**2007 National Veterans Golden Age Games**

**Rule Book**

**General Rules**

These pages state the rules of the National Veterans Golden Age Games
and will be used at all National and Local Veterans Golden Age Games
competitions. Modifications and variances of these rules and regulations
may be made as outlined in the rules or by the [National Veterans Golden
Age Games Program
Director](mailto:Dewayne.Vaughan@va.gov?subject=National Veterans Golden Age Games Rules Website)
(Dewayne.Vaughan@va.gov).

**I. Competitor Eligibility**

To be eligible, competitors must be 55 years of age or over and
currently receiving care through the Department of Veterans Affairs.
Competitors may be inpatients of a VA facility or receiving
care/services on an outpatient basis. Veterans who receive health care
at a Department of Veterans Affairs medical facility have first
priority.

**II. Registration for Events**

Competitors must register prior to the start of the events. Each
competitor may be entered in up to a maximum of four and a minimum of
two National Veterans Golden Age Games events. There are 14 events from
which individuals may choose to enter. Competitors may enter no more
than two swimming events. The two swimming events will count toward two
of the maximum of four events that a competitor may enter.

A listing of events can be found on the following page. By highlighting
the blue [RULES]{.underline} icon in the right hand column, a hyperlink
will take you directly to the respective rules for each competitive
event.

+------------------------------------------+--------------+------------+
| **Name of Event**                        | **Breakout** | **Event    |
|                                          |              | Rules**    |
+------------------------------------------+--------------+------------+
| Air Rifle                                | Age          | #          |
|                                          |              | [**RULES** |
|                                          |              | ](#airrif) |
+------------------------------------------+--------------+------------+
| Bicycle ¼ and ½ Mile Dash                | Age & Gender | [RULES]    |
|                                          |              | (#BIKEQTR) |
+------------------------------------------+--------------+------------+
| Bowling- Ambulatory                      | Age & Gender | [RULES](#  |
|                                          |              | bowling--a |
|                                          |              | mbulatory) |
+------------------------------------------+--------------+------------+
| Bowling-Wheelchair                       |              |            |
+------------------------------------------+--------------+------------+
| Bowling- Wheelchair Adaptive             |              |            |
+------------------------------------------+--------------+------------+
| Bowling-Visually Impaired                |              |            |
+------------------------------------------+--------------+------------+
| Checkers                                 | Age          | [RULES](   |
|                                          |              | #CHECKERS) |
+------------------------------------------+--------------+------------+
| Croquet                                  | Age          | [RUL       |
|                                          |              | ES](#CROQ) |
+------------------------------------------+--------------+------------+
| Discus                                   | Age & Gender | #          |
|                                          |              | [**RULES** |
|                                          |              | ](#DISCUS) |
+------------------------------------------+--------------+------------+
| Discus- Wheelchair                       |              |            |
+------------------------------------------+--------------+------------+
| Dominoes                                 | Age          | [RU        |
|                                          |              | LES](#DOM) |
+------------------------------------------+--------------+------------+
| Golf                                     | Age          | [RUL       |
|                                          |              | ES](#GOLF) |
+------------------------------------------+--------------+------------+
| Horseshoes- Ambulatory                   | Age & Gender | [RULE      |
|                                          |              | S](#HORSE) |
+------------------------------------------+--------------+------------+
| Horseshoes- Wheelchair                   |              |            |
+------------------------------------------+--------------+------------+
| Horseshoes- Visually Impaired            |              |            |
+------------------------------------------+--------------+------------+
| Nine-Ball- Ambulatory                    | Age          | [RULE      |
|                                          |              | S](#NINEB) |
+------------------------------------------+--------------+------------+
| Nine-Ball- Wheelchair                    |              |            |
+------------------------------------------+--------------+------------+
| Shot Put                                 | Age & Gender | [RULE      |
|                                          |              | S](#SHOTP) |
+------------------------------------------+--------------+------------+
| Shot Put- Wheelchair                     |              |            |
+------------------------------------------+--------------+------------+
| Shuffleboard                             | Age          | [RULES]    |
|                                          |              | (#SHUFFLE) |
+------------------------------------------+--------------+------------+
| Shuffleboard- Wheelchair                 |              |            |
+------------------------------------------+--------------+------------+
| Shuffleboard- Visually Impaired          |              |            |
+------------------------------------------+--------------+------------+
| Swimming-25 Yards or Meters:\            | Age & Gender | [RULES](#S |
|      Free-Style- Ambulatory &            |              | WIMFREE25) |
| Non-Ambulatory                           |              |            |
+------------------------------------------+--------------+------------+
| Swimming-25 Yards or Meters:\            |              | [RULES](#S |
|      Backstroke- Ambulatory &            |              | WIMBACK25) |
| Non-Ambulatory                           |              |            |
+------------------------------------------+--------------+------------+
| Swimming-50 Yards or Meters:\            |              | [RULES](#S |
|      Free-Style- Ambulatory &            |              | WIMFREE50) |
| Non-Ambulatory                           |              |            |
+------------------------------------------+--------------+------------+
| Swimming-50 Yards or Meters:             |              | [RULES](#S |
|                                          |              | WIMBACK50) |
| Backstroke- Ambulatory & Non-Ambulatory  |              |            |
+------------------------------------------+--------------+------------+
| Table Tennis                             | Age          | [RULES](   |
|                                          |              | #TABLETEN) |
+------------------------------------------+--------------+------------+
| Wheelchair Table Tennis                  |              |            |
+------------------------------------------+--------------+------------+

