RULES FOR RAPTORALLEY GAMES


BOOTING RULES:
REBOWLS BECAUSE OF BOOTING OR GHOST PINS WILL NOT BE ALLOWED. IF YOU ARE BOOTED OR LEAVE AND COME BACK IN AND START BOWLING IN THE CURRENT FRAME BEING PLAYED ~ YOUR SCORE IN THE 10TH FRAME WILL STAND. IF THE TOUR IS A GAME WHERE YOU ARE REQUIRED TO BOWL ALL FRAMES YOU WILL AUTOMATICALLY TAKE A LOSS FOR THAT ROUND.

TIE RULES:
ONLY THE TIED PLAYERS WILL REBOWL. IF YOU TIE A 2ND TIME THE NEXT ROUND WILL BE A DEAD HEAT (THE FIRST ONE TO SPARE LOSES). THIS HELPS THE TOUR CONTINUE IN A TIMELY MANNER AND DOESN'T HAVE OTHER PLAYERS WAITING FOR ENDLESS TIES TO BE BROKEN. EXCEPTIONS TO THIS RULE ARE MADE IN SPECIAL TOURNAMENTS SUCH AS THE TOC, BOS, AND MEMBERS VS STAFF.

SWISS:
In Swiss you bowl normally until a winner is declared. There may be from 2 to 6 rounds depending on the number of participants and the number of wins per participant. The non-winner will report after each round. League rules regarding booting and ties are followed. Technically, all games are Swiss except some have specific rules for games played and for reporting.

TRUE SWISS:
You bowl normally but there may not be a definite winner. There is a specific number of rounds set (from 4 to 9) and all rounds will be played therefore more than one participant may win. The non-winner will report after each round. League rules regarding booting and ties are followed.

UNO GAME:
In UNO you are allowed to throw the ball only once each frame. No spares are allowed and no extra pins are allowed to be picked up with a second throw. If you throw the ball twice you are disqualified (d/q'd) from that round. If both, you and your opponent throw the ball twice, the first one doing so loses the round. The non-winner will report after each round. League rules regarding booting and ties are followed.

210 GAME:
In 210 the goal is to reach 210 without going over. The closest to 210 wins the round. If you go over 210 you lose the round unless both you and your opponent go over ~ then the closest to 210 wins. YOU MUST BOWL EVERY FRAME AND KNOCK DOWN AT LEAST ONE (1) PIN EACH FRAME. In the 10th frame you have to knock down at least one (1) pin total ~ for instance, you may throw a gutter ball for the first ball and knock down at least 1 pin with the second ball . If you do not play all rounds or if you do not knock down at least one (1) pin in all 10 frames you will be disqualified (d/q'd) from that round. The non-winner will report after each round. League rules regarding booting and ties are followed.

2 VS 2 TOURNAMENTS:

RANDOM PARTNERS:
You and a random partner (chosen by Case's) play against another pair of partners. The pair with the highest total score wins the round. One person will be designated as the captain of the team. At the end of the 10th frame the non-captain will type their score in chat. When called upon, the captain of the team will report in the following format: your score/your partners score=total score. If you or your partner are booted you will receive 200 points to add with your partners score. No rebowls. In case of a tie the tied players will rebowl while everyone else breaks.

PRE-PICKED PARTNERS:
This format is used for "Hunks and Hotties" and "Grab Ur Partner". You and a partner you choose (as a team) play against another pair of partners. You must form and join a team under "Register". One person will be designated as the captain of the team. At the end of the 10th frame the non-captain will type their score in chat. When called upon, the captain of the team will report in the following format: your score/your partners score=total score. If you or your partner are booted you will receive 200 points to add with your partners score. No rebowls. In case of a tie the tied players will rebowl while everyone else breaks.

IT IS IMPORTANT THAT YOU KEEP TRACK OF YOUR SCORES AND OPPONENTS SCORES AT ALL TIMES IN CASE OF A DISPUTE.

ALL PARTICIPANTS: Please watch chat to make sure that your win and opponent's loss is reported correctly.

