Event Rules

This year’s events are:

1.  Dunk-a-judge

  • Rules
    • Each Inn will be allotted six throws to be distributed between up to three different tributes. The throws do not have to be evenly divided by tribute, but no more than three tributes from each inn may participate in the event.
    • On each throw, the tribute will stand at the designated line 20 feet away from the tank and throw the ball in an attempt to hit the target and dunk the judge.
      • A release of the ball while the tributes arm is in forward motion counts as a throw.
      • Crossing the designated line voids the throw. No points will be awarded for a throw in which the tribute crosses the designated line.
    • The judges in the tank are encouraged to taunt, jeer, and talk trash to the tributes throwing the ball.
    • Each Inn will be awarded one point for each successful throw.

2.  Corn hole

  • Number of tributes
    • Each Inn must enter two tributes.
  • Playing Area
    • The pitching areas are located on either side of the platform, with the foul line being the line parallel to the front edge of the platform.
    • 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.
  • Scoring
    • 3 points: a bag that goes through the hole completely.
    • 1 point: a bag that remains on the playing surface, a bag that is hanging into the hole but does not fall completely through, and a bag that is hanging off the edge of the platform but does not touch the ground.
    • 0 points: a bag that hits the ground before coming to rest on the platform, a bag that is on the playing surface but is also touching the ground or another bag that lies on the ground, and a bag that is hanging off the front edge and is resting on a bag that is on the ground.
    • A bag that bounces onto the board should be removed before the next player tosses.
    • The scoring will be straight scoring rather than cancellation scoring.
    • The team who reaches 21 first will be the winner. In the event of a tie, a team must win by 2.
    • If both teams reach 21 in a round, then the team with the highest score at the end of the round will be the winner as long as it is greater than 2.
    • Play will be called at the end of 15 minutes and the team with the highest score at the end of the round will be the winner.
  • Game Play
    • If an agreement cannot be made as to which team shall take the first turn of the game, a coin flip will suffice.
    • The first team will then begin by throwing a cornhole bag at the opposite platform.
    • Teams take alternate throws until all 8 cornhole bags have been thrown. Teams then count the points scored during the round.
    • After scoring, the teams on the opposite end will then take their turns in the same manner. The team scoring the most points in the previous round will throw first to start the turn.
  • Final Scoring
    • The first place winner in the cornhole bracket will earn gold, the second silver, and the winner of the consolation bracket bronze.
    • Gold – 3 points
    • Silver – 2 points
    • Bronze – 1 point

3.  Tug-o-War

  • Participation
    • Each Inn of Court may enter one team into the tug-of-war tournament
    • Each team must have a minimum of three players
      • Only three players from each team may play during a given round
      • However, a team may substitute players at the beginning of subsequent rounds
  • Game Components
    • Field and Marking
      • The game will be played outside on the lawn of the Tampa Center
      • A painted red line referred to as the “center line” is marked on the playing zone
      • There are also two white marks on each side of the center line; this is the point where the first member of each team will stand
    • Rope
      • There is a red marker on the middle of the rope; this must align with the center line before starting each game
      • There are two white markers, one on each side of the red marker; each team must hold the rope behind their respective white marker
  • How to Play
    • Each round consists of three games
    • The first team to pull their opponent’s white rope marker across the center line wins a game
    • Each game will last no longer than three minutes
    • If neither team pulls their opponent’s marker across the center line within the time limit, the game will result in a tie
    • If there is a tie at the end of a round, the two teams will play a fourth game
    • The winner of the round will be the team that either pulls their opponent’s rope marker:
      • Across the center line; or
      • Closest to the center line at the end of the three minutes
  • Although not required, Tug of War participants are encouraged to bring gloves to use during the event.

