Nevada Good Sam OrganizationText Box: Nevada Good Sam Official Game Rules
Sequence
“31”
Horseshoes
Beanbag Baseball
Mexican Train
Cribbage
Washers
Zilch 
Bocce Ball

GENERAL GAME RULES FOR TOURNAMENTS

All games will be played in accordance with Nevada Good Sam Official Game rules.  In order to participate for the Nevada State Chapter game flag, you must be a member in good standing in a Nevada Chapter.  The Chapter that you designate on your Samboree registration form will be the chapter that receives your game points toward the Nevada State Chapter Game Flag.  Any instances of unsportsman-like conduct or cheating will result in the immediate disqualification of the offending player for all games at that Samboree.  Players arriving after the designated start time for any game will forfeit the game.   All decisions of the official in charge of the game will be final.  Substitutions can only happen at the beginning of a game.

Revised February 2013.

Would you like to print your own copy of the games rules? Download Games Booklet here.


Sequence
This  game is played like Tic Tac Toe with cards.

Using two decks of cards, deal 5 cards to each player.

Match the cards in your hand to the cards on the board to make the sequence.

A sequence is 5 in a row...up and down, across or corner to corner.  Once a Sequence is declared no one can remove any part of it.

One sequence is the game for the first round.  Every round after that will be two sequences,
unless otherwise stated by the official in charge of the game.

A player can make the second sequence, if they choose, by using one part of the first sequence, but only on part can be used.

The 4 corners are wild and can be part of a sequence.

1-eyed jacks are wild, but you can only pick up your opponent’s chip, you cannot replace with one of your own chips.  However, if you have that card on the next round, you can then play.

2-eyed jacks are wild, but you can pick up your opponent’s chip and replace it with your own chip even if you do not have the actual card in your hand.

EXAMPLE:  you want to play a 2 of hearts, but do not have that card in your hand.  You can play the 2-eyed jack, place your  chip on the 2 of hearts and draw for your card.

If you forget to pick up a card to make 5 in your hand before your opponent plays, then you must play with what you have for the rest of the game.

EXAMPLE:  You discover you did not pick up the last two times, leaving only 3 cards in your hand. In that case, your must play with those 3 cards for the rest of the game.

If you hold a card in your hand which does not have an open space on the game board because both spaces representing that card are covered by a marker chip, you are holding a DEAD CARD and you may turn it in for a new card. When it is your turn, place the dead card on your discard pile, announce that you are turning in a Dead Card and take a replacement card (one card per turn). You then proceed to play your normal turn. 

31
The game is played with 5 or 6 players at each table. Each player brings 3 coins to play.  Players get their coins back at the end of the game.  Each player is dealt 3 cards at the beginning of the game.

The object of the game is to gather the highest score in your hand.  The cards must all be in the same suit.  To accomplish this, each player in turn draws 1 card from either the deck or the top card of the discard pile.  They must then discard 1 card to the discard pile, maintaining only 3 cards in their hand.

The points are awarded to each card as follows:
Ace			11 points
K, Q, J, 10		10 points
All other cards	Face Value

Once a player feels they have a good hand, they will knock and show their hand.  If one player can beat their hand, they lose one coin.  If the player who knocks is high or ties the highest hand, then the low hand loses a coin.  In case of a tie for low hand, both players lose a coin. If “31: is hit, then all other players forfeit a coin.  If all cards are used, then the low player (or players in case of a tie) forfeit a coin.

You cannot knock if you draw a card unless you make “31” with that card.  In that case you must lay your hand down immediately.  If you fail to do so and someone else knocks you will automatically lose (forfeit a coin).

When a player loses all 3 of their coins, they are out of the game. The rest of the players continue until only one player is left with a coin.  That player is declared the winner at that table and goes on to a playoff.

Horseshoes Singles & Doubles
Players arriving after the designated start time for the game, will forfeit said game.

There will be a 20 minute time limit on all games (except Championship game).

Only horseshoes furnished will be used for competition play.

