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The Missouri Department of Conservation will be assisting in this event. If you have never shot an arrow, they will teach you. If you are experienced, you will be aiming at targets. Everyone will get the same number of arrows. No sights, stabilizers or mechanical releases are permitted. Learn some of the techniques and methods that have been adopted by the National Archery in the Schools Program (NASP). Note: All equipment will be provided by the Missouri Department of Conservation. Please do not bring your own bows. This activity is not recommended for adults with shoulder or back injuries.
BB GUN SHOOT
BB gun shoot is an individual competition. Rifle type BB guns are provided. Safety glasses are required and are also provided. Administrators will cock the guns.
After all contestants have finished the can round, a turkey target will be set up. Each contestant will have 10 shots at that target. Administrators will keep score and medals will be awarded to the best shooters. Medals will be awarded in both the men and women’s divisions.
1. OBJECT OF THE GAME. Eight Ball is a call shot game played with a cue ball and fifteen object balls, numbered 1 through 15. One player must pocket balls of the group numbered 1 through 7 solid colors, while the other player has 9 thru 15 stripes. THE PLAYER POCKETING HIS GROUP FIRST AND THEN LEGALLY POCKETING THE 8 BALL WINS THE GAME.
2. CALL SHOT. In Call Shot, obvious balls and pockets do not have to be indicated. It is the opponent’s right to ask which ball and pocket if he is unsure of the shot. Bank shots and combination shots are not considered obvious, and care should be taken in calling both the object ball and the intended pocket. When calling the shot, it is NEVER necessary to indicate details such as the number of cushions, banks, kisses, caroms, etc. Any balls pocketed on a foul remain pocketed, regardless of whether they belong to the shooter or the opponent.
The opening break is not a called shot. Any player performing a break shot in 8 Ball may continue to shoot his next shot so long as he has legally pocketed any object ball on the break.
3. RACKING THE BALLS. The balls are racked in a triangle at the foot of the table with the 8 ball in the center of the triangle, the first ball of the rack on the foot spot, a stripe ball in one corner of the rack and a solid ball in the other corner.
4. ALTERNATING BREAK. Winner of the lag has the option to break. During individual competition, players will alternate breaking on each subsequent game.
5. JUMP AND MASSE SHOT FOUL. While cue ball fouls only is the rule of play when a match is not presided over by a referee, a player should be aware that it will be considered a cue ball foul if during an attempt to jump, curve or masse the cue ball over or around an impeding numbered ball that is not a legal object ball, the impeding ball moves, regardless of whether it was moved by a hand, cue stick follow through or bridge.
6. LEGAL BREAK SHOT. Defined. To execute a legal break, the breaker with the cue ball behind the head string, must either 1, pocket a ball, or 2, drive at least four numbered balls to the rail. If he fails to make a legal break, it is a foul, and the incoming player has the option of 1 accepting the table in position and shooting, or 2, having the balls reracked and having the option of shooting the opening break himself or allowing the offending player to rebreak.
7. SCRATCH ON A LEGAL BREAK. If a player scratches on a legal break shot, 1, all balls pocketed remain pocketed, exception, the 8 ball: see rule 9, 2, it is a foul, 3 the table is open. PLEASE NOTE, Incoming player has cue ball in hand behind the head string and may not shoot an object ball that is behind the head string, unless he first shoots the cue ball past the head string and causes the cue ball to come back behind the head string and hit the object ball.
8. OBJECT BALLS JUMPED OFF THE TABLE ON THE BREAK. If a player jumps an object ball off the table on the break shot, it is a foul and the incoming player has the option of 1, accepting the table in position and shooting, or 2, taking cue ball in hand behind the head string and shooting.
9. 8 BALL POCKETED ON THE BREAK. If the 8-ball is pocketed on the break, the breaker may ask for a rerack or have the 8-ball spotted and continue shooting. If the breaker scratches while pocketing the 8 ball on the break, the incoming player has the option of a rerack or having the 8 ball spotted and begin shooting with ball in hand behind the head string.
10. OPEN TABLE. Defined. The table is open when the choice of groups stripes or solids, has not yet been determined. When the table is open, it is legal to hit a solid first to make a stripe or vice-versa. Note: The table is always open immediately after the break shot. When the table is open it is legal to hit any solid or stripe or the 8-ball first in the process of pocketing the called stripe or solid. However, when the table is open and the 8 ball is the first ball contacted, no stripe or solid may be scored in favor of the shooter. The shooter loses his turn and any balls pocketed remain pocketed, and the incoming player addresses the balls with the table still open. On an open table, all illegally pocketed balls remain pocketed.
