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The Pseudo Decathlon
Est. 2002

OFFICIAL PSEUDO DECATHLON RULES
August 12th - 14th 2011
Event Scoring
Points will be awarded to decathletes in each event using the following system:
1st = 24 pts 2nd = 20 pts 3rd = 16 pts 4th = 13 pts 5th = 11 pts 6th = 10 pts 7th = 9 pts 8th = 8 pts 9th = 7 pts 10th = 6 pts 11th = 5 pts 12th = 4 pts 13th = 3 pts 14th = 2 pts 15th = 1 pt 16th = 0 pts
In events using brackets, the following additional scoring will be used:
Tied-5th = 10.5 pts Tied-7th = 8.5 pts Tied-9th = 5.5 pts Tied-13th = 1.5 pts
- The decathlete with the most points after all ten events is declared the winner and recipient of the coveted Simmons Cup.
- In addition, the two decathlete team with the most combined points after all ten events is declared the winner of the Team Decathlon and receives the other coveted Simmons Cup.

General Rules
- Any changes to equipment, tables, etc. before or during a match must be agreed to by all competing decathletes
- In the finals of each double elimination bracket, the losers bracket winner must defeat the winners bracket winner in TWO best of three matches to become the event winner. If a second best of three match is needed, the decathletes should again play Rock, Scissors, Paper to determine first game setup as described in the rules above.
- Each night, matches may begin after midnight as long as both decathletes agree to play. If at any time after midnight one or both decathletes do not wish to begin a match, then that match will begin the following morning. However, once a match is started it must be completed that night regardless of the time.
- Each morning, matches may begin before 10:00am as long as both decathletes agree to play. Decathletes have the option of waiting until 10:00am to begin matches.
- The decathlon begins promptly at a designated starting time each day. Any decathlete that is late may be penalized by having an event begin without him/her. Although we will try to schedule around matches that involve an absent decathlete, to ensure that the decathlon finishes on time on Sunday it may be necessary to begin a match involving someone who is absent.
- If two or more events involving the absent decathlete could begin, a member of the steering committee will flip a coin to choose the event that begins without said decathlete. If two or more decathletes are absent and only one of their matches can begin, a member of the steering committee will flip a coin to choose the event that begins. If two or more decathletes are absent and only one of their matches needs to begin, only that match will begin and only that decathlete will be penalized.
- If the event is a one-on-one event, the present decathlete will play the event as if the opponent is there. If the absent decathlete arrives while the match is ongoing, he/she may join the match in progress. The match must not start over. If the event is a group event, the event begins without the absent decathlete. In bowling, the absent decathlete is given a zero for each frame he/she misses. In croquet, the absent decathlete must start at the beginning if he/she arrives while the group is still playing. In HORSE, the absent decathlete is assigned a letter each time his/her turn passes. In mini-golf, the absent decathlete is given the maximum score for each hole he/she misses.

Event Rules
Bowling
- Decathletes will bowl three games, bowling in the predetermined order shown on the score sheet.
- Decathletes will alternate lanes following normal bowling procedure and follow all standard league bowling rules.
- Total pins for the three games determines finishing order.

