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printable version
keyword: quarters
billards games. 
keyword: pool games  
rules of quarters. 
rules of jailbreak. 
rules of chessball. 
rules of stairball. 
Quarters
a game in eleven rules

Rule 1.
Players begin the game by ordering themselves in an arbitrary rotation.
Rule 2.
Each player must have three quarters. The players collectively must possess one non-quarter coin, preferably larger than a quarter, called the anchor.
Rule 3.
Each player decides upon a location in the decided area of play and announces it as their location for the first turn. Each of their throws for the turn must be from that decided location. When not throwing, they are free to move around.
Rule 4.
To start the game, the first player in the rotation throws the anchor.
Rule 5.
The anchor must land at least five feet away from each player's position. If it lands too close to any player, it must be re-thrown. There should also be at least some way for one of the players to hit the anchor with one of their quarters on the fly. Throwing it away from another player is fine, but if it, for instance, rolls under a couch or into an air vent, it should be re-thrown. This decision is left to the players. In general, each player should be able to readily tell which quarter is closest to the anchor at any given time.
Rule 6.
After the anchor, the players, one at a time, throw their quarters toward the anchor. The order for these quarter-throws is determined by the location of the players: they throw in clockwise order. (Consider the face of the anchor-thrower as he faces the spot where the anchor landed to be 12:00.)
Rule 7.
Players must make all efforts not to alter the path of a coin while it is still in motion. If a player does hit a coin, it should be re-thrown, within reason: if a player throws a coin directly at another player, for instance, clearly that shouldn't be re-thrown. Also, the position of thrown coins at rest is sacred. It is left to the players to resolve cases in which a player violates the position of a thrown coin.
Rule 8.
After all the players have thrown all their quarters, the player who threw the quarter that came to rest closest to the anchor scores one point, called the proximity point. However, if someone hits the anchor with his quarter on the fly (i.e., it has not bounced off of anything else and lands directly on the anchor), he scores two points and in addition there is no proximity point given out for that turn. So the maximum possible score per turn is six points, for three such "ringers."
Rule 9.
The players should avoid using measuring devices to determine which quarter is closest. In cases where the anchor and the coin are not on the same horizontal plane, the proper distance between them is the straight line between them. If two quarters are equidistant from the anchor, those players will have a one-coin throw-off; the closer of those two coins earns the proximity point. A ringer during a throw-off is only worth one point, but guarantees a win.
Rule 10.
After a turn has ended the players may choose new positions within the decided area of play for the next turn, with the exception of the player who throws the anchor next, who stays in his previous location.
Rule 11.
The winner is the first to score eleven points, or as decided.