1 vs 1 Foosball RULES OF ENGAGEMENT

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1 1 vs 1 Foosball RULES OF ENGAGEMENT 1. A coin toss will determine who serves first. 2. Serve the ball through the hole any way you want, but you must touch the ball with a man before you score. 3. After goals, the team scored UPON serves the ball next. 4. If ball is leaves the table the ball is given to the team last scored UPON. 5. If the ball stops moving and you can't reach it, "Dead Ball" give it to the team last scored UPON. 6. You can call 'Time Out' if you have the ball. Make sure the other team is ready before you call 'Time In'. 7. You can't reach into the table for the ball while it is in play. 8. You can only have the ball for 15 seconds in any one place. 9. Be polite, no swearing, and have fun. SCORING 1. Tables have 9 Balls, so you play best out of 9 which is first team to 5 goals. 2. If a ball goes into the goal legally, it is a point, no matter who hit it or what it bounced off of. 3. NO SPINNING THE RODS!!

2 1 v 1 Ping Pong (Grizzly Bend Room #3) Rules of Engagement: 1) Best 3 of 5 games 2) 2 players max (1 on 1) 3) The first player to reach 11 points wins the game (Rally Point) 4) The game must be won by a 2 point margin Scoring A point is scored if: a. an opponent fails to make correct service b. an opponent fails to make a correct return c. the ball goes out of bounds after being struck by the opponent and it does not hit the table d. an opponent hits ball with free hands e. when serving the ball, it hits the net and still bounces on the other side and the opponent does not hit it *The edges of the table are part of the legal table surface; not the sides Flow of the Match 1) Each player will serve until they make an error 2) If the game reaches 10-10, servers will switch after each serve Legal Service: The ball must rest on an open palm. Then it must be tossed up at least 6 inches and struck so the ball bounces on the server s side and then the opponent s.

3 2v2 Horseshoes POC: SSgt Phillip Curtis 341 LRS Rules of Engagement: I. TEAM COMPOSITION 1. Players can compete on only one (1) team 2. Horseshoe doubles teams shall consist of only two (2) players. No additional substitutes are permitted. Two (2) players must be present to begin a match. II. EQUIPMENT 1. Horseshoes will be provided at the match site. Teams must use the equipment provided. III. RULES AND REGULATIONS Rule 1: Conduct of Players A. No contestant shall make any remarks or utter any sound within the hearing of his/her opponent, nor make any movement that does or might interfere with the opponents' playing B. Players are not permitted to walk across to the opposite stake and examine the position of his opponent's shoe before making his/her first or final pitch. C. Failure to comply with this rule shall be a foul for both shoes pitched or to be pitched by the offender in the inning complained. Rule 2: The Foul Lines A. The outer edges of the pitcher's box shall be known as foul lines. Rule 3: Position of Players A. One player from each doubles team stands at the near end of the court and the other player from each team stands at the far end of the court during play. B. When delivering the shoe into the opposite pitcher's box, a contestant may stand anywhere inside of the foul lines. C. Each player, when not pitching, must remain outside and in back of the pitcher's box until his/her opponent has finished pitching. Rule 4: The First Pitch A. At the beginning of a game, the contestants shall decide who shall have the first pitch by the toss of a shoe. The winner shall have the choice of first pitch or follow. Rule 5: Pitched Shoe A. The shoe is pitched when it leaves the player's hand. Rule 6: Broken Shoes A. If a shoe strikes in fair territory and is broken into separate parts, it shall be removed and the contestant entitled to

