Ancient Rules

Ancient Rules

The Ultimate Challenge

 

Set up is the same as for a standard game of  PuckPool

 

The Duel

The duel is a game b4 the game.

The winner of the duel has the option of breaking or passing the break to the nominated player. The duel begins after you have set up and the challenger starts the duel.

The duel is played by rebounding your striker into a pocket. Once the striker has been sunk your opponent (In a singles game) or opponents and partner (In a doubles game) must match the shot. The first person to miss a rebound loses the duel and their opponent has first option. In a doubles game the next opponent has the option.

Should contact be made at any time of a duel, it is considered a foul break and you forfeit two shots to the next player.

 

The castle

 

The castle is the collection of pucks that have been holed. You place all of your opponents pucks on the left hand side of the frame. There are two methods to be used when building your castle. The castle is used as a quick guide to see who has advantage, and can assist with strategy. The crown is the final puck on top of your castle.

 

The Break

 

The break is the first shot to hit the set up pucks in the centre. When  breaking at least one puck must clear the drivelines and come to a rest in the outer zone. This is the off-side area around the board, bordered by the drivelines. A successful break moves play to your left.

 

Fouls and Penalties

 

Two shot loss for each of these penalties. The two shaots are to be taken concurrently and can NOT be carried over. Example; If you sink a puck on your first shot, then you still have only one shot left.

 

  1. Flicking the striker onto assembled pucks while duelling
  2. Failure to place your striker correctly onto your drivelines
  3. Flicking your striker backwards
  4. Connecting with a puck situated in the off-side area on the full
  5. Connecting with the crown on the full
  6. Sinking your opponents pucks
  7. Sinking the striker
  8. Flicking the striker or a puck off the board. Puck to be replaced into the centre.
  9. moving the board so as to create a major disturbance also known as an earthquake
  10. Playing out of turn or “Jumping the Gun” usually in a doubles match
  11. Moving any pucks out of turn whether through passing or retrieving the striker or while setting up for a shot. Personal integrity under scrutiny!
  12. Stopping or interfering with the striker before it has come to a complete stop

 

N.B.      For fouls six and seven above, you must also return one of your own pucks to the centre circle if you are able to do so. Ie. If you have started to build your castle. You must replace every striker and puck that you sink in this instance. Example; If I sink two of my opponents pucks and the striker, then I must return three of my own pucks to the centre of the star. These pucks are to be placed on top of each other.

 

The following are situations that can occur during the coarse of a game, and the requirements should this happen.

 

  • The “Piggy Back” This is when a puck lands on top of the striker after a flick.

 

When this happens the process to retrieve the striker is as follows; Place as a finger onto the puck, and with your other hand slide the striker out from underneath. Slight movement of the puck is allowed.

 

  • When two pucks come off the board in the one shot, the process for replacement is as follows. The perpetrator of the foul in question shall place their opponents puck in the middle of the star first followed by their own.

 

End of game

 

There are only five ways to end a game of Ancient Rules

  1. Sink the coloured puck or “Crown”
  2. Forfeit the game- You must still sink the coloured puck
  3. Cause a major earthquake
  4. Achieve a “PuckPool”. This is where you place a striker into the middle of the star on the circle. The puck must have come from outside the star. It can’t have been as a result of a foul. The Puck must land perfectly in the3 centre of the circle and mustn’t touch any lines.
  5. Achieve a “Drive-Line” PuckPool. This is where you have placed pucks over your opponents drivelines in such a way so that they cannot place their striker legally onto their drivelines.