Bocce Rules

1.0 HOW TO PLAY

The object of the game is to get as many of your team’s bocce balls as close to the pallino (smaller ball) as possible. To win the game you must reach 11 points before the other team or have the highest score after 60 minutes.

After 60 minutes of play there will be a clock counting down, if the pallino is tossed before time expires then you will continue to play out that frame. This rule will be strictly enforced.

Teams consist of 2 players and will begin each frame with 4 balls to play. The teams will decide amongst themselves who will begin the match. If Team A begins in game 1, then Team B will begin in game 2 of the match. If a decision cannot be made as to who begins, then a random selection must take place (ex: flip a coin)

2. 0 RULES OF PLAY

2.1 GAME PLAY & SCORING

2.1.1. Each game will begin with the Pallino placed on the marked red dot in a stationary position. Every frame for the remainder of the game will then begin with the Pallino being tossed by the winners of the previous frame. In order for the Pallino toss to be considered valid it must pass the centre line and not come to rest within 1 inch of the back wall. If either condition is not met, the toss will be considered invalid. If the toss was invalid the winners of the previous frame must STILL start the frame, however, the opposing team will now get to toss the pallino. If the opposing team also tosses an invalid pallino, the pallino will be placed on the marked red dot.

2.1.2. A point is earned for each ball that rests closer to the pallino than the closest ball of the opposing team. The winning team will only earn points for each ball that is CLOSER to the pallino then the opposing team closest ball, a ball that is TIED in distance will not count.

2.1.3. If during a frame a ball comes to rest an equal distance to the pallino compared to the opposing team’s closest ball, this team must continue their turn and play their next ball as this is considered a TIE and does not qualify as a turn change. You must BEAT the opposing team’s closest ball in order to switch turns.

2.1.4. If at the end of a frame the closest ball of each team is equidistant from the pallino, the frame ends in a tie and no points are awarded.

2.2 FOULS AND DEAD BALLS

2.2.1. You MAY step on the throw line when tossing your ball but your foot CANNOT completely cross the line until the ball has left your hand. The first offense will receive a warning. All subsequent offenses within a given game will result in a dead ball. Any balls that were disturbed should be replaced to their previous position as best as possible.

2.2.2. Following your ball toss you may legally walk as far as the C line on the court, no further.

2.2.3. Once a player has tossed both of their balls they MUST walk down to the other end of the court, they are not allowed to stay behind the throw line.

2.2.4. If a player accidentally drops a ball when it is not their turn it can legally roll as far as the C line without penalty. If it rolls passed the C line it is a dead ball.

2.2.5. Any tossed ball that doesn’t cross the C line is dead (Tossed balls no longer have to cross the CENTRE LINE to be considered valid).

2.2.6. If a tossed ball at any point in the frame reaches the back wall without having made contact with any other object on the court the ball is dead and must be removed from the court. The same team must continue their turn until a valid shot is made. This applies also to the first shot of the frame.

2.2.7. If a tossed ball hits the back wall without contacting any other ball along its path and later collides with another ball or balls which are live, the tossed ball is considered DEAD and the balls that were live will REMAIN in their changed position.

2.2.8. If a team plays their shot out of turn that ball is considered DEAD and shall be removed from the court immediately. Any balls that were disturbed will be put back into their original place as best as possible by the referee.

2.2.9. If a team plays the opposing team’s ball by mistake that ball is considered dead and will be returned to the opposing team. Each incident will cost the offending team one of their four balls that frame. If any balls currently in play have been disturbed they will be put back into their original place as best as possible.

2.2.10. If the pallino is knocked out of the field of play, the frame is replayed beginning from the SAME end. No points are awarded.

PACE OF PLAY

2.2.11. To ensure that a fair Pace of Play is maintained, each team should play their ball within 20 seconds from when it is their turn

2.2.12. The convenor may be called at any point if a team is not observing the 20 second rule. Please make your best effort to show proper etiquette in this matter as it will make the overall experience more enjoyable by all. We thank you in advance for your cooperation!

2.2.13. Any team that is consistently delaying the game will receive a warning. If multiple warnings are given, the game will be forfeit at the discretion of the convenor. All decisions made by Club Roma Bocce Committee (CRBC) staff will be final.

2.3 FORFEITURE

2.3.1. If both players are absent at the scheduled game start time, the team will lose 1pt every 2 min up to a maximum of 10 min, at which point the team automatically forfeits. A forfeit loss will be counted as a final score of 7-0 in favour of the present team. The winning team will receive the 2pts for the game win with a +7. The losing team will receive 0 pts and a -7.

2.3.2. If one team member cannot make it to a scheduled game, the team is allowed to bring in an official sub to play in place of the missing team member.

2.3.4. If only one team member shows up for a scheduled game they can still play the game. The team with both players present will no longer have the restriction of having to throw 2 balls each, either team member can now throw up to 4 balls within a given frame. The score will begin at 0-0. If the 2nd team member arrives once the game has begun they are free to enter at any time.

2.3.5. If both teams only have 1 player present, the score will begin at 0-0.

2.4 MEASURING AND DISPUTES

2.4.1. The players will make all measurements and call the closest ball.

2.4.2. If a team wishes to dispute a call they must call a member from (CRBC) onto the court. After a review of the situation, the decision made by (CRBC) will be final.

2.4.3. If a player from one team moves the balls away from the pallino at the end of a frame before the opposing team has a chance to verify the distances, any ball that was questionable will NOT count towards your score. To avoid this PLEASE DO NOT move the balls until both teams agree on the score.

2.4.4. Any unsportsmanlike conduct or violent behaviour including physical or verbal abuse will not be tolerated and may result in an expulsion from the league. (CRBC) will review any incident on a case-by-case basis. All decisions will be final.

3. 0 LEAGUE INFORMATION

3.1 PLAYER ELIGIBILITY

1. All players must be 18 years of age or older

2. All players younger than 18 years must be accompanied by or authorized to play by parents or guardian

3. All players must be properly registered through the CRBC

4. All Players must agree and sign the Release Form/Waiver

3.2 EQUIPMENT

1. All equipment will be provided

2. Official balls will be a 100mm-110mm bocce ball set, consisting of 4 red balls, 4 green balls, 1 pallino and a measuring tape

3.3 TEAM STANDINGS

1. 2 points are awarded for each game won

2. 1 point awarded to each team for a tie game

3. 0 points awarded for each game lost

4. Team position in the standings will be sorted first by points, then by +/-,, and finally Total Wins. If two teams are still tied after all the tie-break rules, one sudden-death frame will be played to determine the final standings.

3.4 PLUS / MINUS

1. Plus/ Minus is calculated by taking the difference in score at the end of each game, i.e. A score of 11-1 will give the winning team a + 10 and the losing team a -10 (your team’s score minus the other team’s score)

2. A game that ended in a tie does not affect Plus / Minus as the difference in scores is zero

3. A team’s Plus/Minus will be used to settle the tie-break rule #1, i.e. If two teams are tied with 8 points in the standings, the team with the higher
Plus/Minus comes out on top

3.6 SCHEDULE CHANGES

1. Any special requests regarding scheduling MUST be made prior to the completion of the schedule at the start of a given season. Once the schedule has been made only BYE requests will be accepted (see point 2 in section 2.3)

2. Any game night that is cancelled due to unforeseen circumstances, such as extremely bad weather causing unsafe travel conditions, will be rescheduled by the league to be made up at the next available date. The forfeit rule does not apply in this scenario

3. Any schedule change will be communicated as soon as possible

4. The (CRBC) reserves the right to make changes to the schedule at any given time while providing sufficient notice to those impacted