4.  Can Jam

  • For each game, two teams will play against each other. Each Inn will be allotted one team consisting of two players.  Player substitutions are not permitted during the tournament.  The throwing order will be decided by a coin toss.  The winner gets to decide to go first (first team) or second (second team).
  • HOW TO PLAY?  There will be two cans (goals) positioned 50 feet apart.  Partners stand at opposite goals and remain at their respective goal for the entirety of the game.  One partner throws and the other partner, if necessary, redirects (deflects) the disc toward or into the goal.  Players from the same team must each complete one throw every turn.  After both partners complete one throw each, that team’s turn is complete and the opposite team gets the disc.
  • THROWING & DEFLECTING.
    • Throwing: All players must have both feet behind the back edge of the goal when throwing the disc. The first time a team violates this rule, they will receive a warning.  After that, any violation results in no points from that play.
    • Deflecting: Deflector may use any part of his or her body, not just hands, to score. Deflector may not carry or control the disk in any way.  Double-hits are not permitted.  After the partner throws the disc, Deflector may go in front of the goal to deflect the disc.
      • Legal: Slapping, Hitting, Striking, Kicking, Kneeing, and Redirecting. Tipping with hands together, striking the disc’s middle edge or the disc’s top center
      • Illegal: Catching, Throwing, Stopping the disc in midair to cause it to fall straight down, Palming the disc to control its flight, and Double hitting the disc. Tipping with hands apart, each on one edge of the disc from left to right
  • HOW TO WIN?  There are two ways to win.  One, a team scores an Instant Win and the game is automatically over.  Two, a team scores the most points at the end of 15 minutes and the teams have completed an equal number of turns.
    • So, at the end of 15 minutes, if the first team is on their turn, the second team will still have their turn. If the second team is on their turn at the end of 15 minutes, the first team will not have another turn.
  • TIEBREAKER POLICY.  If there is a tie at the end of 15 minutes and after both teams have completed their turn, each team takes a single turn; each partner will get one throw.  After the first team completes their turn, the second team must score an Instant Win or score more points than the first team’s overtime score to win the game.  If the second team ties the first team’s overtime score, this process repeats as needed until one team outscores the other.
  • INTERFERENCE.  A team automatically forfeits the game if its player purposely interferes with a play.  If a player accidently interferes with a play, the opposing team may redo the throw.  There is no redo due to wind, unless the wind blows away the goal itself.
  • SCORING. 
    • DINGER – 1 point: Deflector redirects the disc to hit any part of the goal.
    • DEUCE – 2 points: Thrower hits any part of the goal unassisted by partner.
    • BUCKET – 3 points: Deflector redirects the disc and it lands inside the goal, through the top or slot opening. Disc must remain in the goal.
    • BOUNCE OUT OF THE TOP– 1 point: Deflector redirects the disc into the goal and it comes back out through the top.  Disc does not have to touch the goal.  If Deflector catches the disc as it is bouncing up, before it hits the ground, this is a BUCKET (3 points).
    • BOUNCE OUT OF THE SLOT – 1 point: Deflector redirects the disc into the goal and it comes back out through the slot.  Disc must touch the goal.  If it comes out cleanly, NO POINTS will be awarded.  If Deflector catches the disc as it is bouncing up, before it hits the ground, this is a BUCKET (3 points).
    • INSTANT WIN! Thrower lands the disc inside the goal unassisted by partner, through the top or slot opening.  Disc must remain in the goal.  The throwing team is the winner and the game is automatically over.
    • NO POINTS are awarded when a throw hits the ground or object before striking the goal directly or making a tip.
    • Once the disc hits the goal, any subsequent action by Deflector will not count. For example, after the disc hits the goal unassisted, Deflector cannot then redirect the disc to score a BUCKET.  It is a DEUCE and will only be worth only 2 points.
  • FINAL SCORING

    The first place winner in the slam can bracket will earn gold, the second silver, and the winner of the consolation bracket bronze.

    • Gold – 3 points
    • Silver – 2 points
    • Bronze – 1 point

Capture

5.  Trivia Challenge

  • NUMBER OF PLAYERS
    • Each inn must enter three tributes.
  •  RULES
    • There will be SIX rounds of trivia. Each Round will consist of three (four) questions.  The questions can come from anywhere in our Tampa Bay Dream Team Question Bank.  Categories include: (Art, Law & Government, Entertainment, Film, Geography, History, Music, Science, Sports, Television).

**** PARTY TIME, POTPOURRI, SCIENCE****

    • The points you wager in each round is based on the CONFIDENCE in your team’s answer.  In the first half, Rounds 1-3, your teams can only wager, 1, 3, or 5 points.
    • At the beginning of each round we will announce the three categories for that round so your team can decide how you want to wager your points based on the category.
    • You can wager a point only once per round. For instance, in Round 1, once your team wagers 1 point on one of the questions you can only wager 3 or 5 points for the remainder of that round.
    • In each round, one of the questions will also have a 1-point bonus question.  GET THE MAIN QUESTION RIGHT FIRST, and get the bonus question right as well and your team will receive the additional points.
    • If your team wagers points already used in a round, or if you don’t circle the points you are wagering, we will assume your team meant to wager the highest amount.
    • We will then have Halftime*.
    • In the second half, Round 4-6, same rules apply but you can now wager 3, 5, or 7 points.  You get more points this half, but the questions are also tougher.
    • We will then have the final question** and your prizes for the night.
    • NO USE OF CELLPHONES!!!  If your team has a cellphone out before your team turns in your answer, we will assume you were cheating.  Once your team turns in its answer, feel free to pull out your phone.
  • *HALFTIME
    • Your team will have multiple answers to turn in.  Please keep all the answers on ONE answer slips.  You can use the front and back of the answer slip if you need the space.  Don’t worry about wagering points because we will give you (1,2,3) points for every correct answer you turn in.  And you will have (3) minutes to answer the question.
  • **FINAL QUESTION
    • We are just going to give you the answers but your team must put them in the correct order to receive your points.
    • Your team can wager anywhere from 0-20 points on this question.
    • Get the question right to go up by that amount. But get it wrong?  Your team will go down by that amount.
    • If your team turns in an answer but does not let us know how many points you are wagering we are going to assume you meant zero.
    • And you’ll have (3) minutes to answer the question.
  • ***TIE BREAKER
    • Your team will have one minute to guess the correct number.  It’s “Closest to the Pin” so your team can guess a number greater than the right answer if its close enough.  And sudden death rules apply so if your team doesn’t not turn in an answer at the end of the minute, you automatically lose.  Each team may earn two additional points, based solely on participation, by purchasing or creating a team flag of no more than 3′ x 5′ to represent the Inn team at Opening Ceremonies and during the events.

 


Each team may earn two additional points, based solely on participation, by purchasing or creating a team flag of no more than 3′ x 5′ to represent the Inn team at Opening Ceremonies and during the events.