Rules, Scoring and guildelines

Standard Guidelines:
• Before the game play starts, someone initially must choose who will get to throw last, known as The Hammer.
• To determine who will get The Hammer, each participant throws one puck. The puck which is furthest will get The Hammer.
• Each player has 4 pucks to shoot for the duration of a end. Normally, two player or four person games are played. Throughout a two person game, each players throw from the same end of the board, in alternating order. The participant who has the Hammer will shoot second, so that they have the last throw of the round. Once the round is finished, both the competitors move to the opposite side of the board for the subsequent round. The goal of the competition should be to obtain as many points, in each and every round, as manageable.
• This can be done through often tapping your pucks into positive positions or tapping your opponent’s pucks off the table.
• The competitor that reaches 15 or more points first, is declared the champion.
• In a four competitor game, teammates are stationed at reverse ends of the playing court and individuals don't move to the opposite side.
• The players that score 21 points first, is the victor.
• Only one player (team) are able to score in the course of a round. The participant (team) with the farthest puck will be given points. Points are awarded according to the numbered segments on the playing court.
• The scoring team is awarded points for every puck that is farther in comparison to the furthest competitors puck.
• If a puck does not go beyond the foul line during round play, it needs to be removed right away.
• If a puck is hanging over the edge of the playing surface, it is called A Hanger, and is good for 5 points.
• The loser of any round always obtains The Hammer for the subsequent round, regardless of the overall score (i.e. The victor of the round throws first during the following round)
• Games need to be won by two or greater points. In the case of a 2 participant match, if ever the score is 15-14, additional rounds carry on until eventually a team leads by two or greater and is declared the winner.
• If you are unable to decide which team's puck is further, than no points are given. In very tight scenarios, it's common to make use of an outside moderator to help make the call.
• It is reasonable to walk to the other side of the board and look at puck locations while in a round.
• It is accepted to utilize shuffleboard powder / wax / sand… only in between rounds.

Alternate Games:
• Very similar game to Curling, except any position on the playing court can be selected, past the foul line.
Pick a location on the playing court that is clearly identifiable and is not going to relocate when hit (painted numbers)
• Players alternate throwing, and the participant with the nearest puck to the spot wins. If the closer competitor has several pucks nearer, then they score a point for each.
• The other significant difference to curling is the fact that the first team to attain 9 points wins. In curling a fixed amount of rounds are played.

Tap & Draw
• In this game, you by no means plan to hit another puck off the playing court. The purpose will be to own the furthest puck down the table to get points. If you hit one of your own pucks off, it's lost.
• If you knock an opponent’s puck off the playing surface, your puck is removed and your opponent’s puck is put back on the playing court in its former location. If this situation transpires and you also knock one of your other pucks into the furthest location, this puck must be put back to the original situation
• The advantage is to throw 1st in this game. If a participant wins a round, then the opponent is provided with 1st throw in the subsequent round.

Horse collar
• Opponents are at opposite ends of the board. In the course of a round, one person shoots all eight pucks and gets points for all pucks in scoring places.
• The opponent then shoots all eight pucks and is given points for all in scoring location.
• This is continued until one competitor receives 51 points.
• An even number of rounds are required to be played by every attacker. So, if the first participant to shoot gets to 51, the competition will get his or her round to try to surpass 51.
• In four competitor games, teammates are on the same end of the playing surface and alternate shooting pucks.

• All the rules are consistent with typical shuffleboard, other than a fixed quantity of rounds are played instead of playing to a point amount.
• The player/team with the highest point after 9 "innings" wins. If the game is tied, extra rounds are played until finally a participant / wins by 1 point or more.