Horseshoes may be pitched anywhere within 3 feet of the stake (except women who pitch at 30 feet. Men over the age of 70 may also pitch at 30 feet.) 

Stakes will be 40 feet apart.

SCORING
Ringers—3 points
Closest shoe to stake (with-in shoe width)-1 point
Leaners-1 point

The player scoring 21 points first wins the game.
The player scoring 11 points to opponent’s zero wins the game.

Bean Bag Baseball

The umpire is in charge of the game.  His/her decision is final.

The teams will be selected from the names submitted on the sign-up sheet.  The number of players per team will not exceed nine. 

Each team will select a Captain.  The Captain will give the umpire the batting order.  A coin toss will decide the home or visitors team.

Each batter will be given 3 beanbags to toss at the board.  Each bag tossed that does not go in a hole is a strike. Three outs comprise an “Inning” for each team.  When a bag goes into a hole, the batter must do what the hole states.  For example, if the bag goes into the double hole, the batter will go to second base.

Any base runners that are on first or second are then forced to move up to the next base.  Players do not advance to home unless they are forced.  Runs are scored by forcing in a runner, or hitting the “Home Run” hole.

A maximum of 6 runs or 3 outs constitutes an inning except for each team’s “Last at Bat”.  If the visiting team is losing it will be allowed to score no more than 6 runs more than the total scored by the home team.  However, the runs must be made before the team acquires 3 outs.

The home team may score one run more than the visitors before 3 outs are made.

If a runner goes to sit on his chair without having touched all the bases and home plate, his score will not count.

If a bag is only half into a hole, and the following bag thrown by the same player caused it to fall all the way into the hole, the first bag is counted.

Bounces do not count at anytime.

Distance between home plate & board is 19 (nineteen feet). 

Can add a substitute person at the beginning of a game only.

The game will consist of 4 (four) innings. In case of a tie—continue to play until a run is scored and an inning is complete.
 

***Remember, the umpire is in charge and the umpire’s decision is final.

Mexican Train
A set of double 12 dominoes is used for all games.  Two to eight players can play each game.  The number of tiles to be drawn by each player is as follows:
2 players-16 tiles; 3 players-15 tiles; 4 players-14 tiles; 5 players-13 tiles; 6 players-12 tiles; 7 players-11 tiles; 8  players– 10 tiles.

TO PLAY: unless otherwise stated by the game official, there will be three rounds played, starting with the double 12.    The starting tile will be held out and placed in the center (start position). Once the first round is complete, the next lower set of double is held out and used to start the next round.  To start the game each player draws one tile and the highest numbered tile starts play first.  The tile drawn to determine the first player is then mixed back into the “bone pile”. After the first round, the player that goes out first starts the next round. If nobody goes out, then each player will draw to see who starts the round.

The first player has the option of placing a tile on their own train or starting the Mexican Train by playing a tile with the number to match the starting doubles, facing the center.  The next player (in clockwise rotation) can start their own train (in the same manner) or if no Mexican Train has been started they can start one.  Once the Mexican Train has been started any player can the match the outboard number of the train with the same corresponding number (i.e. 12/7 to 7/9 to 9/4, etc.)  A player’s train will be matched in the same way.

Anytime a player cannot match any “free” tile, they must draw a tile from the “bone pile”.   If that tile can be played on a “free” tile, it can then be played.  If it cannot be played, the player must place a marker on their own train, signifying it is free for anyone to play on.  In order for a player to remove their marker, they must play a tile on their own train.  Even if a player has a marker on their own train, they can continue to play on any other “free” tiles on the board.

DOUBLES: If a double is played, that player can “satisfy” the double by playing another matching tile on the double.  If the player elects to match another “free” tile on the board, instead of the double they played, then the next player must match the double that was played.  If they cannot, they must draw one tile from the “bone pile” to see if it matches. If there is no match that player must place a marker on their train.  The next player then must try to match the double in the same way.  This will continue until the double has been satisfied.  The double must be satisfied before any player can play a tile on any other “free” tile.  If no one is able to satisfy a double and the “bone pile”  has been depleted the game is over.  Each player must then expose their tiles, count up the total points remaining in their hand and give the score to the scorekeeper.