11. CHOICE OF GROUP. The choice of stripes or solids is not determined on the break even if balls are made from only one or both groups. THE TABLE IS ALWAYS OPEN IMMEDIATELY AFTER THE BREAK SHOT. The choice of group is determined only when a player legally pockets a called object ball after the break shot.
12. LEGAL SHOT. Defined. On all shots except on the break and when the table is open, the shooter must hit one of his group of balls first and 1, pocket a numbered ball, or 2, cause the cue ball or any numbered ball to contact a rail.
PLEASE NOTE: It is permissible for the shooter to bank the cue ball off a rail before contacting his object ball. However, after contact with his object ball, an object ball must be pocketed, Or the cue ball or any numbered ball must contact a rail. Failure to meet these requirements is a foul.
13. SAFETY SHOT. For tactical reasons a player may choose to pocket an obvious object ball and also discontinue his turn at the table by declaring safety in advance. A safety shot is defined as a legal shot. If the shooting player intends to play safe by pocketing an obvious object ball, then prior to the shot, he must declare a safety to his opponent. If this is NOT done, and one of the shooter’s object balls is pocketed, the shooter will be required to shoot again. Any ball pocketed on a safety shot remains pocketed.
14. SCORING. A player is entitled to continue shooting until he fails to legally pocket a ball of his group. After a player has legally pocketed all of his group of balls, he shoots to pocket the 8 ball.
15. FOUL PENALTY. Opposing player gets cue ball in hand. This means that the player can place the cue ball anywhere on the table, and does not have to be behind the head string except on opening break. This rule prevents a player from making intentional fouls which would put his opponent at a disadvantage. With cue ball in hand, the player may use his hand or any part of his cue including the tip to position the cue ball. When placing the cue ball in position, any forward stroke motion contacting the cue ball will be a foul, if not a legal shot. Also see Rule 39 in the General Rules of Pocket Billiards.
16. COMBINATION SHOTS. Combination shots are allowed. However, the 8 ball cannot be used as a first ball in the combination except when the table is open.
17. ILLEGALLY POCKETED BALLS. An object ball is considered to be illegally pocketed when 1, that object ball is pocketed on the same shot a foul is committed, or 2, the called ball did not go in the designated pocket, or 3, a safety is called prior to the shot. Illegally pocketed balls remain pocketed.
18. OBJECT BALLS JUMPED OFF THE TABLE. If any object ball is jumped off the table, it is a foul and loss of turn, unless it is the 8 ball, which is a loss of game. Any jumped object balls are spotted in numerical order according to General Rules for spotting balls.
19. PLAYING THE 8 BALL. When shooting at the 8 ball, a scratch or foul is not loss of game if the 8 ball is not pocketed or jumped from the table. Incoming player has cue ball in hand. Note, A combination shot can never be used to legally pocket the 8-ball.
20. LOSS OF GAME. A player loses the game if he commits any of the following infractions:
a. Fouls when pocketing the 8 ball. Exception. See 8-Ball Pocketed On the Break.
b. Pockets the 8 ball on the same stroke as the last of his group of balls.
c. Jumps the 8 ball off the table at any time.
d. Pockets the 8 ball in a pocket other than the one designated.
e. Pockets the 8 ball when it is not the legal object ball.
Note: All infractions must be called before another shot is taken, or else it will be deemed that no infraction occurred.
21. STALEMATED GAME. If, after 3 consecutive turns at the table by each player, 6 turns total, the referee judges or if no referee, both players agree, that attempting to pocket or move an object ball will result in loss of game, the balls will be reracked with the original breaker of the stalemated game breaking again. The stalemate rule may only be used when there are only two object balls and the 8 ball remaining on the table. PLEASE NOTE, Three consecutive fouls by one player is not a loss of game.
1. OBJECT OF THE GAME. Nine Ball is played with nine object balls numbered one through nine and a cue ball. On each shot the first ball the cue ball contacts must be the lowest-numbered ball on the table, but the balls need not be pocketed in order. If a player pockets any ball on a legal shot, he remains at the table for another shot, and continues until he misses, fouls, or wins the game by pocketing the 9-ball. After a miss, the incoming player must shoot from the position left by the previous player, but after any foul the incoming player may start with the cue ball anywhere on the table. Players are not required to call any shot. a match ends when one of the players has won the required number of games.
2. RACKING THE BALLS. The object balls are racked in a diamond shape, with the one ball at the top of the diamond and on the foot spot, the nine ball in the center of the diamond, and the other balls in random order, racked as tightly as possible. the game begins with cue ball in hand behind the head string.