Each event will have seven age categories for participation:

-   55-59

-   60-64

-   65-69

-   70-74

-   75-79

-   80-84

-   85-UP

Competitors may request assignment to a younger age category in order to
compete. At the discretion of the National Meet Director, age categories
with one entry may be assigned to participate in a younger age category,
but will be awarded medals in their original age category. In most
events, men and women will compete together; but in others, they will
compete in separate categories. Events in which men and women will
compete in separate categories include:

-   Bicycling

-   Bowling

-   Shot Put

-   Discus

-   Horseshoes

-   Swimming Events

**III. AWARDS:**

A.  National Games - The National Program Director will select the
    medals to be awarded at the national level. Medals for First,
    Second, and Third place will be awarded in each event (age/gender
    category). The National Games Host will award certificates to each
    competitor in recognition of their involvement in the National
    Veterans Golden Age Games.

B.  The George Gangi Inspirational Award - will be determined by vote of
    the National Program Director, National Meet Director, National
    Public Affairs Coordinator, and Sponsoring Organization
    Representative (if appropriate).

**IV. MODIFICATION OF RULES AND ADAPTING OF EVENTS:**

Events in which rules modification and special adaptations may be made
are outlined within the rules printed in this rulebook. The National
Veterans Golden Age Games Meet Director may modify and adapt event rules
with concurrence of the National Veterans Golden Age Games Program
Director and Local Site Coordinator.

National Officials may modify and adapt rules regarding fa­cili­ties and
equipment when modification is necessary be­cause of the availability of
facilities or weather factors with the con­currence of the National
Veterans Golden Age Games Meet Director and the National Veterans Golden
Age Games Program Director.

When possible, National Officials will allow competitors to become
familiar with the event areas and equipment to be used. The opportu­nity
to warm up prior to events will be given at the discre­tion of the
National Officials.

National Officials may make adaptations and modifications for a
competitor's disability. The only time this may occur is when the
adaptation or modification would not give a compet­itor an unfair
advantage over other competitors. (Exam­ples: In Table Tennis, a
competitor who has had a stroke may need to move closer to the table to
serve, or in Checkers, a competitor with a hand disability may need
someone to move the playing pieces for him/her).

Visually Impaired veteran competitors with a corrected vision of 20/200
or less will be allowed to enter the Visually Impaired events. This must
be verified and documented at the time of registration by a qualified VA
Visual Impairment Services Team Coordinator. These veterans will compete
in separate divisions for bowling, horseshoes and shuffleboard.

**V. SPECTATOR COACHING:**

Coaches and spectators on the sidelines will not be al­lowed to advise or
coach any competitor during competition. If, after asking a
coach/spectator not to coach a competitor and he or she continues to do
so, the official will ask the coach/spectator to leave the tournament
area.

**VI. DISQUALIFICATIONS:**

The National Official has the right to disqualify any competitor from
competition and the competitor forfeits the right to any awards for
unsportsmanlike conduct or tactics detrimental to the competition.

**VII. APPEALS:**

All appeals of event rules must be made at the time the action being
appealed occurs. The appeal will be made to the National Official, and
in all cases, the Official\'s deci­sion shall be final.

**VIII. PROTESTS:**

All official protests must be received in writing on the appropriate
form, and will be reviewed by the National Meet Director and attending
National Officials and a final decision will be ren­dered.

