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Rules for Games & Tournaments:

Bounce House Rules:

  • No shoes, no bare feet, no objects such as keys are allowed.
  • Play nice, be safe, be respectful & considerate.

Checking Out Games:

  • When Checking Out Games At The Retail Building, You Will Need To Turn In Your I.D. Until You Return The Game And Pieces.
  • Should You Damage, Break, Or Lose Any Of The Games Or Pieces, You Are Responsible For The Cost Of That Product.
  • During Busy Nights, We Ask That You Please Turn In The Game After An Hour So Others May Enjoy It As Well.

Corn Hole Game Rules:

Singles or Doubles Play:

  • Every match is broken down into innings of play. During an inning of play, each player must pitch all four of his/her bags. An inning is never completed until all players pitch all four of his/her bags.

Singles Play – Player A competes against Player B:

  1. Both players stay in their designated lane for the whole game.
  2. Players start the game at the headboard and will alternate pitching bags until each player has pitched all four of his/her bags.
  3. Players then walk to the end of their lane to the other court, take score, and resume pitching back to the other board.
  4. The top of an inning is completed when the first player pitches all four bags; the bottom of the inning is completed when the remaining player pitches all four bags.

Doubles Play – Team A competes against Team B; each team is comprised of two people:

  1. Each team will stay in their designated lane for the whole game.
  2. Players at the headboard will alternate

Value Of The Bag

The approved method of scoring for the sport of cornhole is “cancellation” scoring. In cancellation scoring, the points of one player cancel out the points of their opponent. Using this method, only one player/ team can score in each inning. Bag In-The-Count (Woody) : Any bag which comes to rest anywhere on top of the board. Each is worth one (1) point. Bag In-The-Hole: Any bag which is thrown through the hole or knocked through the hole by another bag. Each is worth three (3) points. Foul Bags – Refers to any bag that has not been determined as Bag In-The-Count or Bag In The Hole or was designated a foul bag as the result of rules violation. Pitching Rotation During The Game The player or team who scored in the preceding inning has honor pitching first in the next inning. If neither player or team scores, the player or team who pitched first in the preceding frame shall retain first pitch in the next frame.

Position Of Players During Pitching

1. The pitcher must be within the pitcher’s box or behind the foul line at the time of release. 2. A player must pitch all four bags from their designated pitcher’s box. 3. Players must pitch the bag with an under-hand release. Foul Bags 1. The following are rule violations that must be spotted and called by a player or assigned judge. The penalty is to declare the bag a foul bag, which requires the bags to be removed from the court prior to resuming play. A foul bag is defined as: (a) Any bag pitched when the player has (1) made contact with or crossed over the foul line, or (2) started or stepped completely outside the pitcher’s box before the bag is released (b) Any bag not delivered within the 20-second time limit (c) A bag pitched from a different pitcher’s box than the first bag (d) Any bag that contacted the court or the ground before coming to rest on the board (e) Any bag that struck a previously defined object such as a tree limb, wire, indoor court ceiling, etc. (f) Any bag on the board that is also touching the ground. Any bag removed from the board before scoring has been agreed upon for that bag (i).The offending team (who touches the bags)forfeits all remaining bags and tallies the score of just the bags thrown before the foul was reported (ii). The non-offending team tallies twelve (12) points as if they had thrown four Bag In-The-Holes (Cornholes) during the inning 2. A bag that leaves a player’s hand once the final forward swing of the delivery process has started shall count as a pitched bag. 3. A bag that is accidentally dropped by a player before the final forward swing has started shall not be considered foul and may be picked up and pitched. 4. A bag hanging off the edge of the board has value unless it is touching the ground. Protests – If a player desires to make a protest, the protest shall be made to the judge or official at the time the problem occurs. The judge shall make the final ruling on all protests.

LENGTH OF THE GAME

Traditional 21 – The game shall be played to the predetermined number of twenty-one points. The first player/team to reach (or exceed) that amount at the conclusion of an inning is the winner. These are the official Cornhole rules and regulations of the American Cornhole Association (ACA). These rules and regulations have been developed and ratified by a majority of ACA members or ACA sanctioned play. The Cornhole rules are not a mandate, but rather a guideline to promote consistent and standard Cornhole (also called Corn Hole and Bean Bag Toss) play.

