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Format and Official
Rules of 2006 Pabst Blue Ribbon RPS Keystone Classic
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The Basics
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| 1. |
It is the responsibility of the Player to
be at the designated competition area at the proper time.
Any violation results in automatic disqualification.
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| 2. |
For those new to the game, the only acceptable
throws are Rock, Paper and Scissors. Any use of Dynamite,
Bird, Well, Spock, Water, Match, Fire, God, Lightning, Bomb,
Texas Longhorn, or other non-sanctioned throws, will result
in automatic disqualification.
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| 3. |
Three prime shoot. (ie 1,2,3, then deliver
your throw on 4)
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| 4. |
All participating players will be bound
to the Official Rules of RPS Play - 2006 Sanctioned Tournament
Edition, available below.
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| 5. |
Players in transgression of the rules of
play may (at the discretion of the presiding official) be
required to withdraw from the competition and will be ineligible
for titles or prizes.
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| 6. |
The current World Champion is issued a seeded
spot in the round of 32, should he decide to attend.
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Eligibility
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| 1. |
The 2006 Pabst Blue Ribbon RPS Keystone Classic is open to
any person at least 21 years of age or older.
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| 2. |
Interested players must either have purchase
advance tickets or purchase on-site October 8 (Registration
begins at 6:30 PM at Whiskey Dix Saloon at 421 N. 7th Street,
Philadelphia, PA.)
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| 3. |
One entry per person (i.e. no player may
register twice, nor can any player transfer their entry
to another).
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| 4. |
No competitors will be accepted without
pre-registration or payment of the event entry fee ($10
at the door).
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| 5. |
Players who have not pre-registered and
do not register before 8 PM will not be eligible to compete.
Players who pre-register and fail to sign in by 7:45 PM
will forfeit their competition rights and entry fee. Any
competition rights forfeited will be made available to the
general public on-site.
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| 6. |
Players do not need to be members of the
World RPS Society or have any official status within the
RPS Community to be eligible to play.
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| 7. |
It is the competitor's responsibility to
be ready and to appear as scheduled, or when called by the
presiding official.
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| 8. |
ALL COMPETITORS ACKNOWLEDGE THAT THEY COMPETE
AT OWN RISK.
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| 9. |
2006 Pabst Blue Ribbon RPS Keystone Classic
(in addition to The World RPS Society) reserves the right
to publish the name, photograph and film of any competitor
(Gold, Silver, and Bronze). Winner information will be released
to the news media and may be used in the World RPS Society's
advertising or promotion. Winner may also be required to
do interviews with the media
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Format
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| 1. |
Initial qualifying rounds will be held in
pools of eight players with two qualifying finalists emerging
from each group of eight who will go forward to the next
round.
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| 2. |
Qualifying rounds will use elimination style
play (from eight players = four winners, then from the four
players = two finalists for next round).
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| 3. |
The tournament will use the RPS standard
of a "best of three of three" format. Meaning
that the player who wins a best of three set will garner
one point and require two points to take the match.
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| 4. |
Semi-Finals and the Final Match will use
the "best of three of five" format. Meaning that
the player who wins a best of three set will garner one
point and require three points to take the match.
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Adjudication
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| 1. |
No verbal or written prompting or assistance
(hand signals are permitted) may be rendered by trainers
or spectators during the competition. Failure to comply
could result in disqualification.
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| 2. |
Communication outside of the match context
with the presiding officials, either by competitors, trainers
or other interested parties, during a match is prohibited.
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| 3. |
The decision of the presiding official in
all matters relating to the match, shall be considered final.
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Complete
Rules & Regulations 2006 Sanctioned Tournament Edition
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Background
These general rules apply to all Rock Paper Scissors (RPS) matches,
its tripartite variants known in any permutation and/or combination
of the following Scissors, Paper, Rock/Stone and by any other
name that is currently known or unknown to the World RPS Society
including Roshambo, Janken, or JanKenPo.
Definition
RPS is a decision making game of wits, speed, dexterity and strategy
between players who are unable to reach a decision using other
means. The result of a match is considered a binding agreement
between the players. In the case of professional or tournament
play the decision is replaced by honour points toward a championship
title. RPS is a game played by honourable people and therefore
every effort should be made to commit to the outcome. The game
is played by substituting the elements of: Rock, Paper and Scissors
with standard hand signals.
Rule Governance
These rules are governed, maintained, published, updated, authorized
and approved by the World RPS Society under the guidance and authority
of the World RPS Steering Committee. Any changes are in strict
violation of the World RPS Society's Responsibility Code. Any
changes to the rules require a seven-eighths majority ruling by
the World RPS Steering Committee, unless a temporary waiving or
amendment is agreed upon by the players prior to play commencing
(no temporary waiving of rules are permitted for championship
matches). All temporary amendments are considered ephemeral unless
otherwise agreed upon, but must not include any variant throws
beyond the basic trinity such as, but not limited to, dynamite,
bird, well, spock, god, water, lightning, bomb, matchstick, and/or
Texas longhorn.