Any disputes must be brought up BEFORE the tournament is advanced to the next round. Once the next round is started, scores CAN NOT be changed.

SPARES ONLY:
You are to get opens and spares only. No strikes are allowed. If you strike you must sit out (not play) the next frame. If you do not sit out you will be disqualified (d/q'd) from that round. In other words, if you strike in the 4th frame, you are not to bowl the 5th frame, but can continue bowling with the 6th frame. If you strike in the 10th frame you are to stop bowling and will have to deduct 10 points from your total score for the strike. The TD may or may not tell you to "sit out a frame"; this is ultimately your responsibility to do so after a strike. The non-winner will report after each round. League rules regarding booting and ties are followed.

CATCH THE TURKEYS:
The goal of this game is to get as many turkeys as you can. If both, you and your opponent, get the same number of turkeys, then the one with the highest score wins the round. It is important that you watch your opponents total turkeys and score in case of a dispute. The non-winner will report as usual. League rules regarding booting and ties are followed.

DOUBLE TROUBLE:
You will be registering in two (2) tournaments running at the same time. You will be playing against two opponents at the same time (one in each tour). It is possible that you may be playing the same opponent in both tours. The non-winner will report at the end of each round. So if you win against one opponent and lose against the other you will report the nonwinning round. League rules regarding booting and ties are followed.

REVERSE SCORE:
Your reverse score is what counts. For example: If you bowl 220 your score will be 22; if you bowl 129 your score will be 921. The person with the highest reverse score wins the round. So, the goal here is to get a score ending with a 9. YOU MUST BOWL EVERY FRAME AND KNOCK DOWN AT LEAST ONE (1) PIN EACH FRAME. Each person will report their score in reverse at the end of each round. League rules regarding booting and ties are followed.

GUESS YOUR SCORE:
Before the tour starts you will give the TD the score you think you will reach. The person closest to their guessed score wins the round. You are NOT disqualified (d/q'd) if you go over your guessed score. YOU MUST BOWL EVERY FRAME AND KNOCK DOWN AT LEAST ONE (1) PIN EACH FRAME. Each person will report their score at the end of each round. The TD may, or may not, allow you to change your guess for each round. League rules regarding booting and ties are followed.

MIXED GAMES:
Sometimes a TD will combine two of the above games ~ such as a combo of UNO and 210. The TD will explain their rules before each tour. The rules for both games will be followed. For example, with combo UNO and 210 you will be allowed to throw the ball only once each frame (if you throw the ball twice you will be disqualified (d/q'd) from the round) and the closest to achieving 210 without going over will win but if you and your opponent both go over the closest to 210 will win. Since 210 is involved with this combo, you will have to bowl every frame and knock down at least one (1) pin each frame. The non-winner will report at the end of each round. League rules regarding booting and ties are followed.

9 PIN:
You must get a 9 on the first throw of the ball in the frame. If you get a 7 with the first throw and a 2 with the second throw it does not count as a 9. Please keep track of the number of 9's you and your opponent attain. The one with the most 9's wins the round. IF YOU BOTH GET THE SAME NUMBER OF 9'S THEN THE ONE WITH THE HIGHEST SCORE WILL WIN THE ROUND. The non-winner will report at the end of each round. League rules regarding booting and ties are followed.

CRAZY 8'S:
You must get an 8 on the first throw of the ball in the frame. If you get a 6 with the first throw and a 2 with the second throw it does not count as an 8. Please keep track of the number of 8's you and your opponent attain. The one with the most 8's wins the round. IF YOU BOTH GET THE SAME NUMBER OF 8'S (WITH THE 1ST THROW) THEN THE ONE WITH THE HIGHEST SCORE WILL WIN THE ROUND. The non-winner will report at the end of each round. League rules regarding booting and ties are followed.

BASEBALL GAME (ALSO KNOW AS NO TURKEYS):
If you get a turkey you are disqualified (d/q'd) from the round. In other words, three (3) strikes in a row ~ you are out. The non-winner will report at the end of each round. League rules regarding booting and ties are followed.