Soft Axe Throwing Game Rules:

Targets

    1. The main target contains 10 concentric circles, labeled from 1-10 points, 10 points for the center target, 9 for the next, 8 for the next, and so forth.
    2.  Throws that land outside of these circles score no points.
    3. The foul line is placed roughly 10-11 feet from the target for adults and youth.

Gameplay

    1. Games consist of 3 throws. Matches consist of 5 games (total of 15 throws).
    2. The person with the highest accumulated score at the end of each game, wins that game.
    3. In case of a tie, sudden death will occur. In sudden death only one throw from each player will determine the winner, until there is a winner.
    4. Players must throw a single rotation from behind the foul line. Touching or crossing the line before both players have thrown results in a loss of throw.
    5. The blade part of the axe must be stuck in the target to score. Players score the innermost zone that the head of the axe is touching.
    6. Match win is awarded to the player who wins the most games (3 out of 5).

Horseshoe Game Rules:

The Rules

  1. Each player pitches both shoes followed by the opponent’s two shoes.
  2. In pitching a shoe, the player may not cross the foul line.
  3. When playing teams, half the team throws from one stake and half throws from the other.
  4. Games can be played to 40 points in a point limit game or 40 shoes in a shoe limit game. In the shoe limit game the player with the highest points wins. If a tie exists then each player can take a half win or a two inning tie breaker can be thrown.

Scoring

  1. Any shoe must be within one horseshoe-width (measured across the outside of the open end of the shoe) of the stake to be considered for points. (Official rules call for 6 inches max).
  2. The closest shoe to the stake gets 1 point.
  3. If you have two shoes closer than any of your opponent’s, you get 2 points.
  4. Ringers are worth 3 points each and must completely encircle the stake so the ends can be touched with a straight-edge without touching the stake.
  5. If you have the closest shoe and a ringer, it’s 4 points.
  6. If your opponent throws a ringer on top of yours, they cancel and no points are scored.
  7. Leaners are worth 1 point and are considered closer than any adjacent shoe except ringers.

Tournament & Game Rules

Tournament Entry Requirements Tournament Information
To Enter A Tournament, You Must Enter And Pay At Ticket Counter Prior To The First Round Concluding. Tournaments Cost $ Per Person Per Tournament To Enter.
Team Tournaments Must Keep Same Team Mates Once A Tournament Has Started. If You Enter More Than One Tournament Per Night, Your Play Time Could Overlap Costing You A Forfeit.
If One Team Mate Quits Before The Conclusion Of A Tournament, That Team Forfeits That Entire Tournament. Once Your Tournament Has Started, It Is Highly Recommended That You Stay In That Area And Be Ready For Your Next Round.
If A Person Or Team Is Not Available At Each Round Start Time, That Person Or Team Will Be Forfeited After 5 Minutes. Always Be Respectful To Other Teams And Your Coordinator.
Only The Winning Persons And/Or Trophy Winning Team Qualify For Championship Finals. No Unsportsmanlike Conduct.
Championship Finals Are Held The Last One Or Two Weekends Of Each Season (Spring & Fall Seasons). Always Follow Official Rules Posted At CastleBoo.com
If Championship Finals Are Postponed Due To Weather, A New Date Will Be Decided & Posted Within 48 Hours. No Gambling, Waging, or Betting.
Weekly Tournaments Not Held Due To Weather Will Not Be Rescheduled. Table And Yard Games Are Available Free Of Charge At The Retail Building In The North West Corner Of The Yard.
All Championship Finals And Tournament Info Can Be Found Here At CastleBoo.com And/Or Castle Boo On Facebook. In Order To Check Out A Table Or Yard Game, You Must Turn In Your Valid I.D.
Rules Are Subject To Change Without Notice.

DARTS

Below are the rules to some of the more popular dart games.

General Rules

The equipment needed to play darts is as follows:

  • A good dartboard
  • A set of three darts, steel-tipped.
  • A safe, well lit place to play.