3. LEGAL BREAK SHOT. The rules governing the break shot are the same as for other shots except: a. The breaker must strike the 1-ball first and either pocket a ball or drive at least four numbered balls to the rail. b. If the cue ball is pocketed or driven off the table, or the requirements of the opening break are not met, it is a foul, and the incoming player has cue ball in hand anywhere on the table. c. If on the break shot, the breaker causes an object ball to jump off the table, it is a foul and the incoming player has cue ball in hand anywhere on the table. The object ball is not respotted (exception: if the object ball is the 9-ball, it is respotted).
4. CONTINUING PLAY. On the shot immediately following a legal break, the shooter may play a “push out.” (See Rule 5.). If the breaker pockets one or more balls on a legal break, he continues to shoot until he misses, fouls, or wins the game. If the player misses or fouls, the other player begins his inning and shoots until he misses, fouls, or wins. the game ends when the nine ball is pocketed on a legal shot, or the game is forfeited for a serious infraction of the rules.
5. PUSH OUT. The player who shoots the shot immediately after a legal break may play a push out in an attempt to move the cue ball into a better position for the option that follows. On a push out, the cue ball is not required to contact any object ball nor any rail, but all other foul rules still apply. The player must announce his intention of playing a push out before the shot, or the shot is considered to be a normal shot. Any ball pocketed on a push out does not count and remains pocketed except the 9-ball. Following a legal push out, the incoming player is permitted to shoot from that position or to pass the shot back to the player who pushed out. A push out is not considered to be a foul as long as no rule (except rules 7. and 8.) is violated. An illegal push out is penalized according to the type of foul committed. After a player scratches on the break shot, the incoming player cannot play a push out.
6. FOULS. When a player commits a foul, he must relinquish his run at the table and no balls pocketed on the foul shot are respotted (exception: if a pocketed ball is the 9-ball, it is respotted). The incoming player is awarded ball in hand; prior to his first shot he may place the cue ball anywhere on the table. If a player commits several fouls on one shot, they are counted as only one foul.
7. BAD HIT. If the first object ball contacted by the cue ball is not the lowest- numbered ball on the table, the shot is foul.
8. NO RAIL. If no object ball is pocketed, failure to drive the cue ball or any numbered ball to a rail after the cue ball contacts the object ball on is a foul.
9. IN HAND. When the cue ball is in hand, the player may place the cue ball anywhere on the bed of the table, except in contact with an object ball. He may continue to adjust the position of the cue ball until he takes a shot. 10. OBJECT BALLS JUMPED OFF THE TABLE. An unpocketed ball is considered to be driven off the table if it comes to rest other than on the bed of the table. It is a foul to drive an object ball off the table. The jumped object ball(s) is not respotted (exception: if the object ball is the 9-ball, it is respotted) and play continues.
11. JUMP AND MASSE SHOT FOUL. If a match is not refereed, it will be considered a cue ball foul if during an attempt to jump, curve or masse the cue ball over or around an impeding numbered ball, the impeding ball moves (regardless of whether it was moved by a hand, cue stick follow-through or bridge).
12. THREE CONSECUTIVE FOULS. If a player fouls three consecutive times on three successive shots without making an intervening legal shot, he loses the game. The three fouls must occur in one game. The warning must be given between the second and third fouls. A player’s inning begins when it is legal for him to take a shot and ends at the end of a shot on which he misses, fouls or wins, or when he fouls between shots.
13. END OF GAME. A game starts as soon as the cue ball crosses over the head string on the opening break. The 1-ball must be legally contacted on the break shot. The game ends at the end of a legal shot which pockets the 9-ball; or when a player forfeits the game as the result of a foul.
Object of the game: The object of the game is to roll the bocce ball closer to the pallino (jack) ball than your opponent.
Basic rules of Bocce Ball:
- Games are single elimination except in the medal round and when a round robin format is used due to the number of participants.
- The winner is the first player to score 8 points or 6 frames. In the medal round the winner is the first player to score 11 points or 10 frames.
- Flip a coin to determine which player plays first.
- The winner of the coin flip tosses the pallino from behind the foul line to put it in play. The pallino must roll past the “mid-field line.” If the pallino is not tossed properly by the first player, the second player tosses the pallino to put it in play. If the pallino hits the back wall or sideline, it is considered dead and the opponent will toss the pallino to put it in play.
