1. Distance between hubs
(pins) is 18 feet.
2. Choose who will throw first. All following
first pitches are made by the player who scores on the previous pitch.
3. All pitching is alternated. At no time shall a player make two
4. Players forward foot must not extend beyond
5. As soon as a quoit touches the ground it is considered
dead and does not count.
6. Should a quoit hit the ground and then go
onto the board and disturb other quoits, that quoit ring should be removed and
the disturbed quoits replaced to their original position.
quoit nearest the hub (pin) counts as one point in scoring. In the event a
player has two quoits nearer the hub than either quoit ring of his opponent, he
scores two points. (1 for each quoit)
8. If a "leaner" is made it
counts as only one point. (a leaner is a quoit which rests on top or against
the hub). You can count the "leaner" as two points depending on your own home
9. A properly thrown quoit landing on the slate board or
plastic board that bounces and turns upside down does not keep its scoring
10. Should a player make a ringer and also have thrown a quoit
ring nearer the hub (pin) than his opponent, he shall receive four points.
(three points for the ringer and one point for the closest quoit)
Optional: If a quoit is half on the board and half off it is a dead quoit. They
call this "daylight" because you will be able to see the ground through the
quoit. Optional to count it or disqualify the point. Each ringer pitched counts
as three points, except:
· When some player pitches two
ringers, one directly on top of the other, six points are counted.
· When first player pitches a ringer, which is topped by opponent, the
opponent receives 3 points.
· When first player pitches a
ringer, which is topped by opponent, and then again topped by first player, the
last ringer made counts as 3 points for the first player.
When 4 ringers are made, the player pitching the last ringer wins the game.
12. 21 points wins the game.