**IX. TIE RULE:**

Ties during the Bicycling, Swimming, Bowling, Shot Put, Discus and Air
Rifle will not be broken. Competitors who tie during these events will
be awarded duplicate med­als.

**NATIONAL SENIOR GAMES**

We have renewed our relationship with the National Senior Games
Association. This will allow those who finish first or second in their
respective qualifying events and meet Senior Olympic minimum performance
standards to become eligible to compete at the Senior Olympics in
Louisville, Kentucky in 2007.

Qualifying events include the following: Bowling, Discus, Horseshoes,
Shot Put, Shuffleboard, Swimming- 50 yard Backstroke, Swimming- 50 yard
Freestyle, Swimming- 100 yard Freestyle and Table Tennis.

For those of you that are non-ambulatory or visually impaired and have
qualified, the National Senior Olympics does **not** offer separate
categories for you within their events. You will have to compete under
"able-bodied rules" against ambulatory or sighted participants. Do not
let this discourage you, as there have been many non-ambulatory and
visually impaired athletes compete at the Senior Olympics over the past
years. Pay close attention to the established rules of the National
Senior Olympics, as they are not adapted like those of the National
Veterans Golden Age Games. ***All costs associated with attendance at
the National Senior Olympics are the responsibility of the
competitor.***

##### 

##### National Veterans Golden Age Games Program Director: [Dewayne Vaughan](mailto:Dewayne.Vaughan@va.gov?subject=National Veterans Golden Age Games Rules Website)

##### National Veterans Golden Age Games Meet Director: [David Krueger](mailto:dave.krueger@va.gov?subject=National Veterans Golden Age Games Rules Website)

This page maintained by: [**Joe
Nguyen**](mailto:joe.nguyen@va.gov?subject=National Veterans Golden Age Games Rules Website)

##### NATIONAL VETERANS GOLDEN AGE GAMES

**EVENT 1**

**10 METER AIR RIFLE**

[]{#airrif .anchor}**AGE GROUPS:**

MEN AND WOMEN TOGETHER: 55-59

60-64

65-69

70-74

75-79

80-84

85-UP

**EQUIPMENT:**

The National Veterans Golden Age Games host will provide .177 Air Guns,
.177 Pellets, 10 meter targets, target boxes, protective eyewear, and
score sheets.

Other Equipment: drinking water, first aid kit, tables and chairs.

**FACILITY:**

An indoor/outdoor area that allows a 10 Meter (33 feet) shooting course
with a minimum of 14 firing lanes. The targets will be positioned in
such a manner that they are at least 4 feet off of the ground/floor. The
targets shall be 14 inches square. The course must be adequately lighted
with a limited entrance and exit area (for safety reasons).

**COMPETITION:**

The winner will be based on the best shooting score over the 10-Meter
(33 feet) course. Each competitor will fire a total of six rounds at the
approved target.

**RULES:**

**RULE 1:00 Scoring**

Section 1: Scoring will be based on the highest number of points scored
on the target.

Section 2: Each competitor will be allowed to shoot six rounds at a
designated target. The first shot will be a practice shot.

Section 3: Each competitor's total score will be tabulated after the
remaining five rounds are fired. The three best scores out of the five
shots will be tabulated for a total possible score of 30.

**RULE 2:00 Firing Position**

Section l: Each competitor must support the rifle with both elbows
resting on the stationary-firing table. The chest and/or abdomen may
also rest on the table.

**RULE 3:00 Safety**

Section 1: All competitors, assistants, and accompanying personnel who
will be in the immediate vicinity of the range complex are required to
wear shatterproof shooting glasses or similar eye protection while
shooting is in progress. Clear lenses are best, but amber, yellow, or
gray is acceptable. **EYE PROTECTION WILL BE PROVIDED AND MUST BE
WORN!**

**NATIONAL VETERANS GOLDEN AGE GAMES**

**EVENT 2**

[]{#BIKEQTR .anchor}**BICYCLE - 1/4 MILE DASH**

**EVENT 2A**

**BICYCLE - 1/2 MILE DASH**

**AGE GROUPS:**

MEN: 55-59 WOMEN: 55-59

60-64 60-64

65-69 65-69

70-74 70-74

75-79 75-79

80-84 80-84

85-UP 85-UP

**EQUIPMENT:**

The National Veterans Golden Age Games host will provide two wheel
bicycles of similar style and condition. Competitors must use these
bicycles. The host will provide bicycle safety helmets or each
competitor may use approved helmets that they provide for themselves.
Competitors will be required to furnish and wear their own **athletic
shoes** for this competition.

