Expectations of Players

EXPECTATIONS OF PLAYERS 

  • All players participating in CSSC Tournaments are expected to play with respect for everyone at the field and with a “fun-first” attitude.
  • All players are expected to know the rules and manage their actions during their games.
  • Players should promote fun and safety throughout the game by: following the rules and talking to their own teammates who are not following the rules.
  • Promote sportsmanship throughout the game. Let the opposing Team Captain know if you are enjoying their team, congratulate your opponent on fun and fair play throughout the game.
  • Players that are concerned about a player on the opposing team are required to talk to their Team Captain so he/she can address the issue with the opposing Team Captain at the appropriate time.
  • Players are expected to act in a respectful manner if approached by an opposing Team Captain regarding their style of play and to make any requested changes.
  • Players can provide constructive feedback to the CSSC as needed, which can include facility conditions, unsportsmanlike play, or helpful comments.

GAME PLAY EXPECTATIONS

  • Before the game, the Captains will meet to introduce themselves, review the basic rules or sportsmanship issues that need to be emphasized.
  • Team Captains are to communicate their expectations to each other. At the end of the pre-game meeting Team Captains are required to communicate all information with their players.
  • At the end of the game, all players shake hands and Team Captains meet to discuss any issues with the game.

YARD GAMES ETIQUETTE

There are specific Yard Games etiquette guidelines that must be honored by all players:

  • Players sitting on the bench/sideline must not chatter at the players about possible rule violations. This behavior always leads to frustration and escalated tension. If your opponent seems unaware of a rule, please discuss calmly amongst the captains between games.
  • It is unsportsmanlike for teams to not know the rules. While a team may be ‘just out to have fun’, they can ruin the experience for everyone if they are constantly violating rules.
  • While Captains are encouraged to know the rules, it is unsportsmanlike to constantly refer to the rulebook and continually remind your opponent about minor discrepancies.
  • Public displays of anger have no place in a CSSC Tournament. Players doing this are to be removed from the game.
  • Directing foul language at an opponent is cause for automatic removal from the game. Captains MUST honour this rule and are obligated to sit or remove from the game any of their players/spectators who are not displaying proper etiquette.
  • Drinking alcohol during the games is a fineable offence and is not permitted. Players must not leave any types of cans or garbage on or around the field after the game – the field must be left in cleaner condition than it was when players arrived.

Format & Scoring

GENERAL

  • Drinking alcohol during the games is a fineable offence and is not permitted.
  • Yard Games are played with a number of variations to the rules depending on where games are played, and who is playing. The rules stated below are the simplest variations possible. Before each game, Team Captains should meet to discuss the rules and ensure that all of the rules are clear, and understood by all players. Consult a CSSC staff member if you have any questions.
  • Be sure to constantly communicate the score during all games.
  • Players are free to 'distract' their opponents in a sportsmanlike manner (e.g. dancing, singing, playful heckling, etc.), however, they are not allowed to cover/block the target, or be in front of the target at any time. 

GAME TIMES

  • All round robin matches and playoff matches (with the exception of all championship games) will be 30 minutes in length including warm-up. Teams will play as many games during that period as possible.
  • Matches that start late will end on time.
  • Championship matches will not have time limits.
  • If a team is not at the correct station at the time listed on the schedule, they will forfeit the first game. If a team does not arrive within 10 minutes of the start time, they will forfeit the entire match.

BOCCE

  • Bocce is played with eight large balls and one smaller target or object ball called the jack.
  • There are 4 balls to a side, or team, and they are made in two (or 4) colours to distinguish the balls of one team from the 4 balls of the opposing team.
  • Paper-rock-scissors will determine which team has the jack and which colour balls that team selects.
  • The jack is thrown out by a member of the team having won paper-rock-scissors to start the game.
  • The same player throwing the jack must deliver the first bocce ball.
  • The opposing team will then deliver their first bocce ball.
  • Teams will then alternate bowling their balls until all balls have been delivered.
  • A team has the option of rolling, throwing, bouncing, banking, etc. its ball down the field provided it does not go out-of-bounds (off the field).
  • A player also has the option of "spocking" or hitting out any ball in play in trying to obtain a point, or decreasing the opposing team's points.
  • At the end of each frame (when both teams have exhausted 4 balls each), teams will determine the points scored.
  • To determine the number of points scored, count all of the balls of one team that are closer to the jack than the closest ball of the opposing team, which can be determined by viewing or by measurement (just like Curling).
  • In the event that the two balls closest to the jack belong to opposing teams and are exactly the same distance from the jack, no points will be awarded, and the jack returns to the team which delivered it. 
  • Only balls which are distinguishably closer to the jack than any opponent's balls may be awarded points.
  • Teams will play as many games to 9 points as possible in 30 minutes. When the 3-minute warning is called, players may not start a new game and if teams are in the middle of a game, teams can finish the current round. Whichever team is ahead at the conclusion of the round will be awarded the game win and match ties are allowed. The CSSC does not need to know the score of each game; please record the score based on how many games were won by each team at the score table immediately after the match or both teams will receive a 0.