- The player who tosses the pallino properly becomes the first player and tosses one bocce ball as close to the pallino as possible. The first player then steps aside to let the second player toss the ball trying to get closer to the pallino than the first player. If they do not toss their bocce ball closer to the pallino than the first player’s bocce ball, then the second player continues tossing the bocce until it does. As soon as a player gets their bocce ball closer to the pallino than the opposing player, that player steps aside to let the opposing player toss a bocce ball or balls until it gets a bocce ball closer to the pallino than the other player. This procedure continues until players have tossed all their bocce balls. This is called a frame.
- Players can use their bocce ball to knock their opponent’s bocce ball away from the pallino at any time during a frame. All bocce balls remain in bounds at all times. Any ball that hits the back line or sideline is dead and is removed from the court. If the pallino is knocked by a ball and goes out of the court on the back wall line or the sideline, it will be placed where it left the court.
- Only one player can score in each frame. One point is awarded for each bocce ball that is closer to the pallino than the closest bocce ball of the opposing player. Example: The first player has two of its bocce balls closer to the pallino than the second player. The first player is awarded two points for that frame, and the second player gets zero points for that frame. Maximum of 4 points per frame. At the end of the frame if the closest balls of each player are equal distance from the pallino, no points are awarded.
- All balls must be tossed from behind the foul line. All balls must be tossed, rolled or bounced underhanded. Overhand tossing, rolling, or bouncing is not permitted. Anytime a player is tossing a bocce ball, safety and courtesy must be observed. All players must remain outside the bocce court, preferably behind the tosser.
- There is a 15 minute time limit on each game and there is a “start and stop” signal for each game. Both will be strictly enforced. Winner is determined by time or points, whichever comes first.
- Ties will be broken by throwing one ball at a time.
- Any situations not covered in these rules will be ruled on by the event coordinator.
All regular bowling rules will be followed. The foul light will be on. In case of a tie, the best score from a selected frame will determine the winner.
Each person will bowl 3 games. The total of all three games will be your final score. The top three scores of each group will win.
Lane courtesy of one lane is requested.
Court etiquette: When a bowler is on a lane next to you, wait until they have bowled before you bowl.
Each person will bowl 3 games. Each person will have a teammate. The total of all three games will be your total. Your total plus your teammate’s total will be your final score. The top three scores for each age group will win.
Lane courtesy of one lane is requested.
Court etiquette: When a bowler is on a lane next to you, wait until they have bowled before you bowl.
CANASTA: HAND & FOOT
Object: Each player receives two stacks of 11 cards – your “hand” and “foot.” The object of the game is to get rid of the cards from your “hand,” and then from your “foot,” by melding them. Five regular decks with jokers will be needed for four players or seven decks will be needed for six players. Players will attempt to pick up twenty-two cards to fill their “hand and foot.” If they pick up the exact number, they will have 100 points added to their score.
NOTE: NO PARTNERS! Individuals will play their own hand and keep separate score. First player is determined by high card drawn. That player draws two cards from the two center stacks. Discard one card and keep one to build your melds. A meld consists of three cards – three of a kind or a joker and a pair. Game consists of three hands. On the first hand, players must have 50 to lay down a meld, second hand 90, and third hand 120. Player must have a pair in your hand to match the top card of the discard pile until you have opened or if the discard pile is frozen by a wild card. (Jokers and 2’s are wild).
As play continues around the table, you may draw from the discard pile if you already have a meld on the table. You then take the upturned card plus 4 more cards and MUST meld the top card immediately. At least 5 cards must be on the pile.
If you play out your “hand” and have nothing to discard, you can go immediately into your “foot” and continue playing. You get 100 points for completely playing your “foot” to the end of the game with no discard. Before you can finish, you must have “1” natural (no wild cards) in a stack of 7 cards and “2” mixed (contains wild cards-but must have more natural than wild) stacks. Count the naturals (500 points) and mixed (300 points) and then count the value of cards in those stacks and all cards on the table that are not in the stacks. Those still holding cards must deduct any cards left in their hand and foot. 4 through 7 are 5 points and 8 through King are 10 points, 2’s are 20 points, jokers are 50 points. Black 3’s are zero, but if caught with a RED THREE – deduct 500 points.
Senior cornhole boards are set up 20 feet between the fronts of each board. The foul line is the front of each board.
A player may toss from anywhere behind the front of the platform from which they are throwing, but all turns should be taken from the same side of the platform as the first toss.
