opponent’s serve.
  • The first team to win 25 points with a two-point lead wins the set.
  • The first team to win three sets wins the match.
  • If the match goes to a fifth set, the first team to win 15 points with a two-point lead wins the set and the match.

  • CHESS .

    Solo Fee : 200/-

    RULES :

  • How to Move the King in Chess
  • The king is the most important piece, but is one of the weakest. The king can only move one square in any direction - up, down, to the sides, and diagonally. The king may never move himself into check (where he could be captured). When the king is attacked by another piece this is called "check".

  • How to Move the Queen in Chess
  • The queen is the most powerful piece. She can move in any one straight direction - forward, backward, sideways, or diagonally - as far as possible as long as she does not move through any of her own pieces.

  • How to Move the Rook in Chess
  • The rook may move as far as it wants, but only forward, backward, and to the sides. The rooks are particularly powerful pieces when they are protecting each other and working together!

  • How to Move the Bishop in Chess
  • The bishop may move as far as it wants, but only diagonally. Each bishop starts on one color (light or dark) and must always stay on that color. Bishops work well together because they cover up each other's weaknesses.

  • How to Move the Knight in Chess
  • Knights move in a very different way from the other pieces – going two squares in one direction, and then one more move at a 90 degree angle, just like the shape of an “L”. Knights are also the only pieces that can move over other pieces.

  • How to Move the Pawn in Chess
  • Pawns are unusual because they move and capture in different ways: they move forward, but capture diagonally. Pawns can only move forward one square at a time, except for their very first move where they can move forward two squares. Pawns can only capture one square diagonally in front of them. They can never move or capture backwards. If there is another piece directly in front of a pawn he cannot move past or capture that piece.

    CARROM .

    Solo Fee : 200/-


  • For each strike, the player must position the striker within the baseline OR on one of the two circles at either end of the baseline.
  • A striker within the baseline must touch both the front line and the rear line.
  • The striker may not "cut the moon" - be placed partially within the baseline and partially within the circle.
  • The player must flick the striker with one finger so that it crosses the front baseline - it is not permitted to flick backwards or horizontally.
  • A piece that is on or behind the front baseline must not be struck by the striker until the striker has crossed the front baseline.
  • In striking, the player's hand or arm must not cross the diagonal foul lines at either end of the baseline.

  • For the very first turn, the player is allowed three attempts to "break" i.e. disturb the central group of counters.
  • It doesn't matter which piece the striker hits first and it doesn't matter if the striker hits no pieces.
  • If a striker pockets the Queen and/or one or more pieces of her own colour, the player retrieves the striker and takes another strike.
  • If the player pockets no pieces or commits a foul, the turn finishes.


  • A player may only pocket and cover the Queen if that player has already pocketed at least one piece of that player's colour.
  • Should a player pocket the Queen before being permitted to cover it, the turn continues but the Queen is returned to the centre at the end of the turn.
  • If a player pockets the Queen and one of her own pieces in the same turn, this counts and that player has covered the Queen. Such a player must have already pocketed at least one piece in order to cover the Queen as per normal.
  • When a player pockets the Queen but does not cover it, the Queen is returned as near as possible to the centre circle by the opponent.

  • At the end of the game the winner scores 1 point for each opponent's piece left on the board.
  • If the winner has less than 24 points and the winner also covered the Queen, bonus 5 points are scored.
  • If the winner has 24 or more points, then no points are scored for covering the Queen.
  • The maximum score for one game is therefore 14 points. A match is played to 29 points.


    Carrom is played by four people just as often as by two. For the doubles game, partners sit opposite one another and turns proceed in a clockwise order. Other than that, play is exactly the same as for the singles game. The game has a different character, though, because pieces behind the baseline can be safely left for the partner to deal with unlike in the singles game where pieces behind the baseline can only be moved by the opponent or by rebounding of the board edges.

    FOULS :

    When a player commits a foul, the turn comes to an end immediately and a penalty is incurred. The penalty is that one pocketed piece is returned to the board by the opponent anywhere within the main circle. Any other pieces requiring to be returned to the board are also placed within the main circle by the opponent. It is normal for pieces to be positioned in order to confer an advantage for the opponent.

