2013 Michigan Flatlander Games Event Game Rules Packet

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1 CHAMPIONSHIP POINT SERIES The Championship Point Series system determines the overall winner of the Flatlander Games. Teams automatically receive (2) points for every event in which they participate. They receive an additional (2) points for every game they win within an event tourney bracket. Based on 16 teams competing that would be (2) points for participation plus the (8) points for winning the event for a total of (10) points. The scoring varies based on the number of teams participating and can be determined by looking at any of the posted tournament brackets. Trophies and prizes are awarded to the Podium Finishers which are Grand Champion, 1 st Runner-Up, and 2 nd Runner-Up of the overall event. All game events (minus DiscGolf Tourney) are run as single elimination bracket style tournaments. Disc Golf is played in a scramble format with positions and points awarded based on the lowest scores. Championship trophies and prizes are awarded to the winners of each event tournament. Teams are required to participate in 6 of the 8 event tournaments in order to qualify for the Championship Point Series. In the situation that a team does not complete 6 tournaments their score cannot be tallied for the purpose of the Championship Point Series. TEAM NUMBER DESIGNATION & RANDOM BRACKET GENERATION Based on the number of teams competing will dictate how many byes are required per event tournament. The total number of byes will be divided evenly among all participating teams. In the event that teams do not have equal number of byes throughout all events this is considered luck of the draw for those teams with the higher bye total. During registration each team will randomly draw a number that corresponds to the bye distribution and placement in the specific tournament brackets (if byes are required). This is known as Team Number Designation and is done to evenly distribute byes amongst all the teams playing in the Flatlander Games. This number is also used to signify how each game within an event tournament starts. For each matchup (regardless of the game) the lower team number will throw first to start. In setting up to start any game the lower numbered team is required to take their respective sides before the higher team number chooses how they will matchup to their opponent. The higher team number must matchup according to how the lower team number is already positioned and cannot dictate placement to their opponent in any way. Same is said for the lower team number that once they choose their side placement they cannot change once the high team number has made their matchup decision.

2 CODE OF ETHICS The Flatlander Games requires each team or participant to follow a simple Code of Ethics while competing in the event. The Flatlander Games Code is: #1: Fighting and, or cheating will not be tolerated. You will be banned from the event and asked to leave the grounds immediately. Failure to do so will result in calling of authorities. #2: The Five-Minute Rule is always in effect. This means if we cannot locate your team (must be both teammates) you have a five-minute grace period to show up. Otherwise the game in question will be forfeited. If all team members are present when game is announced you then have two minutes to be on the playing field ready to start. Game directors have control over this decision. #3: Teams are not allowed to practice for future game tournaments once they have been eliminated from current event. Each team is allowed up to (3) practice rounds prior to starting any game. In the event you are caught abusing this policy your team will be penalized (2) series points. Must be witnessed by the tournament director to impose. #4: The winning team of any game is required to inform the tourney directors that they have won and advanced to the next round. Failure to do so may result in a deduction of points. #5: The minimum age requirement for this event is 21 years old and competitors are always assumed to be participating at their own risk. #6: Keep our grounds clean! Pick up after yourself and others to assure we will be invited back in the future. Vandalism of property will not be tolerated! The Flatlander Games is not responsible for any personal property lost, stolen, or damaged.