Pool
- Decathletes will compete in a double elimination bracket, with each match being best of three 8-ball games.
- Rock, Scissors, Paper winner chooses who breaks in the first game, the loser of previous game breaks in all other games.
- Balls must be racked in the standard diamond with the 8 ball in the middle and with the other balls arranged in any way. The decathlete not breaking must rack the balls for that game.
- When breaking the cue ball may be placed anywhere behind the second dot. A scratch on the break does not lose the game, sinking the 8 ball on the break does win the game. If both the 8 ball and cue ball are pocketed, the 8 ball is spotted and play continues as a regular scratch on the break described below. If no balls are hit on the break, the same decathlete must attempt to break again.
- After the break:
- If no balls are pocketed on the break, the table is open and the other decathlete is free to shoot at any ball.
- If the cue ball is pocketed on the break, the other decathlete gets ball in hand behind the second dot and may shot at any ball regardless of other balls pocketed on the break. The table is still open.
- If one ball is pocketed on the break, the decathlete who broke is now assigned to that category (solids or stripes) for that game and may continue shooting.
- If more than one ball is pocketed on the break, the decathlete who broke may shoot at any ball again (the table is open) and is only assigned a category if they make another ball. If they fail to make a ball on their second shot, the table is still open for the other decathlete. (i.e. No choosing solids or strips, you have to make a ball)
- On every shot, the cue ball must first hit a ball in that decathlete's category (unless the table is open) and then at least one ball has to hit a rail or be pocketed afterwards, otherwise it is a scratch (no push outs). If any ball is driven off the table it is considered a scratch. If the cue ball is pocketed, it is a scratch. When a scratch occurs, any pocketed balls remain pocketed and any balls driven off the table are pocketed; EXCEPT for the 8 ball which causes a loss. After a scratch, the other decathlete receives ball in hand and can place the cue ball anywhere on the table and continue play.
- As long as a ball in the decathlete's category is hit by the cue ball first (unless the table is open), any balls that are knocked in count as pocketed balls. In other words, slop counts and NO shots must be called EXCEPT for shots on the 8 ball.
- The 8 ball is NOT neutral and cannot be hit first in combination shots unless the table is open. - A decathlete wins the game by pocketing all of their category balls and then the 8 ball without scratching. When pocketing the 8 ball, the decathlete must call the pocket the 8 ball will be attempted into. If the 8 ball is pocketed in a pocket other than the called pocket or if the cue ball is pocketed, that decathlete loses the game. If the 8 ball is pocketed in the called pocket without a scratch, that decathlete wins.

Air Hockey
- Decathletes will compete in a double elimination bracket, with each match being best of three air hockey games.
- Rock, Scissors, Paper winner has the option of choosing which side of the table they play on OR choosing who begins the game with possession of the puck. The opposing decathlete makes the remaining choice. In following games, the decathletes switch sides and the loser begins the game with possession of the puck.
- If the puck enters a decathlete's goal completely and stays in, the other decathlete gets a point.
- At all times, only the mallets may touch the playing surface and/or the puck. Decathletes should take care to ensure that clothing or body parts do not block the playing surface. If a puck is illegally blocked in this way from the goal, a point should be awarded to the other decathlete.
- If a decathlete loses control of their mallet, the other decathlete must gain control of the puck and stop play so the lost mallet can be returned. However, a shot made during the act of losing the mallet is considered in play and a resulting goal in either decathlete's goal counts.
- If the puck leaves the playing surface, it is considered out of bounds by the decathlete to last make contact with the puck and possession is given to the other decathlete. - Games are played to 7 points. If the air hockey machine shows the incorrect score for any reason, the decathletes must keep the official score, starting additional games on the machine if necessary.

Ping-Pong
- Decathletes will compete in a double elimination bracket, with each match being best of three ping-pong games.
- Rock, Scissors, Paper winner has the option of choosing which side of the table they play on OR choosing who serves first. The opposing decathlete makes the remaining choice. In following games, the decathletes switch sides and the loser serves first.
- When serving, the decathlete must toss the ball out of their hand before striking it with the paddle. In other words, holding the ball on the paddle and spinning it off to serve is illegal.
- If a serve hits the net and continues over the net hitting the other side of the table, it is considered a let and the ball is reserved. Multiple lets are allowed.
- A legal hit is one that strikes any part of the paddle or decathlete's paddle hand anywhere below the wrist.
- Games are played to 21 points with the winner winning by at least 2 points. A slaughter rule is in effect with 11 to 0 being an immediate victory.
- Serving alternates after every five serves with a point being awarded every serve, until a decathlete reaches game point (20 points). When a decathlete reaches game point, the opposing decathlete serves until the game ends or the score reaches 20-20.
- If the score reaches 20-20 the decathlete who served the last point serves one additional time. The serve then alternates after every two serves until one of the decathletes wins by 2 points.

Darts
- Decathletes will compete in a double elimination bracket, with each match being best of three cricket games.
- Rock, Scissors, Paper winner chooses who throws first. In following games, the loser throws first.
- Steel tip darts and dart boards will be used for the event but plastic darts may be used if the decathlete wishes.
- Standard cricket rules apply using the 20, 19, 18, 17, 16, 15, bull, and double bull scoring areas along with the numbered triple and double scoring areas. Once a decathlete hits an area three times it is considered closed and any additional hits score points for that decathlete only if the opposing decathlete has not closed that area. Points are scored according to the number of the area hit with the bull being 25 points and double bull being 50 points.
- A dart must stick in the board and remain in place until the decathlete's turn is complete in order to be counted.
- If a dart sticks into a dart already sticking in place on the board and both darts remain in place until the end of the decathlete's turn, both darts are scored as hits on the area the first dart is sticking in.
- A decathlete wins the game by closing out all areas and having more than or an equal number of points as the opposing decathlete.

