1. It is the responsibility of the Player to be at the designated
competition area at the proper time. Any violation results in automatic
disqualification.
2.For those new to the game, the only acceptable throws are Rock, Paper and
Scissors. Any use of Dynamite, Bird, Well, Spock, Water, Match, Fire, God,
Lightning, Bomb, Texas Longhorn, or other non-sanctioned throws, will result
in automatic disqualification.
3. Three prime shoot. (ie 1,2,3, then deliver your throw on 4)
4. All participating players will be bound to the Official Rules of RPS Play -
2006 Championship Edition, available below.
5. Players in transgression of the rules of play may (at the discretion of the
presiding official) be required to withdraw from the competition and will be
ineligible for titles or prizes.
6. The current Wisconsin State Champion is issued a spot in the round of 64 at
no charge.
1. The 2006 Wisconsin Rock Paper Scissors State Championships are open to
any person at least 10 years of age or older.
2. Interested players must either have signed up at King Pin Lanes in
Campbellsport or signed up on-site July 3rd (registration begins at 6:00 pm at
Firemen’s Park at the West End of Main Street in Campbellsport, WI._
3. One entry per person (i.e. no player may register twice, nor can any player
transfer their entry to another).
4. No competitors will be accepted without pre-registration or payment of the
event entry fee ($20).
5. Players who have not pre-registered and do not register before 7:00 PM will
not be eligible to compete.
6. Players do not need to be members of the World RPS Society or have any
official status within the RPS Community to be eligible to play.
7. It is the competitor's responsibility to be ready and to appear as
scheduled, or when called by the presiding official.
8. ALL COMPETITORS ACKNOWLEDGE THAT THEY COMPETE AT OWN RISK.
9. The World RPS Society reserves the right to publish the name, photograph
and film of any competitor. Winner information will be released to the news
media and may be used in the advertising or promotion. Winner may also be
required to do interviews with the media.
1. Initial qualifying rounds will be held in pools of sixteen players with
four qualifying finalists emerging from each group of sixteen who will go
forward to the next round.
2. Qualifying rounds will use elimination style play (from sixteen players =
eight winners, then from the eight players = four finalists for next round).
3. The tournament will use the best of seven to make it to the next round. The
sweet sixteen will use the RPS standard of a "best of three of three" format.
Meaning that the player who wins a best of three set will garner one point and
require two points to take the match.
4. The Final Four and the Final Match will use the "best of three of five"
format. Meaning that the player who wins a best of three set will garner one
point and require three points to take the match.
1. No verbal or written prompting or assistance (hand signals are
permitted) may be rendered by trainers or spectators during the competition.
Failure to comply could result in disqualification.
2. Communication outside of the match context with the presiding officials,
either by competitors, trainers or other interested parties, during a match is
prohibited.
3. The decision of the presiding official in all matters relating to the
match, shall be considered final.
These general rules apply to all Rock Paper Scissors (RPS) matches, its
tripartite variants known in any permutation and/or combination of the
following Scissors, Paper, Rock/Stone and by any other name that is currently
known or unknown including Roshambo, Janken, or JanKenPo.
RPS is a decision making game of wits, speed, dexterity and strategy between players who are unable to reach a decision using other means. The result of a match is considered a binding agreement between the players. In the case of professional or tournament play the decision is replaced by honor points toward a championship title. RPS is a game played by honorable people and therefore every effort should be made to commit to the outcome. The game is played by substituting the elements of: Rock, Paper and Scissors with standard hand signals.
These rules are governed, maintained, published, updated, authorized and
approved by the World RPS Society under the guidance and authority of the
Wisconsin RPS Steering Committee. Any changes are in strict violation of the
Wisconsin RPS Society’s Responsibility Code. Any changes to the rules require
a seven-eighths majority ruling by the Wisconsin RPS Steering Committee,
unless a temporary waiving or amendment is agreed upon by the players prior to
play commencing (no temporary waiving of rules are permitted for championship
matches). All temporary amendments are considered ephemeral unless otherwise
agreed upon, but must not include any variant throws beyond the basic trinity
such as, but not limited to, dynamite, bird, well, spock, God, water,
lightning, bomb, matchstick, and/or Texas longhorn.
