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H 5:00 pm. Please complete the enclosed form and return it with your entry fee. The tournament will be limited to 32 teams! If the 32 teams are not filled by the deadline, those teams that are registered first will receive an automatic bye to the next round. Individuals may register and will be paired prior to the tournament. 50% of all entry money will be awarded to the top 3 teams! Top 3 Teams will divide the Jackpot as follows: 1st Place 60% 2nd Place 25% 3rd Place 15% ------------.
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Tallied FAQ
It shall not exceed 7 5/8 inches in length. 4. On a parallel line 3/4 inch from a straightedge touching the points of the shoe, the opening of the shoe must not exceed 3 1/2 inches.
In a “regulation” pit, horseshoe pit dimensions require stakes be exactly 40 feet apart. Those stakes should sit within a box that—while at least 31 by 43 inches—measures no larger than 36 by 72 inches. Common horseshoe pit dimensions for backyard play is 36 by 48 inches.
Rule 5: Cancellation rules: The twist in the game of horseshoes is the ability to cancel out your opponent's points, allowing for strategy within the game. If one player scores a ringer, the points will be cancelled if the opposing player tops it with another ringer during the same turn.
Whoever scores on the pit then pitches first for the next one. If there is no score, you switch order. Games are usually played to 21 points, and there is no need to win by 2. The game of horseshoes, for the most part, is pretty simple.
Leaners are worth 1 point and are considered closer than any adjacent shoe except ringers.
If both of one player's horseshoes are closer than the opponent's, two points are scored. A ringer scores three points. In the case of one ringer and a closer horseshoe, both horseshoes are scored for a total of four points. If a player throws two ringers, that player scores six points.
A “ringer” is when the shoe encircles the stake so that you can touch the tips of the shoe with a straight edge without touching the stake. A ringer is worth 3 points. A “leaner” is when the shoe is leaning against the stake in some sort of upright position, but not encircling it. Leaners are worth 2 points.
The score for the end is then calculated and the players play the next end by reversing direction and throwing at the other stake. Any horseshoe that completely surrounds the stake is called a “ringer” and scores three points unless cancelled out by an opponent's ringer.
Rule 5: Cancellation rules: The twist in the game of horseshoes is the ability to cancel out your opponent's points, allowing for strategy within the game. If one player scores a ringer, the points will be cancelled if the opposing player tops it with another ringer during the same turn.
If throwing team's score is 19 or 20; 1 or 2 points are awarded to give throwing team the win. To win you must reach an exact score of twenty one. If you go over twenty one during a round, you total the points but you do not win.
A “ringer” is when the shoe encircles the stake so that you can touch the tips of the shoe with a straight edge without touching the stake. A ringer is worth 3 points. A “leaner” is when the shoe is leaning against the stake in some sort of upright position, but not encircling it. Leaners are worth 2 points.
If throwing team's score is 19 or 20; 1 or 2 points are awarded to give throwing team the win. To win you must reach an exact score of twenty one. If you go over twenty one during a round, you total the points but you do not win.
It shall not exceed 7 5/8 inches in length. 4. On a parallel line 3/4 inch from a straightedge touching the points of the shoe, the opening of the shoe must not exceed 3 1/2 inches.
In a “regulation” pit, horseshoe pit dimensions require stakes be exactly 40 feet apart. Those stakes should sit within a box that—while at least 31 by 43 inches—measures no larger than 36 by 72 inches. Common horseshoe pit dimensions for backyard play is 36 by 48 inches.
Rule 5: Cancellation rules: The twist in the game of horseshoes is the ability to cancel out your opponent's points, allowing for strategy within the game. If one player scores a ringer, the points will be cancelled if the opposing player tops it with another ringer during the same turn.
Whoever scores on the pit then pitches first for the next one. If there is no score, you switch order. Games are usually played to 21 points, and there is no need to win by 2. The game of horseshoes, for the most part, is pretty simple.
Leaners are worth 1 point and are considered closer than any adjacent shoe except ringers.
If both of one player's horseshoes are closer than the opponent's, two points are scored. A ringer scores three points. In the case of one ringer and a closer horseshoe, both horseshoes are scored for a total of four points. If a player throws two ringers, that player scores six points.
A “ringer” is when the shoe encircles the stake so that you can touch the tips of the shoe with a straight edge without touching the stake. A ringer is worth 3 points. A “leaner” is when the shoe is leaning against the stake in some sort of upright position, but not encircling it. Leaners are worth 2 points.
The score for the end is then calculated and the players play the next end by reversing direction and throwing at the other stake. Any horseshoe that completely surrounds the stake is called a “ringer” and scores three points unless cancelled out by an opponent's ringer.
Rule 5: Cancellation rules: The twist in the game of horseshoes is the ability to cancel out your opponent's points, allowing for strategy within the game. If one player scores a ringer, the points will be cancelled if the opposing player tops it with another ringer during the same turn.
If throwing team's score is 19 or 20; 1 or 2 points are awarded to give throwing team the win. To win you must reach an exact score of twenty one. If you go over twenty one during a round, you total the points but you do not win.
A “ringer” is when the shoe encircles the stake so that you can touch the tips of the shoe with a straight edge without touching the stake. A ringer is worth 3 points. A “leaner” is when the shoe is leaning against the stake in some sort of upright position, but not encircling it. Leaners are worth 2 points.