4 pitch another shoe in its place. Rule 7: Foul Shoes A. A shoe pitched while the player is standing outside the foul line is foul. B. If a shoe first strikes outside of the foul lines before entering the pitcher's box, it is a foul. C. Foul shoes shall be removed from the pitcher's box at the request of the opponent. D. A foul shall not be scored or credited. Rule 8: Interfering with Pitched Shoes A. No contestant shall touch his/her own or his/her opponent's shoes after they have been pitched until the final decision have been rendered as to the scoring values of the shoes. B. Failure to comply with this rule shall result in both shoes of the offender being declared foul and his/her opponent being entitled to as many points as the position of his/her shoes at the peg should warrant. Rule 9: Definition of a "Ringer" A. A ringer shall be a shoe that encircles the stake far enough to permit a straight edge to touch both heel calks simultaneously without touching the stake. Rule 10: Knocked-off and Knocked-on Ringers A. Whenever a player knocks-off his/her own or opponent's ringer, such knocked-off ringers lose their scoring value. B. If a player knocks-on one of his/her own or opponent's shoes from a non-ringer position to a ringer position, the changed shoe has scoring value and credit for a ringer to its owner. Rule 11: Moved Pitched Shoes A. When a thrown shoe moves a shoe already at the stake, all shoes are counted in their new positions. Rule 12: Regulation Games A. The regulation game shall consist of 21 points or highest score out of 30 innings, whichever comes first. B. Each game is divided into innings and each inning constitutes the pitching of four shoes, the two players each pitching two shoes. Rule 13: Scoring Points A. All shoes shall be within six inches of the stake to score. B. Closest shoe to stake scores 1 point. C. Two shoes closer than opponent's scores 2 points. D. One ringer scores 3 points. E. Two ringers score 6 points. F. One ringer and closest shoe of same player scores 4 points. G. If a contestant shall have two ringers and his opponent one, the player having two ringers shall score 3 points. Rule 14: Cancelled Points A. All equals count as ties and no points are scored. B. In case each contestant has a ringer the next closest shoe, within six inches of stake, shall score. C. If each contestant has a double ringer, both double ringers are cancelled and no points scored. D. In case there is a tie of all four shoes as four ringers or all four shoes are equal distances from the stake, no score shall be recorded and the contestant who pitched last is entitled to pitch first on the next throw.

5 E. Any shoes leaning against the stake in a tilted position shall not have advantage over a shoe lying flat on the ground and against the stake. All such shoes are ties. Rule 15: Announcing Scores A. All shoes shall be scored and announced only in their final position after all shoes have been pitched for that particular inning.

6 Spades Tournament Rules Event POC Lead: TSgt Nelson Event POC Lead2: SSgt Owens 1. Teams will be composed of 2 players who will sit directly across from each other when playing. Units may be allowed up to two teams. 2. Games will be to 350 points. First person to 350, or highest points after, wins. If the team with less points falls behind 350 points (score of 200 to -150), the team ahead wins. 3. The Dealer will alternate between all players and will deal all cards 13 to each player. 4. Definitions and Terminology: 5. Scoring Books refers to taking or winning one hand Bid A team chooses collectively based on their hands the number of books they will take. Bags Number of books a team takes over their total bid. For example: a team bids 5 books total, but wins 7, result is 2 bags) Board a call of 4 books. This is the minimum bid a team must call. Set -- When a team fails to win enough books to reach its bid Nil A team must be at least 100 points behind to go Nil. If one player goes nil, that player has looked at his/her cards and has decided that he/she will not take any books. If this player is able to not take any books, the team is awarded 100 points for the round, plus the amount their partner calls. The partner must call a minimum of 4 books (Board). If the partner can t collect their bid, or the "nil" bidder takes a single book, the team will lose 100 points plus the partner s bid from their score. Reneging when a player fails to play the suit of the led card and later throws that same suit. For example: Hearts are led, Player A throws a spade to win the book. Later, Player A throws a Heart. Player A has Reneged. Boston When a team is able to collect all 13 cards in a round. A Boston is an instant victory, and does not need to be called to be valid. 1 book = 10 pts. 1 bag = 1 pt. Successful Nil bid = 100 pts. Failed nil bid = -100 pts. and books called Reaching 10 bags = -100 pts. Not reaching a bid = Minus # of books Reneging = -3 books, other team: 3/no bags 6. No table talk or giving hints to a partner will be allowed after the bid. During the bidding, teammates can discuss Possible s or Maybe s without violating the spirit of the game. 7. The first hand is not bid: whoever has the 2 of clubs leads. All other hands are bid and led by whoever is left of the dealer. 8. Players must follow the suit of the led card, if they have a card of that suit. If a player does not have a card of that suit, they can choose to throw a spade or another suit.

