Bar Games Rules - Atlanta Sport and Social Club

1 2016 ASSC 4v4 Barlympics Table of Contents
1. Rules Summary
2. General Information
3. Playoffs
Page # 1 2 8 2 I.
RULES SUMMARY: 1. Location​: Games will be held at Buckhead Saloon, each week. 2. Starting Play​: Each team of 4 (or more) players will receive their game line­up each night. Each team will have a minute to decide which players will compete in each game. Once both teams have indicated that they are ready to start, it’s game on! 3. Scoring​: Each game will be played in a best of three series. The first team to win two rounds of each game will receive the win for the round and 3 points in the standings. In the event of a tie in the third game of a round, each team will receive 1 point in the standings. 4. Substitutions​: Teams can substitute players in/out before and after each round of each game. Players may not substitute players in the middle of a round. 5. Self­Officiating​: A league manager will be present each night but all games are self­officiated. 6. Spirit of the Game​: This is the most important rule in Barlympics. Sportsmanship and fair play are very important, due to aspect of self­officiating. Competitive play is important, but never at the expense of following the rules, respecting other players, and having fun. 7. ​Length of Game:​ Games will be played in three 15 minute periods. Your league manager will give you a 2 minute warning. Each game will have a specified amount of time for a player to make his/her move, before he/she is penalized with a delay of game. ​Read below for further details. See Page 2 for Full Rules. 3 II.
GENERAL INFORMATION i.
Preface a. This simplified version of Barlympics rules is especially for Atlanta Sport & Social Club play. It is assumed that no player will intentionally violate the rules; thus, there are no harsh penalties for inadvertent infractions, but rather a method to resume play simulating what most likely would have occurred absent the infraction. b. In Barlympics, an intentional infraction is considered cheating and an offense against the spirit of sportsmanship. A player may be in a position to gain an advantage by committing an infraction, but that player is morally bound to abide by the rules. Each player is responsible for upholding the Spirit of the Game™ (see below), and this responsibility should remain paramount. 1. Introduction a. Description​: Barlympics is a non­contact social sport played by two teams of 2­4 players ­ with the objective of bringing competitiveness to a social environment. A goal is scored when a player catches the disc in the end zone that player is attacking. A player may not run while holding the disc. b. An attempt to unfairly disadvantage an opponent through physical contact is a foul. Barlympics is self­officiated – there are no referees; players are responsible for making their own infraction and boundary (including scoring) calls. 2. Spirit of the Game:​ Barlympics relies upon a spirit of sportsmanship that places the responsibility for fair play on the player. Highly competitive play is encouraged, but never at the expense of mutual respect among competitors, adherence to the agreed upon rules, or the basic joy of play. a. Protection of these vital elements serves to eliminate unsportsmanlike conduct from this Barlympics league. Such actions as taunting opposing players, dangerous aggression, belligerent intimidation, intentional infractions, or other “win­at­all­costs” behavior are contrary to the spirit of the game and must be avoided by all players. 3. Playing Field: ​Playing field will vary based on game. 4. Equipment: a. League manager will provide all supplies necessary for each game. b. Each player will be issued an Atlanta Sport and Social Club T­shirt, which will serve as the player’s jersey. c. Teams must wear shirts or jerseys of matching color. 5. Players: a. A team consists of 2­4 players. b. A team may start and play a game with as few as three (3) players (at least 1 woman). c. It is recommended that in Co­Rec play there is a gender difference of zero (0) (e.g., two males and two female in a 4­player game or one male and one female in a 2­player game), though this ratio can be adjusted based on the actual make­up of 4 the teams. If a team cannot match the gender ratio, they may play with fewer players, so long as they do not exceed the number of players of either gender on the opposing team. 6. Playing the Game: a. Length of Game:​ Games will be played to a point total of 3. A 2­minute intermission will take place between each game. Games will be capped at the 15 minute mark. Once a game is capped, play out the current point. If at the end of the point the game is tied, the game is over. b. Starting and Restarting Play i. A fair method, such as a coin toss or Rock, Paper, Scissors, will be conducted by representatives of the two teams. The winner has the option to choose which side his/her team wants to play on OR whether or not his/her team would like to go first. ii. The other team is given the option before the start of the second round. If a third round of games is needed to decide the winner, both teams will conduct another round of a coin toss or Rock, Paper, Scissors. iii. After a point ends, it is recommended that players begin the next point within 10 seconds. 7. Rules a. Final interpretation of these rules is made at the sole discretion of the referees. 8. Games a. BEER PONG i. Cup Formation 1. 6 cups per team 2. Starting formation is a “tight triangle” formation (rims touching), pointing towards the opposing side. 3. The 6­cup triangle must be centered on the table and the back of the rack must be in line with the back edge of the table. 4. Cups must not be tilted or leaned against the surrounding cups ii. Content of Cups 1. For Atlanta Sport & Social Club Beer Pong, approximately 24 ounces of water will be used per team and will be distributed evenly in the 6 cups on each side of the table. ​These water cups are not for consumption​–they are to be reused every round. iii. Game Play 1. The object of the game is to sink your pong ball in all of the other team’s cups. 2. Both players from each team will have at least one shot per turn to achieve this objective. a. Both players from each team must remain at their end of the table for the entirety of the round. b. There is no “elbow” rule. 3. Once a shot is made, the made cup must be removed from the rack. Also known as ​“Make & Take.” a. If the first player on a team makes a cup, the second player has one less cup to shoot at. 4. If both players make a cup during a single turn, the team will receive one (1) additional bonus turn, with one (1) ball. a. e.g.: Player A and Player B both sink a cup on their team’s turn. The opposing team will return one (1) ball to Player A and Player B. Player A and Player B must now decide which one of them will take the bonus shot. 5 5.