If throwing team's score is 19 or 20; 1 or 2 points are awarded to give throwing team the win. To win you must reach an exact score of twenty one. If you go over twenty one during a round, you total the points but you do not win.
It shall not exceed 7 5/8 inches in length. 4. On a parallel line 3/4 inch from a straightedge touching the points of the shoe, the opening of the shoe must not exceed 3 1/2 inches.
In a “regulation” pit, horseshoe pit dimensions require stakes be exactly 40 feet apart. Those stakes should sit within a box that—while at least 31 by 43 inches—measures no larger than 36 by 72 inches. Common horseshoe pit dimensions for backyard play is 36 by 48 inches.
Rule 5: Cancellation rules: The twist in the game of horseshoes is the ability to cancel out your opponent's points, allowing for strategy within the game. If one player scores a ringer, the points will be cancelled if the opposing player tops it with another ringer during the same turn.
Whoever scores on the pit then pitches first for the next one. If there is no score, you switch order. Games are usually played to 21 points, and there is no need to win by 2. The game of horseshoes, for the most part, is pretty simple.
Leaners are worth 1 point and are considered closer than any adjacent shoe except ringers.
If both of one player's horseshoes are closer than the opponent's, two points are scored. A ringer scores three points. In the case of one ringer and a closer horseshoe, both horseshoes are scored for a total of four points. If a player throws two ringers, that player scores six points.
A “ringer” is when the shoe encircles the stake so that you can touch the tips of the shoe with a straight edge without touching the stake. A ringer is worth 3 points. A “leaner” is when the shoe is leaning against the stake in some sort of upright position, but not encircling it. Leaners are worth 2 points.
The score for the end is then calculated and the players play the next end by reversing direction and throwing at the other stake. Any horseshoe that completely surrounds the stake is called a “ringer” and scores three points unless cancelled out by an opponent's ringer.
It shall not exceed 7 5/8 inches in length. 4. On a parallel line 3/4 inch from a straightedge touching the points of the shoe, the opening of the shoe must not exceed 3 1/2 inches.
Rule 5: Cancellation rules: The twist in the game of horseshoes is the ability to cancel out your opponent's points, allowing for strategy within the game. If one player scores a ringer, the points will be cancelled if the opposing player tops it with another ringer during the same turn.
In a “regulation” pit, horseshoe pit dimensions require stakes be exactly 40 feet apart. Those stakes should sit within a box that—while at least 31 by 43 inches—measures no larger than 36 by 72 inches. Common horseshoe pit dimensions for backyard play is 36 by 48 inches.
If throwing team's score is 19 or 20; 1 or 2 points are awarded to give throwing team the win. To win you must reach an exact score of twenty one. If you go over twenty one during a round, you total the points but you do not win.
Rule 5: Cancellation rules: The twist in the game of horseshoes is the ability to cancel out your opponent's points, allowing for strategy within the game. If one player scores a ringer, the points will be cancelled if the opposing player tops it with another ringer during the same turn.
A “ringer” is when the shoe encircles the stake so that you can touch the tips of the shoe with a straight edge without touching the stake. A ringer is worth 3 points. A “leaner” is when the shoe is leaning against the stake in some sort of upright position, but not encircling it. Leaners are worth 2 points.
Whoever scores on the pit then pitches first for the next one. If there is no score, you switch order. Games are usually played to 21 points, and there is no need to win by 2. The game of horseshoes, for the most part, is pretty simple.
If throwing team's score is 19 or 20; 1 or 2 points are awarded to give throwing team the win. To win you must reach an exact score of twenty one. If you go over twenty one during a round, you total the points but you do not win.
Leaners are worth 1 point and are considered closer than any adjacent shoe except ringers.
If both of one player's horseshoes are closer than the opponent's, two points are scored. A ringer scores three points. In the case of one ringer and a closer horseshoe, both horseshoes are scored for a total of four points. If a player throws two ringers, that player scores six points.
A “ringer” is when the shoe encircles the stake so that you can touch the tips of the shoe with a straight edge without touching the stake. A ringer is worth 3 points. A “leaner” is when the shoe is leaning against the stake in some sort of upright position, but not encircling it. Leaners are worth 2 points.
The score for the end is then calculated and the players play the next end by reversing direction and throwing at the other stake. Any horseshoe that completely surrounds the stake is called a “ringer” and scores three points unless cancelled out by an opponent's ringer.
Rule 5: Cancellation rules: The twist in the game of horseshoes is the ability to cancel out your opponent's points, allowing for strategy within the game. If one player scores a ringer, the points will be cancelled if the opposing player tops it with another ringer during the same turn.
If throwing team's score is 19 or 20; 1 or 2 points are awarded to give throwing team the win. To win you must reach an exact score of twenty one. If you go over twenty one during a round, you total the points but you do not win.
A “ringer” is when the shoe encircles the stake so that you can touch the tips of the shoe with a straight edge without touching the stake. A ringer is worth 3 points. A “leaner” is when the shoe is leaning against the stake in some sort of upright position, but not encircling it. Leaners are worth 2 points.
If throwing team's score is 19 or 20; 1 or 2 points are awarded to give throwing team the win. To win you must reach an exact score of twenty one. If you go over twenty one during a round, you total the points but you do not win.
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