1.0 Prior to play commencing the players must agree upon what decision is
to be made (and considered binding) as a result of the match. If nothing can
be agreed upon and the players wish to continue play, the match automatically
defaults to an "honor" match. This is the case for tournaments, festivals and
Championship matches.
1.1 Players must agree to the number of primes to be used prior to the
approach. Two and three primes are most commonly used in professional level
play. The Three Prime Shoot is required for State Championship matches.
1.1.1 The decision-makers must stand opposite each other with one outstretched
fist at waist height with a distance between their fists of no less than 1
cubit and no more than 2 cubits.
1.2 The players also must establish the number of games and sets to be played
before the match is concluded. If no agreement can be reached, the match
defaults to a best of three games format. Preliminary rounds are the Wisconsin
Championships use the best of seven. Qualifying rounds for the Wisconsin
Championships use the best of three of three format (best of three games = one
set, best of three sets = match). The Final Four and the Final match use a
best of three of five format (best of three games = one set, best of five sets
= match).
2.0 A "call for prime" is issued by one player (or the referee) to his/her
opponent(s) in a recognizable audible tone (RAT).
2.1 A RAT, is defined as an utterance that can be heard by the opponent and/or
referee. Using the word "ready" is considered good form.
2.1.1 In the case of match between or with hearing impaired players or in
situations where it is critical that silence must be maintained, a mutually
agreement upon Recognizable Visual Signal can replace the standard RAT. In
this case, a nod of the head while looking directly into the eyes of the other
player is considered standard form.
2.2 A "return of the call" is then issued by the opposing player who thus
acknowledges the "call for prime", also in a RAT (or RVS).
2.3 Once the "return of the call" has been established, players are considered
to be "at ready".
2.3.1 Play may commence anytime after the players are established and
recognized as being "at ready".
2.4 The game is considered to be "in play" after any player "breaks ready" and
thus "initiates the prime".
3.0 The vertical prime is performed by retracting the outstretched fist
back towards the player's shoulder (players must face each other and perform
the prime with arms parallel). The vertical prime is required for Championship
matches.
3.0.1 The fist should be retracted towards the player's own body rather than
your opponent’s to avoid possible contact. Contact between players during a
tournament may result in faults and/or disqualification at the discretion of
the referee presiding.
3.1.0 As soon as one player has "broken ready" and initiated the first prime,
it is the responsibility and obligation of the opponent to also begin priming
and to "catch" or "synch" the prime with the first player so they can
establish an approach and delivery in unison.
3.1.1 The player who has initiated the prime is under the strict obligation to
maintain a constant priming speed so as to give his opponent every opportunity
to "catch the prime".
3.2 The fist must remain in the closed position until the delivery of the
final prime. The fist is the only acceptable hand position during the prime.
3.2.1 The fist must remain in full view of the opposing player and may not
come in contact with any outside influences that inhibit the opponent’s view.
3.2.2 One or both players may, at their own discretion, opt to use their
non-priming hand held flat with palm upwards as a "level gauge" or "platform".
This is sometimes referred to as "one hand clapping" and is used to ensure the
player does not prime past 90-degrees.
3.3 Prior to the delivery of the final prime, the game may be called off for
the following reasons only: rule clarification, decision clarification, or
injury.
4.0 Once the fist has reached the highest point of the final throw of the
last prime, the delivery of the throw is considered to be "in approach". At
any time during the approach of this final prime, the hand may be released in
any of the following manners:
Rock: Is represented by a closed fist with the thumb resting at least at the
same height as the topmost finger of the hand. The thumb must not be concealed
by the fingers. Note: To accommodate different throwing styles, it is
considered legal for the tip of the thumb to point downward.
Scissors: Is delivered in the same manner as Rock with the exception that the
index and middle fingers are fully extended toward the opposing player. It is
considered good form to angle the topmost finger upwards and the lower finger
downwards in order to create a roughly 30–45 degree angle between the two
digits and thus mimic a pair of scissors (wiggling fingers in a scissor-like
motion or making "snipping" sounds is considered bad form). Horizontally or
flat placed scissors is in extreme bad taste and dishonors the game.