BASEBALL WITH FORGIVENESS:
This is played the same way as baseball, above, except if you make a turkey, you are to sit out the next frame, then continue bowling after the skipped frame. For example, if you make a turkey in the 3rd frame, you are not to bowl the 4th frame, but can continue bowling with the 5th frame. (similar to the Spares Only game.) If you do not sit out you are disqualified (d/q'd) from that round. The TD may or may not tell you to "sit out a frame" after a turkey; this is ultimately your responsibility. The non-winner will report at the end of each round. League rules regarding booting and ties are followed.

SINGLE ELIMINATION:
If you lose once you are eliminated from the tour. The non-winner will report at the end of each round. League rules regarding booting and ties are followed.

DOUBLE ELIMINATION:
You have to lose twice to be eliminated from the tour. All players may not be playing at the same time; some will be on "stand-by" for future rounds. Being on "stand-by" is not the same as having a "bye" because you are not given a win or a loss and you do not earn buxs for "stand-by" ~ it simply means you are waiting for a future round(s) to play. The TD may or may not tell you if you are on stand-by ~ if you don't see your name in pairs when they are announced it means you are on stand-by or you have lost twice and have been eliminated from the tour. Bux are awarded only to the 1st, 2nd, and 3rd place winners. The non-winner will report at the end of each round. League rules regarding booting and ties are followed.

CLUELESS:
Before the tour the TD will ask you what you think your opponent will get as a final score. You will not know who your opponent is until the end of each round. If you guessed 250 and your opponent gets 260 ~ and your opponent guessed 280 and you get 258 ~ you win because you were 10 pins off and your opponent was 28 pins off the guess. In otherwords, the one closest to the guess wins. YOU MUST BOWL EVERY FRAME AND KNOCK DOWN AT LEAST ONE (1) PIN EACH FRAME. There will be break games between rounds to give the TD time to tally results. Each bowler will report their score at the end of frame 10. League rules regarding booting and ties are followed.

LOW SCORE ~ 2 BALLS:
You are to try for the lowest score you can; the lowest possible score is 20. You are to knock down at least one (1) pin with the first ball and one (1) pin with the second ball of each frame. If you do not knock down at least one (1) pin with each ball, you will be disqualified (d/q'd) in that round. Strikes and spares are allowed, however, these will make your score higher than you will want. You are to bowl all frames; no skipping frames. The one with the lowest score will win the match. The non-winner will report after each round. League rules regarding booting and ties are followed.

LOW SCORE ~ 1 BALL:
You are to try for the lowest score you can; the lowest possible score is 10. You are to knock down at least one (1) pin with either the first or second ball of each frame. If you do not knock down at least one (1) pin with each frame, you will be disqualified (d/q'd) in that round. Strikes and spares are allowed, however, these will make your score higher than you will want. You are to bowl all frames; no skipping frames. The one with the lowest score will win the match. The non-winner will report after each round. League rules regarding booting and ties are followed.

GOLF BOWLING:
The goal is to knock down the number of pins equal to the frame number. NUMBER!
For example:
In frame 1 you knock down 1 pin, in frame 2 you knock down 2 pins, and so on through frame 10.

If you get less than the number of the frame ~ such as, if you get 5 pins in frame 6, you lose (and are immediately disqualified ((d/q'd)) in that round).
It is okay to go over but never under!

A PERFECT GAME IS 55 POINTS .... THE CLOSEST TO 55 POINTS WINS ... IF BOTH PLAYERS HIT 55 (A PAR TIE) THE FIRST PERSON TO TYPE "PAR" WINS!
League rules for ties (EXCEPT PAR ~ SEE ABOVE) and booting apply.

All the TD's will explain the game rules before each tour. If you have questions, please ask, so you will not be disqualified (d/q'd) because of a misunderstanding of the rules. All the TDs are willing to help you; please just ask!

Please read the league specific rules regarding booting, reporting, language, etc., so you will understand the rules regarding those subjects. We follow Case's guidelines as well as our own.