ShuffleBowl 300 Table of Contents:
- Lane Surface
- Leveling Your Table
- Accessibility to the Physically Impaired
- The Game of Bowling
- Different Formats for Competition
- How to Keep Score
- Basic Rules for all standard ShuffleBowl 300 Games
- Individual ShuffleBowl 300 Games
- No Tap
- Three, Six, Nine
- Spot Shot
- Scotch Doubles
- Low Ball
- Best Ball
- Switch Pitch
- Strike Pot
- Shoot Out
10. Rules and information for the accessory games will be available soon.
Shufflebowl 300 presents an exciting new game table developed for every member of your family, organization or business. The ShuffleBowl 300 format is physically simple to play, but extremely challenging. No one has an advantage due to strength, ability or hand-eye coordination. This makes Shufflebowl 300 not just a game but a game of strategy.
The patented contoured lane surface offers players the ability to maneuver like a professional bowler might do in the full size sport of bowling. Players can throw a straight ball or a sharply breaking curveapplied to regular bowling lanes and then our lanes start a gradual contour, increasing to a dish type contour that will create a multitude of player options. from either the right or left sides. The lane surface is flat for a few feet so as to simulate oil applications that are applied toregular bowling lanes and then our lanes start a gradual contour, increasing to a dish type contour that will create a multitide of player options.
Leveling and adjusting your table
After placement of your new table, make any changes via the adjustable silver footings on each leg. Tilt the table enough to turn the entire foot up or down, seeking the proper level for the entire table. (use a 24" level and place it on top of the two side rails and then put the level in each gutter from front to back. This should ensure that the table is perfectly level) There will be rubber blocks included with every table that can be used to increase the level of difficulty for those players who have become above average competitors. (the rubber blocks can be inserted under the lane board itself, to create new lane conditions instantly).
Accessibility for the physically Impaired
In addition to being accessible to players of all ages, it is also open for those with disabilities. For example; Those in wheelchairs will find that they are equally competitive. Quadriplegics or those without the use of their arms or hands, can compete by using another person as a helper.
ShuffleBowl 300 is more like the game of "chess", where the fun isn't in moving the pieces, but in deciding the strategy. Persons without the use of their hands, decide the angle of the "ramp" and the height of the "ball", while the helpers execute their decisions.
Individuals who are visually impaired can compete as well. Players using the "Braille Indicators" can reset the "ramp" more consistently by feel than players using sight. The "Braille Indicators" are a series of five dots drilled into the "approach board" and then run parallel with each other at both the front and the back of the "ramp".
Since the pins at the other end of the table are reset in exact spots, the players indicators are precise reference points to use for playing the game. Players using the indicators need only to remember three basic positions, one that provides a good first ball (strike ball) and one for each of the two corner pins. (7 and 10) By using these positions and varying the speed by raising or lowering the placement of the "ball" on the "ramp", players can make any of the remaining spare attempts. In the event the lane conditions are changed by readjusting the table, players using the indicators may also need to find three new starting positions, but so would the players using sight to bowl.
The "rack" that is used to set the pins can be used to aid people without sight. Since the "rack" sets the "pins" in their proper position, sight is not necessary. The "rack" can be used to determine which "pins" are left standing after the first ball is rolled. A blind player flips the "rack" back over the "deck", trapping the "pins" left standing, then feels to find out which "pins" to reset. The player then raises the "rack", sweeping all pins into the "pit" and checking both gutters for fallen pins to remove. the player then puts the "rack" back down over the pin deck once again, feeling for the holes of the pins to be reset. The pins are replaced in the rack for the player to shoot at the spare. The pin setter informs the player as to which pins are left.
The Game of Bowling
In ten pin bowling, the game consists of ten frames with a maximum of two attempts in each frame, with the exception of the tenth frame. If a player gets a strike in the tenth frame, they receive two extra shots. If a player gets a spare, they are allowed one extra shot. For example; player number one gets a strike in the tenth frame and as soon as the pins are reset, player one goes again and gets another strike. The pins are reset once more and player one now throws his third shot and whatever number of pins he gets are added to his tenth and eleventh frame strike total of twenty. If he gets eight pins, then he would receive a total score of twenty-eight pins added to his ninth frame total. Now player number two rolls the first ball in the tenth frame and gets seven pins.
On the second shot, player two makes a spare. The pins are reset and player two gets one more shot with those pins added to ten, because of the spare made in the tenth and eleventh frames. Another example would be if a player throws his first ball in frame ten and then fails to convert the spare with his second ball, he will only receive a total of all pins knocked down with the two shots and then receive no more attempts. At this point, the game is over.
Basic ShuffleBowl 300 Rules
Although rules for play and directions are included in this manual, there are a few basic rules that apply to the ShuffleBowl 300 table.
- Rule 1: After conclusion of each frame, the "ramp" must be moved. The following player can set the "ramp" in any other position, preventing players from using each others line. Players must move the ramp on every first shot in a frame. However, the "ramp" does not have to be moved to attempt a second shot in a frame.