7 9. Renege Challenge ROEs: a. Any team member of the table can issue a renege challenge, but they MUST KNOW the book where the violation occurred b. A successful renege challenge will result in three (3) books for the violating team being forfeited and given to the opposing team c. An unsuccessful renege challenge will result in three (3) books from the challenging team being forfeited and given to the opposing team d. No credit for any books made over what was bid 10. A player cannot lead with a spade until a spade has been played. 11. Ranking order of spades (trump): Big-Joker, Low-Joker, 2 of Spades, Ace of Spades, K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3. Ensure to remove the 2 of Diamonds and 2 of Hearts from the Deck. 12. A misdeal can be called for the following: a. Player was not dealt exactly 13 cards b. Player does not have any spades and any face cards (Ace, King, Queen, Jack) 13. Whichever team doesn t deal calls the bid first. A bid will only be bumped up one point after the other team has made their bid. Bids cannot be bumped down. Both teams can bump up. 14. Dealer must offer the player to his/her right the opportunity to cut the cards after they are shuffled. 15. The minimum total bid for a team is A card laid is a card played! and cannot be picked up. SPECIAL NOTICE Different social playing circles adhere to different rules when playing spades. If there is any specific rule not mentioned that you wish to implement, it is allowed providing that all parties at that particular table agree to it. Otherwise, house rules above solely apply.

8 4 vs 4 Volleyball Match Tournament Director: Some Common Rules of Engagement: 1) 4 person teams (Same team members for the whole tournament) 2) Single Elimination Tournament a. Regular games: First team to 15, rally scoring. b. Championship (best of 3) Games to 25, rally scoring, win by two, (No cap) 3) If ball hits line, it is in. 4) If ball contacts net and lands on opponents side, it is a legal serve 5) No dinks and no carries will be allowed 6) Server must serve from behind the restraining line (end line) until after contact. 7) A block is not considered one hit, therefore three hits after block is legal 8) Contact off a body part, including feet is legal 9) Have Fun!!!!

9 5K Run (TSgt Meadows) Rules of Engagement: 5) Single person race through a marked 5K route. Scoring: 1) Top 3 overall Male/Female runners be counted towards participating Sq. (1 st,2 nd,3 rd ) 2) Points will be distributed as follows: 1 st (30 Pts.), 2 nd (20 Pts.), and 3rd (10 Pts.). 3) Squadron 5K relay team event: Will consist of 3 person teams (must include at least 1 female runner) and each member will run 1 mile. The relay will be run at the same time as the 5K and follow the same course. Points will be distributed as follows: 1 st (100 pts.), 2 nd (50 pts.), and 3rd (25 pts.). Flow of the Event: 3) Time will start once person moves from starting point. 4) Time will stop once person has crossed the finish line. Safety Notice: This event will incorporate physical and mental strengths from competitor. People on profile (AF FORM 469) should NOT participate. The event might cause further damage to member s area of concern and also will go against their limitations expressed on their profile.

10 Cornhole 341 st Medical Group TSgt Nelson/TSgt Reinor Rules of Engagement: Cornhole is similar to horseshoes except you use wooden boxes called cornhole platforms and corn bags instead of horseshoes and metal stakes. Contestants take turns pitching their corn bags at the cornhole platform until a contestant reaches the score of 21 points. A corn bag in the hole scores 3 points, while one on the platform scores 1 point. Singles Play: In singles play a contestant competes against another contestant, and both contestants pitch from the same cornhole platform. Innings: Every Cornhole match is broken down into innings of play. During each inning, there s a top and a bottom round of play. In singles play, the top of an inning is completed when the first contestant pitches all 4 corn bags; the bottom of the inning is completed when the remaining contestant pitches all 4 corn bags. An inning is never completed until all contestants pitch all four corn bags. Value Of The Corn Bag: 1. Corn Bag In-The-Hole - A corn bag in-the-hole (or Hole-In) is a corn bag which is thrown through the hole in the cornhole platform or otherwise comes to rest inside the cornhole platform (knocked in by another player or an act of God). A corn bag in-the-hole has a value of three points. 2. Corn Bag In-The-Count - A corn bag that is not in-the-hole but lands with any portion of the corn bag resting on the cornhole platform is in-the-count (sometimes called on-the-board). A corn bag inthe-count has a value of one point. For a corn bag to be in-the-count, it must not touch the ground or any other portion of the court prior to coming to rest on the cornhole platform. If a corn bag touches the ground before coming to rest on the cornhole platform, it is a foul and must be removed from the cornhole platform prior to the continuation of play. 3. Corn Bag Out-Of-The-Count - A corn bag which comes to rest anywhere except in-the-count or inthe-hole is out-of-the-count and has no scoring value. A corn bag which is declared to be a foul is considered to be out-of-the-count (no matter where it comes to rest) and must be removed from the cornhole surface prior to the continuation of play. Delivery Of Corn Bags During Play: 1. Contestants alternate pitching corn bags until they have thrown all four corn bags, completing the inning. 2. A contestant may deliver the corn bag from either the left or right pitchers box (see above) but, in any one inning, all corn bags must be delivered from the same pitcher s box. 3. Each individual contestant shall deliver the corn bag within 20 seconds. The time shall start when the contestant steps onto the pitcher s box with the intention of pitching. Pitching Rotation During The Game: The contestant who scored in the preceding inning shall pitch first in the next inning. If neither pitcher scores, the contestant who pitched second (last) in the preceding inning shall pitch first in the next inning.

