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FSU Campus Recreation
IM Sports
TAILGATE GAMES RULES
Revised for Fall 2008
Florida State University does not provide accident insurance coverage for injuries received by Intramural Sports participants. Each participant should make sure that he/she has coverage either through family policies or the student insurance plan.

Florida State University PROHIBITS possession or consumption of alcoholic beverages on University property. Smoking and the use of smokeless tobacco is also prohibited at Campus Recreation facilities and sponsored events. This includes the Rec SportsPlex, Main Campus Fields, Westside Courts, and Tully Gym. Violators will be asked to leave the area. Failure to do so can result in forfeiture of the contest, suspension of individuals and/or teams, and appropriate action by the Office of Student Rights & Responsibilities and/or FSU Police.


I. PLAYER ELIGIBILITY

1. Participation is limited to currently-enrolled, fee-paying FSU students, faculty members, and full-time staff. FAMU & TCC students and members of the community are not eligible.

2. In order to participate in an intramural contest, each player must present his/her current, valid FSUCard. Check-in takes place at designated sign-in locations at the facility, not at the fields or courtside.

3. Additional information regarding player eligibility, team rosters, and participant check-in is available in the Seven Principles of Intramural Sports, available online at the FSU Intramural Sports web site and in the Intramural Sports Office in 1035 Tully Gym. Requests for exceptions to any policy must be directed to the IM adminstrative staff during regular weekday business hours in the Intramural Sports Office. No exceptions are granted at the fields or courts.

II. TEAM COMPOSITION

1. Players can compete on only one (1) team, regardless of league classification.

2. Tailgate games teams shall consist of only two (2) players. No additional substitutes are permitted. Two (2) players must be present to begin a match.

III. EQUIPMENT

1. All players must wear shoes. Sandals and flip-flops are also permitted.

2. All game equipment will be provided by the Intramural Sports staff at the match site. Teams must use the equipment provided by Intramural Sports.

IV. RULES AND REGULATIONS

HORSESHOES

(1) Conduct of Players
No contestant shall make any remarks or utter any sound within the hearing of his/her opponent, nor make any movement that does or might interfere with the opponents' playing. The penalty for violation of this rule shall be the declaring as foul both shoes pitched or to be pitched by the offender in the inning complained. No contestant shall walk across to the opposite stake and examine the position of his opponent's shoe before making his/her first or final pitch.

(2) Position of Players
The outer edges of the pitcher's box shall be known as foul lines. In delivering the shoe into the opposite pitcher's box a contestant may stand anywhere inside of the foul lines. Each player, when not pitching, must remain outside and back of the pitcher's box until his/her opponent has finished pitching.

(3) Pitched Shoe
The shoe is pitched when it leaves the player's hand. A shoe pitched while the player is standing outside the foul line is foul. If a shoe first strikes outside of the foul lines before entering the pitcher's box, it is a foul. Foul shoes shall be removed from the pitcher's box at the request of the opponent. A foul shall not be scored or credited.

No contestant shall touch his/her own or his/her opponent's shoes after they have been pitched, until the final decision has been rendered as to the scoring values of the shoes. Failure to comply with this rule shall result in both shoes of the offender being declared foul and his/her opponent being entitled to as many points as the position of his/her shoes at the peg should warrant.

(4) Definition of a "Ringer"
A ringer shall be a shoe that encircles the stake far enough to permit a straight edge to touch both heel calks simultaneously without touching the stake. Whenever a player knocks off his/her own or opponent's ringer, such knocked off ringers lose their scoring value. If a player knocks on one of his/her opponent's shoes from a non-ringer position to a ringer position, the changed shoe has scoring value and credit for a ringer for its owner.

(5) Moved Pitched Shoes
When a thrown shoe moves a shoe already at the stake, all shoes are counted in their new positions.

(6) Regulation Games
The regulation game shall consist of 21 points. Each game is divided into innings and each inning constitutes the pitching of four shoes, the two players each pitching two shoes. An official contest between two players shall consist of best two (2) out of three (3) games. Shorter matches are allowed if both participants agree prior to starting.

