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"Shuffleboard Fun!" sign on the
side of our Cue House".

Disks and Cues

Containers of beads.

Above: Scoreboard after play and score has been recorded per point
"c" at right.
Below: Scoreboard after play and score recorded per point "d"
at right.

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1: Meet People & Have Fun!
First things first - For most players, shuffleboard is played
for simple enjoyment and socializing. The objective is to enjoy
yourself! Winning makes it a bit more fun, enjoyment of the game
is paramount. Even if you are really competitive, you will have
the most fun be at your peak performance when you in the "relaxed
zone". This is much like many other sports such as golf or
billiards.
2: Etiquette
Be considerate of your opponent. Be considerate of your playing
partner (Shuffleboard is usually played in a "doubles"
format). They want to have their fun too! We don't need to talk
about the "Rules" just now, but there are some - just
like other sports such as golf or billiards, or games such as
cards.
3: Equipment
- A shuffleboard court. We have 20 at Coronado. There's
a picture below. The playing surface is 39 feet from end to
end, and the court is marked with a scoring diagram at each
end, on some courts including the numerical values of each area.
Also shown are the two "dead lines" in between.

The Court is Six Feet (6') Wide by Thirty Nine Feet (39')
Long, Plus a Six Foot Six (6'-6") Standing area at each End.
The court above has been stenciled with the numerical scores
for each area, but most courts do not show the numbers.
- 8 "disks", usually 4 yellow and 4 black, 6" in
diameter, of hard plastic. (Supplied by the club.). One team uses the yellow disks,
the other team uses the black disks.
- Your shuffleboard cue. Your own cue is all you need
for Coronado activities, as the club supplies the rest. Local
suppliers are close by, or we have some used cues that you can
try out and purchase very reasonably.
- Court beads (like tiny ball bearings) are shaken onto
the smooth courts at Coronado before play. They keep the disks
gliding smoothly, so it takes very little effort to propel a
disk to the other end of your court. It's all about having a
consistent playing surface, like some other sports such as golf
or billiards.
4: How
to Play
This is a quick description of how to have a friendly game of shuffleboard
doubles - four players. Official Shuffleboard Rules can be found
on the Florida Shuffleboard Associationweb
site. The penalties shown are not usually implemented unless
you are in a tournament.
The object of the game is to propel discs by means of a cue onto scoring diagram
at opposite end of court, to score, to prevent opponent from scoring, or both.
The following points provide more detail. The underlined links will take you
further.
- To start, the four yellow disks are placed within the right
half of the 10-off area and black disks within the left side, the small thin triangle
in the middle of this area dictating the center boundary between Yellow and Black.
In these instructions, we will call our players "Yellow" and "Black",
based on the color of the disks they are shooting.
- At the beginning of a game, Yellow goes first, from the "head"
of the court (scoreboard end). Play alternates between Yellow
and Black until all 8 disks have been played. The score is assessed
by the people at the foot, then called up to the scorekeeper
at the head, and written on the scoreboard. The scoreboard is
usually placed to make it easiest for Yellow to keep the score.
Then the disks are collected into the "10-Off" area
at the foot, ready to go again. Yellow is positioned on the
LEFT side at the foot (i.e. Yellow always shoots from the same
physical side of a shuffleboard court. Partners are directly
opposite each other.) The scoreboard will have two scores recorded.
Yellow is always on the left and Black always on the right.
Play now restarts from the foot of the court with Yellow going
first again. Yellow and black alternate shots until all 8 disks
are played back to the head of the court. The two scores are
recorded again, and the disks gathered back into the "10-Off"
area at the head end. There will be two lines completed on the
scoreboard at this point.
- Play continues, but with Black
going first both from the head and the foot. The scoreboard should at this point
have four lines recorded as shown at the left.
- The top two lines on the
scoreboard are now erased, ready for recording more scores. A diagonal line has
been drawn through the bottom half of the scoreboard to remind the scorekeeper
that it is the bottom that will be erased next. Now Yellow again plays first from
both the head then the foot.
- Continue playing until one of the teams has reached 75 points
(As recorded at the end of a half-round - all eight disks have
been played). If both teams go over 75, then the team with the
highest score wins. A winning score of 75 points is used for
tournament play. A casual game can be to any number of points
agreed on. An alternative is to play for a fixed amount of time,
or for a fixed number of frames (score-lines), such as 12 or
16.
If you have any questions please contact us - coronadoshuffleboard@yahoo.com
Here is a bit more information in the form of Notes and Definitions.- Recording
the score: It is only after all eight disks have been played that the actual scores
are added up. The points (10, 8, 7, 10-off) total for the good yellow disks and
