Rules:

Game with Labels for Components

Object

The object of the game is to score points by launching steel balls down a chute to knock target balls into the other team's goal, while simultaneously defending your own goal. Steel balls are continuously acquired by picking them up off the table.

Initiating Play

Players agree to the number of target balls and steel balls. Beginners typically play using one target ball, whereas advanced players use two target balls. If there are four players, each player starts with four steel balls. If there are two players, each player starts with six steel balls.

If only one target ball is used, it is placed in the center of the table. If two target balls are used, each goalie gets one target ball to start play.

Play starts with a goalie asking if the other goalie is "Ready". Upon consent, both goalies count "1-2-3." If goalies are not synchronized in counting, the count is redone. With one target on the table, all players may commence launching steel balls at the count of "3". When there are two target balls, each goalie aims at the adjacent side wall and launches a target ball at the count of "3". Players may hit a target ball after it bounces off the side wall and hits or misses a barrier.

After the count reaches "3," if a target ball is improperly launched and dropped on the table in the goal area, it is in play. If it rolls or is hit to the back wall, it is a point. If it is hit out or rolls out of the goal area, it is not a point and remains in play.

Goalies are not allowed to accompany a target ball with any steel balls when launching a target ball down a chute. A violation is a point.

Scoring

A goal is scored when a target ball touches the back wall or the long side wall inside the goal area. It is a goal if the target ball touches these walls either directly or through a continuous chain of balls. It is a goal when the target ball touches these walls after jumping over a barrier.

Five points wins a game. Games are recorded on the scoreboard. The first team to win 3 games, wins a set.

When a goal is scored and the target ball remains in the goal area, the goalie may pick up the target ball and re-launch it onto the field of play, in any direction.

Goalies announce, for all to hear, the total points against their team as points occur, and roughly every 10 seconds when no increment in score occurs. Players can attempt to influence the goalies, but goalies are the ultimate decision makers on the points scored against their team. For tournaments or competitive play, when referees are available, there should be two, one to judge play at each end.

Point Violations

The following violations are points. Wing players are obliged to announce if they commit a violation.

Touching: It is a point if a player touches a target ball "in play" (after initiation or launch; on table; didn't score yet). A player from either team may touch a target ball after a target ball scores and it is still in the goal area. The goal area is defined as behind the barrier and the imaginary line extending straight from the end of the barrier across the opening in front of the goalie.

Interfering: Players may not touch steel balls, launched by an opponent, until those balls have passed downfield from the most distant target ball, even if they look off course for impact. If opponents launch steel balls toward a target that scored and remains in the goal area, those steel balls may be picked up after the target has been acquired.

Hitting: There must not be any rotational motion of the chute toward a target ball at the instant of impact. However, a player may reflect a target ball with the side of a stationary chute. A goalie may stop a target ball with the tip of a chute. The difference between hitting with the side of the chute and blockage with the tip is defined by a 45 degree angle. Players may not forcefully hit steel balls with the side of the chute.

Pushing: Players incur a point if, while handling steel balls, they push a steel ball into a target ball, even if unintentionally.

Accelerating: To ensure that balls are released down a chute only under the force of gravity, players should only move their hand perpendicular to the chute and not down the chute when releasing balls. Balls may not be dropped onto a chute. They must be put in the groove of the chute and then released.

Dropping: If a player drops a target ball on the floor, it is a point. If a goalie drops a target ball onto his goal area and it hits or rolls to the back wall, it is a point. Otherwise, the dropped target ball is in play. It is a point if any player drops a target ball onto the field of play, outside his own goal area. If a goalie drops steel balls and a target ball is prevented from progressing toward a score, it is a point.

Holding: Wing players may not hold a target ball for more than 5 seconds. It is illegal to put a target ball in a pocket or otherwise constrain its presence from play. A wing player may pick up a target ball, which has scored and is in a goal area, to hand it to his goalie or to move it closer to his goalie within the goal area.

Placing: Players may not place steel balls anywhere on the playing surface.

Details of Play

If a target ball flies off the table and lands on the floor or hits a player, that event is treated as a "Reset". The procedures for beginning a new game are followed, including an equal reallocation of steel balls. It is also a reset if a target ball rolls up a ramp and touches a player. If the motion of a target ball triggers a reset, scoring is paused when the target leaves the surface of the table.

Players need not retrieve steel balls that fall on the floor, until play initiation or a reset.

The same target ball may score multiple times in rapid succession. For example, a target ball may score, roll out or be hit out beyond the goal area, and be hit to the back wall again for another score.

Players may acquire balls anywhere on the playing surface, including the opponent's goal area. Players may not acquire balls from the hands of opponents.

Hoarding

Hoarding is illegal. Hoarding is defined as possession by a team of more than 75% of the steel balls. {For a four player game, with 4 steel balls per player, possession of 13 or more steel balls constitutes hoarding.} At any time during a game, any player can yell "HOARDING". Immediately, all players must present both hands face up. If a hoarding accusation is proven, the violating team loses the game. Otherwise the challenging team loses the game.

Custom Rules

Individual groups of players may develop their own rules.

For example, if it is known that one team is better than the other, the points needed to win can be adjusted so the better team is challenged and the weaker team has a better chance of winning. For example, the better team might only count to three points before losing, while the weaker team might count to six points before losing. Negotiate ratios at the beginning of each game, based on the perceived skills of players. Ratios need not be exact, but they make the game more fun for all. Winning usually depends on good play or mistakes. There is also a random component to the movement and collisions of balls within Birkball.

Standard rules help new groups quickly establish their rules. Standard rules also help players from different tables rapidly adapt to play with each other. This web site has the official standard Birkball rules, so write to describe any issue with the rules and we'll update them.



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