Game 10: Tailgating Games
Winner takes all
Tailgating Games: Kan-Jam & Corn Hole
When: Saturday March 21st @ 10:00 AM (get there at 9:40)
Location: Davis Islands
Team of 2 bracket, double elimination play. Winner take all. Only teams of 2 can play. Bring 6,8,10 players. Not 7,9,11.
Captains will submit teams at 9:50. Bracket will be based on “Balanced Theory”.
Drinks allowed and highly encouraged.
Teams of 2 will enter one bracket for Kan-Jam or Corn hole. (Only 1 activity). The winners of the Kan-Jam bracket will face the winners of the Corn Hole bracket in 3 game playoff.
3 Game Playoff:
1 Game of Corn Hole & 1 Game of Kan Jam & 1 Random Last Game
Last game will be decided by a coin flip to decide which game is played.
KanJam consists of one flying disc and two scoring containers that serve as goals.
slot on the front of each goal. The official distance between the goals is 50 feet. This distance should be measured from the front of one goal to the front of the other goal.
Only the official KanJam flying disc shall be used in game play. All other flying discs are not permitted in official games. Only one flying disc is used in game play; both teams will use the same disc.
The right to throw last is called having The Hammer.
Traditionally, The Hammer is decided by a flip of the flying disc like a coin and have one player call heads or tails, heads being the KanJam side of the disc. The team winning the call is
not forced to take The Hammer. If a team would prefer to go first, that is absolutely their right as the winner of the toss.
Play consists of four players divided into teams of two. Members of the same team (partners) stand at opposite goals. Partners will alternate throwing and deflecting a flying disc.
One partner throws the flying disc and, when necessary, the other partner redirects (deflects) it toward or into the goal.
After both partners complete one throw each, the flying disc is passed to the opposing team. The thrower can score points with a direct hit to the goal or the deflector can score by deflecting the flying disc to hit or land inside the goal.
*Can only use one hand to deflect disc.
Players waiting to tip may NOT touch the goal in any way, even to let it edge up to their legs for support. It must remain free standing at all times to be legal.
Deflectors can move anywhere within the playing area to redirect the disc, including in front of the goal if necessary.
A team must achieve an exact score of 21 points to win, and teams must complete an equal number of turns (except when an Instant Win is scored).
If the team that starts the game reaches 21 points first, the team with The Hammer always has their last turn to either catch up in points, or, if 21 points is not attainable from one round of throwing, toss an Instant Win.
If the team with The Hammer reaches 21 points first, they are the winners; the other team does not have another round to tie.
Any disagreements over the score, rules, or a certain play must be decided before the game is over, unless the disagreement happens on the game deciding play.
Since a team must score exactly 21 points, if a given throw results in points that raise a team’s total score above 21, the points from that play are deducted from their current score and play continues.
For example, if a team has 19 points and accidentally dunks a BUCKET (3 points), their score is
reduced to 16 points (current score of 19 points – 3 points = 16 points). If a team has 20 points and hits the goal on the fly for a DEUCE (2 points),
their score is reduced to 18 points (current score of 20 points – 2 points = 18 points).
Players from the same team must each complete one throw every turn, except when an Instant Win is thrown on the first shot of a turn and certain situations in Overtime (see Overtime below).
Once again, anytime an Instant Win is thrown, the game is automatically over.
Once a team reaches 21 points on the first throw of their turn, they still must toss the disc back to the starting end. In the event the disc happens to hit the goal on the fly on the toss back or their partner accidentally tips it to score points, that team will be over 21 points, and follows the rules described
above for going over.
If both teams reach 21 points in the same number of rounds, the game is extended to over time.
Overtime consists of each team taking a single turn; this would mean that each partner will get one throw.
After the first team completes their turn, the team with The Hammer must either tie the opposing team’s overtime score to force a second overtime round or simply score more points for the outright victory.
For example, team #1 throws and scores 2 points total. If the team with The Hammer scores a clean BUCKET (3 points) on their first throw, the game is over as a victory for team #2. In this case, there is no need for the team with The Hammer to throw the disc back, as they already won the game.
If both teams score 4 points, for example, another round of overtime begins. The game proceeds as one round of overtime as needed until one team outscores the other.
It is not uncommon to have a game extend to multiple overtime rounds.
An Instant Win thrown in overtime still ends the game. The opposing team does not get a chance to complete their turn, even if they have The Hammer.
If a player purposely interferes with play, they automatically forfeit the game and the opposing team is declared the winner. If it is incidental interference, teams will come to a mutual agreement if a re-throw should be warranted. This will happen mostly in leagues and tournaments where courts must be set up close together. It is not unusual to have players from adjacent courts running out to make a play on or near another court. If a player from another court is in the way, interference can be called and a re-throw is permitted.