Other Equipment: starter gun or other starting device, stop watch­es or
other timing device, bicycle repair kit including tire pump, first aid
kit, drinking water and scorer/timer sheets.

**FACILITY:**

The 1/4-mile and 1/2-mile dash will be laid out over a course marked
with start and finish lines. The course surface will be of con­crete,
asphalt or similarly appropriate material.

**COMPETITION:**

The bicycling competitions are limited to ambulatory competitors only
and will be based on best time. Each competitor will be given an
opportunity to become familiar with the track. Warm-up prior to the
bicycling event will be accomplished on stationary bicycles. Only one
competitor will be allowed on the course at a time during the
competition. ***Off-season preparation for the Bicycling Competition
must include "on-the-road" riding/training.*** Places will be awarded
based on best time: First Place, fastest time; Second Place, next
fastest time; and Third Place, next fastest time.

**NATIONAL VETERANS GOLDEN AGE GAMES**

**EVENT 3**

##### BOWLING- AMBULATORY

**EVENT 3-A**

**BOWLING- WHEELCHAIR**

**EVENT 3-B**

**BOWLING- WHEELCHAIR ADAPTIVE**

**EVENT 3-C**

**BOWLING- VISUALLY IMPAIRED**

**AGE GROUPS:**

MEN: 55-59 WOMEN: 55-59

60-64 60-64

65-69 65-69

70-74 70-74

75-79 75-79

80-84 80-84

85-UP 85-UP

**EQUIPMENT:**

The National Veterans Golden Age Games host will provide bowling balls
and bowling shoes. Competitors may elect to use their own bowling ball
and shoes. All bowling balls must conform to the size and weight
outlined by the American Bowling Con­gress.

Other Equipment: drinking water, scoring sheets and first aid kit.

**FACILITY:**

Bowling lanes for the competition will be selected by the National
Veterans Golden Age Games host and shall be in good repair. The num­ber
of lanes to be used will be determined by the host. If possible, two
lanes separate from the competition, should be set aside for
photographs.

**COMPETITION:**

This competition will be based on the total score for two lines bowled
in open competition. There is **[NO HANDICAP]{.underline}** in this
event. Bowlers will **not** be given the opportunity to warm up on the
lanes prior to bowling their two lines in the competition. Places will
be awarded based on total pin score: First Place, highest score; Second
Place, next highest score; and Third Place, next highest score.

**RULES:**

The bowling competition will be held in accordance with American Bowling
Congress and World International Bowling Congress rules (except as
otherwise noted within these National Veterans Gold­en Age Games rules).
Ten frames will be bowled straight through at one time. Competitors will
bowl both lines on the same lane.

There will be three separate "adaptive" categories of competition held
based on the type of adaptive equipment used. The three types are
wheelchair, wheelchair adaptive (i.e., ramp, push and handle ball), and
visually impaired. Each category will have separate age and gen­der
breakdowns. Competitors will be allowed to select only one adaptive
bowling category to compete in. Places will be awarded based on total
pin score: First Place, highest score; Second Place, next highest score;
and Third place, next highest score.

Ramps, pushers, and handle balls must be used by those competitors
participating in the wheelchair adaptive category which must be declared
at registration. Bowlers will adjust their own ramps with no assistance
from volunteers or officials. There will be no switching of lanes. Ten
frames will be bowled straight through at one time. Handrails may be
used for those competitors with visual impairments.

**NATIONAL VETERANS GOLDEN AGE GAMES**

**EVENT 4**

[]{#CHECKERS .anchor}**CHECKERS**

**AGE GROUPS:** MEN AND WOMEN TOGETHER: 55-59

60-64

65-69

70-74

75-79

80-84

85-UP

**EQUIPMENT:**

The National Veterans Golden Age Games host will provide standard and
adaptive checkerboards and checkers.

Other Equipment: drinking water, tables, chairs, score sheets, and first
aid kit.

**FACILITY:**

Any appropriate area designated for the event by the National Veterans
Golden Age Games host. Adequate lighting should be a consider­ation. The
host will provide 12 four-foot square tables for this competition. If
possible, one table, separate from the competition, should be set up for
photographs.