3 EVENT #1 The CornHole Tournament 1) (2) Flatlander approved CornHole goal boards, (8) Flatlander approved corn bags (4 red bags / 4 blue bags). All in accordance with ACHA regulations. 2) The (2) goals are placed 27 feet apart from front-to-front of each goal on a level playing field. 3) Game time limit is 30 minutes from the start. At 5 minutes remaining the director will inform both teams of time remaining. The game will be called final at the close of the throwing round when the 5 minutes expires. Director will make you aware of last throws. Result must be one team leading by more than 2 points. Otherwise the game finishes when one team is ahead by 2 or more. 1) Team that throws first is determined by which team has the lower designated number. Team with the higher designated number chooses sides. Teammates are required to stand directly across from one another and cannot change sides during a game. 2) Winner is first to 21 points win by 2 points. There is no skunk rule and you can score over 21 points in winning.. 3) Teams receive (3) points for each bag that drops into the hole (a corn hole!) and (1) point for each bag that lands and remains on top of the board. A score is the difference in each team s totals. If you match in points on the board or in the hole then no points are scored. 4) Corn bags thrown into the hole never cancel points on the board so they are scored separately for the purpose of this game. 5) Each team plays with (4) corn bags per throwing round. Opponent's alternate tosses until all 8 bags have been thrown. 6) Bags pushed in the hole by another throw count as a corn hole. Likewise bags knocked off the board by another bag no longer count as a point toward teams total. 7) The single elimination style tournament gives 2 points per team for participation and 2 points for each game won within the tournament. Winning team will receive 10 points, event trophy, and cash prize. 8) Teams cannot pass the front of the board during a throw. Opposing teams can call foul if an infraction happens and the player throwing must re-throw that bean bag. Must be called when it happens and not after a result of the throw is recorded.

4 EVENT #2 The PongCup Tourney 1) (1) Flatlander approved PongCup Table Set, (2) ping pong balls, and (20) Flatlander approved keg cups (10 per side). The 10-cup formation is a triangle (tight with rims touching) with the point reaching out towards opposing side. 2) Tables will be placed 8 feet apart from the back. Cups must not be tilted or leaning against any of the surrounding cups. Water will be used in all of the cups filled to a level of 1/2 of the cup. 3) Game time limit is 30 minutes from the start. At 5 minutes remaining the director will inform both teams of time remaining. The game will be called final at the close of the throwing round when the 5 minutes expires. Director will make you aware of last throws. Result must be one team leading by more than 2 points. Otherwise the game finishes when one team is ahead by 2 or more. 1) Team that throws first is determined by team with lower designated number and team with high number chooses sides. Winner is first team to close out all 10 cups on opposing side with rebuttals. 2) The ball in play may not be grabbed until it has cleared the cup. Contact with a ball during a throw in the field of play is a one-cup penalty. Opposing team chooses what cup to remove. 3) Any ball that makes contact with the ground in the course of the throw is a dead ball. 4) Cups must be reformed at 6, 3, and 1 cups remaining regardless if team asks for a re-rack. All racks must be aligned to the center of the table. Reformation is to take place as soon as applicable, even in the middle of a teams turn. Directors must approve your rerack. 5) Cups are to be removed as soon as they have been made even in the case where a reformation is not warranted. Teams may not make a shot while a re-rack is in process. In the event that it happens (even accidentally) the shot counts as a miss regardless of what happened. 6) Rollbacks are such where if both players make a shot that team will get (1) additional rollback shot, not two. The only exemption to this rule is during rebuttals where individual players get unlimited rollbacks as long as they make a shot. Either teammate may take the rollback shot. 7) Leaning is permitted with the following considerations: A player may not place any body part on the table in order to gain additional reach on a shot. Any cup knocked over by excessive leaning will count as a hit shot. 8) Distractions are permitted with the following exceptions: Player may not cross the plane of play (the imaginary vertical line that separates you from your cups) with any body part or object. No variation rules (i.e. blowing, fingering, fanning, etc.). Director can call penalty in this instance and allow a re-throw if an infraction occurs. 9) Ball interference is defined as any contact, intentional or otherwise of the ball or cups during opposing players throw. Ball interference is imposed by a one-cup penalty. In the event of nonplayer or official interference the shot is to be replayed. Any and all objects sitting on the table are considered part of the table. 10) Cup interference is defined as players knocking over their own cups counting as though it has been sunk and should be removed from the rack. In the event that a cup is knocked over by a non-player or official that cup will be replaced (not removed from the table). 11) Balls knocking over cups: Cups should be filled with 1/3 cup of water so pong balls should not be able to knock over cups. In the event that a ball does knock over a cup that cup counts as a hit shot and should be removed from the rack. In the event that a team is trying to purposely knock down cups using force while result in a loss of throw and a possible disqualification. 12) Rebuttals are given to either team once the opposing team has cleared all 10 cups from their side. Players facing a rebuttal are given an additional shot(s) to close out remaining cups and force an overtime situation. Players from each team have unlimited opportunities to close out remaining cups assuming they continue to make balls in cups during this rebuttal phase. 13) A successful rebuttal results in a 3-cup overtime with the dominant team (team that would have won had rebuttals not forced overtime) holding possession. Same rules for rebuttal and rollbacks apply in overtime situations.