11 Length Of The Game: The Cornhole match shall be played until the first contestant reaches (or exceeds) 21 points at the completion of an inning. The winning contestant does not need to win by two or more points. The Cornhole match can never end in the middle of an inning. Thus, if a contestant pitches first reaches or exceeds 21 points, the game can not end until the other side is allowed to pitch all of their corn bags and the inning is completed. If the Cornhole match is tied at 21 or more at the end of an inning, play continues until one or the other achieves a higher score at the end of an inning and wins the match. The game shall be played to 21 unless a contestant scores 7 or more points at the end of an inning before their opponents score any points. It this case the game is a skunk and the contestant that scores 7 or more points wins the match. Participation: Individual sport; max participation is twice per individual Scoring: The Cornhole match shall be played until the first contestant reaches (or exceeds) 21 points at the completion of an inning. The winning contestant does not need to win by two or more points. Tie-breakers: In the case of a tie, another inning will be played and the contestant with the highest score wins.

12 Darts SSgt Buck Rules of Engagement: The game is 301. All players start with 301 points and attempt to reach zero. If a player scores more than the total required to reach zero, the player busts and the score returns to the score that was existing at the start of the turn. When a player reaches zero, the game is over. If the game score ends in a tie, the player/team that reaches zero wins. Note: For team play, the winning team is the team with the lowest combined score of both team members. General Rules of Play: Players stand at the "throw" line, 96 inches horizontally from the face of the dart board. It is legal to lean over the line. They may step on, but not across, the line. Each player throws a maximum of three darts per turn. A player will always be allowed to throw all three of their darts. It is not required for a player to throw all three darts on every turn. A player may pass or throw fewer than three darts. Any dart thrown counts as a throw, even if it misses the board and bounces out, or if it misses the board completely. A player may not throw any darts over again. Dropped darts may be thrown again. A round is defined as the period of time from the end of a player's turn to the start of their next turn. In a game that is played with two players sharing a score, a round is defined as the period of time from the end of a players turn to the start of their partner's turn. Participation: Open Event individuals/teams may participate two times per event and each successful win will count as 3 points toward the Groups overall score.

13 M4 WEAPON DISASSEMBLING/ASSEMBLING TSgt Tim Adkins Rules of Engagement: The object of the game is to disassemble and reassemble an M4 rifle (IAW wit on-site security forces direction). Scoring: Contestants will be timed. The top three time recorded will receive first, second, and third prize respectively. Point values will be assigned accordingly. If there are 2 weapons available (unknown at this time), contestants may race each other. Times will still recorded individually, though.

14 Obstacle Course (TSgt Villalobos) Rules of Engagement: 6) Single person race through an obstacle course. Scoring 4) Best 3 times will be counted towards participating Sq. (1 st,2 nd,3 rd ) 5) Amount of points per place TBD. Flow of the Event 5) Time will start once person moves from starting point. 6) Time will stop once person has crossed the finish line. Safety Notice: This event will incorporate physical and mental strengths from competitor. People on profile (AF FORM 469) should NOT participate. The event might cause further damage to member s area of concern and also will go against their limitations expressed on their profile.