**COMPETITION:**

The competition will be set up in a single elimination tour­nament
format. Whenever possible, competitors from the same medical center will
not be matched against each other in first round matches. All matches
will be played as a best two out of three games. Third place game will
match the two losers of the two semi-final games against each other.

**RULES:**

**RULE 1:00 The Piece**

Each competitor commences with 12 pieces, which are arranged on the
three ranks nearest him/her. All the pieces are alike in physical
structure and bestowed powers; they are single pieces.

**RULE 2:00 Object of Play**

A competitor wins when his/her opponent can make no move. This can
happen in either of two ways:

Section 1: The competitor has lost all his/her playing pieces to
capture.

Section 2: All his/her remaining pieces are immobilized.

**RULE 3:00 The Play**

Section 1: The two competitors move alternately, black invariably moving
first to begin the game. There are two kinds of moves, capturing and
non-capturing.

Section 2: The non-capturing move is to an adjacent, vacant square
(along a diagonal, since the pieces move whol­ly on black squares). A
single piece may move only forward; therefore, has a choice of no more
than two simple moves.

Section 3: The capturing move is a jump. If a piece (say black) stands
adjacent to an enemy (say red) and the square just beyond this enemy on
the same line is vacant, then black may jump over the enemy to the
vacant square. The piece so jumped (red) is then removed from the board.
If the jumping piece lands on a square from which it can jump another
enemy, it must do so in the same turn, continuing to make capture until
it runs out of victims. In any such series, the jumping piece may zigzag
at will, changing directions in successive captures. A single playing
piece captures only forward.

Section 4: The event official will issue the in-turn competitor a 25
second warning that he/she must make a move. If the in-turn competitor
has not moved within 30 seconds, the opposing competitor will have the
opportunity to select a checker to be removed from the board. The event
official will physically remove the checker.

Section 4-VI: The 30 second time limit will be suspended for games with
the visually impaired; however, if stalling occurs, the competitor will
be warned and a checker will be removed if it continues.

Section 5: All games will have a 10-minute time limit. At the end of 10
minutes, the competitor with the most checkers remaining will be
declared the winner of that game.

Section 5-VI: Games with visually impaired will have a 15 minute time
limit. At the end of 15 minutes, the competitor with the most checkers
remaining will be declared the winner of that game.

Section 6: If able to make a jump, the competitor must do so in
preference to a simple move. All jumps must be com­pleted: a simple move,
when the competitor can jump, is illegal and must be retracted. A king
may capture forward or back­ward.

Section 6A: If a competitor makes an illegal move, (i.e., a simple move
in lieu of a jump, the piece (checker) illegally moved will be replaced
and the legal move (jump) must be made. The player, opponent, official
or timer may alert the table to the illegal move.

Section 6B: At no time may a player remove an opponent's piece (checker)
for making an illegal move. All illegally moved checkers will be
replaced and a legal move must be made (i.e., a simple move in lieu of a
jump).

Section 7: The competitor may make his/her choice, where al­ternatives
exist as to what piece to move in jumping and what direction to go in a
series of jumps.

Section 8: On reaching the last rank, farthest away from the owner, a
single piece is crowned, thereby becoming king. Placing another checker
on top of it marks its promotion, the two then being moved as a unit. A
competitor is required by rule to crown the enemy piece reaching his/her
side of the board.

Section 9: A king may move in any diagonal direction forward or
backward. As to simple moves and jumps, the same rules apply to it as to
a single piece. If a single piece reached the king row by a jump, it
must stop to be crowned; it may not continue capturing (as a king) in
the same turn. The crown is the end of the move.

**RULE 4:00 Definitions:**

Section 1: Touch and move. If the in-turn competitor touches one of
his/her own playable pieces, he/she must move it. If any part of a
playable piece is moved over an angle of the square on which it is
stationed, the play must be completed in that direction.

Section 1-VI: The touch and move rule will be liberally interpreted for
the visually impaired. Once a checker is deliberately moved, it can not
be moved back.

Section 2: Adjusting. Touching an unplayable piece does not constitute a
move, and such pieces, if displaced, must be put back. A competitor may
touch his/her own piece, for purpose of arranging, if he/she gives
verbal notice of his/her in­tention and may request the opponent to
adjust his/her (opponent\'s) pieces, but should not touch the adverse
pieces for any purpose except capture.

Section 3: Leaving the table. After the first move (or selection of the
opening by coin flip), neither competitor may leave the table without
permission of the official, and he/she then must be accompanied either
by his/her opponent or by a person appointed by the official. The
purpose of this rule is to prevent a competitor from consulting books
during the course of the game.

