- 8 Bean Bag Bocce Bags
- 1 Bean Bag Pallino
- 1 PVC Ladder with Six Bolos
- 4 150 gram anywhere Horseshoes
- 1 18in Horseshoe Landing Mat
- Convenient Carry/Storage Bag
- Complete Game Rules and Instruction
Model #: 1-1-30-963
Prices subject to change without notice.
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RULES OF PLAY
Basic Etiquette Horseshoe tradition holds that no contestant should make any remarks, sounds or movements that might distract or interfere with the opponent's play.
In the course of play, no contestant should walk to the opposite stake prior to the completion of the inning and no shoes should be moved until the winner of points has been agreed upon by all contestants, or a decision rendered by a referee.
While not pitching, a contestant should stand on the opposite side of the pit at least 2' behind the opponent.
PLAYING THE GAME
The game of horseshoes is broken down into innings, each consisting of 4 pitched horseshoes, 2 by each opponent. At the beginning of play, the first player is determined by the toss of a coin, or perhaps by a one-pitch contest of closest to the stake. In official Tournament Play, players alternate pitching first, one on even innings, the other on odd innings. However, in backyard play, the scoring player or team is often allowed to go first on the following inning.
The first player will then pitch both shoes and then wait while the other contestant does the same. Again, each player must take care not to cross the foul line which is 3' past the stake or risk having the thrown shoe deemed a foul disqualified from scoring.
Both players then move together to the opposite stake to determine the point allocation for that inning. Once points have been determined, players pick up their shoes and then begin the next best inning, now throwing in the opposite direction.
Games length can be limited by either a predetermined number of points or shoes. Official tournament play is either 40 points, or 40 shoes (20 innings). However, in backyard play, it is not uncommon to play to 15 points. In a shoe limit game, the player or team with the highest point total wins. In the case of a tie, a two-inning tie breaker can be played.
SCORING
In each inning, after all four shoes have been thrown scoring is determined in the following manner. In order to be considered for points, a shoe must lie within 6" (approximately the distance between the open ends of the shoe) from the stake - all shoes outside of this area score no points.
Of the shoes within this 6" area around the stake, the closest shoe gets one point. If one player has two shoes closer than any of the opponents', it's worth 2 points.
Leaners are shoes which lean against the stake and worth 1 point are considered closer than any shoe which is not touching the stake but not closer than Ringers.
Ringers are shoes which completely encircle the stake so that the ends can be touched with a straight edge without touching the stake.
Ringers are worth 3 points each. If a player has both a ringer and the closest other shoe it would be worth 4 points.
Cancellation Scoring Anytime the shoes of opposing players are equal distance from the stake or of equal value they cancel each other out and score no points. For example: If both players have ringers they would cancel out and the next closest shoe within 6" from the stake would score 1 point. Or if Player One has 2 ringers and Player Two has 1 ringer - two of the opposing ringers would cancel out and Player One would score 1 ringer for 3 points.
Winner of the Game is either the first player or team to reach the predetermined point total, or the player with the highest point total after the predetermined number of shoes (or innings).
DOUBLES PLAY
Four players can play horseshoes in teams OPEN RULES
1. Composition balls will be used. Sizes suggested are 107 to 114 millimeters in diameter, with weights between 920 and 1100 grams.
2. The toss of the coin will decide the starting team and the winner will also choose the color of the balls. {The winners of the coin toss get control of the pallino and their choice of the color of balls - some versions of open rules give the winner of the toss the choice of first toss of pallino or the color of balls.}
3. The starting team must toss the "pallino" to a valid position past the center or "in play" line, but not coming to rest on the backboard. It must settle at least 12 inches from the sideboard. If, after three attempts, the starting team fails to validly place it, the opposing team tosses the pallino. If the opposing team fails in the first attempt, the referee will place the pallino in a valid position. The first bocce ball is rolled by the player who originally tossed the pallino.
4. The pallino remains in play unless it is knocked out of the court or in front of the center or "in play" line, then the frame is ended and play resumes from the opposite end. The same team tosses the pallino. {The team that tossed the pallino for the canceled frame tosses it again, restarting from the opposite end.}
5. A ball touching the backboard is dead unless it first strikes another ball, in which case all balls are valid. {Any shot, whether punto, raffa, or volo that goes to the backboard without first striking another ball is dead and removed from the court - different groups playing open rules seem to be moving in this direction.}
6. If the first thrown ball of the starting team touches the backboard without first hitting the pallino, the ball is out of play and that team must roll again until the initial point is established.
7. A thrown ball that doesn't touch another ball and returns from the backboard into the field of play and strikes another ball and/or the pallino is out of play. The pallino and/or the other balls are returned to their approximate original positions. If a ball strikes the backboard causing a ball or balls resting on the backboard to move, the ball(s) are returned to their approximate original positions. {This is a common occurrence when previously played balls are in contact with the swing board.}
8. The players shall not step over the foul line before releasing the pallino or their ball.
9. Players may use the sideboard at any time.
10. The tournament host will decide on the number of points required to win a match.
11. All players must remain outside the court while the opposing team is rolling.
12. In a tournament game when substitutes are allowed, a team may make one substitution from their roster per game. This substitution may take place at any time in a game. Once a player has been removed from a game, the player cannot reenter that same game.