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The Set up
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1.0
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Prior to play commencing the players must
agree upon what decision is to be made (and considered binding)
as a result of the match. If nothing can be agreed upon
and the players wish to continue play, the match automatically
defaults to an"honour" match. This is the case
for tournaments, festivals and Championship matches.
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1.1
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Players must agree to the number of primes
to be used prior to the approach. Two and three primes are
most commonly used in professional level play. The Three
Prime Shoot is required for Championship matches.
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1.1.1
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The decision-makers must stand opposite
each other with one outstretched fist at waist height with
a distance between their fists of no less than 1 cubit and
no more than 2 cubits.
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1.2
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The players also must establish the number
of games and sets to be played before the match is concluded.
If no agreement can be reached, the match defaults to a
best of three games format. Qualifying rounds for the World
Championships use the best of three of three format (best
of three games = one set, best of three sets = match). Semi-Finals
and the Final match use a best of three of five format (best
of three games = one set, best of five sets = match).
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Beginning Play
- Pre-Prime Phase
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2.0
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A "call for prime" is issued by
one player (or the referee) to his/her opponent(s) in a
recognizable audible tone (RAT).
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2.1
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A RAT, is defined as an utterance that can
be heard by the opponent and/or referee. Using the word
"ready" is considered good form.
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2.1.1
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In the case of match between or with hearing
impaired players or in situations where it is critical that
silence must be maintained, a mutually agreement upon Recognizable
Visual Signal can replace the standard RAT. In this case,
a nod of the head while looking directly into the eyes of
the other player is considered standard form.
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2.2
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A "return of the call" is then
issued by the opposing player who thus acknowledges the
"call for prime", also in a RAT (or RVS).
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2.3
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Once the "return of the call"
has been established, players are considered to be "at
ready".
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2.3.1
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Play may commence anytime after the players
are established and recognized as being "at ready".
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2.4
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The game is considered to be "in play"
after any player "breaks ready" and thus "initiates
the prime".
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Priming
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3.0
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The vertical prime is performed by retracting
the outstretched fist back towards the player's shoulder
(players must face each other and perform the prime with
arms parallel). The vertical prime is required for Championship
matches.
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3.0.1
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The fist should be retracted towards the
player's own body rather than your opponent's to avoid possible
contact. Contact between players during a tournament may
result in faults and/or disqualification at the discretion
of the referee presiding.
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3.1
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As soon as one player has "broken ready"
and initiated the first prime, it is the responsibility
and obligation of the opponent to also begin priming and
to "catch" or "synch" the prime with
the first player so they can establish an approach and delivery
in unison.
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3.1.1
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The player who has initiated the prime is
under the strict obligation to maintain a constant priming
speed so as to give his opponent every opportunity to "catch
the prime".
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3.2
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The fist must remain in the closed position
until the delivery of the final prime. The fist is the only
acceptable hand position during the prime.
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3.2.1
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The fist must remain in full view of the
opposing player and may not come in contact with any outside
influences that inhibit the opponent's view.
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3.2.2
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One or both players may, at their own discretion,
opt to use their non-priming hand held flat with palm upwards
as a "level gauge" or "platform". This
is sometimes referred to as "one hand clapping"
and is used to ensure the player does not prime past 90
degrees.
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3.3
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Prior to the delivery of the final prime,
the game may be called off for the following reasons only:
rule clarification, decision clarification, or injury.
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Approach
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4.0
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Once the fist has reached the highest point
of the final throw of the last prime, the delivery of the
throw is considered to be "in approach". At any
time during the approach of this final prime, the hand may
be released in any of the following manners:
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Rock: Is represented by a closed
fist with the thumb resting at least at the same height
as the topmost finger of the hand. The thumb must not be
concealed by the fingers. Note: To accommodate different
throwing styles, it is considered legal for the tip of the
thumb to point downward.
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Scissors: Is delivered in the same
manner as Rock with the exception that the index and middle
fingers are fully extended toward the opposing player. It
is considered good form to angle the topmost finger upwards
and the lower finger downwards in order to create a roughly
30-45 degree angle between the two digits and thus mimic
a pair of scissors (wiggling fingers in a scissor-like motion
or making "snipping" sounds is considered bad
form).
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Paper: Is also delivered in the same
manner as Rock with the exception that all fingers including
the thumb are fully extended and horizontal with the points
of the fingers facing the opposing player. Use of the "vertical
Paper" (sometimes referred to as "the handshake")
is considered exceptionally bad form. Throws must be delivered
prior to the completion of the approach.