Dartboards

The standard international dartboard is known as the “clock” board.  It is 18 inches in diameter and has 20 numbered, pie-shaped segments of equal size, plus the bull’s-eye.

Throw at least 8 feet away from the board head on(At Castle Boo, The White Line Signifies 8 Feet).

Cricket

Number of Players: Two individual players or two teams.

Numbers in Play: 20,19,18,17,16,15, and bulls-eye.

The objective shall be to own/close certain numbers on the dartboard, and to achieve the highest point score. The player/team to do so first, shall be the winner.

Each player/team shall take turns throwing. (Three darts in succession shall constitute a turn/Inning.)

To close an inning, the player/team must score three of a number. This can be accomplished with three singles, a single and a double, or a triple.

Once a player/team scores three of a number, it is ‘owned’ by that player/team. Once both players/teams have scored three of a number, it is closed, and no further scoring can be accomplished on that number by either player/team.

To close the bullseye, the outer bull counts as a single, and the inner bull counts as a double.

Once a player/team closes an inning, he/they may score points on that number until the opponent also closes that inning. All numerical scores shall be added to the previous balance.

Numbers can be owned or closed in any order desired by the individual player/team. Calling your shot is not required.

For the purpose of owning a number, the double and triple ring shall count as 2 or 3, respectively. Three marks will close an inning.

After a number is owned by a team, the double and triple ring shall count as 2 or 3 times the numerical values, respectively. Winning the game:

a. The player/team that closes all innings first and has the most
points, shall be declared the winner.
b. If both sides are tied on points, or have no points, the first
player/team to close all innings shall be the winner.
c. If a player/team closes all innings first, and is behind in points,
he/they must continue to score on any innings not closed until
either the point deficit is made up, or the opponent has closed
all innings.

It shall be the responsibility of the player to verify his score before removing his darts from the dartboard. The score remains as written if one or more darts has been removed from the dartboard. In accordance with the inherent strategy involved in the Cricket game, no alterations in score shall be allowed, after the fact.

01 Games

Number of Players: Normally two individuals or two teams play.

Numbers in Play: All the numbers are in play, but some receive greater use than others.  The 19 and 20, for instance are used extensively for scoring points since they are the highest numbers on the dartboard.  All the numbers may be used to throw the necessary doubles in the game.

This game is generally played by two people but can be played by teams. Each player starts with 301 points. The goal for each player is to reach zero, exactly, by subtracting the amount they score in a turn from the amount they had left from the previous turn. The player cannot start subtracting until they double in (hits one of the 21 doubles on the dartboard including the double bull). Once the double is hit, then all scores will count. To end the game, the player must also double out (ie. If they have 32 left, then they will need to hit a double 16 to win. If they then hit a single sixteen, leaving 16, their next target would be a double 8. If they should hit more points than they have left, then they have busted. Their turn is over and they will resume with the same score they started with on that throw the next time it is their turn to throw.). If they hit the double leaving them zero points, then they have won the game.

501

Number of Players: Normally two individuals or two teams play.

Numbers in Play: All the numbers are in play, but some receive greater use than others.  The 19 and 20, for instance are used extensively for scoring points since they are the highest number on the dartboard.  All the numbers may be used to throw the necessary doubles in the game.

This game is generally played as a team event, though we also play it in our single events. All players/teams start with 501 points. Unlike 301, you do not have to double-in, but can start on any number. Each player/team subtracts the amount they score from the amount they have left. To win, like 301 above, the player/team will need to double-out to reach zero.

Round the World

(Also called “Round the Board” or “Once Round the Island.”)

Number of Players: Two players

Darts: Three each

Rules of Play:  The object of this popular game is to be the first player to hit every number on the board from 1-20. Any part of the number – single, double or triple – counts.

English Cricket

Number of Players: Two players or two teams

Numbers in Play:  All numbers are used but since each score must exceed 40 the higher numbers especially 20 are the favorites.

