Quick Play
Traditional net score competition. First to 21 wins!
Rules Overview:
PIPFALL is played either as singles or 2-player teams (team play).
The same playing area and rules are used for singles and team play.
Equipment:
Official PIPFALL® Bags
PIPFALL® App - The best resource for score keeping!
Standard Cornhole boards
Setup:
Boards are placed 27 feet apart from front edge to front edge.
Foul line is considered the front edge of the board pitching from.
Game Play:
Determining who pitches first: Any fair method can be used such as a coin toss, one dice toss each for the highest value, etc. The winner has the option to choose pitching side, or to pitch first.
The Pitch:
1. Singles play one board at a time and stay in their designated lane for the whole game. For team play, players remain in their original position throughout the entire game.
2. Players must deliver the bag with an underhand release.
3. If the player crosses the foul line during release, that dice does not count for the frame.
4. Each player or team alternates pitching dice until all three of that player’s/team’s dice have been pitched.
5. Singles walk to the end of their lane to the other board, take score and resume pitching back to the other board. For team play, the non-pitching side takes score and then begins their frame.
Scoring:
1. Each dice is awarded the numerical value of that dice based on the number of PIPs showing.
2. Dice must come to rest completely on the board (no part touching the ground) to earn points.
3. A leaner is a dice that is not flat against the surface of the board. For example, the dice is positioned where players cannot determine which PIP value to assign, or the dice leans against another dice on the board.
a. A leaner can only be counted as a leaner if all dice have been thrown for the frame.
b. A leaner is given a value of three (3) points.
4. Any dice that is thrown or pushed into the hole on the board is a “Dice in Hole” and will receive minus three points (-3 points) for that dice.
5. Negative points accrued during any round apply only to that round and do not carry forward. Negative points at the end of any completed round will be given the score of zero (0), with the lowest score for a player during any round being zero (0).
6. Games are played to 21 and must be won by at least two (2) points. In Quickplay, points are earned with NET scores.
Example: Player One has played all three of their dice: First dice landed on 4 (4 points), Second dice landed on 1 (1 point); third dice was a leaner (3 points). Player One’s total dice score = 8. Player Two has played all three of their dice: First Dice was not on the board (0 points); Second dice landed on 5 (5 points), third dice landed on 1 (1 point). Player Two’s total dice points = 6. Applying Quickplay’s Net scoring, the final score for this round is: Player One – 2 points; Player Two – 0 points. This score would be added to previous rounds for scores going into next round.
Race to 100
Stretch out the gameplay as the first player/team to 100 wins! You do not net out points in this gameplay.
Rules Overview:
PIPFALL is played either as singles or 2-player teams (team play).
The same playing area and rules are used for singles and team play.
Equipment:
Official PIPFALL® Bags
PIPFALL® App - The best resource for score keeping!
Standard Cornhole boards
Setup:
Boards are placed 27 feet apart from front edge to front edge.
Foul line is considered the front edge of the board pitching from.
Game Play:
Determining who pitches first: Any fair method can be used such as a coin toss, one dice toss each for the highest value, etc. The winner has the option to choose pitching side, or to pitch first.
The Pitch:
1. Singles play one board at a time and stay in their designated lane for the whole game. For team play, players remain in their original position throughout the entire game.
2. Players must deliver the bag with an underhand release.
3. If the player crosses the foul line during release, that dice does not count for the frame.
4. Each player or team alternates pitching dice until all three of that player’s/team’s dice have been pitched.
5. Singles walk to the end of their lane to the other board, take score and resume pitching back to the other board. For team play, the non-pitching side takes score and then begins their frame.
Scoring:
1. Each dice is awarded the numerical value of that dice based on the number of PIPs showing.
2. Dice must come to rest completely on the board (no part touching the ground) to earn points.
3. A leaner is a dice that is not flat against the surface of the board. For example, the dice is positioned where players cannot determine which PIP value to assign, or the dice leans against another dice on the board.
a. A leaner can only be counted as a leaner if all dice have been thrown for the frame.
b. A leaner is given a value of three (3) points.
