PIPFALL – The Game You Totally Know How to Play

PIPFALL – The Game You Totally Know How to Play

Ok, we get it! We created a game with familiar products but changed up the rules. So, it makes you nervous. You think you can't wrap your head around it. Well, we are here to let you know it's easier than you think, and we'll prove it by giving you a bit of the back story and explain the rules so you can join in on the fun. 

 

The Beginning

PIPFALL was designed with a cornhole novice in mind. We all know how frustrating it can be not landing your cornhole bags in the hole every time, so the creators of PIPFALL decided to change the game and create a different challenge. The concept of PIPFALL is landing all 3 dice on the board to accumulate points but avoid landing your die in the hole because this causes you to lose points. You might say we made it easier by allowing the dice to hit the ground and roll up on the board, but we also think it's harder because you never know what number your dice will land on. We still highly encourage strategy in gameplay like trying to knock your opponent's dice into the hole or off the board but be careful and calculate the risk with what might happen to your dice in the process.

 

The Dice

The dice are constructed from a heavy-duty cotton canvas, with double layering and patten pending stitching. Weighing about 1 lb, the resin pellet-filled die will feel similar in weight to a cornhole bag and surprise even the most doubtful throwers with quality in craftsmanship.

 

The Throwing

PIPFALL dice are thrown with an underhand release. It is a legal move to have dice hit the ground and roll up onto the board, as long as there is no part of the die touching the ground when the die stops rolling.

 

The Basics

Similar to cornhole, we play PIPFALL using cancellation scoring. When all dice have been thrown for the frame, the PIPs (the dots on the die) that stayed on the board are added up. Any die in the hole is minus 3 points, with the lowest possible score being zero for each frame. Negative points do not carry over from the previous rounds.

 

Example 

• Current Score Blue: 8, Red: 12

• Blue throws 3 PIPs, 5 PIPs, and one die off the board, so 3 + 5 + 0 = 8 points.

• Red throws 2 PIPs, one in the hole and one off the board, so 2 + (-3) + 0 = -1 

• Since we don't allow negative points, the team throwing the red dice now has 0 points. (negative points = 0 points)

• Cancellation scoring is calculated as 8 - 0 = 8 points to Blue.

• Points for the frame are then added to each team's overall score

• New Score Blue: 16 and Red: 12

 

Next Frame

• Blue throws 2 PIPs, 6 PIPs, and one in the hole, so 2 + 6 + (-3) = 5

• Red throws 3 PIPs, 1 PIPs, and 5 PIPs, so 3 + 1 + 5 = 9

• Cancellation scoring is calculated as 9 – 5 = 4 points to Red

• Points for the frame are then added to each team's overall score

• New Score Blue:16, Red:16

 

Winning

Games are played to 21, and players must win by 2 points.

So you see, after all that, it's still relatively simple and unique. It offers a challenge of luck and chance with every roll. The only real question we have left is... Are you ready to become a PIPFALL Champion?

 

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