There is no redo for things such as wind unless the entire goal itself blows away in the middle of a throw or a deflection. There is also no redo for a situation where a player jumps for a tip and hits a tree or other object.
There are several rules determining the legality of a throw. First and foremost, any adult male player over the age of 12 must throw from behind the goal’s front edge. This is referred to as the release line. The distance of the throw cannot be less than 50 feet, which means extending the throwing arm beyond the goal’s front edge is illegal. The line in front of the goal is not the point where players can step up to. This is a release line; most likely, players that are walking up to this line are extending their arm past the release line, which is prohibited.
When a throw is deemed illegal, the correct etiquette would be to first issue that team a warning. The second violation of this rule by the same team would result in no points from that play. There will be no re-throw or make up of that play. In a situation where it is a blatantly obvious violation of
the release rule (i.e., a player steps right over the release line), then points from that play will be automatically voided.
Enforcement of the release rule is the responsibility of each team. To avoid this issue, players should have their feet no farther than the back edge of the goal when stepping to throw the disc. This way, their reach can extend close to or right at the release line (the front edge of the goal).
The most important aspect of the game is deflecting (tipping). KanJam in essence is a game of deflection. While there is no one perfect way to tip, there are many tips which should be considered “carries.” A carry is not only when a player catches and throws the disc into the goal. A carry is called on any illegal deflection.
When fielding a partner’s throw, the deflector may not carry or control the disc in any way. No points will be awarded if a deflector double-hits or “carries” the disc.
• Legal: slapping, hitting, striking, kicking, kneeing, and redirecting.
• Illegal: catching, throwing, lifting the disc, stopping the disc in mid air to cause it to fall straight down, palming of the disc to control its flight, pulling the disc, pushing the disc, double hitting the disc, and any other action taken that controls the disc in any way.
More comparisons of carrying vs. clean deflections:
CARRY – Tipping style with hands apart, each on one edge of the disc from left to right
CLEAN DEFLECTION – Tip with hands together, striking the disc’s middle edge or the disc’s top center
Enforcement of double-hits and carries is the responsibility of each team.
Deflections can be made using one hand or both hands. Deflections off other body parts (such as foot, stomach, etc) are valid, as long as there are no double-hits.
House rules and unawareness of official KanJam play has created several common myths most new players seem to have.
Here are a few of these INCORRECT notions about KanJam:
• If a team lands on 13 points exactly for a score, they reduce their point total
• Players cannot tip a disc in front of their own goal
• Game play consists of more than one flying disc
• Players must play with a beverage in one of their hands
• Goals are set up at a distance of 30 feet
• These house rules and misconceptions should be ignored to be considered an official KanJam game.
• DINGER – 1 point: Redirected Hit
Deflector redirects thrown disc to hit any part of the goal.
• DEUCE – 2 points: Direct Hit
Thrower hits the side of the goal unassisted by partner.
• BUCKET – 3 points: Slam Dunk
Deflector redirects the thrown disc and it lands inside the goal. This will almost always occur through the top of the goal, but may also occur if the disc is deflected into the slot opening.
• INSTANT WIN! Direct Entry
Thrower lands the disc inside the goal slot unassisted by partner. The disc can enter through the slot opening on the front. When an Instant Win occurs, the throwing team is declared the winner and the opposing team does not receive a “last toss” option. No points are awarded when a throw hits the ground or object (such as a tree) before striking the goal directly or making a tip. The disc must stay in the Kan.
TRAPPED DISC ON TOP OF GOAL:
In most cases where the disc is “trapped” on the top of the goal after a deflection and then eventually falls in the goal, this is considered a “carry” and results in no points. Generally speaking, the disc comes to rest on these plays and is “held” before it falls in, which is an illegal.
OUT THE TOP – If a deflector tips the disc into the goal and it bounces back out through the top, it is only counted as 1 point. A bounce-out will count as 1 point, regardless if the disc touches the goal off the deflection or comes out of the goal cleanly.
OUT THE SLOT – If a deflector tips the disc into the goal and it comes back out the slot, this also counts as 1 point. In this situation, the disc must touch the goal off the deflection in order to count as 1 point. If the disc is tipped into the goal and comes out the slot cleanly, it will be no points.
If a player touches the disc (or catches it) as it is bouncing up, this is a double hit: the disc is dead where it is touched. As long as the player touches the disc a second time before it hits the ground outside the goal, this is still a legal BUCKET (3 points).
A player may NOT use this same strategy to “save” an Instant Win he or she thinks may pop out of the top. In the case a player touches a disc inside the goal which has entered from the Instant Win slot, this shall be scored as a DEUCE (2 points) as long as the disc touches the goal first. If the disc
enters the slot cleanly and then touches the player, this will be scored a BUCKET (3 points). To avoid the issue and confusion, if a disc seems to be approaching the Instant Win slot, simply back away and become a spectator.