13. Volo shooting is lofting the ball in the air beyond the center or "in play" line of the court. Volo shooting is only allowed on courts where the in play line for first toss of pallino is at least 38 feet from the backboard. {WBA reasons that, with a longer play area, volo attempts are not easy targets as they are on the shorter courts. Note that to qualify as a volo, the attempt must first land past the center line.}
14. In the case of a tie between two balls, the prevailing (or first ball) has to be beaten, not tied. If the frame ends in a tie, no points are awarded and play resumes from the opposite end of the court with the same team tossing the pallino. Playing Area – Select an open area that provides approximately 25 ft. (approx. ten paces apart) between the two foul lines (front of the Ladder Ball frames). Allow children to set the distance with their own stride. The width of the court depends on the skill level of the players.
• Play is between two players or teams. One member from each team will stand next to each ladder. Players will want to make sure to stand away from the ladder when not tossing the bolos.
RULES OF THE GAME:
• Object of the Game – To “out-toss” your opponents by wrapping your bolos around 1-, 2-, and 3-point scoring rungs. First Player/Team to reach 21 points wins!
• Game Play - For the first round, decide Player 1 and/or Team 1 by tossing a coin, or some other suitable method. For following rounds, the team scoring the highest points in the previous round is the first to toss in the next round.
• Each round consists of one person (either Player 1 or Player 1/Team 1) tossing bolos. Play continues alternating Player/Team until each player has had one bolo toss.
• Bolos may be tossed in any way the player chooses, as long as they are tossed individually.
• Players must not step across the foul line (front edge of the Ladder Ball Frame) during a throw, or the results of that throw will be reversed (other bolos that were moved will be restored to their position before that throw).
• Scoring - Points accumulate with each bolo landing on a rung. Bolos may wrap around another bolo with both bolos scoring. If that second bolo has one ball on either side of the next rung down, it scores points from both rungs. A cord may also wrap around a vertical bar between rungs.
• Point Values (based on difficulty level) are as follows:
Top Rung (Blue) = 2 Points
Middle Rung (Orange) = 3 Points
Bottom Rung (Yellow) = 1 Point
• No Score - bolos that miss the ladder or bounce off the ground do count in scoring.
• Use the side rail scoring to track both player/team scores.
• To Win – There are alternatives for declaring a winner: 1) the winning team must lead by at least two points; or 2) requiring an exact score to win. If a round’s score would put a team over twenty-one, that round’s score is not used.
Basic Etiquette Horseshoe tradition holds that no contestant should make any remarks, sounds or movements that might distract or interfere with the opponent's play.
In the course of play, no contestant should walk to the opposite stake prior to the completion of the inning and no shoes should be moved until the winner of points has been agreed upon by all contestants, or a decision rendered by a referee.
While not pitching, a contestant should stand on the opposite side of the pit at least 2' behind the opponent.
PLAYING THE GAME
The game of horseshoes is broken down into innings, each consisting of 4 pitched horseshoes, 2 by each opponent. At the beginning of play, the first player is determined by the toss of a coin, or perhaps by a one-pitch contest of closest to the stake. In official Tournament Play, players alternate pitching first, one on even innings, the other on odd innings. However, in backyard play, the scoring player or team is often allowed to go first on the following inning.
The first player will then pitch both shoes and then wait while the other contestant does the same. Again, each player must take care not to cross the foul line which is 3' past the stake or risk having the thrown shoe deemed a foul disqualified from scoring.
Both players then move together to the opposite stake to determine the point allocation for that inning. Once points have been determined, players pick up their shoes and then begin the next best inning, now throwing in the opposite direction.
Games length can be limited by either a predetermined number of points or shoes. Official tournament play is either 40 points, or 40 shoes (20 innings). However, in backyard play, it is not uncommon to play to 15 points. In a shoe limit game, the player or team with the highest point total wins. In the case of a tie, a two-inning tie breaker can be played.
SCORING
In each inning, after all four shoes have been thrown scoring is determined in the following manner. In order to be considered for points, a shoe must lie within 6" (approximately the distance between the open ends of the shoe) from the stake - all shoes outside of this area score no points.
Of the shoes within this 6" area around the stake, the closest shoe gets one point. If one player has two shoes closer than any of the opponents', it's worth 2 points.
Leaners are shoes which lean against the stake and worth 1 point are considered closer than any shoe which is not touching the stake but not closer than Ringers.
Ringers are shoes which completely encircle the stake so that the ends can be touched with a straight edge without touching the stake.
Ringers are worth 3 points each. If a player has both a ringer and the closest other shoe it would be worth 4 points.