then the good black disks are called to the scorekeeper, and recorded on the scoreboard.
The Yellow score is always called out first, then the black score. Where it is
noisy and/or the score is close, allow time for the score to be recorded before
moving any disks. Be sure everyone agrees with the score. If you are the scorekeeper,
write clearly and as big as possible and then stand out of the way so the players
at the foot can see.
- Scoreboard Reminder: Opposite the top empty lines, the vertical
yellow strip at the left-top of the scoreboard reminds players
when it is Yellow's turn to go first. Similarly the vertical
black strip at the bottom left of the scoreboard would remind
players when it is Black's turn to go first. This is very convenient,
but to make it work throughout a game, the score must be recorded
after every half-round, even if there was no score that half-round
(i.e. zero - zero). For example, if the score was 22 - 15, and
the next half-round was "no score", then the scoreboard
is recorded with 22 - 15 in the next space.
- Hammer: The last shot of a frame (8 disks). Having the hammer
is an advantage. Use it to score because no one shoots after
you so they cannot knock your shot out. Use it to "take
out" an opponent's disk and stay in to score yourself.
In partners shuffleboard, because Yellow shoots first from both
the head and foot, Black gets the first two hammers. But then
it is Yellow's turn with two hammers. This will seesaw back
and forth through a game, but when one team's score gets close
to sixty points, they can win it with their next two hammers.
"Make your hammer" is a good thing to remember. An
other is "Don't try a difficult take-out. Just make your
hammer. They add up." The choice of what shot to take is
not always obvious, but there is one obvious exception to "Make
your hammer": That exception is "Take out a winning
disk" (i.e. Always take out the disk that would gain your
opponent 75 points and win them the game.).
- Kitchen: The ten-off area. You shoot
from the "kitchen" at your own end. You can try to bump your opponent's
disk into the "kitchen" at the other end. You opponent may try to "kitchen"
one of your disks. You have to watch out for the "kitchen" players,
who are good at "kitchen" play.
- Board: Anywhere in or near the
scoring area. "Going on the board" is playing a shot into the scoring
area, particularly if you want your opponent to play a take-out and score. Then
you have a shot at kitchening them and knocking 10 points off. This can be a high
risk strategy, but rewarding if your opponent might otherwise win the game with
their next two hammers.
- Clearing: "Clearing" or "clearing the board"
is hitting your opponent's disk at an angle, hard enough so
that both it and your shooter leave the scoring area. This is
a good strategy if you are ahead on the scoreboard and are waiting
for your hammer(s) to win the game. If your shooter happens
to stop on the "board", your opponent may kitchen
you!
- A "Good Disk" is one that has stopped within
the scoring diagram and does not "touch" any line. It is easiest to
think of white lines painted on a green court surface in the following explanation.
- By
"touch" a line we actually mean this: Judging is a disk is touching
a line is done by standing directly over the edge of the disk and sighting straight
down the edge of the disk nearest the line. If no green area can be seen between
the white line and the outside arc of the disk, the disk is not "good",
because it appears to be "touching" the line. Standing off to the side
and peering under the rounded edge of the disk to see the "green" is
not an accurate way of evaluating disk position.
- Players seated at the scoring end become adept at evaluating
almost any disk without moving from the comfort of their
seats. However, as a courtesy to the shooters, disks that
are close to a line should be given a much closer look:
Get up for a better look, or even walk onto the playing
surface if necessary, and sight over the edge of the disk
to make the evaluation. Then clearly signal "good"
or "no good" (see "signal", below).
Either or both players may do this, but common sense would
tell you that if your opponent calls your partner's disk
"good", then you just simply agree and don't spend
any more time on it. Similarly, if your opponent calls his
own partner's shot "no good", then again, just
agree.
- The small thin triangle in the middle of the
10-Off area is not counted as a line.
- Signal "Good" or "No Good": To help the
shooters know if a disk is a good score or not, players at the
scoring end quickly indicate with a raised finger if a disk
is "good", or with a horizontal hand motion if a disk
is "no good". Then, between each shot from the other
end, the scoring end holds up fingers showing the total number
of "good" disks. If there are no good disks at that
point, make the "No Good" horizontal hand motion.
This is a big help to the players who are shooting, and saves
a lot of shouting from one end to the other.
- "Dead Disk": Immediately remove from play...
- A disk that is shot but does not reach the furthest dead line;
- Any
disk that tips off the edge of the court and touches the alley or anything else
outside the court;
- A disk that stops completely beyond the the back line
of the court (Must immediately be moved back at least 8" as necessary to
prevent being touched by a live disk in play)
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