Matches will consist of two players. There will be a start signal and a stop signal at 15 minutes if one player has not reached 21 points yet. This will be strictly enforced. Players start at the headboard and will alternate pitches until each player has thrown all four bags. Players will score the tosses and then take their turn alternating tosses from the new side until all four bags are pitched by each player. Game continues until one player reaches 21 points or a 15 minute time limit occurs. If there is a tie at the end of the time limit, it will be broken by each player tossing one bag until a winner emerges.
Scoring is as follows: Bag in the hole – 3 points
Bag on the board – 1 point
In cancellation scoring, the points of one player cancel out the points of their opponent. The person who scored the most points in the last round has the honor of pitching first in the next round.
The dance contest will be open to anyone ages 50 and over. The contest will be an open age mixed competition. There will be three judges. The seven dances will be: waltz, two step, jitterbug, and polka and as an individual dance: boot-scootin-boogie, one step forward and the electric slide. Participants can enter all categories. Everyone dancing will be judged on a point system as follows: one (1) to nine (9) in the following four categories – style, originality, rhythm and posture. There will be a gold, silver and bronze medal given in each dance contest.
There will be a special entertainer with live music for the contest.
Competition Divisions: Darts is an individual age category competition. The age groups are also divided into men’s and women’s divisions.
Tournament: Darts is an individual medal competition, a single elimination event.
Scoring: The game starts with zero points. Each player throws three darts in each round. Throwing distance is 7’6.” Scores are totaled after each round. Each player will enter that round’s total on their score card. The player with the highest score after eight rounds (24 darts) wins. If there is a tie, then one dart at a time will be thrown until the tie is broken. Gold, silver, and bronze medals will be awarded in each division.
Rules: American Darters Association rules prevail. Any circumstances not covered in these rules will be ruled upon by the event coordinator.
Equipment: Dart boards will be used.
Final Scoring: Final scoring will be done by the event coordinator.
SAFETY FIRST ALWAYS
You must wait to retrieve your darts until ALL throwers have finished throwing all of their darts.
DOMINOES MEXICAN TRAIN
Cardinal’s Mexican Train uses a set of double twelve dominoes. From 2 to 8 play, with 2, 3, or 4 players, draw 15 dominoes each: with 5 or 6 players draw 12 each and with 7 or 8 players draw 11 each.
Object: To play off all your dominoes, you play off onto your own train or the Cardinal Mexican.
Each player will have a marker of his own to put on tile when a play cannot be made. Player with double twelve places it in the center and starts their own train from it. A train is started when a player has a tile “Mexican Trash Train” off to the side. If this is done, player does not have to put his marker up. If first player decides to play on his own train, the next player starts their train, if he does not have a starter he/she must draw from the bone yard. If the tile cannot be played then their marker is put on their train. Thus any player can play on their train until the time he/she can play on it themselves, taking the markers off. It must be removed at this time. After all players have had one (1) turn, the trash train can be started by anyone. (Only 1 trash train).
When a double is played at any time the player that places it must follow it, either from their hand or by drawing from the bone yard. If unable to play must put marker up. The next player must follow it or draw an extra tile. They do not put their marker up, the extra tile is their penalty. When 2nd double is played the last must be followed first. When the double is played on, the game continues, each taking their turn or drawing from the bone yard. When player is down to 1 or 2 dominoes (a double and a follow up) that would put them out – they must “knock” to let others know they plan on going out on their next turn. If they fail to do this, they must pull from the bone yard. When someone goes out, players count what is left and give it to the score keeper.
Continue with next play with double elevens, etc. Low score draws first next time if no one has a starting double. One (1) play peer turn unless you play a double.
Scoring: As soon as one player is out of dominoes, all play stops and players report the sum of their remaining dominoes to the scorekeeper. After an agreed number of rounds, whoever has the lowest score is the winner. (Note: begin each new round with a new player, rotating to the left.)
Equipment: Each player must furnish their own golf equipment.
Rules: Rules of the course will be given the day of the event. Play ball up. You may improve lie in the fairway but must not position any closer to the hole. You must hole out on each hole. All ditches, sand traps, and water are considered HAZARDS. If in the ditch, you must play ball as it lies or take a penalty stroke and remove the ball from the ditch. If in sand trap, you must play ball as it lies according to USGA rules.
Out of bounds are all property line fences, roads, parking lots, and white stakes. You will incur a one stroke penalty and loss of distance.
Please replace divots and repair all ball marks on green. Tee placements will be announced the day of the event. Play as rapidly as possible. Make sure all scores are correct before signing card, as all scores turned in are final and will not be changed. Turn cards in as soon as possible when finished. Score card playoff all ties.
Carts: All players must use carts, and the rules for carts will be given at the event.