Foosball
- Decathletes will compete in a double elimination bracket, with each match being best of three foosball games.
- Rock, Scissors, Paper winner has the option of choosing which side of the table they play on OR choosing who makes the first throw in. The opposing decathlete makes the remaining choice. In following games, the decathletes switch sides and the loser begins the game with the throw in.
- If the ball enters a decathlete's goal completely and drops in, the other decathlete gets a point. However, if the ball enters a decathlete's goal, bounces off the back wall of the goal, and reenters the field it is counted as a goal.
- After each goal, the decathlete who surrendered the goal makes the next throw in of the ball.
- If the ball leaves the table, the decathlete that made the last throw in makes another throw in to put the ball back into play.
- If the ball comes to a stop on the table such that neither decathlete can hit it, the ball should be nudged to the defending decathlete, i.e. whichever decathlete's goal is closest to the ball.
- Games are played to 10 points.
- Intentional spinning of the foosball rails is not allowed.

Bags
- Decathletes will compete in a double elimination bracket, with each match being best of three bags games.
- Rock, Scissors, Paper winner has the option of choosing which bags they will use OR which side of the boards they will throw from (left or right) OR who throws first. The opposing decathlete then makes one of the two remaining choices and the Rock, Scissors, Paper winner makes the remaining choice. In following games, the decathletes switch sides and the loser throws first.
- The boards are placed thirty feet away from each other as measured from the front edges of the holes.
- Each round, the decathletes alternate throws, throwing four bags each. After the first round, the decathlete scoring in the previous round throws first.
- 1 point is awarded each bag resting on the board at the end of the round and 3 points are awarded for each bag that has fallen completely through the hole. Points for opposing decathletes cancel out so that only one decathlete receives points during each round.
- Bags that hit the ground first and bounce onto the board should be immediately removed and not counted as scoring. If a bag is resting partially on the board but is touching the ground it is not counted as scoring.
- Games are played to 21 points without needing to get exactly 21 points.

Croquet
- Decathletes will compete in two rounds of croquet.
- In the first round the decathletes will be divided into four groups of four with each group holding a separate game. Shooting order will be in the predetermined order shown on the score sheet.
- In the second round the top finisher in each group competes in the winners group to determine 1st, 2nd, 3rd, and 4th place finishers. The four second place finishers from the first round will compete in the fifth place group to determine 5th, 6th 7th, and 8th place finishers. The four third place finishers from the first round will compete in the ninth place group to determine 9th, 10th, 11th, and 12th place finishers. And the four last place finishers from the first round will compete in the thirteenth place group to determine the 13th, 14th, 15th, and 16th place finishers. Shooting order in each group will be determined by a random drawing after the first round.
- On the first turn, each decathlete places their ball halfway between the first post and the first wicket and takes their first shot.
- Each decathlete gets one shot per turn.
- When a decathlete hits their ball through a wicket in the correct order and direction they receive an additional shot.
- When a decathlete hits their ball against the second post after passing through all the wickets they receive an additional shot.
- When a decathlete hits their ball into another ball they receive an additional shot. After hitting that ball, the decathlete cannot hit the same ball on that turn until after receiving an additional shot by passing through a wicket, hitting the second post, or hitting a different ball. If a decathlete hits their ball into the same ball twice on the same turn without receiving any additional shots in between, their turn is immediately over.
- Multiple extra shots may be tallied during one shot with no limit on shots per turn.
- If a decathlete's ball is knocked through a wicket or into the second post during another decathlete's turn, that decathlete does not get an additional shot and still must go through that same wicket or hit the second post again on their turn.
- If a decathlete's ball enters a hole in the yard, the decathlete has the option of taking a one shot penalty and then removing their ball from the hole. After removing the ball from the hole, it may be placed next to the hole in any direction.
- If a wicket is accidentally moved during a shot, it should be immediately placed back in its original location.
- If desired, a decathlete may move their ball away from the fence and other obstructions ONLY if the ball is located closer than a mallet head to the fence or obstruction. If they chose to move their ball, the decathlete may place the ball no farther than a mallet head from the obstruction in any direction. Exception: if the ball is located in a bush/plant or in the landscaping rocks, when moving the ball the decathlete may place the ball no farther than a mallet head from the outer edge of the bush/plant or landscaping rocks.
- If a decathlete's ball leaves the playing area and is unplayable, the ball is placed at the point of exit and the decathlete loses a shot. The decathlete may then move the ball away from the fence or obstacles as provided for above.
- To finish the course, each decathlete must hit their ball through all nine wickets in the appropriate order and directions, hit the second post, hit through all nine wickets again in the opposite order and directions, and finally hit the first post.