5 EVENT #3 The RingBucket Tourney 1) (2) Flatlander approved Flatland Horseshoes goal boxes (sand filled), (8) MFG approved D-rings (4 red rings / 4 blue rings). 2) The (2) goals are placed 30 feet apart from front-to-front of each goal on a level playing field. 3) Game time limit is 30 minutes from the start. At 5 minutes remaining the director will inform both teams of time remaining. The game will be called final at the close of the throwing round when the 5 minutes expires. Director will make you aware of last throws. Result must be one team leading by more than 2 points. Otherwise the game finishes when one team is ahead by 2 or more. 1) Team that throws first is determined by the team with the lower designated number. Team with higher designated will choose sides. 2) Winner is first to 21 points win by 2 points. There is no skunk rule and you can score over 21 points! 3) Teams receive 5-points for each ring that drops in the paint can (a bucket!) and 2-points for each ring that lands and remains in the box. 3-points are awarded if a ring lands on the top ledge of the box. 4) A score is the difference in each team s totals. Ringing a bucket will cancel any opponent rings in the box (but never cancels your own rings in the box). 5) Opposing rings in the box or bucket will cancel each other out therefore no points are awarded. Cancelling team always obtains control of the next throwing round. If no points are scored regardless of cancellation rule then control remains with the team that started the previous throwing round. 6) Each team plays with (4) rings per throwing round. Team A throws their (4) rings and then Team B throws their (4) rings. Throwing round control is determined by team that scored the last points or canceled points from controlling team. 7) The single elimination style tournament gives 2 points for each team for participation and 2 points for each game won within a tournament. Winning team will receive 10 points, event trophy, and cash prize. 8) Teams cannot pass the front of the board during a throw. Opposing teams can call foul if an infraction happens and the player throwing must re-throw that D-ring. Must be called when it happens and not after a result of the throw is recorded.