Cancellation Scoring Anytime the shoes of opposing players are equal distance from the stake or of equal value they cancel each other out and score no points. For example: If both players have ringers they would cancel out and the next closest shoe within 6" from the stake would score 1 point. Or if Player One has 2 ringers and Player Two has 1 ringer - two of the opposing ringers would cancel out and Player One would score 1 ringer for 3 points.
Winner of the Game is either the first player or team to reach the predetermined point total, or the player with the highest point total after the predetermined number of shoes (or innings).
DOUBLES PLAY
Four players can play horseshoes in teams OPEN RULES
1. Composition balls will be used. Sizes suggested are 107 to 114 millimeters in diameter, with weights between 920 and 1100 grams.
2. The toss of the coin will decide the starting team and the winner will also choose the color of the balls. {The winners of the coin toss get control of the pallino and their choice of the color of balls - some versions of open rules give the winner of the toss the choice of first toss of pallino or the color of balls.}
3. The starting team must toss the "pallino" to a valid position past the center or "in play" line, but not coming to rest on the backboard. It must settle at least 12 inches from the sideboard. If, after three attempts, the starting team fails to validly place it, the opposing team tosses the pallino. If the opposing team fails in the first attempt, the referee will place the pallino in a valid position. The first bocce ball is rolled by the player who originally tossed the pallino.
4. The pallino remains in play unless it is knocked out of the court or in front of the center or "in play" line, then the frame is ended and play resumes from the opposite end. The same team tosses the pallino. {The team that tossed the pallino for the canceled frame tosses it again, restarting from the opposite end.}
5. A ball touching the backboard is dead unless it first strikes another ball, in which case all balls are valid. {Any shot, whether punto, raffa, or volo that goes to the backboard without first striking another ball is dead and removed from the court - different groups playing open rules seem to be moving in this direction.}
6. If the first thrown ball of the starting team touches the backboard without first hitting the pallino, the ball is out of play and that team must roll again until the initial point is established.
7. A thrown ball that doesn't touch another ball and returns from the backboard into the field of play and strikes another ball and/or the pallino is out of play. The pallino and/or the other balls are returned to their approximate original positions. If a ball strikes the backboard causing a ball or balls resting on the backboard to move, the ball(s) are returned to their approximate original positions. {This is a common occurrence when previously played balls are in contact with the swing board.}
8. The players shall not step over the foul line before releasing the pallino or their ball.
9. Players may use the sideboard at any time.
10. The tournament host will decide on the number of points required to win a match.
11. All players must remain outside the court while the opposing team is rolling.
12. In a tournament game when substitutes are allowed, a team may make one substitution from their roster per game. This substitution may take place at any time in a game. Once a player has been removed from a game, the player cannot reenter that same game.
13. Volo shooting is lofting the ball in the air beyond the center or "in play" line of the court. Volo shooting is only allowed on courts where the in play line for first toss of pallino is at least 38 feet from the backboard. {WBA reasons that, with a longer play area, volo attempts are not easy targets as they are on the shorter courts. Note that to qualify as a volo, the attempt must first land past the center line.}
14. In the case of a tie between two balls, the prevailing (or first ball) has to be beaten, not tied. If the frame ends in a tie, no points are awarded and play resumes from the opposite end of the court with the same team tossing the pallino. Playing Area – Select an open area that provides approximately 25 ft. (approx. ten paces apart) between the two foul lines (front of the Ladder Ball frames). Allow children to set the distance with their own stride. The width of the court depends on the skill level of the players.
• Play is between two players or teams. One member from each team will stand next to each ladder. Players will want to make sure to stand away from the ladder when not tossing the bolos.
RULES OF THE GAME:
• Object of the Game – To “out-toss” your opponents by wrapping your bolos around 1-, 2-, and 3-point scoring rungs. First Player/Team to reach 21 points wins!
• Game Play - For the first round, decide Player 1 and/or Team 1 by tossing a coin, or some other suitable method. For following rounds, the team scoring the highest points in the previous round is the first to toss in the next round.
• Each round consists of one person (either Player 1 or Player 1/Team 1) tossing bolos. Play continues alternating Player/Team until each player has had one bolo toss.
• Bolos may be tossed in any way the player chooses, as long as they are tossed individually.
• Players must not step across the foul line (front edge of the Ladder Ball Frame) during a throw, or the results of that throw will be reversed (other bolos that were moved will be restored to their position before that throw).
• Scoring - Points accumulate with each bolo landing on a rung. Bolos may wrap around another bolo with both bolos scoring. If that second bolo has one ball on either side of the next rung down, it scores points from both rungs. A cord may also wrap around a vertical bar between rungs.
• Point Values (based on difficulty level) are as follows:
Top Rung (Blue) = 2 Points
Middle Rung (Orange) = 3 Points
Bottom Rung (Yellow) = 1 Point
• No Score - bolos that miss the ladder or bounce off the ground do count in scoring.
• Use the side rail scoring to track both player/team scores.
• To Win – There are alternatives for declaring a winner: 1) the winning team must lead by at least two points; or 2) requiring an exact score to win. If a round’s score would put a team over twenty-one, that round’s score is not used.
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