If a double is played as the last tile in a players hand, the game is over and the double does not need to be satisfied.

If a player plays more than one double at a time, it is always the last double played that must be satisfied.

When a player plays their next to the last tile, they must notify their opponents by tapping that tile on the table.  If this is not done and another player notices, the player with only one tile left must then draw another tile.  Once a player goes out, the round is over.

Each player must then expose their tiles, count up the total left remaining in their hands and give the score to the scorekeeper.  All tiles have face value.  The player with the lowest score at the end of the game is declared the winner.

PLAYOFFS:  The winner from each table will then play a playoff game with the winners from the other tables to determine the first, second and third place winners.  The game official will announce the starting double and number of rounds to be played at the beginning of the playoff round.

Cribbage
Players use their own boards and cards.

Low cut wins the deal, pegs, and positioning of the board. The loser deals thereafter.

A misdeal will result in the cards being dealt again.
If a card is exposed or dropped during the deal, the cards will be dealt again.

Cards placed in the crib cannot be picked up again.

Should the opponent cutting the cards look at the bottom card, the other player has the option to reshuffle and cut that portion of the deck.

A cut jack will count as two points, which must be pegged before the dealer plays his first card.
A jack in the hand or crib of the same suit as the cut card will count as (1) point.

Hand and crib must be laid out plainly in view when counting and must remain so until opponent understands the count.
The player not dealing will count and peg first.
Players will count their own hands.  No assistance should be asked for or given.

Once a score has been pegged, it can only be changed before the hands are removed from the table and only upon agreement of the opponent.

No penalty point (muggings) will be awarded.
Washers—Doubles

Players over three minutes late for the game starting time, will forfeit the game. 

Each player will start with 5 washers, one of which will contain a star. 
Star must be called before throwing.

There will be a 20 minute time limit on all games, except for the championship game which will be 30 minutes.

Boards will be 21 feet apart, lower end to lower end.

Players feet must not step past the front of the board when pitching.

Players will alternate throws.

Washers must hit board first to count.  If washers slide up onto the board, they will be removed before the next throw.

If a washer goes into a hole, and the opposing player puts a washer in the same hole, it cancels both washers.  This also includes the center hold, even if one of the washers contain a star.

Scoring:	Lower holes count (1) point.
		Upper holes count (2) points.
		Center hole count (3) points.
		A star washer in the Center hole is (5) points.

Winner: 	The first player to reach (21) points or more at the completion of a round wins the game.
		If no player reaches (21) points during the time limit, the highest score wins. 

Zilch
This is a game of dice.  Any number of persons can play singularly or as partners.  You need a cup to roll the dice, 6 dice, paper and pencil for scoring.  The object is to accumulate the highest total of 10,000 points or more, beating all other players score. Each person rolls a die and the player with the highest number on the die is the first to play.  If there are ties, they are rolled off.  The game continues clockwise.  
The count is based on each roll’s amount.  Each time a count is  rolled, the remainder of the dice may be picked up and rolled for additional count.  If no count fall in a roll of the dice, the turn is over. Before you are allowed to keep any points you must “Get on Board”.  To “Get on Board”; you must accumulate 450 points, in one turn.  After that you may keep any points you wish as long as your immediate roll has a counting pint in it.  Once you roll the dice and no points show, your turn is over and you lose your current turn’s points.  If all dice count points, you may pick up all 6 dice and roll until you do not have points in a roll, or you elect to stop and “save” your current points.

When a 1st player reaches 10,000 (or more) accumulated points ands stops their turn, each player thereafter has one further turn to try and beat the highest score.  As long as a point shows in a roll, the player must continue to roll the dice until they reach a highest score, or there are no points in the current roll. 