(7) Scoring Points
All shoes shall be within six inches of the stake to score. Closest shoe to stake scores 1 point. Two shoes closer than opponent's scores 2 points. One ringer scores 3 points. Two ringers score 6 points. One ringer and closest shoe of same player scores 4 points. If a contestant shall have two ringers and his opponent one, the player having two ringers shall score 3 points.

(8) Cancelled Points
All equals count as ties and no points are scored. In case each contestant has a ringer the next closest shoe, In within six inches of stake, shall score.
If each contestant has a double ringer both double ringers are cancelled and no points scored. Any shoes leaning against the stake in a tilted position shall not have advantage over a shoe lying flat on the ground and against the stake. All such shoes are ties.

(9) Announcing Scores
All shoes shall be scored and announced only in their final position after all shoes have been pitched. In all games, the player scoring the points shall call the result. The team which scores in the frame shall pitch first in the subsequent frame.

WASHERS

Washers will follow the rules established by the IAWP (International Association of Washers Players, washers.com) with few exceptions.

(1) Description
Washers is a game of skill, similar to Horseshoes, in which individuals or teams compete against one another in an effort to be the first to reach a winning score of 21 points. The game consists of two washer pits located opposite one another, each with a recessed cup. Contestants stand in one pit and throw washers toward the cup in the other pit. The object is to land in the cup, or in the pit, to score.

(2) Equipment
Two washer pits are positioned opposite of each other at a distance of 25 feet, measured from the center of the cup in the pit. The pit is approximately 2 foot square and filled with sand or dirt. The center cup is approximately 3 inches in diameter. Each metallic washer is

(3) Scoring
A match consists of the best 2 out of 3 games. A game is won when a team reaches 21 points. The team must win by 2 points.
A team wins by "whitewash" when it scores 17 points while the opponent has just 1 point. A team wins by "skunk" when it scores 11 points while the opponent has no points.
5 points are scored for a washer that lands inside the cup. 1 point is scored for a washer inside the pit and outside of the cup.
Cancellation scoring is used where only one team scores per round (2 in pit for Team A, 1 in pit for Team B scores 1 point for Team A).

(4) Game Play
Each player throws two washers toward the opposite cup. Subsequent throwing order is based on who scored last with the scorer throwing first. Players are allowed to stand no closer than one normal step in front of the cup. The starting contestant throws both washers, one at a time, followed by the second player's throws.

BOCCE BALL

Bocce Ball will follow the basic rules to Bocce as outlined at bocce.org with few exceptions.

(1) Equipment
A set of bocce balls : consisting of eight large bocce balls (half of which are of a different color or pattern) and a smaller "object ball" (sometimes called a "pallina" or a "jack").

(2) Object
The game is played with two teams; each team with two players. Each player will throw two balls per round. The object of the game of bocce is for one team to get as many of their balls closer to the pallina (object ball) than the opposing team's closest ball.

(3) Game Play
The toss of a coin determines which team will start. The starting team chooses which color (or pattern) ball they will play with. The first team member throws the pallina and then rolls his/her first ball as close to the pallina as possible. It is now up to the opposing team to roll a ball closer to the pallina than the starting team.

If the opposing team uses all four balls and fails to get closer to pallina than the starting ball, the starting team rolls each of their remaining balls, trying to place them closer than the opponent's closest ball.

However, if the opposing team succeeds in placing one of their balls closer to the pallina, the starting team must then roll again to attempt to get closer or "better the point". Each team continues to roll until it beats the point of the opposite team.

While the object is to get close to the pallina, it is permissible for a player to roll his/her ball as to knock an opponent's ball away from the pallina. Likewise, a player may knock or move the pallina toward his/her own team's balls. The pallina is playable anywhere on the playing surface.