6 EVENT #4 The FricketDisc Tourney 1) (1) Flatlander approved FricketDisc Set, (2) Flatlander approved frisbees, (4) Flatlander approved keg cups and (1) measuring tape. 2) The (2) goals are placed 35 feet apart from front-to-front of each goal on a level playing field. 3) Game time limit is 30 minutes from the start. At 5 minutes remaining the director will inform both teams of time remaining. The game will be called final at the close of the throwing round when the 5 minutes expires. Director will make you aware of last throws. Result must be one team leading by more than 2 points. Otherwise the game finishes when one team is ahead by 2 or more. 1) Team that throws first is determined by which team has the lower designated number. Team with the higher designated number chooses sides. Teams line up on opposing sides similar to PongCup. Winner is first to score 21 points win by 2 points. There is no skunk rule. 2) Each player is a thrower and a defender. Players line up on each side of the Fricket goal posts and must remain on that side for the duration of the game. They must defend or protect the goal post that is on their chosen side. 3) Scoring from a throwers position: 1 point for hitting a goal post. (Ricochets do not count towards points). This means you can only get 1 point per throw for hitting a goal post. If the frisbee disc bounces into the other goal post the result is still 1 point. 4) Scoring from throwers position: 1 point for every cup that hits the ground. Ricochets that knock both cups off the goals posts count towards points. Cups knocked off by opposing team during defense count towards points (only from an offensive scoring standpoint). 5) Scoring from throwers position: 3 points for going between the goal posts with no contact of the cups or goal post. Must be clearly below the bottom of the cup line to count. Director will explain how to score this correctly. Any contact by the Frisbee with the ground or base prior to going through the goal posts does not count. In this instance the 6) Scoring from defenders position: 1 point for every cup that a defender catches from their designated side. The cup or cups must have been knocked off by the flight of the frisbee. Players are awarded 1 point (or can subtract 1 point from their opponents score). If both cups are ejected from the goals posts in the flight of the Frisbee and are caught by the defenders on their respective side they would get 2 points. 7) If a defender makes contact with the goal posts or cups prior to the Frisbee making contact no points will be awarded from the defender position regardless if the cup is caught in the process. Defenders that make contact with the Frisbee before passing the goal post field of play will be penalized one point. Opposing team can choose to add to their total or take away from opponent. 8) Any defender can catch a falling cup, but only those caught by the corresponding defender to the given side will be award points. Tipping is allowed assuming the player does not cradle the cup in any way during process. 9) The single elimination style tournament gives 2 points per team for participation and 2 points for each game won within the tournament. Winning team will receive 10 points, event trophy, and cash prize. 10) Teams cannot pass the front of the board during a throw. Opposing teams can call foul if an infraction happens and the player throwing must re-throw that washer. Must be called when it happens and not after a result of the throw is recorded.

7 EVENT #5 The Horseshoe Tourney 1) (2) Flatlander approved horseshoe stakes, (4) Flatlander approved horseshoes (2 red / 2 blue). 2) We will use the horseshoe pits as supplied by The Ridgefield Farm. 3) A rake and shovel may be required to prepare the pits prior to the tournament. 4) Game time limit is 30 minutes from the start. At 5 minutes remaining the director will inform both teams of time remaining. The game will be called final at the close of the throwing round when the 5 minutes expires. Director will make you aware of last throws. Result must be one team leading by more than 2 points. Otherwise the game finishes when one team is ahead by 2 or more. 1) Team that throws first will be team with lower designated number and team with higher number chooses sides. 2) Winner is first to 21 points win by 2 points. There is no skunk rule! 3) A throw/toss/heave of a horseshoe must be underhand. Shoes that bounce or roll in from the front grass section of the pit and land in point range count as they lay. However, shoes that bounce off the backstop are disqualified shoes. Shoes that hit off the side wood section are not to be disqualified. 4) "Horseshoes Length" is measured with horseshoe prongs facing down parallel to the stake. Measuring shoe must clearly touch the stake and potentially scored shoe. 5) Teams receive (1) point for the closest shoe within "horseshoes length". Multiple points can be scored if both teams' shoes are closer than opponents. 6) Ringers are worth (3) points. Throwing a ringer will cancel opponents ringer or potential points, but will not cancel your other thrown shoe. A ringer is a ringer and does not matter how it sits in accordance to the stake. 7) Each team plays with (2) horseshoes per throwing round. Team A throws their horseshoes and then Team B throws their horseshoes. Throwing round control is determined by team that scored the last points. Shoes knocked closer or further away from the stake by another throw count as they lay. 8) No score for leaning shoes