Rules of Play:  One player becomes the batter, and the other is the bowler; the batter goes first. Ten stripes are entered on the dartboard as wickets. The bowler’s task is to erase these wickets by hitting bull’s-eyes: With each single bull’s-eye, one wicket is erased, and with each double bull’s-eye, two wickets are erased. The batter’s task is to score as many points or runs while any wickets remain, but only scores over 40 count. For example, a score of 38 would score no runs, a score of 42 would score 1 run and a score of 60 would score 20 and so on.

Scoring stops when all 10 wickets are (or crossed out) by the bowler. The batter notes his or her final score on the scoreboard, and the roles are reversed. The game is played in two separate rounds, with each player throwing an entire round as batter and bowler. The winner is the player with the most points, or runs, from his or her round as batter.

Dart Tournament Rules

PLAYING RULES

All darts events played under the exclusive supervision of and/or sanctioned by the ADO will be played in accordance with the following rules.

GENERAL

  1. Good Sportsmanship will be the prevailing attitude throughout the tournament.
  2. All players/teams will play by these Tournament Rules and, where necessary, any supplemental Rules stipulated by local Tournament Organizers.
  3. The interpretation of these Tournament Rules, in relation to a specific darts event, will rest with local Tournament Organizers, whose decisions shall be final and binding. Protests after the fact will not be considered.
  4. Any player/team, who, during the course of any event, fails to comply with any of these Tournament Rules, will be subject to disqualification from that event.
  5. Gambling is neither permitted nor sanctioned by the ADO.
  6. The ADO will in the course of Tournament Sanctioning, ensure to the best of its ability, that the host/sponsor organization has the funding and/or sponsorship necessary to support the advertised cash prize structure for a darts event. The manner and matter of tournament prize payments are the responsibility of the respective host/sponsor organization and not that of the ADO.
  7. The ADO assumes no responsibility for accident or injury on the premises.
  8. The ADO reserves the right to add to or amend the ADO Tournament Rules at any time.

PROCEDURAL

  1. Decisions regarding the prize structure and event schedule, the method of player registration, and the choice of the match pairing system, are left at the discretion of local Tournament Organizers.

  2. Each player is entitled to (6) six practice darts at the assigned matchboard prior to a match. No other practice darts may be thrown during the match without the permission of the chalker.

  3. Tournament boards are reserved for assigned match pairings only. Boards are not to be used for practice, unless so designated by the Tournament Organizers.

  4. Match pairings will be called three times only (minimum of 5 minutes between calls). Should a player/team fail to report to the assigned board within the 15 minutes allotted time, a Forfeit would be called.

    • NOTE: Should a player/team be called to matches in two concurrent events (i.e., a female in both Women’s only and an Open event), that player/team must choose in which event she/they wish to continue play. A Forfeit will be called, unless that player/team can reach their assigned board within the 15 minutes.
  5. Should a player’s equipment become damaged, or be lost during the course of a turn, that player will be allowed up to a maximum of 5 minutes in which to repair/replace the playing equipment.

  6. A maximum time limit of 5 minutes under exceptional circumstances, subject to the notification of the opponent and the chalker, will be allowed in the instance of a player requiring leaving the playing area during the course of match play.

  7. Opponents and chalkers ONLY are allowed inside the playing area.

  8. Opposing players must stand at least 2 feet behind the player at the oche.

  9. Should a player have any portion of his feet or shoes over the oche line during a turn, all darts so thrown will be counted as part of his turn, but any score made by said darts will be invalid and not counted. One warned by a tournament official will be considered sufficient before invoking this rule.

AMERICAN DARTS ORGANIZATION TOURNAMENT RULES

  1. A player wishing to throw a dart, or darts, from a point either side of the oche must keep his feet behind an imaginary straight line extending from either side of the oche.
  2. A Turn consists of three darts, unless a Leg/Match is completed in a lesser amount.
  3. All darts must be thrown by, and from, the hand. The player is allowed a total of 3 minutes to complete their turn as timed by a tournament official. No darts will be allowed to be thrown after 3 minutes.
  4. Should a player ‘touch’ any dart that is in the dartboard during a turn, that turn will be deemed to have been completed.
  5. A dart bouncing off or falling out of the dartboard will not be rethrown.