Highest score over 10,000 points is  winner. Any count must be in one roll. Example: to get a Straight, player must roll all 
six numbers in one roll.
One 5		50
One 1		100
Three  2’s	200
Three 3’s	300
Three 4’s	400
Three 5’s	500
Three 6’s	600
Three 1’s	1000
Four of a kind (except 1’s)	  2000
Four 1’s		       2500
Three different pairs  3000
Straight (1,2,3,4,5,& 6) 4000
Five of a kind (except 1’s)5000
Five 1’s		          5500
Six of a kind (except 1’s) 6000
Six ones (1’s)            10,000



BOCCE BALL

SCORING
2 person team – 2balls/player = 16 points or 15 minute time limit

THE COURT & MARKINGS
The court is an area approximately 12’ wide by 60’ long.  Although this is the recommended court size, variations are acceptable provided the foul lines and inbound markers are clearly established.
All courts should be clearly marked for the following:
1’ from side boards – in-bounds for the first throw of jack.
3’ from back boards – in-bounds for the first throw of jack.
4’ from back boards – foul line for pointing. Distance may vary provided foul lines are clearly marked.
9’ from back boards – foul line for spocking or hitting.  Distance may vary provided foul lines are clearly marked.
Half court marker minimum distance jack may be thrown on first throw of jack.  Courts may have additional minimum distance markers for jack which would overrule half-court markers.  During the course of play, the position of the jack may change as a result of normal play; however, the jack may never come to rest closer than the half point marker or frame is considered dead.

THE GAME
Bocce is played with eight large balls and one smaller target ball called the jack.  There are 4 balls to a team.  The coin toss will determine which team has the jack and which color balls that team selects.  The jack is thrown out by a member of the team having won the coin toss to start the game.  The same player throwing the jack must deliver the first bocce ball.  The opposing team will then deliver their bocce balls until the point is taken or they have exhausted their 4 balls.  This “nearest ball” rule governs the sequence of thrown balls.  The side whose bocce is the closest to the jack is called the “in” ball and the opposing side the “out” ball.  Whenever a team gets “in”, it steps aside and allows the “out” team to bowl.
A team has the option of rolling, throwing, bouncing, banking, etc. its ball down the court provided it does not go out-of-bounds or the player does not violate the foul markers.  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) a designated official will determine the points scored.  Scoring points are all those balls of one team closer to the jack than the closest ball of the opposing team, which can be determined by viewing or by mechanical measurement.  In the event that the two balls closest to the jack belong to opposing teams and are tied, 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.

FOULS
Foul-line Fouls
	-in both pointing and hitting, the foremost part of the specific foul-line will not be surpassed by any port of the foot before the ball leaves the player’s hand.

One official warning may be granted each team after which penalties will be prescribed.  The penalty for a team committing a 2nd foul line infraction will be a follows:
The team fouled against will be awarded points as they were immediately preceding the foul and the frame will end.  The team committing the foul will be awarded no points for the frame.
Or the fouled against team may have the option of declining the penalty and completing the frame.
Illegal Movement of a Ball Belonging to Your Own Team – If a player moves one or more of their team’s balls, it or they are removed from the court and considered dead and play continues.

Illegal Movement of an Opponent’s Ball: - If a player moves one or more of his opponent’s balls, those balls are removed and awarded one point each and play continues.  Only one team is awarded points, so only the team fouled against can be awarded points.

Illegal Movement of the Jack by a Player – if the jack is moved by a player, the team fouled against will be awarded as many points as the number of balls that team has already played and the frame will end.
Or, the team fouled against may have the option of declining that penalty and completing the frame.
“Illegal Movement” refers to any movement of a ball by means other than the result of normal play suck as kicking, touching, etc.
If a player interferes with an opponent’s ball in motion, the team fouled against has the option of:
Playing the ball over
Declaring the frame dead
Declining the penalty, accept the lie of the touched ball and continue playing.

If a spectator, animal or object interferes with a ball in motion and that ball touches another ball already in play, the frame is dead.
Other disruption of Play – Any action which interfered with the position of a ball in play – renders the frame dead.