15 Paintball Target Shooting SSgt Corrina Crippen Rules of Engagement: 1.) Single Person Event 2.) 10 shots to get points 3.) Highest number of points wins 4.) Tie-Breaker: Quickest time for a bullseye 5.) Station manager will keep official scores. Participation: Open

16 Shuffleboard SSgt Tiffany Cason Rules of Engagement: The basic object of the game is to slide each of your pucks as far down the table as possible without having them slide all the way off the table. You can hit other pucks with your slides. Once all the pucks have been sent down the table you have completed a frame. Doubles Play: One set of players will play at one end of the table for one frame and then have the other set of players play from the other end for the next frame. Continue switching off until the game is finished. Scoring: The game is won when a team scores 21 points. If we have 32 teams signed up the winning score will be changed to 15 points to move the games along quicker and have a winner determined by 415PM. At the end of the frame, the team who has a puck closest to the end of the table gets the points for the frame. The other team receives a ZERO for the frame. The winner of the frame counts the points for each puck that is in front of the LOSERS MOST FORWARD PUCK. Pucks that land on lines, are counted for the lower score. Example: If the winning team of that frame has two pucks in the 3 point area, one in the 2 point area and one off the table; and the losing team has one in the 2 point area and 3 in the 1 point area- the winning team would count both of their pucks in the 3 point area. Then, the winning team would count the puck in the 2 point area if it was in front of the losing teams puck. If the winner s 2 point puck was not in front of the losing team 2 point puck, the winning team WILL NOT COUNT IT.

17 Ultimate Frisbee ROE s (SSgt Lynch/SSgt Backus) 1. The Field: A rectangular shape with end zones at each end. A regulation field is 70 yards by 40 yards, with end zones 25 yards deep. 2. Initiate Play: Each point begins with both teams lining up on the front of their respective end zone line. The defense throws ("pulls") the disc to the offense. A regulation game has seven players per team. 3. Scoring: Each time the offense completes a pass in the defense's end zone, the offense scores a point. Play is initiated after each score. 4. Movement of the Disc: The disc may be advanced in any direction by completing a pass to a teammate. Players may not run with the disc. The person with the disc ("thrower") has ten seconds to throw the disc. The defender guarding the thrower ("marker") counts out the stall count. 5. Change of Possession: When a pass is not completed (e.g. out of bounds, drop, block, interception, stalled), the defense immediately takes possession of the disc and becomes the offense. 6. Substitutions: Players not in the game may replace players in the game after a score and during an injury timeout. 7. Non-contact: No physical contact is allowed between players. Picks and screens are also prohibited. A foul occurs when contact is made. 8. Fouls: When a player initiates contact on another player a foul occurs. When a foul disrupts possession, the play resumes as if the possession was retained. If the player committing the foul disagrees with the foul call, the play is redone. 9. Self-Officiating: Players are responsible for their own foul and line calls. Players resolve their own disputes. 10. Spirit of the Game: Ultimate stresses sportsmanship and fair play. Competitive play is encouraged, but never at the expense of respect between players, adherence to the rules, and the basic joy of play.

18 5K Run (TSgt Meadows) Rules of Engagement: 7) Single person race through a marked 5K route. 8) 5K Squadron relay. The relay will consist of 3 person teams (1 member must be female) and each person will run 1 mile. The race will start/finish at the Grizzly Bend. Each member of the team will run out to the ½ mile mark and return to the starting line and tag in their next runner. Scoring: 6) Top 3 overall Male/Female runners be counted towards participating Sq. (1 st,2 nd,3 rd ) 7) Points will be distributed as follows: 1 st (50 Pts.), 2 nd (35 Pts.), and 3rd (20 Pts.). 8) Squadron 5K relay team event: Points will be distributed as follows: 1 st (50 pts.), 2 nd (35 pts.), and 3rd (20 pts.). Flow of the Event: 7) Time will start once person moves from starting point. 8) Time will stop once person has crossed the finish line. Safety Notice: This event will incorporate physical and mental strengths from competitor. People on profile (AF FORM 469) should NOT participate. The event might cause further damage to member s area of concern and also will go against their limitations expressed on their profile.

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