ok... here's druid's version of the after round alternative game conducive to not spilling your beer. i think this game was conceived and invented by local druid john "dahig" h and it's pretty young (a few years?) and unknown so i can't google or wiki rules or pics. i need confirmation on john's claim of invention. we've been playing it after TNT for the past 2 seasons or so.
teams of two play with four lids (two per player per turn) on opposing sides of the "court". the court consists of two 4.5' posts each on each side seperated by about a lid's with. the posts are made of 1.5'' PVC pipe and stand straight up. metal posts are driven into the ground to support the PVC. a solo cup sits upside down on each post. i think the court is about 80' ft in length.
the objective is to throw the lid into or through the posts at the other end. if it goes clean through without hitting a post, it's worth 3 pts. if it hits a post and goes through it's worth 2 pts. an additional 1 pt is awarded for each cup that is knocked off and hits the ground. so the most pts that can be won with one throw is 4 pts. that's when it goes through and knocks both cups off and is known as "The Grand Salami". there have been two walk-off grand salamis during the past two weeks of TNT (me 1, john 1).
...but there is a catch (literally). if the team on the receiving end is able to catch one of the cups, the 1 pt goes to the receiving team. catches must be made one handed (the other hand is for your beer) and you may not trap. it must be a clean catch. you may bat and bobble the cup up into the air with one hand and your partner may catch it, but it must be a clean catch. this often leads to diving catches and many near misses.
there is a velocity rule-- you can't wing it as hard as you can. you can zip it pretty good, but safety first, especially when it's dark. the acceptable velocity is a gentleman's agreement and is rarely an issue.
games are played to 16, must win by two. halftime is when one team or the other gets to 8 pts and teams switch sides. the skunk rule is 9-0.
some defense is also allowed. if it's a close game and you can't allow your opponent to catch a cup for a point, you or your partner may run to the other end and "interfere" with the cup only after your lid has been thrown. you may not interfere with your opponents thrown lid until after it has passed the cups.
the setup is easily converted to glo cups by taping LEDs inside the tops of the cups, hanging glow strings down the posts, using glo lids with a black light box at one end to recharge every other turn. conveniently, john has all of this handy. he should patent it and start selling it.