GOLF Scramble 4 Person (9 Holes)
- Play is in a “scramble” format. Each team member hits one shot and the team makes its choice as to which is the best shot to play. Then all four players hit from that spot, no more than one club length from where that chosen shot finished, no closer to the hole, and with no change in the basic lie (that is, if your chosen shot lands in the first cut of rough, you cannot play your next shots from the fairway).
- Standard golf rules of honor apply. Count all your strokes, penalize yourselves if necessary, no mulligans, and finish the hole completely.
- All players hit from the white tees, except that women hit from the red tees and seniors (over 55) hit from the gold tees.
- Please replace divots and repair all ball marks on green. Play as rapidly as possible. Make sure all scores are correct before signing cards, as all scores turned in are final and will not be changed. Turn cards in as soon as possible when finished.
Distance: The pitchingdistance for men is 40 feet between the bottoms of the stakes where they merge from the ground with the foul line three feet in front of each stake. Pitching distance for women is 30 feet between stakes.
Contest: Process of elimination. There will be a 15 minute time limit for games with the winner determined by higher score unless an outright winner (first to or over 21 points) occurred prior to the time limit. Any ties will be pitched off one shot at a time.
Singles: Each player has two shoes and uses the same pitcher’s box. Players pitch both shoes in turn at the opposite stake to complete an inning. They walk to that stake, tally the score, and pitch back toward the first stake.
Start: Players flip a coin or toss a shoe; the winner decides who pitches first.
Pitching: The pitcher must stand on one of the pitching platforms. The pitcher’s foot may be on the foul line but cannot go completely over. His opponent must remain on the opposite side of the stake in the rear quarter of the other pitching platform or behind the pitching box. He must not talk, move, or in any other way distract the pitcher. Such an offense incurs a loss of score in that inning. No player may walk to the opposite stake or be informed of the position of the shoes before an inning is complete. Once thrown, shoes may not be moved or touched until the scores have been decided. Such an offense incurs a loss of score in that inning.
Scoring: In order to score, shoes must be within the width of a regulation shoe to the stake. A shoe that first strikes the ground outside the target area cannot be scored nor can any shoes be thrown from an invalid position. Such shoes must be removed from the pitching box on the request of the opponent. A shoe landing in the area and breaking is not scored; it is removed and another pitch is taken. A “ringer” is a shoe that encircles the stake so that a straight edge could touch the two prongs.
Pickleball is a simple paddle game played with a perforated slow-moving ball over a tennis-type net on a badminton sized court. The ball is served underhanded and is served diagonally to the opponent’s service court.
Points are scored by the serving side only and occur when the opponent faults (fails to return the ball, hits the ball out of bounds, etc.) The server continues to serve, alternating service courts, until serve is lost. Except on opening serve, the serve then passes to the partner who continues serving until ball is lost to the opposing team. The first side scoring 11 points and leading by at least a 2-point margin wins. If tied at ten, play continues until one team has a 2 point lead.
Non-volley zone: A player cannot volley a ball while standing within the non-volley zone. Only after the ball has bounced may a player step into that zone to hit it.
Service: A new rule allows a “drop serve.” The server has the option of dropping the ball and hitting it after the bounce. The ball can be dropped from any height, but cannot be thrown, tossed, or otherwise released with any added force to bounce it.
Serve Motion: The serve, including the new “drop serve,” must be made with an underhand stroke so that contact with the ball is made below waist level.
Underhand Defined: The arm must be moving in an upward arc and the paddle head must be below the wrist when it strikes the ball.
Server Position: The server must keep both feet behind the baseline during the serve with at least one foot on the court surface or ground at the time the ball is struck. The serve must be made while the server’s feet are within the confines of the serving area. These confines lie behind the serving court baseline and on or between the imagery lines extended from the court centerline serving court and each sideline.
The Serve: The ball must land in the opponent’s crosscourt (diagonally opposite court) service court.
Placement: The serve may touch the net but must clear the non-volley line and land in the opponent’s service court. The serve may land on any service court line except the non-volley line.
Line Call: Served balls that clear the non-volley line and land on any other service court line are good.
Scoring: Only the serving side can score points. Points are scored by legally serving a ball that is not touched by the opponent (an ace) or by winning the rally (faulting by the opposing team).
Game: The first side scoring 11 points and leading by at least a 2-point margin wins. If game is tied at ten, play continues until one side has a 2-point margin to win.
RULES: Each person playing will receive a game card. The name of that player is entered on the game card. The game card is to be carried with the person at all times.
