Official NHSSC Horseshoes Rules

Section 1 - Teams

  1. Team rosters must consist of at least four (4) players, with at least one (1) of each gender.  There is no maximum number of players a team may have on its roster.
  2. The maximum number of players to play each week is four (4), with at least one (1) of each gender. Different players may make up the four each week as long as they are registered on that team.
  3. No unpaid, unrostered or "guest" player may play. Any games won by a team found to be using an illegal substitute player will be forfeited.

Section 2 - Equipment

  1. All necessary equipment will be provided by the NHSSC/PlayOn Funcenter.
  2. The pits will be regulation size horseshoe pits. There will be a pitcher's platform to throw from with a gentlemen and ladies pitch line.
  3. Legal Shoes - The sport of horseshoes is played with specially manufactured equipment. Any official (legal) horseshoe must be sanctioned and approved by the NHPA and must pass the following maximum weight and measurement standards. (there are no minimum standards): 1) It shall not weigh more than 2 pounds, 10 ounces; 2) it shall not exceed 7-1/4 inches in width, 7-5/8 inches in length and, on a parallel line 3/4 inch from a straightedge touching the points of the shoe, the opening of the shoe must not exceed 3-1/2 inches.
  4. ALTERED SHOES Any shoe which has been changed from its original design (calk, notch, etc.) shall be considered an "altered" shoe. An "altered" shoe is illegal and cannot be used in sanctioned play.
  5. Teams may bring their own horseshoes for practice, but all games must be played using NHSSC horseshoes.

Section 3 - Match Times

  1. Each match will be allotted 2 hours, or six games to 15. 
  2. Scheduled match times are forfeit times.
  3. Each team is allowed one one-minute time-out per game.  If unused, time-outs may not be carried over.

Section 4 - Game Preparation

  1. It is customary for contestants to find out their court assignments and warm up on the court for their first game. The court should be prepared for play during this time in order to get all games started about the same time.
  2. Team captains will provide each other with their 6 pairings for the night on the NHSSC Line-up cards provided.
  3. Each game will begin with the flip of a shoe or coin. The winner of the flip will have choice of first or second pitch.
  4. A player may practice while waiting for their next opponent.

Section 5 - Play of Game and Value of Shoe

  1. Pairings - Each 4-person team will be broken down into six pairings each week (each person playing once with another member of the team). The team will submit an NHSSC Line-up card and the pairings will play the other teams pairings in that order. Each team member is only allowed to play a total of 3 matches each week.
  2. Innings - The game is broken down into innings. Each inning consists of four pitched shoes, two by each contestant.
  3. Value of the Shoe
    1. Ringer - A ringer is a shoe which comes to rest encircling the stake. A straightedge touching both points or any part of the heel calks of the shoe must clear (not touch) the stake in order for a shoe to be declared a ringer. A ringer has a value of three points.
    2. A "leaner", or any other shoe which is touching the stake (but not a ringer), is considered a shoe in count and has a value of two points.
    3. Shoe in Count - A shoe which is not a ringer but comes to rest with any portion of it within 6 inches of any part of the stake is a shoe in count. A shoe in count has a value of one point.
    4. Shoe Out of Count - A shoe which comes to rest further than 6 inches from the stake is a shoe out of count and has no scoring value. If a shoe hits the wood from the pit before landing, it is considered a shoe out of count also.
  4. Delivery of Shoes
    1. The contestant pitching first shall deliver both shoes (one at a time) and then the other contestant shall deliver both shoes (one at a time). A contestant may deliver the shoes from either the left or right platform but, in any one inning, both shoes must be delivered from the same platform. A contestant shall pitch the entire tournament with the same hand or arm, except in the case of a medical emergency.
    2. A contestant shall deliver both shoes within 30 seconds. The time shall start when the contestant steps onto the platform with the intention of pitching. (As opposed to retrieving shoes or removing foreign material from the platform).
    3. During the entire address and release of the shoe, the pitcher must not start or step completely outside the platform with either foot.
    4. An opponent's position when not pitching, shall be standing quietly and stationary on or behind the same court's opposite platform and at least 2 feet behind a contestant who is pitching from the same or adjacent court.
    5. No contestant shall walk to the opposite stake (except to remove a foul shoe) or be informed of the position of any pitched shoes prior to completion of an inning.
  1. Flow of Game
    1. Once the four shoes in an inning have been pitched, the players on the other end determine the score for the inning and retrieve their shoes. No shoe shall be moved before its scoring value is determined. If the decision is in doubt, a non-partisan NHSSC/PlayOn Funcenter official shall be called. That person shall make the necessary measurement(s) and determine the scoring for the shoes in question. (Contestants are encouraged to carry measuring devices and to make their own decisions whenever possible to help speed up play.) Play shall continue in similar fashion in each inning until the game limit (score of 15) is reached.
    2. When a shoe is being measured by a contestant and it (or the stake) is accidentally moved, the inning shall be scored only if the contestants can come to an agreement. If no agreement can be reached, a judge shall be called. The judge shall either determine the scoring or void the inning and order it to be repitched.
  2. Broken Shoes
    1. If a shoe breaks into two or more parts when it hits the stake or lands in the pit, the parts shall be removed and another shoe shall be allowed to be pitched in its stead. If the shoe broke when striking the backboard or other "foul" ground, it is foul and may not be repitched.
    2. If a shoe has landed in the pit and becomes broken by having another shoe land on it, it shall be scored as it appears to lay. If there is any disagreement, a judge shall be called. The judge shall either determine the scoring for the inning or void it and order it to be repitched.
    3. If a shoe is discovered to be cracked (but not completely broken in two), it shall be scored as it lays. Once the scoring is determined, it shall be replaced.
  3. Broken Stakes - A broken stake is defined as any stake not in the same position as when the game started, and when both contestants agree that it is broken. When the stake breaks during an inning, the game shall be discontinued at the end of the previous inning and the stake replaced. If a stake breaks as the result of being struck by the fourth shoe of the inning, then it shall be counted