Section 4: Drawn/Tie games. A game is declared drawn when neither
competitor can force a win. At this point, a new game will be started.

Section 5: Matches. A match between two competitors al­ways comprises an
odd number of games. Choice of black side is determined at the beginning
of the match by a coin flip. Thereafter, the black side rotates between
competitors.

**NATIONAL VETERANS GOLDEN AGE GAMES**

**EVENT 5**

[]{#CROQ .anchor}**CROQUET**

**AGE GROUPS:**

MEN AND WOMEN TOGETHER: 55-59

60-64

65-69

70-74

75-79

80-84

85-UP

**EQUIPMENT:**

The National Veterans Golden Age Games host will provide standard
croquet mallets, balls, stakes, and wickets. Competitors must use the
equipment provided by the host during the competition.

Oth­er Equipment: boundary markers and lining materials, ham­mer for
driving stakes, scoring sheets, bracket sheets, bullhorn, tables,
chairs, drinking water and first aid kit.

**FACILITY:**

A standard American nine wicket, two stake croquet court will be used.
If the facility does not permit a standard court size, the host may
adjust the court size if needed. The host will provide a minimum of four
courts and maximum of six for this event. The croquet court must be
located on a flat grassy surface.

**COMPETITION:**

Each competitor will compete individually in a single elim­ination
format. **This competition is limited to ambulatory competitors only**.
Up to six competitors can compete in each game with the winner of each
game moving on to the next com­petition round.

The GAME WINNER is normally the competitor who completes the tour of the
croquet court first. However, if more than one competitor completes the
course on the same round, the winner is deter­mined by the stroke count.
(ROUND: begins with the top col­or of the starting stake and ends with
the last color. Competitors with colors that follow the first finishing
competitor are considered on that same round and are entitled to finish
their turn. A competitor is finished playing when he/she takes his/her
turn and does not reach the finish stake.) Of the players finishing on
the same round, the competitor using the fewest strokes to complete the
course is declared the winner of that game. If there is a tie for low
score, a playoff game will be conducted between the tied competitors.

**RULES**

**RULE 1:00 Order of Play**

Is determined by the sequence of colors of the starting stake (top to
bottom). The top color is the first to play.

**RULE 2:00 Color of the Ball**

Play will be determined by the order in which the competitors are
bracketed (i.e., first name plays the top color; second name plays the
next color, etc.).

# RULE 3:00 Mallet

A competitor may hold any part of the mallet with one or both hands and
may use any stance (i.e., center, golf or side). The ball must be
struck, not pushed, with the striking ends of the mallet tip.

**RULE 4:00 Stroke**

A stroke is counted if the mallet strikes the ball, however slightly the
ball is moved. **No stroke** is counted if the ball is missed entirely.
The competitor may attempt a strike again.

**RULE 5:00 [THE STRIKER MAY NOT:]{.underline}**

Section 1: Place another mallet against a ball and then hit that mallet
with his/her mallet.

Section 2: Strike a ball by hitting a wicket or stake that is between
the competitor and that ball. The mallet must have clean contact with
the ball.

Section 3: Touch or strike any other ball with his/her mallet.

Section 4: Touch another ball with his/her mallet or foot in attempting
to strike his/her ball. His/her turn ends and both balls are returned to
their original position.

**RULE 6:00 Start of Play: Ball placement**

Section 1: One half the distance between the starting stake and wicket
#1.

Section 2: In a direct line between the starting stake and wicket #1.

Section 3: In starting, each competitor attempts to pass through wickets
1 and 2 with one shot.

Section 4: An extra shot is earned for each successive wicket
successfully passed through. Extra shots can be cumulative.

Section 5: At the START STAKE, all players are dead on each other. That
deadness is not cleared until a player passes through wicket number 1.
When passing through a wicket an extra shot is earned and that person is
live on all other players.

**RULE 7:00 Tour of the Ball**

Section 1: Is counterclockwise from the starting stake through wickets
1, 2, 3, 4, 5, 6, 7 to the turning stake; from the turning stake through
wickets 8, 9, 10, 11, 12, 13, 14 to the finishing stake.

Section 2: A player who does not follow wickets in their proper order
will NOT be notified until that player passes through an incorrect
wicket. He/she will then be told there are no extra strokes earned and
why.

