Pub Games Tournament Rules
General Rules & Code of Conduct
General Rules
- Teams are made up of 2 players. Teams earn 2 pts for a win, 1 pt for a tie, and 0 points for the loss of a game. The individual pub sports have their own set of rules.
- Teams will play 1 game or for 20 minutes, whichever is first. Captains of the winning teams must report the game scores immediately to the tournament table after the game is over.
- The top 8 teams from will advance to the playoffs. Seeding will be determined in the following order – total points awarded / head to head match-up, ties will be broken with Rock-Paper-Scissors.
- Teams will Rock-Paper-Scissors to determine the first play. The team that does not get first play, chooses the side of play if applicable. All disputes are to be resolved by Rock-Paper-Scissors.
Code of Conduct
- The Playground Sports motto is “have a ball.” It is not “act like an ass.” If you act like an ass, you will be removed from teampub tournament and possibly all Playground Sports activities.
- Playground Sports Pub leagues & tournaments are self-regulated, it relies on the Honor System. There is no “bending of the rules”, you are expected to follow rules without anybody else telling you to do so.
- If one of your teammates is “bending rules” (knowingly or not) and/or does not follow the rules of the game, it is your responsibility to tell them to do so. Take care of your team.
- Players are expected to comply wholeheartedly with the intent and spirit of the rules. Deliberately attempting to violate the rules is indefensible.
- Players must treat their fellow teampub tournament participants, Playground Sports & facility representatives, staff and spectators with respect and courtesy. Personal and malicious remarks directed at anybody in the teampub community, obscene or otherwise, at any time during game play, have no place in our event.
- Players must refrain from any action that might arouse fellow players or spectators to unsporting behavior. Remember, we are playing pub games for charity, not trying out for the national pub team.
- Tournament administrators and staff have the final say in all situations that may occur, outlined or not.
Darts - Around the Clock
Overview
- Teams will play Around the Clock, if time runs out prior to the finish of the game, the team that is in the lead will be declared the winner.
- The object of Around the Clock is to hit every number on the board IN ORDER with one dart and finish before the other team. First team to hit all the targets and then finish with the bullseye wins.
- Scoring is not needed in this game as long as everyone can remember what number they are up to and what order they shoot.
The Play
- The first game shot will be determined by Rock-Paper-Scissors.
- Teams will alternate turns and players. Example: Team A player 1 followed by Team B player 1 then Team A player 2 and finally Team B player 2.
- The first team player tries to shoot first at 1, when a one is hit, that team’s play moves on to two and so on until all three darts are thrown. The next team player does the same, and so on.
- Only the number that the team is shooting for counts and all the numbers must be shot in order.
- The first team to hit all the numbers in order and finishes with a bullseye hit wins.
All disputes are to be resolved by Rock-Paper-Scissors.
Foos Ball
Overview
- Teams may play the best of 3 games or most games won in 20 minutes.
- If the ball goes into the goal legally, it is a point, no matter who hit it.
- No spinning the rods!
- The first serve through the hole will be determined by Rock-Paper-Scissors.
- Any stall outs or unreachable balls may be picked up and served by the team who last had control.
All disputes are to be resolved by Rock-Paper-Scissors.
Ping Pong/Table Tennis
Overview
- Teams will Rock-Paper-Scissors to determine the serve first and which side of the table each team will start play. Each team gets to serve for two points in a row, and then the other team has to serve, service also alternates between players on the same team. When the first team reaches 10, the teams must change ends and the players also change the order of receivers. This will ensure that both teams play on each side of the table and receivers.
- When serving, you must follow the rules of a legal serve, and hit the ball so that it touches your side of the table once, then bounces over or around the net, and then touches your opponent’s side of the table. A serve that touches the net assembly (the net, net posts, and net clamps) on the way, but still touches your side first and then your opponent’s side on the second bounce, is called a let serve (or just let) and must be replayed, with no change to the score. There is no limit on how many lets you can serve in a row.
- You must serve the ball diagonally so that it bounces first in the right hand half of your side of the table, goes over or around the net, and then bounces in the right hand half of your opponents’ side of the table (their right hand side, not yours!).
- Your opponent will then attempt to return the ball over or around the net so that it bounces first on your side of the table. If he/she cannot, you win the point. If he/she does, you must hit the ball over or around the net so that it bounces first on his side of the table. If you cannot, he/she wins the point. Play continues in this manner until either you or your opponent cannot return the ball legally, in which case the other team wins the point.
- Each of the players on the team must take turns to hit the ball. The server hits the ball first, then the receiver, then the server’s partner, then the receiver’s partner, and then the server again. If a player hits the ball when it is not his turn, his/her team loses the point.
- The game is won by being the team to reach 21 points, with a lead of at least 2 points. If both teams reach 20, then the game is won by the first team to get two points ahead. Also, if a score of 20-all is reached, both teams will only serve 1 serve each until the game is won. The score is called out with the server’s score first.
All disputes are to be resolved by Rock-Paper-Scissors.
Table Shuffleboard
Overview
Games are played with two teams of two people Team members play at opposite ends of the board and remain there for the duration of the game. Games are played until one team scores 19-points at which time they are declared the winners of the game.
How To Play
Play may start from either end of the board which will be designated by rock, paper, scissor. Then the initial startup for shooting and weight or puck color are decided by rock, paper, scissor. The winner of the rock, paper, scissor may elect to choose the weight “color” of choice or the “hammer “. The hammer is the last puck (4th shot) in a round (i.e., the other team shoots first, if you win the rock, paper, scissor and select puck). It is considered advantageous to have the hammer. Once color and shooting order are decided, play!