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4.1
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The approach is considered complete when
the forearm is at a 90-degree angle to the upper body. Any
throw not delivered prior to the hand crossing the 90 degree
mark shall be considered a throw of Rock. Use of throws
other than Rock, Paper and Scissors in a championship match
is grounds for disqualification.
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Delivery
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5.0
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Participants must exercise extreme dexterity,
caution and care to not initiate contact between the opposing
fists during any point of the priming phase. The direct
contact of the fists can cause scraping, chaffing, or rapping
of the knuckles. Make sure any onlookers are aware of the
intentions of the players as the swinging of closed fists
can be mistaken as a sign of a potentially combative situation.
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5.0.1
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Should direct contact occur, players should
stop play immediately and assess any personal injuries before
restarting the prime and replaying the game.
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5.1
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After players have revealed their throws
play must stop until an agreement can be reached as to a
winner or whether a stalemate situation has arisen.
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Throws
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6.0
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Player has the full range of throws to play,
as follows:
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6.0.1
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Rock: wins against Scissors, loses
to Paper and stalemates against itself
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6.0.2
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Paper: wins against Rock, loses to
Scissors and stalemates against itself
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6.0.3
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Scissors: wins against Paper, loses
to Rock and stalemates against itself
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6.1
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Players may use any combination of these
throws at any time throughout the match. Any throw that
does not conform to the standard hand positions (outlined
above) shall be considered to be an illegal throw and is
thus forbidden in tournament play. Should a player execute
an illegal throw, the opposing player has the right (but
not the obligation) to claim immediate victory over the
match. Alternatively, the infringed upon player has the
right (but not the obligation) to replay the current game
if he/she so chooses. In Championship play, the offending
player may be disqualified or the game replayed at the sole
discretion of the presiding official.
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6.2
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The winner of the game is dictated by the
player's throw which beats that of their opponent's throw.
Under no circumstances can a losing throw ever beat a winning
throw, nor may an illegal throw beat a legal throw.
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6.3
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In the case of a stalemate where players
reveal the same throw the game must be replayed. There are
no limits to the number of stalemates which may occur in
any given match. Should players find themselves in a continuous
stalemate situation, also known as "Mirror Play",
a good approach can be to take a short "timeout"
to rethink strategy.
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Post Game Play
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| 7.0 |
There is no limit to the number of games,
sets, or matches that can be played in RPS. The games may
continue until any and all decisions are reached at the
discretion of the players involved. Matches for honour can
be substituted at any point after the conclusion of a match
if agreed upon by all players involved before the beginning
of the next match. Championship matches are mandated as
a best of three of three format, with the option of best
of three of five matches for the Semi, and Final round matches.
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Note: At the conclusion of the match after
the winner has been determined, some players will offer
a vertical Paper throw or "handshake". While this
gesture is seen in other circles as good manners to thank
your opponent for the match, it is important to note that
this action should not be expected or required in RPS, due
to the fact that in general a "handshake" is used
as "deal sealer" between two parties. Since the
results of an RPS match are considered to be binding, the
"handshake" can be considered a redundancy since,
in effect, the " deal" has already been "sealed"
with the outcome of the match.
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Disclaimer
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The World RPS Society/2006 Pabst Blue Ribbon RPS Keystone Classic
does not take any responsibility, legal or otherwise, as
a result of any actions or inactions performed as a result
of a decision made or changed via the use of the game. In
addition, the World RPS Society/2006 Pabst Blue Ribbon RPS Keystone Classic does
not govern, manage, police, or endorse any non-honour activity
resulting from a decision made via RPS. It is the sole responsibility
of the players involved to govern the outcomes of any matches.
The World RPS Society/2006 Pabst Blue Ribbon RPS Keystone Classic does not encourage,
endorse, or promote the use of RPS in illegal, immoral,
and/or life threatening situations. RPS should only be used
in situations where the two parties cannot reach agreement
via other means, competitive play or in order to make the
decision making process more enjoyable. An offer of using
RPS to determine an outcome of a previously decided upon
event is in strict violation of the World RPS Society's
Players Responsibility Code and will not be considered binding
even if one of the players was unaware of the previous decision.
All players assume any and all risks associated with playing
the sport. It is not recommended that novices attempt to
use the physical versions of the RPS elements as they can
cause serious harm or injury if not played properly.
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If any further information is required please
consult the World RPS Society's pamphlet "It's your
life: When not to use RPS as a decision making vehicle".
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These rules are considered full and complete
and cannot be deviated from or altered UNLESS specifically
noted to the contrary in the game rules
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