Each person will play four hands of double deck pinochle per game. Each player will play with four different partners with the team having the highest score moving clockwise to the next table. Team with the lower score will remain at the same table, but switch partners. Four games (16) hands will be played by the double deck players. Single deck players will follow the same rotation, but will play 6 games (24 hands). If the number of players permits, in each game a player should have a different partner.
Table number and score for each game are to be recorded. Total score is calculated and entered on game card. In case of a tie after four games, one hand will be played to determine the winner.
Each pair should count their intake and scoring is to be kept by both teams. If a person making trump is set, the amount of the bid is added to the opposing team’s score. No other penalty applies. A renege loses meld and tricks, but opponents do not get your bid. A renege is called after the next trick is played following the renege. Cards should be stacked in order to check back for renege.
Person making trump must lead a trump on the first trick. It DOES NOT HAVE to be an ace. If a team does not take any tricks, meld is lost.
Normal rules regarding value of melds applies. TENS do not count for anything for meld. Aces, tens, and kings have a value of ten points each in the trick count with last trick worth 20 in double deck and 10 in single deck.
A single pinochle deck will be used and 100 is opening bid. If no one bids, the dealer must take the bid for 100.
A double pinochle deck will be used and 300 is the opening bid. If no one bids, the dealer must take the bid at 300.
Entries: There will be a women’s bracket and a men’s bracket in singles in all age groups. If there is time at the finish of the singles, then there will be a doubles competition. Doubles partners may be of mixed gender. The age division for the doubles team will be determined by the younger age of the two partners.
The Game: Players place the disks in their half of the 10-off area and shoot them from there toward the scoring area at the opposite end of the court. Players may not step on or over the base line. Penalty for either of these violations is the loss of 5 points. The starting end of the court is the head. Yellow disks are on the right side head, the left side at the foot. Players stand side by side at the same end, one playing from the right half of the 10-off area, the other from the left. Right plays first, then the left, etc., until all disks are shot. The players then change and the left shoots first, etc., until all disks are shot. Practice: 1 hour before start of event; once event starts, practice is 1 time down.
Score: A disk scores the value of the area in which it finally rests after all eight disks have been shot. If a disk is hit out of the scoring area or rests on a line, except the one within the 10-off area, it scores nothing. Disks that do not pass the farthest dead line are out of play and must be removed from the court before the next disk is shot. Singles consists of 4 frames (or more dependent on # of players per age group). The winner is the player with the highest number of points. Doubles matches consists of 8 frames (4 will be played by each partner who remains at his respective end of the court the entire match); the winner is the team with the highest number of points. Ties are broken by two extra frames being played.
Age categories: 50-54, 55-59, 60-64, 64-69, 70-74, 75-79, 80-84, 85+
Participants are allowed the option of starting off the blocks or from in the water.
The event will consist of:
50 yd backstroke, breaststroke, butterfly, and freestyle events.
100 yd backstroke, breaststroke, butterfly, and freestyle events.
100 yd individual medley event (25 yards of each: butterfly, backstroke, breaststroke and freestyle).
Tennis or running shoes are needed for this event. Race will be timed. If required, heats will be randomly drawn. Race will be run in lanes. Crossing into another lane will result in disqualification. Two false starts by a participant will result in disqualification.
ONE MILE RACE WALK
Tennis or running shoes are needed for this event. Walking is a progression of steps taken so that an athlete can get from the start of a race to the finish as quickly as possible. These steps must meet the rules for walking which are the following:
One foot must be on the ground at all times. This means that the lead foot must be in contact with the ground before the back foot can leave the ground. When a person loses contact with the ground, both feet off the ground at the same time, this is called lifting. Each leg must be straightened momentarily through each stride taken by the walker. If a walker fails to straighten one or both legs momentarily through each stride, this is called creeping. If a walker fails to abide by one of these rules, then he or she can be given a caution by the judges. Upon the second caution given during the race, the athlete will be disqualified and must leave the competition. Disqualification can also occur after the competition if assembled judges agree. In case of a tie, duplicate medals will be awarded.
BASKETBALL SPOT SHOOTING
Tennis shoes are needed for this event. There will be a referee at each basket. The basket will be 10 ft. high. The referee will call one player at a time to take their shots. The shooter will be allowed two practice shots, directly following they will shoot their 10 official shots. The referee will take the card of the designated shooter and will mark it at the end with the total number of points made in the 10 shots. The referee will call out the score after each shot attempted. The shooter must keep both feet behind the designated lines. Each shooter gets only one chance to shoot his/her 10 shots. There will be five designated shooting areas (each will be 13 feet from the center of the basket). There will be 2 shots from each position. A point system will apply.
