Beer Pong

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Rules

The following rules 3 – 7 are based upon the Official Rules of. The World Series of Beer Pong, available at BPONG.com.

  1. THE GAME
    1. Number of Players: A team will consist of 2 players on the court. Teams must have at least 2 players to start a game. There are no gender requirements.
    2. Starting a Game: Captains will face off in Rock Paper Scissors (RPS). Winner of the RPS will choose a side or serve first. 
    3. Scoring: First team to make all 10 cups during regulation and/or during redemption play wins. 
    4. Management and Officiating: All games are to be self-officiated. If at any point during the game a team believes their opponents are misapplying the rules, that team can ask for the Woody Pine Site Manager to watch and settle disputes.
  2. GENDER RULES
    1. Gender Requirements: There are no gender requirements.
  3. EQUIPMENT
    1. Tables: 8’ x 2’ x 27.5” Tables
    2. Balls 2 x 40 mm ping pong balls
    3. Cups: 16 oz standard solo cups
  4. GAME SETUP
    1. Cup Formation:
      1. 10 cups per team
      2. Starting formation is a “tight triangle” formation (rims touching), pointing toward the opposing side. BPONG Racks are used to maintain formation. 
      3. The 10-cup triangle must be centered on the table and the back of the rack must be in line with the back edge of the table. 
      4. Cups must not be titled or leaned against surround cups
    2. Content of Cups:
      1. Water is used in all cups. Cups shall be filled ⅓ – ½ with water
      2. These water cups are not for consumption, and no person shall be required or encouraged to drink as a result of any part of the game. The cups are to be reused every round. All official WPS Beer Pong Tournaments must abide by all local laws concerning beer pong.
  5. PLAYING THE GAME
    1. Shooting and Table Sides:
      1. The team with first possession will get one (1) shot. Each team will get two (2) shots for each turn thereafter, one shot per team member, subject to any other rules within. 
    2. Grabbing, Swatting, and Fingering:
      1. The ball in play may be grabbed or swatted after it has already made contact with a cup, but not while the ball is in the cup. You may not grab or swat before the ball has hit a cup except in the case of bounce shots, as permitted by the rules herein. 
      2. In the event of player interference prior to the ball making contact with a cup (i.e., premature grab), a one-cup penalty will be imposed for the interference. The shooter who had his or her shot interfered with may choose the cup to be removed. 
      3. Balls may not be interfered with while inside of a cup, (i.e, no fingering)
    3. Bounce Shots:
      1. Players are allowed to shoot via bounce.
      2. If a bounce shot is made, that cup will count for 2 cups.
      3. The defensive team shall choose the second cup that is removed from the game. 
      4. Bounce shots may be swatted after the ball has made contact with the table at least once. Players may also catch bounce shots instead of swatting. 
      5. Any cups knocked over in an attempt to swat a bounce will count as made cups and will be pulled from the game. 
      6. Missed non-bounce shots that ricochet back off the table or any other object, after hitting a cup or rack, or any other object on the table will count as only 1 cup and not count as 2 cups. 
    4. Reformation:
      1. Cups must be reformed at 6,3, and 1 cups remaining.
        1. Standard 6 cup and 3 cup triangles and 1 cup will be centered. 
      2. Racks must be aligned to the center of the table. Racks must be aligned flush with the back edge of the table. When one cup is renaming, the cup shall always be pulled back to be aligned flush with the end of the table, and it shall be placed in the center of the table. 
      3. Cups that drift out of position may be reformed, but only at the requests of the shooter. 
      4. Reformation is to take place as soon as applicable, even in the middle of a turn (i.e mid-turn reracks). 
      5. Cups should be removed as soon as they are hit, even in the case where a reformation is not warranted. It is the responsibility of the shooting team to wait until a hit cup is removed to take their next shot. If a team shoots while the opposing team is reforming or in the process or removing a cup from the table, and the ball goes in the cup after making contact with the defending team’s hand(s), the shot will count as a miss. If a shooter hits a cup that has already been hit, it will count as a miss. 
      6. If a team mistakenly shoots when a reform should have occurred, they have the right to ask for a reform after the fact. If a cup has been hit, and the shooting team then asks for a reform, the defending team gets to choose which cup gets removed from the reformed rack. 
    5. Rollbacks:
      1. In general, if both players on a team sink her/her shot on the same turn, that team will get (1) additional rollback shot, not two. The only exception to this rule is during redemption. 
      2. Either teammate may take the rollback shot. Neither teammate may take more than 2 consecutive rollback shots. Once two consecutive rollback shots have been taken by one player (makes or misses) the next rollback shot must be taken by the other partner. 
