THE RULES
FOREWORD
Throughout the history of Natefest, there has always been one constant; adapting to locations, terrain, and personalities. A game so simple yet challenging that it becomes a great equalizer. Played impartially by the greenest of Natefest rookies to the saltiest of its veterans. A game so versatile that it has been played on the beaches of CapeCod, stream side in the Rockies, a tennis court in the desert, and under an eclipse in South Carolina. With every Toss of the Frisbee, there is the potential to witness world-class athletics, precision, and accuracy. The game rewards focus, emotional fortitude, and often luck. But this game is a fickle beast; it will torment you with frustration and humiliation and leave you beaten and battered with bruising to your body and soul.
Natefest would not be what it is today without this game; advocate for our sport whenever possible. Introduce it at cookouts, parties, and family events. Share what we have enjoyed during our Natefest history and regale those around with stories from the Cape, Cali, and Carolina. Remember our roots; no matter where Natefest ends up, whatever it evolves into, there will be a game of Polish Horseshoes to enjoy.
Jeffrey M. Witek
Natefest Security Council Member
Natefest Man of the Year 2009, 2010, 2017.
INTRODUCTION
This book explains the playing rules, equipment needed, and etiquette of Polish Horseshoes (PHS) and may specify a general or specific penalty for violations. These rules apply for all Natefest (NF) sanctioned events, which include friendly matches and/ or tournament play. Failure of contestants to abide by these rules may result in penalties ranging from a verbal reminder to loss of points, forfeiture of games, and loss of NF points. In contrast, the failure of the Tournament/League Officials (or designees) to monitor and enforce these rules could result in loss of NF points.
RULE 1. GAME PREPARATION
Section A -Equipment
1. Two Poles placed between twenty (20) and forty (40) feet apart.
2. Two Top-cans are placed atop the Poles—standard-sized 12oz. US beverage cans.
3. One Frisbee. Any available size.
4. One "hand can" for each contestant. Any size can or bottle, aluminum, glass, or plastic.
Section B - Court Assignment
Each player shall find their court assignment and warm up on that court for their first game. The court shall be prepared for play promptly so that all games can begin quickly.
Section C – Court Preparation and Maintenance
1. The Poles- Players are responsible for the preparation of the Pole in their assigned court before each game. Each Pole shall be the same size and material. Poles may be made from any material. However, PVC piping 1" in diameter is the preferred material. Each pole shall be four (4) feet tall with an acceptable range of three feet nine inches (3'9") to four feet three inches (4'3"). The poles will be placed at a distance of twenty (20) to forty (40) feet apart. The preparation includes measuring the correct distance, constructing or repairing the poles, replacing a dented or damaged top can, and adequately stocking canned beverages. Upon completion, the Pole shall be as vertical as possible and the base square to the opposing court or the Pole secured into the ground.
2. The Top Can- An empty beer can, a US standard 12 oz can 4.83 inches high, 2.13 inches in diameter at the lid, and 2.60 inches in diameter at the widest point of the body (no skinny, short, or fat cans) will be placed empty on the top of the Pole. If weather or other outside forces affect the Top-can's balance and stability, both teams or the referee can allow for a small amount of liquid to be poured into the Top-can to help secure the Top-can for gameplay. The fluid shall be the same amount for both cans.
3. The Frisbee-A frisbee will be selected before the start of the game, and that Frisbee will be used for the game's entirety unless damaged or lost. During tournament play, each active court will have an assigned frisbee for each court to ensure fairness and parity. A replacement will be put into play in the rare event a frisbee is lost or damaged. The game will finish out with the replacement frisbee even if the original was found or repaired.
Section D-Court Maintenance
1. Once a game has started, the regular back and forth of gameplay and the striking of the Poles and cans with the Frisbee will require constant maintenance of the Poles and Top-cans. Standard maintenance requirements include resetting a struck Pole or Top-can, repairing a separate Pole at connection points, and rarely replacing damaged PVC pieces. Any contestant may maintain the Top-can or Pole at any time. The original Top-can will stay in play for the game's duration, even if it becomes dented or crushed. The Top-can be manipulated or replaced if it no longer balances on the pole or has become a safety hazard.
Section E – Start of Each Game
1. The players shall arbitrarily choose which team gets the first Toss. The team with the first Toss shall confirm to their opponents that they are ready and toss the game's first disc.
2. If a team was victorious in a previous game, they will control the first Toss of the game. The oncoming team will be allowed a short warm-up with no less than two (2) tosses per player.
Section F– Court Rotation
1. At the end of each game, the winning team shall stay on the court of their choice and accept the next challenger.
2. This format shall be in play for friendly matches. During tournament play, matchups will be predetermined, and courts will be assigned in advance of gameplay.
Section G- Tournament Play
1. A tournament will be played in a bracket-style format; the size and elimination format of the tournament will depend on the size of the cplayer pool and the time frame to play.