INTO THE SLOT AND OUT OF THE GOAL:
If a player throws a disc and it enters the slot opening and comes out the top of the goal without the deflector touching the disc, it is not an Instant Win, but rather a DEUCE (2 points). To be a legal Instant Win, the disc must remain inside the goal. If this happens and the disc doesn’t touch the goal at all, it is no points.
In a similar situation, if a thrown disc enters the slot opening without the deflector touching it, hits the back of the goal, and somehow comes back out the slot, it will only be counted as a DEUCE (2 points).
If a thrown disc enters the slot opening, comes out the top of the goal, and then the deflector tips the disc toward the goal, it will be a DEUCE (2 points), providing the disc touched the goal before it was tipped. If this same case occurs and the disc enters the slot cleanly, it will simply count as
either a DINGER (1 point) or BUCKET (3 points), depending on whether the deflected disc hits the goal or lands inside of it. One again, for any shot approaching the Instant Win slot, it is recommended to back away and become a spectator.
If a thrown disc is deflected into the slot opening and somehow comes back out, either through the slot or open top (very rare), this is only counted as a DINGER (1 point), as long as the disc touches the goal. If this happens and the disc does not touch the goal at all, it is no points.
DISC HITS THE GOAL FIRST AND THEN DEFLECTED INTO GOAL:
If a disc strikes the goal on the fly without deflection, it is a DEUCE (2 points) regardless if your partner then tips it either into the goal for a BUCKET (3 points), hits the goal for a DINGER (1 point), or misses completely. In other words, once the disc hits the goal on the fly for two points, no more
action on that turn will be counted unless the disc somehow flips or falls into the goal for an Instant Win.
GOAL FALLS OVER ON AN INSTANT WIN OR A DEFLECTION:
If the goal falls over on an Instant Win shot or a BUCKET (3 points), scoring will depend on which end the disc exits. The Instant Win or BUCKET (3 points) will only count in the following scenarios:
– Disc exits through the bottom of the goal
– Disc remains inside the “fallen” goal
– More than half of the disc remains inside the fallen goal. If exactly half the disc remains in the goal and half out of the goal, then the Instant Win or BUCKET (3 points) will count.
A disc exiting the top, as the goal falls, is scored as only a DEUCE (2 points) on the Instant Win shot and a DINGER (1 point) on the deflected shot.
CORN HOLE RULES
Find a nice flat surface on your lawn, in a parking lot, the beach, etc. Set up your boards directly facing each other with 27 feet between the front edge of each board. Cornhole can be played with 2 or 4 players. Pick which side of the board you’ll throw from. In a 4-player game, your partner’s pitching box will be directly across from you. In a 2-player game, if you start throwing from the left side of the board, you’ll walk directly across to the other board, and throw back from the right side. Lastly, pick your bags (4 for each team) and get ready to play!
Decide who goes first (usually the ugliest person) then take turns throwing bags with your opponent. You throw one bag, then your opponent, then you, then your opponent, etc. Your feet may not go past the front edge of the board. If they do, a foul is called and you get pelted with cornhole bags. Also, a tossed bag may not touch the ground. If it hits the ground and bounces up on the board, remove it before any other bags are thrown. If its hanging off the board and touching the ground, remove that as well. When all 8 bags have been tossed to the other side, add up the score (see scoring below). If you earned the most points in that single round, your team will throw first in the next round.
SCORING AND WINNING:
Scoring is simple. After all bags have been thrown, a bag remaining on the board is worth 1 point. A bag that went in the hole is worth 3 points. Add up how many points you earned and compare them to your opponents. Equal points cancel each other out so that only one team can score per round. For example, if you scored 5 points and your opponent scored 3, you will add 2 points to your overall score and your team will throw first in the next round. If you scored 6 points and your opponent scored 6 as well, there will be no points awarded and whoever threw first in the last round will throw first again.
The game shall be played to the pre-determined number of twenty-one (21) points. The first player/team to reach (or exceed) that amount at the conclusion of a frame is the winner.
ESSENTIAL CORNHOLE TERMS:
Woody, Boarder: A bag that ends up on the board.
Cornhole, Holer, Corn in the Hole: A bag that ends up in the hole.
Dos Cornhole’ : Throwing two bags in the hole.
Holy Moly Triple Cornholy: Throwing 3 bags in the hole.
The Great Cornholio: A person that throws 4 bags in the hole. All present are required to bow down in reverence to this cornholer.
Get that corn outta my face!: A term used whenever you successfully counteract your opponent’s attempt to score. For example, when you put a bag in the hole immediately after your opponent does or when you successfully knock your opponent’s bag off the board.
Corn On The Cob: When a player puts every bag on the board.
Nothin’ But Corn: When a bag is tossed right through the hole without touching the board.