    6. Leaning: shall be permitted with the following considerations:
      1. Under no circumstances may a player shoot with any part of his or her body on (against is permitted) the table. 
      2. A player may not place a hand/foot/leg on the table in order to gain additional reach and/or leverage. Against is only permitted if a player’s shot is not moving the table from it’s originally set position. If any part of a player’s body is causing the table to move during their shot from the table’s originally set position, the shot will be forfeited. (It will nto count if it goes in.)
      3. A table TOP is permitted to rock gently from light leg contact during a shot. The feet of the table need to move from the table’s originally set position for a violation to occur. Of course, if you have a beer gut that must rest on the table because there’s nothing else you can do with it; the “beer gut on the table” exception will apply. 
      4. A player must start his/her shot with both feet on the ground. 
      5. A player may not balance or lift his/her back foot whatsoever prior to being in full, forward-throwing motion of his/her shot. There may be no pauses, breaks, or extended hesitations with a player’s shooting motion once their back foot has left the ground. If a player releases a shot while violating this rule, the shot will be forfeited. (It will not count if it goes in.)
      6. Players may not edge themselves around the table when they shoot. 
      7. Players may not move cups out of position in order to gain a learning advantage. If the cups move as a result of contact with the body while shooting, the cups must be returned to their original spot before the next shot, whether it be by the opposing team or same team. Any cup knocked over as the result of excessive leaning will count as a hit shot. 
    7. Distractions: Are permitted with the following restrictions (subject to a one cup penalty.
      1. Players may not cross the plane of play (the imaginary plane which runs vertically and separates you from your cups) with any part of their bodies, clothing, or other objects, while the other team is shooting. To avoid violating this rule, just stand back a few feet from the cups. 
      2. Props are permitted for distractions at the discretion of WPS. Props may not directly interfere with the flight of the ball or the shooter’s vision. For example, the prop players shall not fan, blow, or otherwise intentionally create air current surrounding the cups in play. Lighting devices may not be used to interfere with vision. 
      3. Players may not approach the opposing team members in an unsportsmanlike manner. This includes running alongside the table to talk trash in an opposing player’s face. In general, players should never be on the side of the table (picking up a ball is an exception). Players may not pass the quarter way point of the table after/in-between shots. 
      4. Players and spectators may not visually block cups from opposing players. 
      5. Spectators are permitted to aid in distractions, but may not be inside the player area at any time. In addition, in the event that players are positioned close to the outer edges of a playing area, spectators are prohibited from unreasonably interfering with a player’s ability to shoot. Specifically, no spectator is allowed to scream directly into the ears of players at close range, or attempt to block a player’s view of the cups. 
      6. Distractions should not violate any venue/location, local, state, or federal rules or laws. 
    8. Not Paying Attention Rule:
      1. If Team A knocks over one of its own cups, that team loses that cup(s). However, if the other team (Team B) is not paying attention, then team A may keep that cup. 
    9. Balling Your Own Cups:
      1. In the event that a player who has possession of the ball drops a ball into their own cups either accidentally or intentionally, no penalty is taken. 
      2. In the event that a player who does not have possession of the ball comes in contact with the ball and as a result that ball enters one of their own cups, such as by unintentionally acting as a backboard that shot IS counted. 
    10. Ball Interference: 
      1. Interference is defined as any contact, intentional or otherwise, between game pieces (balls or cups) and any other objects. 
      2. In the event of player interference prior to the ball making contact with a cup (premature grab), a one-cup penalty will be imposed for the interference. The shooter who had their shot interfered with may choose the cup to be removed. 
      3. In the event of interference on the part of non-players, such as spectators or officials, the shot is replayed. 
      4. All objects sitting on the table are considered part of the table for the purpose of determining interference. Specifically, if a shot bounces off an errant object on the table (such as a water cup, a cup that has already been hit, a person beverage, etc) and then goes into a live cup, that shot is counted. 
      5. The previous clause notwithstanding, the playing area shold be kept clear as possible at all times. Specifically, no objects should be placed in between the opposing cup formations. 
    11. Cup Interference:
      1. In the event that a player knocks over his or her own cups, those cups are to be counted though sunk and removed from the table. They are not to be refilled or replaced unless the players are not paying attention. With the use of BPONG racks, if the entire rack is knocked off the table, all of the cups are counted as hit, unless this occurred during reformation, in which case the cups are replaced. 
      2. In the event that cups are knocked over by any non-player, those cups are not counted as sunk, and are to be refilled and replaced in their appropriate positions on the table. 
      3. In the event the cups drift or are otherwise moved out of formation, those cups may be replaced in their appropriate positions upon request from the opposing team. 