8 9) The single elimination style tournament gives 2 points for each team for participation and 2 points for each game won within a tournament. Winning team will receive 10 points, event trophy, and cash prize. 10) Teams cannot pass the front side of horseshoe pit. Opposing teams can call foul if an infraction happens and the player throwing must re-throw that horseshoe. Must be called when it happens and not after a result of the throw is recorded. EVENT #6 The WasherBoard Tourney 1) (2) Flatlander approved washer goal boards, (6) Flatlander approved 3.0 washers (3 blue / 3 red). All equipment in accordance with official washer board type games. 2) The (2) goals are placed 12 feet apart from front-to-front of each goal on a level playing field. 3) Game time limit is 30 minutes from the start. At 5 minutes remaining the director will inform both teams of time remaining. The game will be called final at the close of the throwing round when the 5 minutes expires. Director will make you aware of last throws. Result must be one team leading by more than 2 points. Otherwise the game finishes when one team is ahead by 2 or more. 11) Team that throws first is determined by which team has the lower designated number. Team with the higher designated number chooses sides. 12) Winner is first to score exactly 21 points. In the event that both teams reach 21 points on the same throwing series, 5-point overtime will result. There is no skunk rule. 13) Teams receive (1) point for each washer that lands in the front hole, (3) points for the middle hole, and (5) points for the back hole. A score is the total of each team s holed totals. 14) No points awarded for washers that land on top of the board and there is no cancel rule for this game. 15) Each team plays with (3) washers per throwing round. Team that scored the most points on the last toss throws first. In the event of a tie in points the team that last had control retains the first throw. That team will throw all (3) washers before opponent throws. 16) Washers pushed in holes by any throw count as a score. 17) Teams must score exactly 21 points to win the game. A team may forfeit there their throwing turn at any time (meaning once they reach 21 points they can be done throwing even if they have additional washers). 18) Team that exceed 21 points will incur the Break 21 penalty resulting in a reduction of your starting score by the amount of points scored that caused the team to break 21 points (Example: If Team A has 18 points and throws a washer in the furthest hole (5 points) their turn exceeds 21 points and their starting score is reduced from 18 points down to 13 points.)

9 19) Break 21 penalties can occur at any point in a teams throwing round. Once a team incurs a penalty their score is reset according to the rule. If that player has additional washers to throw for that round no further penalties are awarded unless they break 21 points again. 20) The single elimination style tournament gives 2 points per team for participation and 2 points for each game won within the tournament. Winning team will receive 10 points, event trophy, and cash prize. 21) Teams cannot pass the front of the board during a throw. Opposing teams can call foul if an infraction happens and the player throwing must re-throw that washer. Must be called when it happens and not after a result of the throw is recorded. EVENT #7 The CricketDart Tourney 1) (1) Flatlander approved cork type dartboard, (6) MFG approved 18g darts (3 per team, and a score sheet. 2) The dartboard is affixed to a backboard and throw line is marked 8 feet from the backboard. 3) Teams may supply their own darts, but they should not exceed 22 grams to assure the longevity of the cork style dartboard. 1) The team with the lower designated number throws first. 2) Cricket uses the numbers 15 through 20 and the bull's-eye. To close out a number, it must have been scored 3 times in any fashion, on one or more turns. Hitting the triple will close a number in one throw; a single and a double will close it in two throws or three singles will close it in three throws. 3) A score sheet is used to keep track of the hits on all the numbers. Hitting a number once is shown by placing a slash (/) beside the number, second hit by an (X), and the third by a circle (O) around the "X". 4) Numbers do not have to be closed in any particular order and several numbers can be hit in the same turn. Unlike a typical game of Cricket scoring once a number has been closed out will not matter and will not be tallied for the purpose of this game. 5) In the event of a tie where both teams close out their score tables at the same time (called a showdown) the winner will be the next team to throw a bulls-eye. Each team throws all 3 darts and the numbers of bull-eyes are tallied. The winner is the higher total of bull-eyes. Repeat as necessary until game is complete. 6) The single elimination style tournament gives 2 points for each team for participation and 2 points for each game won within a tournament. Winning team will receive 10 points, event trophy, and cash prize 7) Teams cannot pass the front of the throwing line. Opposing teams can call foul if an infraction happens and the player throwing must re-throw that dart. Must be called when it happens and not after a result of the throw is recorded.

