DC Bar Sports > Bar Sport Rules

Bar Sport Rules

Bar Sports Rules

GOLDEN RULE

First and foremost all DC Fray leagues are 50% Social and 50% Sport. We do have officials; however, we expect individuals to respect the league’s culture of fair and fun play. Foul language and rough play will not be tolerated and individuals who cannot adhere to our standards of fair play and sportsmanship may be asked to leave the league. DC Fray wants everyone to have a fun and be social while enjoying a great sport. DC Fray will do whatever they can to make sure all players are having fun.

General Rules

DC Fray is proud to relieve captains of the burden of paying for full teams. While captains and players are able to prepay for additional players and or full teams, it is not a requirement for participation in our leagues. We  welcome individual player payments.

We are also proud to welcome those who do not have a full team (small groups and free agents) to participate in our league.

Our primary mission is to make it easier for people to have fun and get involved with social sports and these policies help accomplish that goal.

Because of these policies all registrations are on a first come first serve basis and any roster that does not reach our standard size (based on each sport) is eligible to receive free agents and or small group by the league. Rosters made up of primarily free agents and or a collection of small groups may field more players than the standard roster size. This policy is in place to help ensure free agent teams are able to consistently field teams each week.

Here is the roster size chart for DC Bar Sports. And click here for a list of all sports and their roster size policies.

Sport Roster Promotion Size Official Roster Size FA Roster Size MAX Roster Size Female Minimum
Bar Sports 6 8 10 12 N/A

a. Each night teams will participate in Skeeball along with Shuffleboard or Cornhole. The rules for each sport are below.

b. Group’s must have at least 6 players on their roster to be elevated to Team status, however the league reserves the right to place free agent rollers on teams with fewer than 8 players.

c. Each team will have a captain, who will be the official representative to the league and will be responsible for communicating messages from the league. A co-captain is also highly encourage.

  1. While phone numbers are optional for regular players all captains must ensure that their profiles have an accurate phone number listed. This is used during urgent communications between the league and captains and will never be shared with third parties.

d. Players must be registered (and paid in full) to play and to be counted towards a groups Team status.

e. Playoff Eligibility: teams that notch 2 or more forfeits during the regular season will not be eligible for the playoffs.

f. During the playoffs, teams may not use subs and may only use players on their roster.

Skeeball

2. The Setup

  1. For outdoor play two boxes shall be set up such that their fronts face each other and their hole centers are 30 feet apart.
  2. For indoor play two boxes shall be set up such that their fronts face each other and their hole centers are 26 feet apart.
  3. The front of the box has constitute the the foot foul line.

3. Game Play

  1. Two teams of 4-6 people, shall play. Teams will form pairs amongst their players. Partners shall stand at opposite boxes on the same side, from the perspective of a third person, and face each other, so there is no advantage given to one team.
  2. Each team shall have 4 bags of one color.
  3. All 8 bags begin at one end.
  4. A coin flip shall determine who has honors in round one.
  5. One of the partners on the team who has honors shall begin play by throwing a bag at the opposite box.
  6. A player may throw from anywhere behind the foot foul line.
  1. Game continues by alternating throws between the two opponent players until all 8 bags have been thrown.
  2. If a bag hits the ground then bounces up onto the board, that bag shall be taken off the playing surface.
  3. Refer to section 4 for scoring and honors.
  4. The next frame starts when the other player on the team, which has honors, throws their first bag.
  5. The game continues until 16 frames have been thrown.

4. Fouls

  1. A foul occurs when any of the following happens.
  2. A players foot goes past the foot foul line, termed a foot foul.
  3. A player goes out of turn. The player who caused the foul loses the throw when the foul occurred and the bag shall be removed if it landed on the playing surface.

5. Scoring

  1. The score shall be taken after all bags have been thrown for a frame. In League play teams DO NOT subtract scores but instead each run their own tally.
  2. Points shall be given as follows.
  3. Three (3) points for a bag that goes through the hole.
  4. One (1) point for a bag that is on the playing surface.
  5. One (1) point for a bag that is hanging into the hole.
  6. One (1) point for a bag that is hanging off the edge but not touching the ground.
  7. Zero (0) points for a bag that is on the playing surface, but also touching the ground.
  8. Zero (0) points for a bag that is hanging off the front edge and is resting on a bag that is on the ground, unless the bag on the ground can be removed without making the hanging bag fall to the ground, then one point is given.
  9. Each team is given a frame score according to section
  10. A perfect score would be 4 “holes” or 12 points
  11. The team who wins the frame is given honors to throw first in the next round. If both teams have the same round score then the game score stays the same and honors stays with the team who had it the previous round.
  12. The winner of the game is the team with the most points earned through the 16 frames.

Skeeball Rules

6. Game Play

  1. A match will consist of two teams rolling 12 regular frames and one specialty frame. Each frame is one full game with 9 rolled balls. Every team member present and able to play must roll at least one full frame (9 balls), unless more than 12 players are present.
  2. Each team must have a minimum of 4 rollers per game. No player may roll more than 3 frames in any given game. If only two or three players show they may play but their score will be capped at their best 6 or 9 frames respectively.
  3. Teams will roll on the same lane throughout the match. If teams wish to choose their lane prior to the start of a match Captains or a designated player will play Rock Paper Scissors for choice of lane.
  4. Every ball must be rolled while standing with both feet on the ground and located behind the machines (i.e., no rolling from the side of the lane) Violating this rule will result in a score of zero for balls rolled during the infraction.
  5. Any shot thrown while observing the previous rules and counted by the machine (including Bank shots) are permitted.
  6. Balls that fail to enter the scoring zone and roll or otherwise return to the thrower are able to be re-thrown.