2. All teams will be randomly picked using a "names from a hat" method.
3. All teams will keep their rosters consistent without substitutions or fill-in players.
4. If a contestant cannot make the scheduled match, the match will be postponed until the player is available.
5. If a contestant is indisposed and cannot make the match even if it is delayed, they may be replaced by another player who is not actively playing in the tournament. Available people include those who were not in the tournament or have been eliminated. The last option will be a player from a team farthest removed from the current game.
RULE 2 – PLAY OF THE GAME
Section A- The Hand Can
1. Once the game begins, all players shall maintain possession of a hand can. The Hand-can be any beverage container, including, but not limited to, an aluminum can, plastic bottle, or glass bottle.
2. Under no circumstances may this hand can be dropped, placed on the ground, or held by a bystander. A teammate may hold the Hand-can to maintain or repair the pole or court. The Hand-can will be in the contestant's possession while tossing or defending the Frisbee. (see Violations section for violations for losing possession of the hand can)
Section B- The Disc
A. Tossing the Disc –
1. Each player shall toss a frisbee from the offensive court toward the other team's pole into the defensive court. The Toss intends to score points by directly hitting the Top-can and dropping the Frisbee (3points), hitting the pole and dropping the top can to the ground (1 point), and having the defensive team fail to catch the tossed Frisbee (1point) or any combination of the former, with a maximum of 3 points awarded.
2. Each teammate shall alternate tosses, and no player shall toss two discs in a row during normal gameplay. (see Rebuttal Section for variation)
3. The contestant may toss the Frisbee in any way they see fit; this includes but is not limited to traditional, sidearm, overhand, or underhand. The contestant tossing the Frisbee shall not plant their front foot in front of or ahead of the offensive court's pole. The tosser's arm and follow-through may extend over the front end of the pole without violation. (see Violations Section for more info)
4. There is no set force or speed limit on which a disc may be tossed. However, the standard etiquette during gameplay is tossing a disc that is easier to catch than not.
Etiquette: A rule of thumb is that if a hard Toss is sent, a hard Toss will be returned.
B. Catching the Disc-
1. The team on the receiving end of the Frisbee shall be in the defensive court, behind the defensive Pole. The player shall try and catch the incoming Frisbee with one free hand. A missed or dropped Frisbee shall result in one (1) point being awarded to the offensive team.
2. A contestant may use any body part to obtain control and catch the Frisbee.
3.No part of the body shall extend in front of the defensive pole, blocking or redirecting the Frisbee from striking the Pole. This will result in a "goaltending" violation. (see Violations section)
4. The Frisbee may touch the ground while possessing the player. Possession overrules a drop.
4. If the Frisbee is dropped at any point from the initial catch, drop, or pick-up, one (1) point will be rewarded to the opposite team. Including, but not limited to, slipping from a contestant's hand, falling on a transfer between teammates, or dropping the Frisbee accidentally or purposefully.
C. Catchable Discs-
1. Each time the Frisbee is tossed into the defensive court, it will be deemed catchable or uncatchable. This will be done by the players and/or referees during friendly matches and only by a referee during tournament play. The referee only needs to announce an uncatchable toss.
2. A catchable toss will be defined as one that the defensive player, under normal circumstances, should be able to "easily" catch. A "strike zone" commonly used for a catchable disc is from a player's knees to the top of their head and one step to the outside of the court. Anything else will be deemed uncatchable. No points will be awarded for an uncatchable disc that a contestant attempts to catch and subsequently drops.
3. Any tossed disc that strikes the Pole before hitting the ground, even if very low, will be deemed catchable and is commonly known as a "kill shot".
4. Any tossed disc that comes in contact with the ground before striking the pole will be considered uncatchable. This will not negate or affect any Top-can scoring that will be awarded. Meaning that a Frisbee that hits the ground then continues on and strikes the Pole resulting in the Top-can dropping, will result in one (1) point being awarded.
5. It is to be understood by all participants that a catchable toss is a dynamic concept determined by a multitude of factors including but not limited to the size of a physical statue of a contestant, the willingness of a contestant to attempt a catch, and the referee's opinion and preconceived bias on what is catchable.
Section C-The Top Can
1. The Top-can shall be set atop the Pole following Rule 1 Section C- Court Set Up and Maintenance.
2. The object of the offensive team is to toss the Frisbee and directly strike the perched Top-can or strike the pole causing the Top-can to fall and make contact with the ground. One (1) point for a direct hit to the Top-can, one (1) point for the can falling and making contact with the ground. Three (3) points are awarded for a direct hit to the Top-can with a dropped Frisbee.
3. The defensive team's goal regarding the Top-can is to prevent the can from making contact with the ground. Even if the can is directly hit by the disc or the pole is struck, causing the can to fall, the defensive team may catch the top can by gaining control of the can before it makes contact with the ground. This will negate any points awarded to the offensive team regarding can scoring. The contestant may use all body parts or gameplay items to gain control of the can.
4. Catching the Top-can does not negate any points award for dropping or missing the tossed Frisbee. Catching the Top-can does not offset any violations from dropping the Hand-can.
5. If the Top-can is dropped at any point of resetting from a previous toss by the other team, one (1) point will be awarded. If the Top-can falls off the pole for any reason at any point in the game (offensive or defensive), one (1) point will be awarded.