    A foul is recorded in the following situations:

  • The striker is pocketed.
  • The striker or any other piece leaves the board.
  • A player pockets an opponent's piece. If the Queen was also pocketed, it is returned to the centre by the opponent together with the penalty piece. Any other pieces pocketed in the same strike remain pocketed.
  • A player pockets the final opponent's piece. Regardless of whether the Queen has been covered, the opponent's piece is returned to the centre in addition to the penalty piece.
  • A player pockets the final piece before the Queen has been covered. In this case both the pocketed piece and a penalty piece are returned to the centre.
  • A player contravenes the rules for striking.
  • A player touches any piece in play, other than the striker.
  • The first player to strike fails to break the counters in three attempts.
  • Where a penalty is incurred but no pocketed pieces exist to return, the penalty is "owed" until a piece becomes available. If a penalty is owed, when a piece becomes available due to being pocketed, the piece is returned to the centre by the opponent at the end of the turn. Should the opponent forget to do this before the start of the next turn, any owed penalties are lost.


    Solo Fee : 200/-


    Before a tournament starts, a coin is tossed. The winner of the coin toss will then get to choose either

  • To serve or to receive.
  • The preferred side of the court.
  • The loser of the coin toss will then exercise the remaining choice.


    A serve is delivered diagonally across the courts. During service, both the server and receiver must stand at diagonally opposite sides without touching the boundary lines of the badminton courts. During a serve, the point at which the racquet is allowed to come into contact with the shuttlecock must happen below the server’s waist.

    RALLY :

    A rally starts with a serve, often times continuing with a series of shots exchanged between opposing sides before it finally ends when a point is scored.


  • Players/teams will switch sides on the court
  • At the end of the first game
  • At the end of the second game if there is a third game
  • During the third game the first player/team scores 11 points.

  • The 3 (game sets) x 21 (points) scoring system was first introduced in December 2005 and is now the official scoring system used at professional tournaments.
  • Despite the official updates to the rules, some recreational players (particularly those who have been playing badminton for many years) still follow the traditional scoring system.
  • A badminton match consists of three games.
  • The first player/team to score 21 points wins a game.
  • A point is awarded to the player/team that wins the rally.
  • In the event that a game reaches a 20-20 score, players can only win the set by getting a 2 point lead over the opposing party e.g. 22-20, 23-21, 24-22 etc.
  • In the event that the game reaches a 29-29 score, the first team to reach 30 points will win the set and take the service for the next game.

  • KBBT .

    Solo Fee : 200/-

    The event will be on the pattern of Kaun Banega Crorepati.

    • There will be 11 questions out of which first 5 questions (Q1 to Q5) and last 2 questions (Q10 & Q11) will be asked from general business environment and question no. 6, 7, 8 & 9 will be from the two sectors of choice of the participants, that is, in two sets (6, 7) & (8, 9).

    (*Note- sectors IT, telecom, Automobiles, Banking, Insurance, Personal Care, Hospitality and Tourism)

    Round -1 (Screening)-

    Screening round will have 20 questions (Multiple Choices) displayed on LCD screen that will need to be answered on a sheet of paper. Total 6 minutes (30 seconds for each question) will be given to answer the questions and the top five participants will be chosen for the next round to play the quiz- KBBT.

    Round -2 (Faster Finger First)-

    • One question will be displayed on screen and the five contestants shall be asked to arrange the options in either correct ascending or descending order.
    • The contestant choosing the ‘Correct Answer’ in ‘Least Time’ on computer will be invited on the Hot Seat for playing KBBT.
    • This round can be repeated for up to maximum time duration allotted for the whole event in case the participants in the Hot Seat round comes down after playing a few questions.

    Round -3 (KBBT)-

    • Total eleven questions will be asked (10+ the Jackpot Question) depending on whether the contestant progresses by giving correct answers to each question asked.
    • If the contestant gives ‘Wrong Answer’ to any of the question (from Q1 to Q11) asked he/she will have to quit the quiz game.
    • The contestant may use to 4 lifelines viz., Audience Poll, Phone a Friend*, Expert Advice & Double Dip.
    • There will be timer of 45 seconds for answering up to Q5, thereafter there will be no time boundation for answering the rest of questions.
    • Question No. 5 will be the ‘Padav’ for the player on hot seat, that is, the player will be getting minimum of prizes as fixed for the question number 5 even if he/she gives the Wrong Answer in any of the coming question.
    • If any contestant chooses the double dip lifeline, he would not be allowed to quit the contest then.

    *All the participants will be requested to give three names (adults) of their choice along with their brief details such as age and profession and their photographs (if possible) while registering themselves for the event in case they qualify to play the third round and want to use the lifeline ‘Phone a Friend’.