Three attempts per participant will be allowed.
Men 50-59 1.5 kg
Men 60+ 1.0 kg
Women 50-74 1.0 kg
Women 75+ .75 kg
One warmup throw will be allowed.
Three (3) throws made by each participant.
The object is to obtain the longest distance.
In case of a tie, one throw will decide the winner. A participant involved in a tie must be present at the conclusion of the event to participate in the throw-off or he/she will be disqualified.
A foot fault called by the official will automatically nullify that throw.
If a ball falls outside the foul lines, it will be charged as a throw, but will not count for distance.
Participants will be furnished with 16 ounce hammers. Eight penny nails and 4×4 blocks of wood will be placed across sawhorses. Safety glasses must be worn and will be provided.
This event will be an individual competition. Participants will be given a bucket of nails and will be given one minute to see how many nails can be pounded all the way into his/her piece of wood. If the nail is not pounded all the way in, it will not be counted.
Participants will be judged in each age category. In the event if a tie, there will be a tie breaker round.
Participants will need to provide their own rod and reel for this event. A 3/8 ounce plug will be provided. The participant must be able to control the plug with each cast taken.
Set Up: There will be five targets placed at random distance unknown to thecasters (participants). All casters will be given warm up time prior to the event.The event will consist of two rounds of five targets.
Scoring: A perfect score of 100 is possible; each cast is worth 10 points. If the caster misses the target, points might be deducted; the number of points deducted depends on the distance of the miss but typically would be one point per foot.
Winner: The caster with the highest number of points in each age group shall be declared the winner.
Tie: The caster making the greatest number of initial perfects shall be declared the winner. If this fails to break the tie a round of five targets shall be cast between the tied contestants.
Three (3) throws will be thrown from the Pacific High School shot put circle. Tosses will be for distance.
Men 50-59 6 kg
Men 60-69 5 kg
Men 70-79 4 kg
Men 80+ 3 kg
Women 50-69 3 kg
Women 70+ 2 kg
Soccer kick is an individual age category competition which is divided into men’s and women’s divisions.
Tournament: Five (5) distances will be marked – 10, 20, 30, 40, and 50 yards centered between the sidelines. Each contestant will be given two kicks, one of which is a practice kick, from each distance. The goal is to kick the ball the required distance and within the sidelines indicated by the event coordinator. If a practice kick meets these criteria, the participant may elect to have that kick count for that distance and not kick the second ball.
Scoring: Players continue until they drop out due to lack of distance and/or accuracy of kicks. The last three left will receive a gold, silver, or bronze medal in each age division.
Officials: Any circumstances not covered by these rules will be ruled upon by the event coordinator.
Three (3) throws will made by each contestant.
One (1) practice throw will be allowed.
The object is to achieve distance and accuracy. Throw must be made from designated area. Throwing from outside that area is considered a foot fault.
In case of a tie, one throw will decide the winner. A participant involved in a tie must be present at the conclusion of the event to participate in the throw-off or he/she will be disqualified. A foot fault called by the official will automatically nullify that throw. May throw underhand or overhand.
STANDING LONG JUMP
Measurement will be from any part of the foot/feet extending beyond the scratch line. If you have had touch down and it is closest to the scratch line, that will be the point of measure.
Length will be measured to the closest ½ inch.
Three attempts per participant will be allowed.
Distances: The pitching distance will be 20 feet for men and women from the front of the box. The foul line will be even with the front of the box where players are standing. Front of the box is foul; one foot must remain behind the foul line.
Rules: A coin toss will determine who pitches first.The first player pitches the washers (2” washers) followed by the opposing player pitching both of their washers. A washer in the cup scores 5 points and one in the box scores 3 points. However, opposing contestant’s washers can cancel out any points scored. If equal points have been scored by the two contestants, there will be no points earned that round. Totaling all points scored and subtracting points scored by the opposing player, the player with highest score will receive the points over and above the opponent. Any washer out of the box scores nothing. No bouncers allowed except if it lands on the edge and another washer puts it in the box or the cup.
Tournament: 21 points wins the game. In the cup scores five points, in the box scores three points, washer out of the box scores no points. There will be a 15 minute time limit on each game as well as a “start and stop” signal. Both the time limit and the start/stop will be strictly enforced. Winner will be determined by time or points, whichever comes first. Pairing for competition will be done prior to the tournament. The tournament will be single elimination with winners advancing to the next bracket. Ties will be broken by throwing one washer at a time.