Paper: Is also delivered in the same manner as Rock with the exception that
all fingers including the thumb are fully extended and horizontal with the
points of the fingers facing the opposing player. Use of the "vertical Paper"
(sometimes referred to as "the handshake") is considered exceptionally bad
form. Throws must be delivered prior to the completion of the approach.
4.1 The approach is considered complete when the forearm is at a 90-degree
angle to the upper body. Any throw not delivered prior to the hand crossing
the 90-degree mark shall be considered a throw of Rock. Use of throws other
than Rock, Paper and Scissors in a championship match is grounds for
disqualification.
5.0 Participants must exercise extreme dexterity, caution and care to not
initiate contact between the opposing fists during any point of the priming
phase. The direct contact of the fists can cause scraping, chaffing, or
rapping of the knuckles. Make sure any onlookers are aware of the intentions
of the players as the swinging of closed fists can be mistaken as a sign of a
potentially combative situation.
5.0.1 Should direct contact occur, players should stop play immediately and
assess any personal injuries before restarting the prime and replaying the
game.
5.1 After players have revealed their throws play must stop until an agreement
can be reached as to a winner or whether a stalemate situation has arisen.
6.0 Player has the full range of throws to play, as follows:
6.0.1 Rock: wins against Scissors, loses to Paper and stalemates against
itself
6.0.2 Paper wins against Rock, loses to Scissors and stalemates against itself
6.0.3 Scissors wins against Paper, loses to Rock and stalemates against itself
6.1 Players may use any combination of these throws at any time throughout the
match. Any throw that does not conform to the standard hand positions
(outlined above) shall be considered to be an illegal throw and is thus
forbidden in tournament play. Should a player execute an illegal throw, the
opposing player has the right (but not the obligation) to claim immediate
victory over the match. Alternatively, the infringed upon player has the right
(but not the obligation) to replay the current game if he/she so chooses. In
Championship play, the offending player may be disqualified or the game
replayed at the sole discretion of the presiding official.
6.2 The winner of the game is dictated by the player’s throw which beats that
of their opponent’s throw. Under no circumstances can a losing throw ever beat
a winning throw, nor may an illegal throw beat a legal throw.
6.3 In the case of a stalemate where players reveal the same throw the game
must be replayed. There are no limits to the number of stalemates which may
occur in any given match. Should players find themselves in a continuous
stalemate situation, also known as "Mirror Play", a good approach can be to
take a short "timeout" to rethink strategy.
7.0 There is no limit to the number of games, sets, or matches that can be
played in RPS. The games may continue until any and all decisions are reached
at the discretion of the players involved. Matches for honor can be
substituted at any point after the conclusion of a match if agreed upon by all
players involved before the beginning of the next match. Championship matches
are mandated as a best of three of three format, with the option of best of
three of five matches for the Semi, and Final round matches.
Note: At the conclusion of the match after the winner has been determined,
some players will offer a vertical Paper throw or "handshake". While this
gesture is seen in other circles as good manners to thank your opponent for
the match, it is important to note that this action should not be expected or
required in RPS, due to the fact that in general a "handshake" is used as
"deal sealer" between two parties. Since the results of an RPS match are
considered to be binding, the "handshake" can be considered a redundancy
since, in effect, the " deal" has already been "sealed" with the outcome of
the match.
The Wisconsin RPS Society does not take any responsibility, legal or
otherwise, as a result of any actions or inactions performed as a result of a
decision made or changed via the use of the game. In addition, the Wisconsin
RPS Society does not govern, manage, police, or endorse any non-honor activity
resulting from a decision made via RPS. It is the sole responsibility of the
players involved to govern the outcomes of any matches. The Wisconsin RPS
Society does not encourage, endorse, or promote the use of RPS in illegal,
immoral, and/or life threatening situations. RPS should only be used in
situations where the two parties cannot reach agreement via other means,
competitive play or in order to make the decision making process more
enjoyable. An offer of using RPS to determine an outcome of a previously
decided upon event is in strict violation of the Wisconsin RPS Society’s
Players Responsibility Code and will not be considered binding even if one of
the players was unaware of the previous decision. All players assume any and
all risks associated with playing the sport. It is not recommended that
novices attempt to use the physical versions of the RPS elements as they can
cause serious harm or injury if not played properly.
These rules are considered full and complete and cannot be deviated from or
altered unless specifically noted to the contrary in the game rules.