STARTING AND FINISHING (ALL EVENTS)

The tournament director will have the option of a draw, a toss of a coin, or a throw for the bull to determine the order of play in each match. If a throw for the bull is used, rules #23, 24 and 25 apply:

  1. Matches will begin with a coin flip to determine who has the option to throw 1st or 2nd at the Inner Bull. The player throwing closest to the Inner Bull will throw first in the 1st Leg. The Loser of the first Leg has the option of throwing for the Inner Bull first in the 2nd Leg. If the 3rd Leg is necessary, the Inner Bull will again be thrown, with the loser of the original coin flip having the option of throwing first.
  2. The second thrower may acknowledge the first dart as an Inner or Outer Bull and ask for that dart to be removed prior to his throw. Should the first dart be removed without the request of the 2nd thrower, a rethrow will occur; with the 2nd thrower now having the option of throwing first. The dart must remain the in the board in order to count. Additional throws may be made, until the player’s dart remains in the board. Should the 2nd thrower dislodge the dart of the 1st, a rethrow will be made with the 2nd thrower now throwing first. Rethrows shall be called if the chalker cannot decide which dart is closest to the Inner Bull, or if both darts are anywhere in the Inner Bull, or both darts are anywhere in the Outer Bull. The decision of the chalker is final. Should a rethrow be necessary, the darts will be removed and the person who threw 2nd will now throw 1st.
  3. For the purpose of starting and finishing a Leg/Match, the Inner Bull is considered a double 25.

If a draw or a toss of a coin is used, the following shall apply:

  1. The winner of the draw or toss shall throw first in the match. If the match is divided into legs, the winner of the draw or toss, shall throw first in the odd-numbered legs, and the loser shall throw first in the even-numbered legs.
  2. If the match is divided into sets, then the winner of the draw or toss shall throw first in the odd-numbered legs of the odd-numbered sets, and first in the even-numbered legs in the even-numbered sets, with the loser throwing first in the other legs.
  3. In the instance of a match that is divided into legs, being equal before the start of the deciding leg, then the throwing order of the deciding leg shall be decided by throwing for the bull. The procedure at this point, shall be as set down in rules 23-25.
  4. In the instance of a match that is divided into sets, being equal before the start of the deciding set, then the throwing order for the deciding set shall be decided by throwing for the bull. The procedure at this point, shall be as set down in rules 23-25.
  5. In those tournaments where a Tie-Breaker Rule is applicable, then the proceeding two paragraphs shall not supersede that rule.

(DOUBLE/TEAM EVENTS)

  1. It is permissible for the Doubles/Team player finishing a Leg, to throw for the Inner Bull and start the subsequent Leg. It is also permissible for one member of a Doubles or Team to throw for the Inner Bull 1st, and have his partner or teammate shoot first in the leg.
  2. It is permissible for a Double or Team to participate with fewer than the required number of players, provided that the team forfeits a turn(s) in each rotation, equal to the number of missing players. The missing player(s) may NOT join a Leg in progress, but is allowed to participate in a subsequent Leg(s) of that Match.
  3. At the tournament director’s discretion, women may be recycled in mixed doubles and triples events only.
  4. No substitutes will be allowed after the first round of Doubles/Team play.

SCORING

  1. A scoreboard must be mounted within 4’ laterally from the dartboard and at not more than a 45-degree angle from the dartboard. It must be clearly visible in front of the player at the oche.
  2. In all ADO sanctioned tournaments, you must have a chalker if one is available. If one is not available, the player must leave the darts in the board until the score is recorded.
  3. The chalker will mark the scores made in the outer columns of the scoreboard, and the totals remaining in the two middle columns.
  4. The chalker, if asked, may inform the thrower what he as scored and/or what he has left. He MAY NOT inform the thrower what he has left in terms of number combinations. It IS permissible for a partner, teammate, or a spectator to advise the thrower during the course of a Match. See #1.
  5. No one including the thrower or chalker, should touch the darts prior to the decision of the chalker.
  6. For a dart to score