10 EVENT #8 The DiscGolf Tourney 1) Teams are to provide their own discs, but Flatlanders has spare discs that can be borrowed. 2) Each team will receive (1) Disc Golf Tourney Score Sheet and (1) Scoring Pencil. Teams are required to fill out a score sheet and submit to Games Official upon completion of the round. 3) This is a two-man "best disc" scramble though we will play in foursomes as a way to keep an eye on each other. Any team without a foursome will be expected to play on the honor system. 4) The course at Holly Woods is a 24-hole course though we will only play 18 holes. At Hole #11 you will see two distinct paths leading to the next holes at or near the basket. Follow the path behind the basket that leads you off the left of the hole, which will take you to Hole #18 (skipping holes 12 thru 17). 1) Disc Golf pairings will be predetermined to help save time. Majority of the holes on the Holly Woods Disc Golf Course are par 3 with a few exceptions of par 4 holes. 2) We will play 18 baskets of disc golf with lowest score taking the event. In the event of a tie, teams will split total winnings and points based on their finish. 3) We will enforce the chain rule to help speed the game time and to make things a little easier for less experienced players. This means that on any shot if you make direct contact with any part of the chain counts as an in the basket. Do not count the shot if it hits the basket itself (only the chains). 4) Once shots have been taken and "best disc is chosen player must line up for the next shot within (2) foot step lengths of where the disc sits without advancing the ball towards the basket itself. A footstep length can never move you closer to the basket, but it can remove you from a hazard, from behind a tree, or out of the woods. Footstep length can never remove you from water (penalty stroke and potential loss of disc). 5) In the event that your team loses both of it's discs in a hazard a one-stroke penalty is to be taken and next shot is taken in the vicinity of where one of the discs were lost. Please respect the course and other non-event disc golfers. Keep pace with the group ahead of you. Groups must remain together (2-point penalty will be imposed for not doing this for both teams involved.) 6) If a player in your group cannot find their disc please help them locate it. Do not advance until disc is found or player decides to give up. Let groups behind you play through while looking for discs.

11 7) Game points will be broken down based on how many teams we have playing in the tournament. For example, with 16 teams 1 st place receives 10 points, 2 nd place receives 8 points, 3 rd /4 th places receive 6 points 5 th -8 th receive 4 points, and 9 th -16 th receive 2 points. Winning team will receive event trophy and cash prize. FREQUENTLY ASKED QUESTION 1) How many event tournaments does a team have to play in order to qualify for the Flatlander Cup? Teams have to play in at least 6 of the 8 events in order to qualify for the point series, which is a requirement to win the cup. 2) How are Byes determined for the event tournaments? If and when byes are required, the number of teams competing in the games determines the number of byes in an event tournament. Based on that number, byes are evenly distributed among all teams. 3) What happens if a player or team is not able to continue the tournament? Teams consist of the same two players for the duration of the event. Additional games for that team will be forfeited if a player is unable to continue. No substitute players are allowed. 4) What happens if there is a general rule or scoring dispute during a game? Disputes can be only heard during active games. In the event of a dispute a Games Official must be called to the playing field to make a judgment. Teams cannot dispute games that have been recorded as final. 5) What happens if teams play a game wrong (not to Flatlander Rules) and the game is finished? If the game is finished and results have been recorded there is nothing that can be done. In the event that a game is in progress and a rules infraction is determined a Games Official can be called to make a ruling on said game. It is each participant s responsibility to know the rules of the games. 6) What happens if there is a tie for 1 st place in total points for the Flatlander Cup? In the event of a tie, a Best of 3 game playoff will be held. Three of the events (minus disc golf) will be selected at random to be played in a three game elimination style format. 7) What happens if there is a tie for 2 nd or 3 rd place in total points for the Flatlander Cup Point Series? A tie in 2 nd or 3 rd place will result in a one game playoff. One event will be selected at random (minus disc golf) to be played in a single elimination style format. In the event there are more than 2 teams tied a playoff system will be arranged. 8) What is the ruling on teams choosing sides at the start of the game? Since the team with the lower designated number gets first throw the higher designated numbered team gets to choose which side they want to throw from or who they want to throw against (but never both). Lower team numbers should decide their side placement before higher team number makes their matchup decision.

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