BEERSBEE

  • Two poles are placed approximately 36 feet apart or as desired. Teams of two try to hit their opponents' pole or 'target' (i.e. a water bottle) to score points, one throw per team alternating.
  • Each player must stay behind their pole at all times.
  • The goal is to throw the disc at either the opponents' pole or target to score points.
  • If the target is knocked off of its pole, the defending team should try to catch the target before it hits the ground.
  • If a disc does not make it past the pole, the opposing team is allowed to throw from where it landed on their next turn.
  • 2 POINTS - Direct hit to target and it falls to the ground
  • 1 POINT - Hit to pole, which knocks the target to the ground
  • There will be no points associated with catching or not catching the disc or letting it touch the ground.
  • Interference with the disc while it is in flight before passing the pole is not allowed.
  • Players may not step in front of pole while catching or throwing.
  • In the event that one of the infractions above happens, the opposing team is allowed a re-throw or will be awarded 1 point (the throwing team gets to choose).
  • Teams will play as many games to 5 points as possible in 30 minutes. When the 3-minute warning is called, players may not start a new game and if teams are in the middle of a game, each team will get 1 more full turn. Whichever team is ahead after the extra turns, will be awarded the game win and match ties are allowed. The CSSC does not need to know the score of each game; please record the score based on how many games were won by each team at the score table immediately after the match or both teams will receive a 0.

OVERSIZED BEER PONG

  • Oversized Beer Pong is played by teams of two in which each team takes turns throwing a softball into the other team’s buckets. Once a ball lands in a bucket, the bucket is taken away immediately (even if it is min-turn). The team that successfully removes all of the opponent’s buckets first wins the game. 
  • Games will be played with 6 buckets per side.
  • To start the game, Team Captains will play rock-paper-scissors and the winner will decide which team throws first.
  • When it's Team A's turn, each player on Team A will throw 1 ball. Then each player on Team B will throw.
  • Players’ waists must stay behind their own buckets when throwing (hands/arms/elbows/etc. may extend over the end of the buckets).
  • In the unlikely event that a ball hits an opponent’s bucket(s) and comes back towards the thrower's side (past half), it can be re-thrown by either player. There will be no battling at the half-way line for balls.
  • There is no interfering with the ball once it has been thrown.
  • Balls are not to be bounced on the ground before hitting/entering a bucket.
  • The buckets will be ‘re-racked’ at 3 buckets (i.e. make the remaining 3 buckets into a triangle), even if it is mid-turn.
  • Rollbacks:
    • If both players on a team sink his/her shot on the same turn, that team will get 1 additional rollback shot, not two. The only exception to this rule is during redemption.
    • Either teammate may take the rollback shot.
  • Once a team has successfully thrown the ball into all of the other team’s buckets, the other team may have a chance at ‘redemption’.
    • Each player on the ‘losing’ team will have one chance to sink the ball into the other team’s bucket. Players will throw until they miss. If they continue to make shots, and eliminate all the other team’s buckets, each team will set up 3 buckets in a triangle formation and continue to play until there is a clear winner.
  • Teams will play as many games as possible in 30 minutes. When the 3-minute warning is called, players may not start a new game and if teams are in the middle of a game, each team will get 1 more full turn. Whichever team is ahead after the extra turns, will be awarded the game win and match ties are allowed. Please record the score based on how many games were won by each team at the score table immediately after the match or both teams will receive a 0.