4. A player that rolls the same PIP value for each of their three (3) dice will receive double points for that round with the following exceptions:
a. If any dice is considered a leaner
b. If all three dice are not on the board
5. Any dice that is thrown or pushed into the hole on the board is a “Dice in Hole” and will receive minus three points (-3 points) for that dice.
6. Negative points accrued during any round apply only to that round and do not carry forward. Negative points at the end of any completed round will be given the score of zero (0) for that round, with the lowest score for a player during any round being zero (0).
Example: Player One has played all three of their dice: First dice was a “Dice in Hole” (-3 points); Second dice landed on 4 (4 points); Third dice was a “Dice in Hole” (-3 points). Since Player One is in the negative, Player One’s total for that round is zero (0).
7. Games are played to 100 and must be won by at least two (2) points. Players keep total points each round. You do NOT net points each round in Race to 100.
Tournament Play
The most advanced PIPFALL® gameplay! The first player/team to 100 wins but you must avoid PIPFALLS along the way in this PIPFALL game!
Rules Overview:
PIPFALL® is played either as singles or 2-player teams (team play).
The same playing area and rules are used for singles and team play.
Equipment:
Official PIPFALL® Bags
PIPFALL® App - The best resource for score keeping!
Standard Cornhole boards
Setup:
Boards are placed 27 feet apart from front edge to front edge.
Foul line is considered the front edge of the board pitching from.
Game Play:
Determining who pitches first: Any fair method can be used such as a coin toss, one dice toss each for the highest value, etc. The winner has the option to choose pitching side, or to pitch first.
The Pitch:
1. Singles play one board at a time and stay in their designated lane for the whole game. For team play, players remain in their original position throughout the entire game.
2. Players must deliver the bag with an underhand release.
3. If the player crosses the foul line during release, that dice does not count for the frame.
4. Each player or team alternates pitching dice until all three of that player’s/team’s dice have been pitched.
5. Singles walk to the end of their lane to the other board, take score and resume pitching back to the other board. For team play, the non-pitching side takes score and then begins their frame.
Scoring:
1. Each dice is awarded the numerical value of that dice based on the number of PIPs showing.
2. Dice must come to rest completely on the board (no part touching the ground) to earn points.
3. A leaner is a dice that is not flat against the surface of the board. For example, the dice is positioned where players cannot determine which PIP value to assign, or the dice leans against another dice on the board.
a. A leaner can only be counted as a leaner if all dice have been thrown for the frame.
b. A leaner is given a value of three (3) points.
4. In any round, the lowest score for a player will be zero (0).
5. Games are played to 100 and must be won by at least two (2) points. You do not net points in each round of play for Tournament Style.
Scoring PIPFALLS (good and bad):
1. Any player with the following exact score at the end of a round will have a score adjustment:
25 – bonus points: 20 points added to score!
50 – take a step back: 30 points deduction from score
88 – switch up: score is swapped with the other player going into the next frame
2. A player ending a frame with all three dice landing on 1’s will lose ½ of their overall score heading into the next frame.
3. A player that rolls a small straight (1-3) with the dice will receive a bonus of 5 points for that round
4. A player that rolls a large straight (4-6) with the dice will receive a bonus of 10 points for that round
5. A player that rolls the same PIP value for each of their three (3) dice will receive double points for that round with the following exceptions:
a. If roll all 1’s, apply rule number 2. above
b. If any dice is considered a leaner, then no double points are awarded for that round
6. Any dice that is thrown or pushed into the hole on the board is a “Dice in Hole” and will receive minus three points (-3 points) for that dice.
7. Negative points accrued during any round apply only to that round and do not carry forward. Negative points at the end of any completed round will be given the score of zero (0), with the lowest score for a player during any round being zero (0).
Example: Player One has played all three of their dice: First dice was a “Dice in Hole” (-3 points); Second dice landed on 4 (4 points); Third dice was a “Dice in Hole” (-3 points). Since Player One is in the negative, Player One’s total for that round is zero (0).