Players’ Rules of Engagement

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Details of the Championship

The “Players’ Rules of Engagement for the Noble Game of Conkers at the North American Conker Championships” draws heavily on those established by the Ashton Conker Club (http://www.worldconkerchampionships.com/) for the World Conker Championships (http://www.worldconkerchampionships.com/), to whom we are deeply indebted for inspiration and guidance. The ruleset has been adapted for local use.

The game of Conkers does not appear to be widely familiar in Eastern Canada, with several competitors playing for the very first time. However, the crowd of spectators grew as the competition progressed and became very engaged with the drama of the matches.

 

 

Players’ Rules of Engagement for

the Noble Game of Conkers

at the North American Conker Championships:

 

1.  All Conkers and Laces are supplied by the Organisers. Laces must not be knotted further or tampered with. Each player may select a new conker and lace at the start of each game from those made available at that stage of the competition. Players may elect to re-use conkers from earlier games.

2.  There is one Marshall in charge of each game and their decision is final, except in the case of an unresolved query or dispute between Player and Marshall, in which case the Grand Marshall will be called and his decision shall be absolutely final.

3.  Order of Play for the competition will be decided by a numbered conker ’token’ drawn by the Player from the hat

4.  The game will commence with a toss of a coin, the winner of the toss may elect to strike or receive.

5.   A distance of no less than 8″ or 20cm of lace must be between knuckle and conker.

6.   Each player then takes three alternate strikes at the opponent’s conker.

7.   Each attempted strike must be clearly aimed at the conker, with no deliberate mis-hits.

8.   The receiver shall be responsible for steadying their conker in a prompt and timely manner in preparation for the next strike.

9.   The game will be decided once one of the conkers is smashed.

10.  A small piece of conker or skin remaining shall be judged out, it must be enough to mount an attack.

11.   If both conkers smash at the same time then the match shall be replayed.

12.   A dropped conker, or one which comes off its lace, may not be trampled or stamped upon

13.   Any conker being knocked from the lace but not smashing may be re-threaded and the game continued.

14.   A player causing a knotting of the laces (a snag or ‘snagsie’) will be noted, three snags will lead to disqualification.

15.   If a game lasts for more than five minutes then play will halt and the “5 minute rule” will come into effect. Each player will be allowed up to nine further strikes at their opponent’s conker, again alternating three strikes each. If neither conker has been smashed at the end of the nine strikes then the player who strikes their opponent’s conker the more times during this period will be judged the winner. In the event that the score is tied, a sudden-death of single alternating strikes shall take place.

16.   The Grand Final shall not be subject to the “three snag disqualification” rule, but shall be limited to 10 minutes of regulation play. Each player will be allowed up to nine further strikes at their opponent’s conker, again alternating three strikes each. If neither conker has been smashed at the end of the nine strikes then the player who strikes their opponent’s conker the more times during this period will be judged the winner. In the event that the score is tied, a sudden-death of single alternating strikes shall take place.

 

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