CORNHOLE

  • Cornhole is played by teams of two where each team is trying to sink cornhole bags into a hole in a board 27 feet away.
  • To start the game, Team Captains will play rock-paper-scissors and the winner will decide which team throws first.
  • A member of each team will be behind each board. Opponents from behind the same board will throw 4 bags each, alternating. Then the opponents from the opposite side will have a turn.
  • A player's feet may not go past the front edge of the board. If they do, the throw does not count and there is no re-throw.
  • When all 8 bags have been tossed to the other side, add up the score. A bag remaining on the board is worth 1 point and a bag that went in the hole is worth 3 points. Add up how many points each team earned. Equal points cancel each other out so that only one team can score per round. The team that earned points in the previous round will throw first in the next round. For example, if Team A scores 5 points and Team B scores 3, Team A will add 2 points to their overall score and will throw first in the next round. If Team A scores 6 points and Team B scores 6 as well, there will be no points awarded and whoever threw first in the last round will throw first again.
  • There are no 'hangers' (i.e. there are no extra points associated with bags that are hanging over the hole).
  • If a bag is hanging off the edge of the board and possibly touching the ground and teams cannot decide if it's on the board or not, lift the board up from the front and if the bag stays on the board, it will count. If the bag falls off, it does not count.
  • A game is won when a team reaches 21 points. Unlike other variations, if a team goes over 21 points, there is no penalty.
  • Teams will play as many games to 21 points as possible in 30 minutes. If a team is winning when 'time' is called and they have at least 11 points, they will be awarded the game win and match ties are allowed. If the team ahead has less than 11 points, the game does not count towards the final score. The CSSC needs to know the score of each game played; please record the score(s) at the score table immediately after the match or both teams will receive a 0.

KANJAM

  • Kanjam is played by teams of two where each team is trying to throw a disc into a goal. Teammates may deflect this disc to get it into the goal, or let the disc enter the goal on its own.
  • To start the game, Team Captains will play rock-paper-scissors and the winner will decide which team throws first.
  • Partners stand at opposite goals. After both partners complete one throw each, the disc is given to the opposing team for their turn.
  • When a player is throwing the disc, their teammate is referred to as a 'deflector'.
  • Scoring is as follows:
    • 1 point: deflector redirects disc and it hits any part of the goal
    • 2 points: thrower hits the side of the goal unassisted by their partner.
    • 3 points: deflector redirects the disc and it lands inside the goal.
    • 5 points: thrower lands the disc inside the goal, through the top, unassisted by their partner.
    • Instant Win: thrower lands the disc inside the goal unassisted by their partner, through the slot on the front of the goal.
  • Deflectors can move anywhere within the playing area to redirect the disc, while throwers must stand behind the goal area to throw.
  • Deflectors can only use one hand to redirect the disc.
  • The disc may not touch the ground before striking the goal.
  • No score will result if the deflector double hits, carries, catches, or uses 2 hands to deflect the disc.
  • Teams will play as many games to 15 points as possible in 30 minutes. When the 3-minute warning is called, players may not start a new game and if teams are in the middle of a game, each team will get 1 more full turn. Whichever team is ahead after the extra turns, will be awarded the game win and match ties are allowed. The CSSC does not need to know the score of each game; please record the score based on how many games were won by each team at the score table immediately after the match or both teams will receive a 0.

SPIKEBALL

  • Spikeball is a team sport played by 2 teams of 2 players each. Opposing team members line up across from each other, with the Spikeball net in the middle. The object of the game is to hit the ball off the net in such a way that the opposing team cannot return it. Games will be played to 15 points. Spikeball uses rally scoring: points can be scored by the serving or the receiving team.
  • Play begins with a serve (rock paper scissors determines who serves first). To serve, a player hits the ball off the net towards the opponent directly across from them (returner). The serve must be into the returner’s wheelhouse (ie: it cannot be too short or high over the returner’s head, it should be returnable).
    • Serve order must be determined before play begins. The order must alternate between the 2 teams (i.e. Teammate 1 from Team A, Teammate 1 from Team B, Teammate 2 from Team A, Teammate 2 from Team B)
    • At the time of the serve, all players (except the returner) must be 6’ away from the net.
    • If the serving team wins the point, the server switches sides with their partner and serves to the other opponent. Once the serving team loses the point, the other team will serve according to the serve order determined at the start of play.
    • If the ball hits the rim, the ground, or bounces twice on a serve, the server has one more chance to serve. If the second attempt results in a fault, possession switches and the other team takes a point.
  • Teams have 3 touches to get the ball back onto the net, at which point possession changes. No player may touch the ball more than once in a row (like in volleyball).
  • After the serve, players may move around the net as they wish (as it’s a 360-degree playing area), as long as they do not impede the other team’s movement. If a team is impeded in getting to the ball, re-serve the point.
  • The rally ends and a point is awarded when:
    • The ball contacts the ground or isn’t returned within 3 touches.
    • The ball is hit directly onto the rim at any time (including on the serve)
    • The ball bounces and falls back onto the net (or the rim), resulting in a double bounce
    • The ball rolls across the net
  • Teams will play as many games to 15 points as possible in 30 minutes. If a team is winning when 'time' is called and they have at least 8 points, they will be awarded the game win and match ties are allowed. If the team ahead has less than 8 points, the game does not count towards the final score. The CSSC does not need to know the score of each game; please record the score based on how many games were won by each team at the score table immediately after the match or both teams will receive a 0.