Section 6 - Scoring the Game

  1. Cancellation Play - In cancellation scoring, only one contestant can score in each inning.
    1. Ringers - Ringers cancel each other. A ringer of one contestant shall cancel a ringer of the other contestant. Those shoes shall not score any points. Any uncancelled (live) ringer scores three points.
    2. Leaners - Leaners cancel each other. A leaner of one contestant shall cancel a leaner of the other contestant. Those shoes shall not score any points. Any uncancelled (live) leaners scores two points.
    3. Shoes in Count - A shoe in count shall score one point under the following conditions:
      1. If there are cancelled ringers and no live ringer, the closest shoe in count to the stake shall score one point.
      2. If there are no leaners, the closest shoe in count shall score one point.
      3. If there is one uncancelled ringer and the other shoe of the scoring contestant is a leaner or the closest shoe in count to the stake, it shall score as two points or one point respectively. NOTE: Opposing contestant's shoes in count that are determined to be an equal distance from the stake shall cancel each other and, like cancelled ringers, shall score no points. In that situation, the next closest shoe in count, if there is one, shall score one point.
  1. Calling the Score - Points shall be awarded in the following situations. The contestant scoring the points shall call the score.
    1. No ringer with the closest shoe in count - call "one point".
    2. No ringer with leaner in count - call "two points".
    3. No ringer with the two closest shoes in count - call "two points".
    4. One ringer with either no shoe in count or the other contestant having the closest shoe in count - call "one ringer, three points".
    5. One ringer with the closest shoe in count - call "one ringer, four points".
    6. One ringer with leaner in count - call "one ringer, five points".
    7. Two canceled ringers with the closest shoe in count - call "one ringer each, one point".
    8. Two canceled ringers with leaner in count - call "one ringer each, two points".
    9. Two cancelled ringers with one uncancelled ringer - call "three ringers, three points".
    10. Two uncancelled ringers - call "two ringers, six points".
  2. No Scoring - No points shall be awarded in the following situations:
    1. All four shoes out of count - call "no score".
    2. Two cancelled ringers with no shoes in count or with the other two shoes an equal distance from the stake - call "one ringer each, no score".
    3. Four cancelled ringers - call "four dead".
  3. Winning the Match and Recording the Score
    1. Teams will keep track of their scores as they play.
    2. When a pairing has reached or eclipsed the 15-point mark for their match, then they will be declared the winners.
    3. If there is a tie at the end of an inning at 15, then there will be a two (2) inning throw-off to determine the winner. If at the end of the two innings the score is tied, then the match ends in a tie.
    4. Teams will write down the score of each pairing (each match) on the NHSSC Line-up card and turn into the NHSSC/PlayOn Funcenter official.
    5. Games (all matches together) can end in a tie.