      4. Drifters: In the event that a cup drifts out of its position while a ball attempting to sink those cups is in mid-flight, the shot is to be counted as a miss, unless it is absolutely clear that the movement of the cup was caused by the defending team. (i.e., the defending team makes contact with the table). Once a ball has touched a cup, the defending team can cause the cups to move without penalty, but if they do knock cups over, the cups will be removed from the game.  
      5. Cup Adjustment: Cups may not be moved or adjusted while the ball is being released, or while the ball is in mid-flight. Doing so incurs a 1-cup penalty. 
      6. Balls Knocking over Cups: Cups should be filled to the point where it is not possible to knock the cup over with the ball. However, in the event that a ball does knock a cup over, the shot is counted as a hit, UNLESS it is absolutely clear the ball never crossed the top plane of the cup before it was knocked over, in which case the cup is reset and the shot is considered a miss. To clarify, if a ball enters a cup, spins, and then exits the cup, and the cup falls off of the table as a result, the cup is counted as a hit shot, and is removed. 
      7. In the event that a ball enters a cup causing the cup to move, the defending team may not stabilize the cup. To clarify, if it appears that a cup is going to fall over, the defending team must allow this to happen. 
    12. Interference During Reformation:
      1. Players are not allowed to shoot until the opposing team has clearly finished reforming. In the event that a player shoots before this: (a) a cup made does not count and the opposing team receives possession of the ball; and (b) a missed shot is counted as a miss and the opposing team receives possession of the ball.
    13. Table Interference: 
      1. Players may not make contact with the table while their opponents are shooting. 
    14. Ending the Game: Redemption (a.ka., Rebuttal)
      1. As soon as the last cup is hit, the opposing team has the opportunity to try and bring the game into Overtime. See Appendix A for examples to illustrate the following rules. There are two different general scenarios for how to determine redemption rules: There are two or more cups remaining, or there is only one cup remaining on the side of the team that has hit the last cup. 
      2. If there are two or more cups remaining, “Unlimited 1-ball Redemption” is given. Either player may take the first shot, and the ball is rolled back until a player misses. As soon as a miss occurs, the game is over. At this time, players MUST alternate shooters in the event of multiple hits, one player may NOT take all the redemption shots. The only exception to this rule occurs when there are three cups remaining when redemption begins. In this case, the the first two shots must be alternated (i.e., the player who shoots first cannot shoot second), but the final shot may be taken by either player. 
      3. If there is one cup remaining when the last cups is sunk, the rule is, “Take as many shots as you have balls remaining on your side”. For example:
        1. Your opponent misses their first shot, but sinks the second into your last cup. You get 2 chances to redeem, i.e. you may miss once. 
        2. Your opponent sinks your last cup on their first shot. You get 1 chance to redeem. 
        3. If an opponent sinks your last 2 or 3 cups in 1 turn, you get 2 chances to redeem, i.e. you may miss once. 
        4. Successful redemption results in initiation of a 3-cup overtime, with the dominant team (the team which would have won had their opponents not redeemed), gets the first 2 shots in the first possession in overtime. 
        5. Overtime formation is a tight triangle at the back, center of the table. 
        6. The same redemption and rollback rules apply during overtime as apply pre-overtime. 
    15. Disputes: 
      1. A dispute is not considered to be valid unless witnessed by two or more individuals. In the event of a valid dispute, that game is considered paused; a WPS supervisor must be notified. Any witness to the event in question must remain at the table until the disputes have been resolved. All calls made by the WPS supervisor are final.
    16. Time Limit On Shooting and Game: 
      1. In general, players are expected to take their shots within a reasonable amount of time, and in accordance with proper sportsmanship. Generally, no specific time limit is placed on shots. 30-45 seconds is deemed a “reasonable amount of time” for both players to shoot in one possession. However, times may arise when it is necessary to limit the amount of time each player has to take a shot. 
      2. A time limit on shooting and the game may be implemented by the WPS Supervisor to ensure the game is staying on schedule. 
      3. Any accurate timekeeping device may be used to track shooting time limits. 
      4. Violation of a shooting time limit results in loss of shot(s) for the offensive team in the possession in which it violated the shooting time limit. 
    17. Absentee Players:
      1. In the event that a player is temporarily absent, no substitution may be made. The game continues without the missing player; i.e. that team receives only one shot per side until the missing player returns. 
      2. In the event that a player is forced to vacate the venue by the owner of the venue, WPS Supervisor or any other entity deemed to be authoritative on the matter, the team will forfeit the rest of the tournament, will not be permitted back in the venue and will not be entitled to any refund, in whole or in part, of any fees paid for the vent or any associated activities.
  6. Sportsmanship:
    1. All players are to conduct themselves in a manner respectful to other players, referees, and the sport of Beer Pong. Unacceptable conduct will result in severe punitive action, to be applied at the discretion of WPS Supervisors. Unacceptable conduct includes but is not limited to, fighting, abuse of referees, unreasonably throwing balls at opponents, abuse of other players, etc.