(4) Scoring
When all balls have been played, this concludes the frame and ONE team is awarded one point for each of its balls which is closer to the pallina than the closest opposing team's ball. Thus, a team may score up to four points per frame. If the closest ball of each team is equal in distance from the pallina, NO points are awarded. The team that scores in a frame starts the next frame by throwing out the pallina and playing their first ball. Play continues until a team wins by reaching a score of 16 points. Matches consist of the best 2-out-of-3 games.

CORNHOLE

Cornhole will follow the rules outlined by the American Cornhole Organization (americancornhole.org) with few exceptions.

(1) Equipment
The court consists of two headboards that are 4' by 2' in size, angled at 12" off the ground at the back and with a 6" hole centered 1' from the top of the board. The bases of each board face each other and are 27' from one another. The pitcher's box for each team is adjacent to the headboard with the front (base) of the headboard serving as the foul line for each pitcher. Cornhole bags are 6" square and approximately 1 pound in weight.

(2) Player Positioning
Each player's partner is directly across from them in the opposite box at the other board. So each team has one player throwing from the left pitcher's box and one throwing from the right. Each player is assigned a pitcher's box and will be required to pitch from his/her box the entire game. The pitcher must not go outside the designated pitcher's box during the process of pitching. The opposing player is to stand just behind their own pitcher's box while competitor is tossing.

(3) Tosses
Every match is broken down into frames of play. The "headboard" players (players pitching first) alternate until they've pitched all 8 bags, completing a frame. The "footboard" players (players pitching second) then call out the score before removing the bags. Once the footboard players also pitch in the same manner, their frame is completed. Players must deliver the bag within 15 seconds of stepping into the pitcher's box with the intention of pitching.

(4) Frame Scoring
Cornholes: A bag-in-the-hole (or Cornhole or Holer) is a bag thrown through the hole in the board. A bag can be pushed in by other bags from either player.
1 Cornhole = 3 points.
Woody or Boarder: A bag that is not in-the-hole but lands with any portion resting on the board. It may not touch the ground before landing on the board. If it does, it's called a "DIRTY" and must be removed from the playing surface before another bag is tossed. A bag hanging on the board surface but touching the ground as well is also a "DIRTY" and has no point value and should be removed from playing surface before play continues.
1 Woody or Boarder = 1 point.
Stanker or Foul Bag: A bag which is not a Cornhole or Woody, or a bag which was delivered in non-compliance with one of the rules of the game. It has no point value, scores as a deadbagger and is to be removed from the board surface before any more bags are pitched. Bags knocked into foul territory by a foul bag should be returned as closely as possible to their original position. This also applies to bags that are knocked into the hole by a foul bag.
1 Stanker or Foul Bag = 0 points.

(5) Violations
The following rule violations, if spotted and called by a player or assigned judge, will result in the foul bag being declared a "STANKER" and removed from the court:
Any bag pitched when the player has made contact with or crossed over the foul line before the bag is released.
Any bag pitched when the player has started or stepped completely outside the pitcher's box before releasing the corn bag.
Any bag not delivered within the 15 second time limit.
A bag pitched from a different pitcher's box than the first bag.
Any bag that contacted the court or the ground before coming to rest on the board surface.
Any bag which struck a previously defined object such as a tree limb, wire, indoor court ceiling, etc.
Any bag that leaves a player's hand once the final forward swing of the toss has started shall count as a pitched bag. A bag that is accidentally dropped by a player before the final forward swing has started shall not be considered a "STANKER" and may be picked up and pitched.

(6) Match Scoring
A game is won when a team reaches 21 points. Games must be won by a margin of 2 points. A match consists of the best 2-out-of-3 games.

LADDERBALL

Ladderball will follow the rules established by the IAWP (International Association of Washers Players, washers.com) with few exceptions.

(1) Equipment
The court consists of two ladders that are approximately 39" tall' by 24" wide in size. The ladder is the structure that consists of 3 steps each spaced 13 inches apart. The ladders (uprights) face each other and are 25' from one another. The thrower's box for each team is adjacent to the ladder with the uprights serving as the foul line for the thrower. A bola is a pair of balls (typically tennis or golf) connected by a rope that is 11" to 12" in length.