The team without the hammer shoots first. The other team shoots second. Players continue to alternate shooting until all 4 pucks of each team’s color are used. At this time, points are counted and play continues from the opposite end. The team which scored points on the previous round must shoot first on the next round. If no points are scored on the preceding round (e.g., all pucks are knocked off) than the hammer changes. In other words, the team that had the hammer during the round where no points were scored must shoot first the next round. Play continues in this manner until one team reaches designated points 15-points.
How To Count Player/Team Scores
Only one team scores in a round.
The team which has their puck closest to the end of the board scores. All of their pucks which are ahead of their opponent’s deepest puck (closest to the end of the board) are added together for the score for that round.
A puck scores 1-pt if it is located between the designated foul line and the “2” line. The pucks are considered in-play when they are on the board and past the foul line closest to the shooter. If the puck does not pass the foul line, it is immediately REMOVED from the board.
Pucks completely across the “2”, “3”, or “4” line count 2-pts, 3-pts, or 4-pts respectively. To judge if a puck is completely over the line it should be viewed from above (i.e., look down over the top of the puck. Again, the entire puck must be over the line for it to count as the next higher point value. You should be able to see some wood between the line and the weight.
If any portion of the puck is hanging over the end of the board is called a “hanger” and counts 5-points. Close calls can be checked by holding a puck so the top of a puck is along the back end of the board. The puck is then slid along the back end of the board. If it hits the “disputed” hanger the puck is indeed hanging and is worth 5-points instead of 4-points.
Disputes shall be resolved by rock, paper, scissor.
Giant Block Tower
Overview
The object of the game is to remove one block at a time from the tower, and then stack it on top. The last player to stack a block without making the tower fall wins the game!
Teams play the best of 1 game or 20 minutes (whichever comes first) to complete a match. Players have 1 minute per turn. A player who does not play within the time limit will END THE GAME. This means your team loses if your players do not make their play within the time limit.
How To Play
- Begin with all blocks stacked up into a tower on the pedestal, levels of three blocks placed adjacent to each other along their long side and perpendicular to the previous level.
- Rocks, paper, scissors to see which team gets to go first. The winner gets to decide who on their team starts the game.
- Teams will alternate game play. For instance, team A’s first person will take a turn, then Team B’s first person will take a turn, followed by Team A’s second person taking a turn, then Team B’s second person taking a turn, and so on.
- During a player’s turn, remove a block from anywhere BELOW the highest completed story of blocks- a full row of 3 stacks above the block selected to be removed. Then stack the block on top of the tower perpendicular to the blocks just below. When stacking, always complete a 3-block row before starting the next row.
- Players may use only one hand at a time – either hand may be used, but only one hand may touch the tower at any time.
- Players may tap a block to find a loose one. Any blocks moved but not played must be replaced, unless doing so would make the tower fall.
- Each player’s turn may last no longer than 1 minute, in order to allow for sufficient and hopefully multiple games played during the allowed 20-minute window.
- The turn ends 5 seconds after a block is safely stacked or as soon as the next alternate player touches the tower, whichever occurs first.
- The game ends when the tower falls — completely or if any block falls from the tower (other than the block a player moves on a turn).The loser of the game is the team who made the tower fall (i.e., whose turn it was when the tower fell).
- Any rules not outlined will be agreed upon by both teams.
- All disputes shall be resolved by Rock-Paper-Scissors.
Pool (Scotch Doubles)
Overview
Games of 8-ball are played with two teams of two people (teams alternate shooters – Scotch Doubles). The game begins by racking all fifteen balls, designated by the “stripes” and the “solids”. The “solids” are numbered 1-8, and are solid colors, hence their name. The “stripes” are numbered 9-15, and have a single colored stripe around them. The object of the game is to sink all of your team’s balls (stripes or solids) and then pocket the 8-ball.
How To Play
- The first game break shot will be determined by Rock-Paper-Scissors, successive break shots will be determined by the winner of the previous game.
- Team balls are determined by the first team to sink a ball (stripe or solid), if one of each (stripe or solid) is sunk, it is the team’s choice.
- Players must call all shots, either verbally or through gestures. Uncalled shots will result in the end of the turn. Any ball sunk will remain in the pocket, whether called or not.
- Players may hit “combination shots”, hitting a solid ball into another solid ball, or striped ball into another striped ball, as long as players call the shot. Players cannot hit a striped ball into a solid, or vice versa.
- As long as a team keeps making called balls, the players on the team alternate turns. If a player misses, or fails to call their shot, it is the next team players turn.
- Example: Team A Player 1 makes shot, then Team A Player 2 shoots and makes the next shot, Team A Player 1 shoots and misses it becomes Team B’s play. The next time Team A is up, Player 2 starts the play.
- Scratches will result in the loss of turn, with restart by the opponent placing the ball anywhere in the “kitchen” (behind the 2nd diamond from the head of the table, where the initial break shot was taken).
- The eight ball must be sunk last—sinking it before then will result in an automatic loss with the exception of the break. A team wins the game if the 8-ball is pocketed on the break and does not scratch; a team loses the game if they pocket the 8-ball and scratch.
- Scratches during attempts on the eight ball result in the loss of the turn, but not the loss of the game.
- Any rules not outlined will be agreed upon by both teams. All disputes shall be resolved by Rock-Paper-Scissors.
Rack Clarifications
- 8ball involves all fifteen pool balls. Put all the striped and solid balls into the rack, leaving the cue ball at the other end of the table.
- When racking the balls, make sure the eight ball goes in the center and place a striped ball in one corner and a solid in the other corner. Some players insist on alternating solid ball, striped ball throughout the rack, however official rules don’t require this.
- A tight rack is required and essential for a smooth game. A tighter rack will make for a better break and thus a robust game.