  7. Appendix A – Redemption Examples: 
    1. Here are some common examples of how the redemption rules are applied. Each team has two players, who we will call Player A and Player B.
      1. (A) There are 4 cups remaining on Team 1’s side, and Team 1 has just hit the last cup (It does not matter where the first or second shooter hit the last cup). Team 2 must hit all 4 cups on Team 1’s side without missing. Player A from Team 2 shoots. If they miss, the game is over. If he hits, then the cups are reformed to a triangle, and Player B shoots. If Player B misses, the game is over. If Player B hits, then Player A shoots. If Player A misses, the game is over. If Player A hits, then Player B shoots, If they miss the game is over. If they hit, the game goes to Overtime and Team 1 gets the first two shots. 
      2. (B) There are 3 cups remaining on Team 1’s side, and Team 1 has just hit the last cup. Team 2 must hit all 3 cups on Team 1’s side without missing. Player A from Team 2 shoots. If he misses, the game is over. If he hits, then Player B shoots. If he misses, the game is over. If he hits, then Player A shoots at the final cup. If he misses, the game is over. If he hits, the game goes to Overtime, and Team 1 gets the first two shots.
      3. (C) There are 2 cups remaining on Team 1’s side, and one cup remaining on Team 2’s side. Player A from Team 1 shoots and misses. Player B from Team 1 hits the last cup. Since there were two cups remaining when the last cup was hit, the rule is still “Unlimited 1-ball Redemption”. So, Player A from Team 2 will shoot. If he misses, the game is over. If Player A hits, then Player B shoots. If Player B hits, the game goes to Overtime, and Team 1 gets the first two shots.
      4. (D) There are 2 cups remaining on Team 1’s side, and one cup remaining on Team 2’s side. Player A from Team 1 shoots and hits on the first shot. Since there are multiple cups remaining on Team 1’s side, this situation is played exactly like Example C.
      5. (E) There are 2 cups remaining on Team 1’s side, and 2 cups remaining on Team 2’s side. Player A from Team 1 shoots and hits a cup. Player B from Team 1 then shoots and hits last cup. Since there are multiple cups remaining on Team 1’s side, this situation is played exactly like Example C.
      6. (F) There are 2 cups remaining on Team 1’s side, and 3 cups remaining on Team 2’s side. Player A from Team 1 shoots and hits a cup. Player B from Team 1 shoots and hits a cup. One ball is rolled back. Either player shoots and hits the last cup.Since there are multiple cups remaining on Team 1’s side, this situation is played exactly like Example C.
      7. (G) There is 1 cup remaining on Team 1’s side, and 1 cup remaining on Team 1’s side. Player A from Team 1 shoots and misses. Player B then hits the last cup. Since there is one cup on Team 1’s side, and there are two balls on Team 2’s side, Team 2 has two opportunities to hit the cup to bring the game to Overtime. If Player A on Team 2 hits, the game goes to Overtime. If Player A misses, then Player B takes a shot.
      8. (H) There is 1 cup remaining on Team 1’s side, and 1 cup remaining on Team 2’s side. Player A from Team 1 shoots and hits on Team 1’s first shot. Since the last cup has been hit, the game goes directly to Rebuttal. Since there is only one ball on Team 2’s side, Team 2 has only one chance to hit the remaining cup to bring Overtime. Either player on Team 2 may take the shot.
      9. (I) There is 1 cup remaining on Team 1’s side, and 2 cups remaining on Team 2’s side. Player A from Team 1 shoots and hits. Player B from Team 1 shoots and hits the last cup. Since there is one cup on Team 1’s side, and there are two balls on Team 2’s side, Team 2 has two opportunities to hit the cup to bring the game to Overtime. This is played exactly like Example G.
      10. (J) There is 1 cup remaining on Team 1’s side, and 3 cups remaining on Team 2’s side. Player A from Team 1 shoots and hits a cup. Player B from Team 1 shoots and hits a cup. One ball is rolled back. Either player shoots and hits the last cup. Since there is one cup on Team 1’s side, and there are two balls remaining on Team 2’s side, Team 2 has two opportunities to hit the cup to bring the game to Overtime. This is played exactly like Example G.
  8. TOURNAMENT FORMAT
    1. Double Elimination Bracket: All teams are guaranteed two games. 
    2. Game Length: The game clock is 15 minutes.  If the time limit is reached before the conclusion of the game, the current serving round will be completed and the game will be scored at that point in the game.
      1. In the event of a tie, the game will go into “time expired overtime”. Each team will play round for round until one team has a cup advantage.