Our very own Club Umpire, Allen Cassady, has released a revised version of his famous “Ten Critical Rules”. This is a wonderful synopsis of what you should know about how to play the game.
Ten Critical FPUSA Rules
When it’s your
team’s turn to play:
1. Filling a Hole: When it’s your turn to play, you
or a teammate may smooth one hole made by a previously thrown boule. You may
not smooth a ball track, remove or stamp down an obstacle, sweep in front of
your target boule, or smooth an area as a landing spot.
2. Marking the Circle: Mark the circle before you throw the jack. In an umpired
game, failure to mark the circle can result in a yellow card warning for the
first violation and disqualification of a boule for the second violation,
though an umpire may just caution you informally for the first violation and
save the yellow card for the second violation.
3. Foot Faults: Keep both feet entirely within the
circle; keep both feet on the ground until your boule lands.
4. Time Limit: Take no more than one minute to throw
your boule after the opponent’s throw has landed and stopped. If a measurement
is required, the one minute begins when the measurement is decided. However, if
time is taken to examine the situation prior to the measure, that time will be
deducted from the one minute allowed.
5. Jack Knocked Out of Bounds: If your throw knocks
the jack out of bounds, pick up the circle and carry it to where the jack had
been marked so that it may be placed around the mark; or, if the jack had not
been marked, place the circle where the jack went out of bounds. Apply the
rules for counting points when the jack is dead. The team that was the last to
score throws the jack to start a new end.
6. Picking Up The Circle: If you have played the last
boule of the end, pick up the circle, carry it to the other end, and drop it
around or behind the jack where it will not disrupt the measuring of boules and
the counting of points. Remember that you are not necessarily the player
responsible for the correct placement of the circle—that is
the responsibility of the team that won the end and is usually performed by the
player who will throw the jack.
7. Placing the Circle:
If you are throwing the jack to begin a new end, place the circle around the
jack where it ended up in the previous round or, if you choose, step back the circle
to give you room to throw the jack the maximum allowable distance. The jack
doesn’t have to be in the center of the circle, just within it.
8. Measuring: The team that just played makes the
first measure, then the other team may measure. Don’t intrude on the opponent’s
measure. If you have doubts concerning their decision, wait until they step
away, then step forward and make your own measure. For this purpose, each team
must have appropriate measuring instruments. At minimum, each team should have a
2m or longer tape measure. In addition, a 1m folding measure with a sliding
extension is highly recommended. If an umpire is called to measure, players
must stand at least 2 meters away while the umpire is measuring.
When it’s your
opponent’s turn to play:
9. After Throwing and Gaining the Point: You and your
teammates must immediately proceed to a valid standing area so that the
opponents, now in their 1-minute time limit, have clear room to examine the
situation and plan their next play.
10. Where to Stand: Stand beyond the jack, at least 2
meters from the line of play, when an opponent is playing. The line of play
extends beyond the jack, so you cannot stand on the other side of the jack in
line with the opponent’s next throw. You may also stand behind the circle, but
standing beyond the jack gives you a better view and prepares you to examine
the results of your opponent’s throw and plan your next play. Just don’t stand
between the circle and the jack. Stand still and don’t talk during the regulation
time allowed for the opponents to plan and execute their next play. When a
teammate is playing, you may stand anywhere you wish.