7. Scoring

a. Skeeball scores presented on the machines screen will be divided by 10 (the zero dropped) to simplify scoring.

b. Each Roller will roll one full frame (9 balls) as their contribution to their teams score.

  • If Players are unhappy with their first score they may choose to roll a 2nd frame, however if a second game is rolled the score from that game will count even if it is lower than the original roll.
  • If a player chooses to roll a second frame they must first wait for their opponent to finish their first frame. At this point they may announce “I’m rolling again” and may proceed to begin their 2nd game.
  • Players choosing to roll a second frame must choose to do so BEFORE the 3rd ball is rolled by their opponent if they too opted for a 2nd frame. Rollers may NOT wait for their opponent to finish their 2nd game before attempting to roll their own 2nd game.

c. Frame scores will be divided by 10 for addition purposes, and the team with the highest combination of their 12 frames will be the winner.

d. Spirit Points: Teams have the ability to win extra  points based on creating an organized cheer.

  • 100 Points: Teams that create a cheer using their opponents name as inspiration (either in a supportive nature or tongue in cheek) will win 100 points.
  • 50 Points: Teams that create a cheer using their own team name or otherwise supporting themselves without mention of the opposing team will win 50 points.
  • Time limit & other details: Spirit cheers must be completed before the 10th frame concludes. Teams may not excessively hold up the progress of the game to compile a cheer at the last moment. Additionally teams are only eligible for either the 50 or 100 additional bonus points. Both teams are able to win these points IE oth teams can cheer for the other team and can win 100 spirit points. Note: As with all scores in Barskee we drop the zero from points awarded – This means that 100 would be 10 and 50 would be 5 in this application.

e. After the 6th frame of each match a mystery round will be played. The mystery round will result in a score of “10″ for the winning team and “0″ for the loosing team. The following specialty rounds are selected and played at the discretion of the host.

  • Speed: Both teams will present one roller who will each begin to throw their balls at the command of the host. The first player to roll all of their balls and have the machine flash game over or for their score to flash will be considered the winner.
  • Relay: Each member of the team present will roll one of the 9 balls. If less than 9 players are present the team will rotate through their players in the same order as they began the frame. (I.E Rollers Bob, Jane, Jack, Kelly, will continue in the same order until all 9 balls are rolled) The team with the highest score wins that round.
  • Speed Relay: Using the above relay rules the winning team will be decided not by total score but by the first team to have their machine count all 9 balls rolled and the game to be declared over, indicated by the flashing score or the Game Over message.
  • Blind Folded: One roller will be blind folded and led to the machine where they will roll one full frame (9 balls). Teammates may assistance through verbal direction but are not allowed to physically aid the blinded folded roller. Top score between the two teams wins the round.
  • Skee-off: Teams choose one roller from the opposing team to compete against the player the opponents have chosen from their team. The roller with the highest score after a single round of 9 balls wins a bonus 100 points for their team.

Scoring Machine Malfunctions

  • Players are advised that the league plays on a variety ages, models, and styles, of machines and that scoring errors are an inescapable aspect of the game. When a scoring error is made it is the responsibility of the witnessing party to IMMEDIATELY bring the scoring error to the attention of the other team and host. If both captains are able to agree upon the alternation of the score to fix the machine error the game may continue. If captains are unable to agree then the host will make a judgement ruling given the testimony of the captains and their personal knowledge of the machines. The ruling will be in the form of a score alteration and will be considered FINAL. Scoring errors do NOT result in rerolls or voids of frames.

8. Alternate Barskee Rules

  1. A match will consist of two teams playing a best of Nine (9) series (first team to win 5 games wins the match).  Teams will roll at the same time.
  2. Group’s must have at least 6 rollers on their roster to be elevated to Team status, however the league reserves the right to place free agent rollers on teams with fewer than 12 rollers.
  3. Each team must have a minimum of 3 rollers per game. No player may roll more than 3 balls in any given game.
  4. Teams will roll on the same lane throughout the match. If teams wish to choose their lane prior to the start of a match Captains or a designated player will play Rock Paper Scissors (best of three) for choice of lane.
  5. Every ball must be rolled while standing with both feet on the ground and located behind the machines (i.e., no rolling from the side of the lane) Violating this rule will result in a score of zero for balls rolled during the infraction.
  6. Any shot thrown while observing the previous rules and counted by the machine (including Bank shots) are permitted.
  7. Balls that fail to enter the scoring zone and roll or otherwise return to the thrower are able to be re-thrown.
  8. Each team will have one (1) mulligan.  You will be able to re-roll one round and one round only and that must be decided following that round and not after the game has been completed. 1) If the one team starts their mulligan the other team will have till before the first teams second roller rolls the 4th ball to decide if they want their Mulligan

Shuffle Board Rules

9. Game Play

  1. Upon arrival captains will connect with their opponents. To ensure that the shuffleboard games are compt by the bar and to easily find opponents players are required to wear their Shuffleboard team shirts.
  2. If there are no other teams playing play can begin immediately.
  3. If the tables are occupied by other league teams captains will write their team names on the waiting list (white or chalk board provided by the bar) or verbally place themselves in line by speaking to the team currently playing.
  4. Captains will print off score sheets from the website prior to arrival. They will be responsible for score keeping. If there is a dispute in score keeping, and it cannot be settled, captains and their teams will leave the area of play. Once all games of regular play have been completed the teams with disputes will re-enter the area of play and hold a rematch. Teams will then submit scores for their rematch to the league organizer through email.
  5. Games will follow official shuffleboard rules where not otherwise overrules in this document. See http://www.shuffleboard.net/game_rules.html for details.
  6. Game play will run until one team reaches 21 points or 30 minutes elapses. Which ever occurs first.
  7. “Hangers” those pucks hang over the back edge of the board will be scored as 4 points. Pucks hanging over the side edges do not count as hangers.
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