- Rule 2: No player at any time is allowed to push the ball down the "ramp". The "ball" must be released by moving a single finger from the front of the "ball".
- Rule 3: Any "pins" knocked down by the "rack" after a ball is rolled, must be reset and the player must attempt conversion.
Different Formats for Competition
Two Player Match Play
Player one bowls first and completes the first frame. Player two, bowls both the first and second frames. Player one then bowls the second and third frames and so on until both players have finished one game together. This staggered format provides equal opportunity for both players. No single player will have to go first in every frame.
Three or More Players
Unlike match play, three or more players proceed in a regular order, player one, player two, player three, and so on, until all players have completed the game.
You may choose to bowl doubles or singles. Two players may bowl together by either bowling games as individuals and then combining their scores or they take turns in the same game, alternating frames to finish with both players having a single score.
Each team member bowls an individual game. When all players from all teams complete their games, scores from individual team members are combined and the team with the highest combined score is declared the winner.
- Strike: It is called a strike when a player knocks down all ten pins on the first ball of any one frame. A strike counts ten, plus the next two balls. However, you will have to wait until the next two balls are thrown to determine what will be added to the strike on the score sheet.
- Spare: It is called a spare when a player knocks down all ten pins using both shots in a single frame. A spare counts ten, plus the next ball, but you will have to wait until the next ball is thrown to add the score under the spare.
- Open: It is called an open frame when a player fails to knock down all ten pins using both shots in a single frame. It is counted as face value, or the number of total pins knocked down in that particular frame. It is entered on the score sheet immediately. No other shots will be added.
Individual ShuffleBowl 300 Games
Besides table. the more well known sport of bowling, there are many other games that can be played on the ShuffleBowl 300
- No Tap: In No Tap, all rules are the same as in ten pin bowling, except on the first ball. A player need only get nine pins of the ten pin rack to count as a strike. If a player leaves eight or less, all pins must be converted on the second ball to count as a spare.
- Scotch Doubles: Two players are partners in this game in which one of the players is chosen to go first. Player one rolls the first ball. If no strike is made, the second player must shoot at player one's spare, resulting in only one score for both players. If a strike is made, player two goes first in the next frame and player one must shoot his spare. The rotation only occurs when a player makes a strike. This continues until the regular ten pin scoring game is completed.
- 3/6/9: This game is also taken from the sport of bowling. Players are automatically given a strike in the third, sixth and ninth frames in which to build on. In other words, a player bowls the first and second frames, then is given a strike in the third frame and proceeds to the fourth frame. This continues until the game is completed.
- Rotation: This game is a challenge of accuracy. The players start by attempting to score just one pin on the first shot. This is done by shooting at one of the corner pins, the seven or the ten pin. If a player knocks down more than one pin on the first ball, their turn is over. If a player is successful in knocking down one pin, he must throw a gutter ball on the second shot. On his next turn, this player tries to knock down two pins and continuing up the ladder getting three, four, five, etc. If a player knocks down less than needed on the first ball, they use the second ball to make their target score for their turn. Players take one turn consisting of two shots at a time, whether they are successful or not. After three attempts at any one target, the player moves on to the next target. Players who are successful in hitting their target number, will keep shooting until they miss. The game is won when one of the players has gone from one pin all the way up to ten pins.
- Spot Shot: This game tests the players ability in spare making. The object is to start with the head pin or the number one pin only. If that pin is made, the player then shoots at the number two pin only and then the three pin and so on. If a pin is missed, the player must continue to shoot at that particular pin until it is converted, before moving on to the next pin. A perfect score would be ten turns.
- Low Ball: This game is played with two or more players. The object of the game is to score as little as possible. Each player takes a regular turn consisting of up to two shots. On the first shot the bowler tries to knock down just one pin. If the ball goes in the gutter, the player is given a strike on the score sheet for that frame and their turn is over. If the player knocks down one pin or more on the first ball, the downed pins are removed and they then take the second shot in the frame to try once again to knock down just one pin by shooting at the opposite corner pin. If on the second shot, the ball goes into the gutter, the player is given a spare. The player with the lowest score of the game is the winner. A perfect score in Low Ball is twenty (20).
- Skins: This game is played with two or more players. At the start of the frame, ten poker chips are laid out in a line (not on the table). The first player takes a regular turn and they get a nine count on the first ball and makes the spare. The second player gets a seven count on the first ball and then makes two on the second shot for a total of nine. Then the third player takes their turn and gets a strike. The third player, as a result of making a strike, is awarded a "skin" (poker chip), but if two or more players tie during the same turn, whether it is with two strikes, two spares and so on, the second "skin" (poker chip) is stacked on top of the first chip and all players on their next turn, compete for both chips by outscoring the other two players in that frame. Once again, if two or more players tie in the next series of turns, the first and second "skins" are stacked on the third. This continues until there is a clear winner in the same frame. The low score is awarded all the accumulated "skins" up to that frame. The players total the order of their turns all through the game, for example; first frame, player one, player two and player three. Second frame, player two, player three and player one. Third frame, player three, player one and player two. Fourth frame, player one, player two and player three. Each player follows the same player in order. The game is over when all the "skins" have been awarded. If, at the end of ten frames or ten series of turns, there are accumulated "skins" that have not been awarded, all players go into a "sudden death" playoff. An additional frame is bowled. If there continues to be a tie in the "sudden death" frame, only the players who tie with the best score (strike, spare, nine count, etc.) go on until there is a clear winner. One player left standing with the best ball.
