Join us Saturday, June 8th for our inaugural High Noon .5k Race for all through Broad Ripple. Start at the Red Room patio and pregame for the intensive race with an ice-cold High Noon and finish at the Quarter when the race is done for a fun after-party. For more information or to sign up, head to this link here: https://www.ccasocial.com/0-5krun

CCA Bar Game Rules

Giant Jenga Rules

 

- Player that goes first will be decided by rock, paper, scissors. 

- Players must put block back on top in order for turn to be complete

- Games will be 2 vs. 2, with 2 games set up at a table for all 4 players from each team to play. Winner is determined by the team that does not knock over the Jenga Tower. 

- Players may only use 1 hand

- Players may not pick from the top 4 rows of the tower

- Teams will play as many games in 15 minutes as possible, with the winner being the team with the most non-knock downs.

- Games can end in a tie 

 

Puttskee Rules

 

This is the classic arcade game with a golf spin, great for players of all skill levels! 

 

- Each player will putt a total of 9 shots in a row

 

- Write down scores after each putt

 

- Teams will add up the total scores at the end

 

- players will putt from before the foul line labeled on the board

 

- If ball goes off the board, then the player may putt again

- If a team has less than 4 players, the opposing team may pick the player(s) to putt for the missing player(s)

 

Yardzee Rules

 

Game is played 2 vs. 2 with 2 games going on at once. The team with the highest score between the 2 games wins! 

 

- Players take turns rolling 5 dice. After each roll, the player chooses which dice (if any) to keep, and which to re-roll. A player may re-roll some of all of the dice up to three times a turn. 

 

- The following combinations earn points:

  • Ones, Twos, Threes, Fours, Fives or Sixes. A player may add the numbers on any combination of dice showing the same number. For example, 4, 4, 4, 2, 6 would score 4+4+4= 12 points in “Fours” or 2 points in “Twos” or even 6 points in “Sixes.” Once a player has taken points on a specific number, he or she may not take points for that value again during the game.
  • Small Straight= 30 points. A small straight is any combination of dice in order in a sequence of 4. Additionally, in a straight, one can be placed after a six, meaning a 4,5,6 and 1 is also legal.
  • Large Straight= 40 points. A small straight is any combination of dice in order in a sequence of 5. Additionally, in a straight, one can be placed after a six, meaning a 2,3,4,5,6 and 1 is also legal.
  • Chance - Score total of all 4 dice
  • Full House = 25 points. Any set of three combined with a set of two. For example, 5,5,5,3,3.
  • Four of a Kind = 40 points. Four dice with the same number.
  • Yardzee = 60 points. Five of a kind 

 

- If a player makes a Straight, Full House, or Four of a Kind on their first roll of turn, it is worth 10 extra points

- A player who fails to make any valid score, or chooses no to take any other score, may eleminate a category, such as Yardzee or Twos. If a player scratches a category, that player cannot score on taht category for the rest of the game. A player must either fill in a category or scratch a category after every turn. 

 

- The winner is the team who finishes with the highest combined score adding all the categories, and both games, after 10 turns each or 15 minutes. 

 

 

Giant Pong

 

Set Up

- buckets are set up in a triangle 

- Buckets are weighted down with either water, sand or another heavy material

- The goal is to make the ball in as many buckets as possible before time runs out

- Buckets are set up 15' apart from front to front

- Games are best 2 of 3 to decide winner

 

Game Play

- Teams will consist of 2 players for each team

-  2 games will go on at once.

- 1 player shoots at a time, with each player from one team shooting 1 ball in a turn.

- The goal is to make all of the buckets first before the other team. 

- teams are allowed 1 re-rack per game of their choose, no more than 4 buckets long in a straight line. Teams may re-rack mid-turn

- If a team makes both balls in one turn, this is a bring back, where they may both go again.

- After a team has made all of their buckets the other team will get a chance to rebutal for overtime, unless the team to finish first made back to back buckets in one turn. 

- On a rebutal, the rebuting team gets one throw from each player to even the bucket count and send it into overtime. The bring back rule is in effect for rebuttal.

- Overtime is played with 3 buckets and the same rules. 

 

Flippy Cup Boat Race

- Goal of the game is for a whole team to finish flipping the cups over, one at a time, going down a line and back, before the other team. 

- Cups start in an upright position

- To start a game the players at the beginning of the line must tap their cup on the table, cheers each other, and then go. This is referred to as the "gentleman's start." 

- You may only use one hand at all times

- A cup is counted as flipped if it finishes upside down

- A "backboard" of any kind may not be used

- The next player may not start until the previous players cup has stopped moving. 

- One player may flip at a time. Once all 4 players on a team have flipped it will then go back through the 4 players before 1 game is over. In a single game each player flips twice. 

- If a team has less than 4 players, the team may pick a player to go in the abscence of missing players. No player may replace more than 1 player on the team. 

- Games are best 3 of 5