FUN Boom Tournament Rules
These rules
are drawn up in order to put the FUN back into boomerang tournaments.
The FUN Boom group
was initiated by Joe Rader (
General FUN Boom Tournament Rules
1.
No competition can
start or be said to be valid without a round of Team Ben Ruhe
Has a Posse (TBRHAP). At start of each tournament day, one round of TBRHAP must
be completed.
2.
No general warm up is
allowed.
3.
Any warm up for
ordinary (boring) events must be in the form of a FUN game.
4.
FUN games are
scored separately and count for nothing at all, but to have FUN. If no FUN has been had during the FUN game, another FUN game must be completed before the
ordinary event can start.
Event FUN Boom Rules
1.
The FUN game before Accuracy can be Team
Hackuracy or Team Accuracy.
2.
The FUN game before Fast Catch can be Team
Fast Catch.
3.
The FUN game before Endurance can be Team
Fast Catch.
4.
The FUN game before Aussie Round can be Super
Mario Brothers.
5.
The FUN game before MTA can be Suicide
MTA.
6.
The FUN game before Trick Catch can be GLORP.
7.
The FUN game before Long Distance can be Kylie Competition.
FUN Games Rules
1.
Team Ben Ruhe Has a Posse
All participants, their friends and families join in
for a suicide throw. Everybody throws at the same time, and all who catches are
documented by name and the list is send to webguy@boomerangusa.org
Only one attempt must be made each day of the
tournament.
2.
Team Hackuracy
Each member of the
team in turn throws a boomerang and the whole team helps hacky
(kick) the boomerang toward the bull’s eye. The number of hackies is added to
the score.
3.
Team Accuracy
Each member of the
team in quick successive turns throws a boomerang such that the next thrower
throws before the previous has landed. This means, that the whole team must be
ready to go in line. As ordinary Accuracy rules apply, no boomerang must be
touched by anyone on the team until it has been
scored, so watch out for all those incoming boomerangs while you’re busy
throwing your own before the previous one has landed! When all boomerangs have
landed, the four best scores are counted and added to the total score.
4.
Team Fast Catch
Two teams are made from all available
persons on the field. The first thrower of each of the two teams starts
throwing at the same time. When the thrower has retrieved his boomerang and
touched the bull’s eye he runs out to tag the next thrower ready at the
10-meter line.
Each team must make twenty catches and the one catching number 20 runs to a
chair which is set up at equal distance from the two circles. The first team to
get a person in the chair wins.
5.
Super Mario Brothers
Everybody throws at the same time. The object
is to catch your boomerang in the bull’s eye or as close as possible. The ones
catching in the bull’s eye, or if none, the closest to the bull’s eye, get one
point. Those who didn’t catch their boomerang get minus three points. The rest
get no points. The first person to get 10 points wins. No one can have less
than minus three points. If two or more throwers are equally close to the
bull’s eye, both are awarded points.
To shorten the game, the minus three points for dropping can be dismissed, and
the goal can be set to 3 or 5 points for the winner.
6.
Suicide MTA
Everybody throws at the same time. The last
person to catch wins the round.
Five or ten rounds should be enough for warm up.
7.
GLORP
G-L-O-R-P is a freestyle trick catch game. To start with the throwers are
ranked according to the number of years they have thrown boomerangs. The first
person (the dominator) attempts a trick catch of his own choosing. If he
succeeds, all the others must duplicate it, or else get a letter. If the
dominator fails to catch the boomerang, the domination is passed to the next
one in the ranking line. If the previous dominator caught the boomerang, but
missed the trick catch he attempted, the next dominator must catch his
boomerang in his attempt, or else he gets a letter. When a thrower has got the
five letters G-L-O-R-P he is out of the game. The last person in the game is
the winner.