HORSE
- Decathletes will compete in two rounds of HORSE.
- In the first round the decathletes will be divided into four groups of four with each group holding a separate game. Shooting order will be in the predetermined order shown on the score sheet.
- In the second round the top finisher in each group competes in the winners group to determine 1st, 2nd, 3rd, and 4th place finishers. The four second place finishers from the first round will compete in the fifth place group to determine 5th, 6th 7th, and 8th place finishers. The four third place finishers from the first round will compete in the ninth place group to determine 9th, 10th, 11th, and 12th place finishers. And the four last place finishers from the first round will compete in the thirteenth place group to determine the 13th, 14th, 15th, and 16th place finishers. Shooting order in each group will be determined by a random drawing after the first round.
- When a decathlete fails to reproduce a successful shot made by the previous shooter, that decathlete receives a letter spelling out HORSE.
- A legal shot consists of any shot involving the basketball going through the rim. The only restriction is that no props may be used as part of the shot, except for permanent items located on or near the court (examples: the pole, backboard, walls, playground equipment, etc.).
- In addition to the location to shoot from, the shooter is allowed to call at most two additional requirements on the shot (examples: opposite hand, backwards shot, underhand, running shot, etc.). These requirements must be called before the shooter attempts the shot. If no calls are made before the shot the only requirement for the following decathlete is location to shoot from.
- A decathlete is eliminated from the game when they fail to reproduce five shots, giving them the full HORSE. On the fifth failed shot, the decathlete gets an extra attempt to reproduce the shot before being eliminated.

Mini-Golf
- Decathletes will golf a complete round of eighteen holes at the Sports Zone minigolf course in Aurora.
- The group breakdown and tee off order will be determined by the standings after the first nine events. The 13th, 14th, 15th, and 16th place decathletes will play in the first group. The 9th, 10th, 11th, and 12th place decathletes will play in the second group. The 5th, 6th, 7th, and 8th place decathletes will play in the third group. And the 1st, 2nd, 3rd, and 4th place decathletes will play in the final group. Decathletes will tee off within groups in order of place with the highest placing decathlete going first.
- After the first hole, tee off order will be determined by scoring on the previous hole with the lowest scoring decathlete teeing off first. In the case of ties, tee off order on the previous hole will be used to break the tie, i.e. if all four decathletes tie on a hole the previous hole's tee off order should be used again.
- On each hole, each decathlete will tee off in the proper order with no decathlete taking their second shot until everyone in the group has teed off. After each decathlete in the group has teed off, the decathlete whose ball is closest to the hole plays next. Play continues with the closest ball to the hole being played until all decathletes have finished the hole. This method is used to minimize balls striking each other.
- If a decathlete's ball strikes another ball, both balls are played from where they stop moving. Decathletes may NOT intentionally strike another decathlete's ball. If another decathlete's ball is in the way of a shot, it should be marked and replaced after the shot.
- The maximum number of strokes allowed per hole is 8. If a decathlete has not finished the hole after 7 strokes, they must pick up their ball and take an 8.
- If desired, a decathlete may move their ball away from walls and obstacles ONLY if the ball is located closer than a putter head's length to the wall or obstacle. If they chose to move their ball, the decathlete may place the ball no farther than a putter head's length from the obstruction in any direction.
- If a decathlete's ball leaves the playing area, the ball is placed at the point of exit and one penalty stroke is added to the decathlete's score for that hole. The decathlete may then move the ball away from walls or obstacles as provided for above.
- Total number of strokes for the round determines finishing order.