6. If the Top-can is hit directly and the defensive team is able to control the can before the Top-can makes contact with the ground, then on the reset, the can is dropped or falls,. Only one (1) point will be awarded.
Section D- The Poles
The poles in both the offensive and defensive courts will be set up following Rule 1. Section C- Court Set Up and Maintenance.
Rule 3. Scoring
Section A-Scoring
1. Once a disc has been tossed, entered into the defensive area, and all gameplay items have come to rest, including the Frisbee, the pole, and the Top-can, a score will be awarded to the offensive team. On each Toss, there will be scoring between 0-3.
2. A Score of 0 will be awarded when the tossed Frisbee:
1. Is caught and does not make contact with other gameplay items.
2. It is deemed uncatchable.
3. It makes contact with the pole and or Top-can, and both the Frisbee and top can are caught.
3. A Score of 1 will be awarded when:
1. The Frisbee is missed or dropped in the defensive court.
2. If the pole is struck by the Frisbee and the Top-can falls and strikes the ground.
3. If the Top-can falls due to wind, movement, or mishandling.
4. If the Frisbee drops due to mishandling or accidental or intentional grounding.
5. The top can is hit directly (no part of the pole is hit) by a tossed disc, the top can make contact with the ground, AND the Frisbee is caught in the air.
4. Score of 2 points will be awarded when:
1. The Frisbee is missed or dropped on the Toss, AND the top can fall from a direct hit to the pole.
5. Score of 3 will be awarded when;
1. The Top-can is hit directly (no part of the pole is hit) by a tossed disc; the Frisbee AND the Top-can makes contact with the ground.
Section B-Keeping and Calling the Score
1. Following each Toss of the Frisbee, the defensive team will announce the number of points scored on the Toss. Any score disagreements will be settled before the next Toss. If the players cannot agree upon the points scored, the referee will be called to decide and announce the points scored.
2. Before each Toss of the Frisbee, a member of the offensive team will announce the score. The preferred way to call the score is to announce the offensive team's score followed by the defensive team's score. An example is "12 to 15" or "18 to 15".
3. Gameplay will immediately stop if there is a discrepancy in the scoring, the defensive team does not agree with the announced score, or there is any confusion about the score. Both teams shall attempt to agree on what the score is. If there is no agreement, the referee will decide and announce the score. It is to be understood that it is ultimately the responsibility of the contestants to keep the score of each match.
Section C-Winning the Game and Rebuttals.
1. Each match will be played to a score of twenty-one (21) points; if a team scores above twenty-one (21) points on the last Toss, these points will be added to the final score.
2. The team that is behind will be given rebuttal Tosses. Each contestant on the trailing team will be given a chance to Toss the Frisbee until the contestant scores no more points or the score becomes tied.
3.Each contestant will make their rebuttal tosses in a row until they do not score or the game becomes tied. Both team members will have a rebuttal chance.
4.The rebuttal toss may not put the trailing team ahead or give the team a victory. The trailing team may only earn a tie. If a tie occurs, the Frisbee will be given to the team leading into rebuttals, and regular gameplay will resume.
Etiquette. Returning a rebuttal frisbee with a disrespectful toss-back is acceptable and encouraged. This includes but is not limited to low, high, wobbly, and out-of-bounds tosses.
Rule 5. Violations.
Section A-Violations and Penalties
1. Repeat Toss
Definition-When an offensive player makes two (2) tosses in a row for their team.
Penalty-The Toss will be waived, and any points awarded will be retracted; the team will lose possession of the disc.
2. Step Over
Definition-When an offensive player's foot is in front of the offensive pole upon delivery of a toss.
Penalty-The Toss will be waived, and any points awarded will be retracted; the team will lose possession of the disc.
3. Goaltending-
Definition: When a defensive player reaches in front of the defensive pole to catch and or defend the pole or Top-can.
Penalty-The offensive team will be awarded one (1) point, and the offensive player who tossed the interfered with disc will be given a repeat toss.
4. Dropped Hand Can
Definition- When a contestant's Hand-can, FOR ANY REASON, is dropped and makes uncontrolled contact with the ground.
Penalty- The contestant WILL be subject to a "dick in the creek" penalty (DnC). This penalty will be agreed upon before all games begin. Gameplay will stop, and discussion and summary of when and where the DnC shall be performed. Traditionally it involves placing one's penis into a body of water. Players may not submerge their bodies to serve this penalty. The contestant must only dip their penis. This usually is a difficult, acrobatic, and public maneuver. All contestants and bystanders shall confirm their satisfaction with completing the DnC for it to be determined a penalty served.
Rule 6. Amendments and Revisions.
Section A-Amendments
1. Due to the dynamic nature of Polish Horseshoes, not all circumstances a player may encounter have been foreseen and addressed in the Rule Book. Players, bystanders, and referees may experience an unforeseen event that may call for future changes to current rules or will be addressed in future revisions. Rules may be challenged by any player, bystander, or referee at any time.
2. All rule changes, suggestions, and issues that need to be addressed will be noted in the space provided below for consideration in subsequent PHS Rule Book Revisions.