Tournament day
On tournament day
Arrive early (at least an hour before start time).
Verify that the correct number of rinks have been set up and that the kitchen is ready to serve the players.
Set up a table or desk to check in teams as they arrive. You’ll need:
- cash box for entry fees with a float to make change
- printed list of team entries
- game scoring cards, shuffled and placed face down
- tournament scoring cards
- pens
As teams arrive, collect the entry fee, check names off the printed list of teams, and have each team choose a scorecard to determine which green they will play on for the first game. Write the green number on the team’s tournament score card, and place it on the game board.
When a team doesn’t show up
If any team has not checked in 15 minutes before the tournament start time, look for team members sitting in the clubhouse or warming up on the greens—they may know where their teammate is, or they may not realize they must check in.
If no team members are there, call to find out what’s happening. If a team does not show up, you have three options:
- First, check if anyone who set up the green or is volunteering in the kitchen can play.
- Call members who live nearby and may be willing to come over and play.
- Run an “uneven draw.”
For an uneven draw, assemble the Cosburn skips. Do a random draw (numbers in a hat or whatever). The Cosburn team drawn sits out the first game. They are credited with a win and the average score of all the winning teams in the first game, For the second game, the lowest-scoring Cosburn team sits out. This team also gets credited with a win and the average points scored by the winning teams in the second game. For the third game, the lowest-scoring winless team from the first two games—regardless of club affiliation—gets their entry fee back and are sent home. (They’re welcome, of course, to watch the final games.)
You should follow up with teams that don’t show up (and haven’t cancelled). If they have a valid reason, forgive and forget. If the reason is doubtful, you may want to contact team members directly to confirm future tournament entries. If team members just couldn’t be bothered to show up or cancel, you may place them on “permanent standby.”
Tournament directors and registration systems are not perfect. If a team shows up with a valid entry, and you do not have them listed, ask the Cosburn teams if one is willing to drop out. If no one is willing, run an uneven draw.
Five minutes before start time, assemble the bowlers, welcome them, introduce and thank the sponsors, read off the list of attending clubs, read the rules for the day, and wish teams good bowling.
Prize envelopes
During game 1, with the money received as entry fees, you can stuff the envelopes with the correct amount of prize money and seal them.
Triple-check that the envelopes have the right amount of cash. Have someone else watch you stuff them.
Place remaining funds received in an envelope and give it to the Club Treasurer.
Tournament scoring
As the games finish, the winning skips should bring both signed game scoring cards to the entry table. Have an assistant confirm that the cards are complete and the scores match (if not, the skips should attempt to resolve any discrepancy). The assistant should bring score cards down to you immediately, as you are doing the scoring. This will save a lot of time!
When the game scoring cards are handed in to you after each game, check again that the scores match and the cards are complete.
Always process the game scoring cards in the same order: winner first, then the loser. As you transfer the information from a game scorecard to a tournament scoring card, be sure the card includes:
- the skip’s name,
- the rink number,
- W or L (to show win or loss),
- the points scored for and against (separated by a slash) in this game, and
- the running total of points scored in the tournament.
Maximum scores and “plus” points
The maximum points score that can be counted for a game is 1½ times the number of ends played.
So, in a 12-end game, the maximum points counted is 18. If any team gets more than 18, each point becomes a “plus.” In this example, if the winning (or losing) team gets 22 points in the game, that converts to 18+4. In a 14-end game, the maximum is 21; a score of 26 becomes 21+5.
Game 2 draw
Opponents in Game 2 are determined by a random draw between teams with the same win-loss record.
After scoring all teams, separate the tournament scoring cards into two piles, one for teams that won; the other for teams that lost. If the piles contain an odd number of cards, see “Uneven results,” p. XX. Once you’ve evened the piles and made the draw, assign the rinks (see “Rink assignments for games 2 and 3, p. XX).
Game 3 draw
After scoring Game 2, you will have three piles, with tournament scoring cards showing:
- two wins
- one win and one loss
- two losses
Opponents in Game 3 are also determined by a random draw between teams with the same win-loss record.
If the piles contain an odd number of cards, see “Uneven results,” below. Once you’ve evened the piles and made the draw, assign the rinks (see “Rink assignments for games 2 and 3).
Uneven results
If there is an uneven number of teams with the same record, arrange the cards in each pile in descending order, with highest score at the top and lowest score at the bottom. Move the highest-scoring team from the lower group up to even up the draw.
If teams are tied in score, and you need to move one up to even the piles, then position is determined by the score against. For example, a team with a score of 12 for and 10 against has a higher standing than a team with 12 for and 12 against. Also, a team with 14+2 ranks higher than a team with 14. If they are still tied, use the number of ends won as the tiebreaker; if still tied, flip a coin for position.
Rink assignments for games 2 and 3
For game 2, put the winners of game 1 on the west green and the losers on the east green. This allows you, for game 3, to put two-game winners on the showcase rinks (2, 3, 4, 5, 6). These are also good rinks for spectators to watch. If possible, avoid giving winning teams the end rinks in games 2 and 3.
Final check before games 2 and 3
Before announcing “the draw’s up” and hanging the draw board, always check that teams are not:
- playing on the same rink for a second time,
- playing the same team for a second time, or
- playing on an end green for a second time.
Finishing the tournament
Once all game scoring cards for game 3 have been received, sort them into four piles: 3-0 teams, 2-1 teams, 1-2 teams, and 0-3 teams.
Sort each pile in descending order to determine the teams who qualify for prize money (see “How do you allocate prize money?” page XX). Starting with the overall winner and working down to the smaller prizes, write the team name and score on the prize envelope. Determine who won high last game from the remaining teams (teams not otherwise in the prize money).