- Best Ball: The Best Ball format may be used for a number of games in ShuffleBowl 300. This format may assist beginners or bowlers with a lesser degree of skill, making the game more fun and exciting for them. It can be played with either doubles or teams. A captain is chosen for each team. Each player on the team bowls a regular frame. At the end of the frame, the captain chooses the best score of the team and scores it on the score sheet for that frame. There then, is only one score for the entire team.
- Switch Pitch: This is another game designed exclusively for the ShuffleBowl 300 table, enabling players to bowl from either side of the lane. As a left-hander, from left to right or as a right-hander, from right to left. The game gives the players a way to test their ability to adjust to different types of shots and angles to the pins. (a poker chip can be used as a dividing mark, by placing one chip on the center arrow on the lane surface for the first ball. The chip is removed for the spare attempt. Any player who touches that chip on either shot loses their turn.) The game starts when the first player shoots the ball from either side of an imaginary line down the center of the lane. If the first player fails to strike, they shoot for the spare anyway they like. If the player strikes, then on their next turn, they must rotate the "ramp" to the opposite side of the imaginary line. For example; the first player in the first frame bowls as a right-hander from right to left on the right side of the lane and makes a strike. In the second frame, they must bowl on the left side of the lane and continue to do so in subsequent frames until such time as they make a strike from that side. They then move back to the right side. All players follow these same procedures. This format can be used with many of the other games aforementioned.
- Strike Pot: The more players the better in this fast paced game in which players go in order, all trying to make a strike. If at the end of the frame and all players having a turn, there is only one player that made a strike, that player is awarded a chip or a point. If after all players have taken a turn and there are two or more that made strikes, just those players take another turn until there is just one player that has made a strike. For example; on one turn, three players strike, player one gets a nine count. Player one's turn is over because only strike count in this game. Player two then gets a strike, along with player three. Player one is eliminated and player two and three continue on in the round. Player two takes another turn and gets a nine count. Player three then shoots and gets an eight count. Since neither player got a strike, both players continue in the round until only one has made a strike in the same turn. When one player makes a strike, he is declared the winner of that round and all players rejoin the competition, going to the next round. you may want to set a time or point limit. When the time expires, the player with the most chips or points, is the winner.
- Shoot-Out: Shoot-out is a game of elimination. Players all take a turn and then compare scores. Strikes automatically advance to the next round. The player with the lowest score is eliminated. If all players strike, the round is repeated. If two or more players tie for the lowest score, only those two continue to a roll-off phase until one is eliminated with the lowest score. For example; three players tie with eight and then a spare, player one bowls and gets a seven and then makes the spare. Player two gets a nine count, but fails to convert the spare. Player three gets a nine count and makes the spare. Player two would be eliminated because player one's seven and spare is higher than player two's nine miss. One player must be eliminated in each round. The last player left is the winner.
- Blackjack: Lucky at cards has no meaning in the ShuffleBowl 300 version of blackjack. Players must earn their winning hand. To begin the game, one player is selected as the "house" and all other players must ante their desired bet. All players then shoot in succession in an attempt to get as close to twenty-one/blackjack. A strike may be counted as one or eleven and represents an "ace." Any two ball combination resulting in a spare is counted as ten. If no strike or a spare is made, the score is tallied at face value. For example; player one goes and gets a strike, which can be counted as one or eleven. Player one goes again and gets an eight/spare. Player one would count his strike as eleven giving a total score of twenty-one/blackjack. Player two goes and gets a total of eight on two shots and chooses to go again and gets a seven/miss, for a total of fifteen. Player two decides to go one more time and gets a seven on the first shot, which results in a bust. The dealer then removes player two's bet. The "house" pays after all players have finished their turn, including the "house/dealer." The "house/dealer" wins all ties, but must hit on sixteen or less and stay on seventeen or higher. Players may choose to split "aces", but can only do so, one time. They must double their bet to cover each "ace" and then can take as many shots as needed to obtain the highest score. for example; player three takes his first turn and gets a strike which can be counted as a one or eleven. Player three goes again and gets another strike which can also be counted as one or eleven, but chooses to split the "aces." The bet is doubled and player three goes again and shoots for the highest score, shooting at one "ace" at a time. On the first ace the player gets an eight count/spare, resulting in a blackjack. On the second "ace", player three gets a six count and chooses to shoot again. He goes again and gets a nine count, resulting in the "ace" having to be used as a one so the score is now sixteen and player three decides to go again and gets a three count for a total of nineteen and stays. Players may also double down at any time and receiving only one additional ball. They must double their bet before shooting.
This concludes the ShuffleBowl 300 Rules. Look for future additions of games designed for our tables.