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In the event that a player who has possession of the ball drops that ball into his own cups either accidentally or intentionally, ​NO penalty is taken. A team may request a re­racking of cups at 3 cups remaining (back row triangle only) and 1 cups remaining(middle back row only) . The “​ISLAND”​ rule is not in effect. Defending players may swat or grab a ball that is bounced, but CANNOT finger or blow a ball that is spinning in the cup. Any interference with an airborne shot, will result in a one cup penalty. A team is deemed the winner when it has successfully made every one of its opponent’s cups. A game that ends by way of expired time, as oppose to a team completing the objective, will be decided by the number of cups left in play. A tie will be recorded as a tie. iv. Redemption (A.K.A. Rebuttal) 1. Once a team has made its final cup, the opposing team has one turn to make remainder of its cups. 2. “Shoot ‘til you miss.” a. Players on the rebutting team will alternate shots until each both players miss a shot OR sink all the remaining cups. 3. In the event that a team is successful in a redemption turn, a round of ​SUDDEN DEATH ONE­CUP OVERTIME ​beer pong will be played. a. The team that successfully completed the objective in regulation will be awarded the first shot. b. There is no redemption in this round b. FLIP CUP i. Objective: 1. Finish the beverages in all four cups and successfully flip the empty cups, so that they are standing flatly on their rims. ii. Teams will consist of 4 people to compete. 1. If a team has less than 4 people, players will have to take additional turns to ensure that 4 cups have been flipped. a. See league manager with questions or clarification. iii. Red plastic (Solo or similar) cups will be the regulation cup used for this game 1. Each player must start with approximately 2 ounces of the beverage of his/her choice in his/her cup. a. Opposing players are allowed to agree on a different amount, other than the default two ounces. iv. Designate one end of the table as the starting end, and the other as the anchor end. The first player at the starting side will be assigned cup #1 and so on down the line. 6 v. The game starts when both player #1's tap each other's cup and then tap the table. Also known as "The Gentleman's Start." vi. From there each player #1 will drink the amount of beverage in the cup. Then they will place the cup FACE UP on the edge of the table and proceed to flip the cup until it lands FACE DOWN. vii. Then player #2 can drink their beverage and proceed to flip, and so on down the line until all team members have flipped. The first team to flip all of their cups wins that game. The next game will start with player #2 being the new starter and player #1 being the new anchor. There is no need to move any player locations on the table. viii. If both teams flip their fourth cups and successfully settle the cups on the table at the same time, a ​ONE­CUP OVERTIME ​round will be played by a player from each team in order to determine the winner of the round. ix. If two hands are used to flip or guide the cup it, is an illegal flip. Only one hand is permitted to make the flip. The non­flipping hand may act strictly as balance assistance for the cup on the edge of the table. x. If a team has alternates, they can only make line­up changes in between matches. c. CORNHOLE i. Objective: ​Successfully toss bean bags into opponent’s cornhole platform. ii. Rounds are played to 21 or until the end of the 15­minute period. 1. Corn Bag In­The­Hole (​Three­point value)​: A corn bag which is thrown into the platform hole or comes to rest in the platform hole. (A teammate may knock a resting bag, into the hole, with his/her toss.) 2. Corn Bag In­The­Count (​One­point value)​: A corn bag that is not in the hole but lands with any part of the bag resting on the top of the platform. The corn bag ​must not ​be touching any part of the ground. The corn bag ​may not ​come in contact with the ground or any surrounding elements (players included) before scoring into the hole or onto the platform. 3. d. GIANT JENGA i. Objective: ​dismantle the tumble tower and rebuild it without losing any of the blocks or causing the tumble tower to topple over in the process. ii. All members of a team are allowed to participate. But teams must alternate turns. No player can attempt a Jenga move 2 turns in a row. iii. A Jenga move consists of taking one block from any level of the tumble tower and replacing it on the incomplete top level of the tumble tower, causing the structure to grow even higher 1. A successful Jenga move is results in 1 point being added to the team’s total points for the round. a. Points are used to determine the winner in the case of time expiring. 2. Any Jenga block on any level can be used, except those from the level below the incomplete top level, which should not be moved. 7 3.
A player has 10 seconds to complete a Jenga move. a. Time will be kept and enforced by the League Manager iv. The player’s turn is over once the next person touches the tumble tower or after 10 seconds has elapsed– whichever comes first. v. The loser is the player who causes the tower to fall – it may not be their fault but if the tumble tower falls during their turn, this team is counted as the loser. 1. However, if only one or two Jenga blocks fall, the players can agree to put them back onto the tumble tower for play to continue, in keeping with the cooperative aspect of the game. III.
PLAYOFFS: The playoffs begin the week after the regular season ends and all make up games have been played. The top four teams with the best records at the end of the regular season (including tiebreakers) will make the postseason. Depending on the season, multiple nights may combine into one playoff. PLAYOFF TIEBREAKERS: 1. Total Points. 2. Head to Head (3 or more clubs: best won­lost­tied percentage in games among the clubs.) 3. Goal Differential 4. Coin Toss