Assemble the bowlers to announce the winners. Start by doing the random draw of teams not otherwise in the money; hand that team the appropriate prize envelope. If a sponsor or dignitary is available, have them draw the winner. Then announce the prizes from smallest to largest, announcing the overall winner at the end.
Other prizes
Often, other prizes are awarded, some at the end of the tournament and some between games.
Tims cards: We award $5 Tims cards after each game to the worst team in the round. Please don’t describe these as “booby prizes” or “prizes for losers.” Give them out just before the draw goes up for games 2 and 3, and just before giving out prize envelopes at the end of the day.
The bounty: This prize is usually wine, jam, or other non-monetary prizes (one bottle for each player). The first team to beat the tournament’s defending champions gets the bounty. If the defending champs win all three games, they keep the bounty. If the defending champions aren’t participating or aren’t playing together as a team, there’s no bounty.
Raffle prizes: Some sponsors bring non-monetary gifts. Draw names of bowlers randomly to determine the winners. If possible, hold the draw when the sponsor is there.
After the tournament, email the list of winners and their final standings (overall winner, high two games, etc.) to the editor of Bowling Matters. Be careful to spell names correctly.
FAQ
WHAT IF IT RAINS?
Your response depends on when it rains.
Rain at the start of the day: Ask the Premises Chair if the greens are playable. Look at the forecast too—if the rain should clear within an hour, wait. If it doesn’t clear, call (cancel) the tournament and refund the entry fees.
Rain starts during play: Check forecasts to see how long the rain will continue. If it’s heavy, call players off the greens until it lessens or stops. Again, check with the Premises Chair to see if the greens are still playable.
Thunder or lightning during play: Immediately call players off the greens. For games interrupted in the middle of an end, that end will be replayed once the teams are sent back out.
WHAT IF IT’S TOO HOT?
Familiarize yourself with Cosburn’s “Play restrictions during hot weather” and the temperature and humidity meter, both on the wall near the drawmaster’s desk. The restrictions outline steps to take in the event of extreme heat and humidity.
WHAT IF RAIN OR HEAT FORCES CANCELLATION OF A TOURNAMENT?
A tournament is valid if all teams complete one game plus six ends (if the games have 12 ends). If all teams have finished six ends or more, use the results from the six ends plus the completed games to determine wins and tournament points.”
If all teams have played at least six ends in game 2 or game 3, count the minimum ends all teams have played, and declare that a game played. So if all teams have finished 10 ends or more, use the first 10 ends to determine wins and tournament points.
If rain halts game 3 before all teams have played six ends, then the two-game totals will count as a completed tournament.
Highlights of the rain policy should be announced at the start of the tournament, namely:
- If it rains, you’ll get wet.
- If there’s thunder or lighting, you must get off the greens.
- If rain ends the tournament, one game plus six ends constitutes a full tournament.
If the forecast calls for extreme heat and humidity, encourage players to stay hydrated and assure them that you are monitoring weather conditions.
WHAT IF TWO TEAMS ARE TIED AT THE END OF THE TOURNAMENT?
If two teams are tied with the same win-loss record, then the following criteria are used to break the tie (in this order):
- most points scored,
- fewest points allowed, then
- most ends won.
If the teams are still tied at this point, you can determine standing by flipping a coin. Or, you can declare a tie. If two teams are tied at the top, for example, combine the prize money from first and second place and divide it equally between the teams.
WHAT IS “MAXIMUM SCORE” AND WHY IS IT USED?
Maximum score is, essentially, a means of capping the number of points any team can score in a tournament game. It’s usually calculated as 1½ points per end played (for a 12-end game, maximum score is 18; for a 14-end game, maximum score is 21). Any points scored above that amount (referred to as “plus points”) will only be used to break a tie between teams. For example, a team that scores 35 plus 6 over three games will beat out a team with 35 plus 4 over three games.
Maximum score keeps tournaments competitive. Teams can vary widely in ability, and a strong team can run up a large score against a weaker team. Since total points scored is the first tie-break among teams with the same record, a team that beats a weak team by a large score could, in theory, score enough points in that one game to win the tournament. Capping the total scored evens the playing field.
HOW DO YOU ALLOCATE PRIZE MONEY?
There is no cast-in-stone rule for allocating prize money. Much will depend on the number of teams that have entered and how many prizes you choose to give out.
As a general rule, the amount in each envelope is the team’s entry fee multiplied by a factor based on team standing:
First place: 5 times
(So if the player entry fee in a triples tournament is $20, the first place team gets an envelope with $20 x 3 x 5 = $300.)
Second place: 4.5 times
Third place: 4 times
Fourth place: 3.5 times
Fifth place: 3 times
Sixth place: 2.5 times
High last game: 1 times
Random draw (for teams not otherwise winning prize money): 1 times
HOW MUCH MONEY SHOULD BE GIVEN OUT AS PRIZES?
Again, there is no rule about this. Consider:
- the sponsorship money available
- number of teams entered
- number of prizes to be awarded, and
- the entry fee.
Many clubs give 50 to 60 per cent of combined entry fees and sponsorship revenues out in prize money, but that is solely at the discretion of the club. Keep in mind that the more generous you are, the more likely your tournament will fill next year.
WHAT IS THE RE-SPOT RULE?
When a jack gets knocked out of the field of play (either on the side or on to the bank), the jack is placed (re-spotted) two metres from the ditch, in the centre of the rink, and play resumes. This rule speeds up the game and can influence a team’s strategy.