(2) Player Positioning
Each player's partner is directly across from them in the opposite box at the other ladder, so that each team has one player throwing from the left thrower's box and one throwing from the right. Each player is assigned a thrower's box and will be required to pitch from his/her box the entire game. The thrower must not go outside the designated thrower's box during the process of pitching. The opposing player is to stand just behind their own pitcher's box while competitor is tossing.

(3) Throws
Every match is broken down into frames of play. The "headboard" players (players pitching first) alternate until they've pitched all 6 bolas, completing a frame. The "footboad" players (players pitching second) then call out the score before removing the bolas from the ladder. Once the footboard players also pitch in the same manner, their frame is completed. Players must deliver the bolas within 10 seconds of stepping into the thrower's box with the intention of throwing.

(4) Point Values
Point values for bolas wrapped or otherwise hanging on the ladder are as follows:
3 points for the top bar (blue), 2 points for the middle bar (red), 1 point for the bottom bar (white).
A bola that is knocked off the ladder by an opponent or otherwise falls off the ladder prior to score shall not score points.

(5) Frame Scoring
Cancellation scoring is utilized in each frame. The team with the highest score for that round subtracts the other team's score from their own, which becomes the frame score. Only one team scores per frame.

(6) Game & Match Scoring
A game is won when a team reaches 21 points. The 21-point score must be reached exactly. If a team ends the round over 21 points, its score reverts back to 15 points. A match consists of the best 2-out-of-3 games.

(7) Violations
The following rule violations, if spotted and called by a player or assigned judge, will result in the foul being declared and the bola removed from the ladder:
Any bola thrown when the player has made contact with or crossed over the foul line before the bag is released.
Any bola not delivered within the 10 second time limit.
A bola pitched from a different thrower's box than the first bola.
Any bola that contacted the court or the ground before coming to rest on the ladder.

V. SPORTSMANSHIP

1. The mission of Intramural Sports is to provide a recreational environment for the University community which is safe and enjoyable. While the game atmosphere is often competitive, ensuring participant safety, providing a fun, social atmosphere, and promoting sportsmanlike behavior among participants, spectators, and team followers are our primary concerns. The game atmosphere should remain good-natured at all times. Participants shall maintain good sportsmanship throughout their participation in all facets of the intramural program.

2. The Sportsmanship Rating System is intended to be an objective scale by which teams' attitude and behavior can be assessed throughout the intramural sports league and playoff seasons. Behavior before, during, and after an intramural sports contest is included in the rating. The team captain is responsible for educating and informing all players and spectators affiliated with his/her team about the system.

3. A team is responsible for the actions of the individual team members and spectators related to it. Additionally, FSU Intramural Sports does not recognize the use of coaches. Only the team captain shall speak to the officials regarding administrative matters (protests, ejections, disqualifications, etc). Furthermore, the team captain's efforts in assisting officials/staff to calm difficult situations and to restrain troubled teammates are key to controlling team conduct.

4. Sportsmanship is vital to the conduct of every Intramural contest. In order to encourage proper conduct during games, officials, administrative personnel, and supervisors shall make decisions on whether to warn, penalize or eject players or teams for poor sportsmanship. These decisions are final. The Intramural Sports administrative staff will rule on further penalties as a result of unsportsmanlike conduct.

5. Each participant should choose his or her team members carefully, as all team members will suffer the consequences of any disciplinary action taken by the Intramural Sports staff against that team for violation of the intramural rules and sportsmanship guidelines. Protests or appeals of sportsmanship ratings will not be recognized. The Intramural Sports administrative staff reserves the right to review any rating given to a team.

6. Additional information regarding team and participant sportsmanship including the rating method, factors, and scale is available in the Sportsmanship principle of the Seven Principles of Intramural Sports, available online at the FSU Campus Recreation web site.
Call the Intramural Sports Staff at 850.644.2430 or email us for more information.