Section 3: Competitors receive a single additional stroke after striking
the turning stake. The ball is then similarly placed as described in
Rule 6, Section 1.

Section 4: Balls hitting the turning stake clears any prior deadness.

**RULE 8:00 Making a Wicket**

Section 1: An **EXTRA SHOT** is allowed for each succes­sive wicket
passed through. A player must hit his/her ball through a wicket. It
cannot be hit through a wicket by another player (for example, as in a
croquet). A ball is considered **through the wicket** when a straight
edge placed against the [approach side]{.underline} of the wicket does
not touch the ball. A ball stopping in or rolling back into a wicket has
not made the wicket and an extra shot is not awarded. A competitor
continues his/her turn as long as his/her ball passes through a wicket
or wickets. Extra shots can be cumulative.

Section 2: A ball, which is in the direct path through a wicket, is
considered to be a BLOCK. A competitor may BLOCK A WICKET for two
successive turns with a ball upon which the opponent is dead, but on the
opponent\'s third turn must leave the wicket clear or be lifted and
replaced after that turn.

**RULE 9:00** **Dead or Alive**

Section 1: A player is **dead** on another player\'s ball when his/her
ball hits another player\'s ball. He/she becomes **alive** again on that
ball when his/her ball clears the next wicket.

Section 2: If a player\'s ball hits more than one ball upon which he/she
is alive he/she **plays off the first ball hit**, and replaces the
second ball to its original position. The sec­ond ball is still alive.

Section 3: A player who hits a ball that is alive receives TWO extra
strokes. Extra shots can be cumulative.

Section 4: A player who hits a ball which is alive and caroms through a
wicket on the same play receives ONE extra shot (for the wicket) from
where the ball then lies. The wicket takes precedence over the roquet.

Section 5: A player who makes the wicket and then hits a ball on the
same play must hit (roquet) that ball again in order to receive two
extra shots. The player, however, may choose to continue play using the
one extra shot for the wicket and will not be dead on the ball hit.

Section 6: If a player hits a ball on which it is dead, the player\'s
turn ends, any extra earned shots are lost, and both balls remain where
they are.

Section 7: A ball hitting the turning stake clears any prior deadness.

**RULE 10:00** **Striking (Roqueting) an Opponent\'s Ball**

Section 1: **A player\'s ball** that hits an opponent\'s ball on which
he/she is still **alive** is entitled to TWO EXTRA SHOTS. He/she then
has 3 choices:

> Use one shot by placing his/her ball in contact with the roqueted ball
> and in striking (croquet) his/her ball causes both balls to move.
> He/she then can take his/her second shot;

\...or

> Use one shot by placing his/her ball in contact with the roqueted ball
> and holding his/her ball by foot or hand, strike (croquet) his/her
> ball causing the opponent\'s ball to move. He/she can then take
> his/her second shot;

\...or

> Place his/her ball one mallet\'s head length away in any direction,
> but not through a wicket, from the opponent\'s ball and take his/her
> two extra shots.

**RULE 11:00** **Out of Bounds**

Section 1: The boundary lines are part of the playing field. Any part of
the ball that is resting **over** the line is considered in play.

Section 2: If a player\'s ball rolls out of bounds after being struck,
it is brought back to the exit point and placed one mallet-head length
inside the boundary line. The player\'s turn is ended.

Section 3: If a player\'s ball passes through a wicket and travels out
of bounds, the turn ends and the ball is placed one mallet-head length
inside the point of exit. No extra shot is earned.

Section 4: If, in a roquet or croquet, any ball(s), EXCEPT FOR THE
STRIKER\'S BALL go out of bounds, the striker\'s turn ends and the
ball(s) are placed one mallet-head length inside the exit point.

Section 5: If in a roquet, the striker\'s ball goes out of bounds it is
brought back into play and play continues as in RULE 10.

**RULE 12:00** **Playing Out of Turn or Wrong Call**

Section 1: If a ball is PLAYED OUT OF TURN, all balls are replaced as at
the beginning of that sequence of play, and play is resumed in proper
sequence with the offending ball losing its **NEXT** turn.

Section 2: If a player plays the WRONG BALL, his/her turn ends and all
balls are replaced where they were before the error occurred.

# SCORE KEEPERS

One scorekeeper and one official per court.

Each scorekeeper should have a score sheet for each competi­tion round
that contains each player\'s name and his/her ball color (SEE RULES 1
AND 2).

At the start of play and during play the scorekeeper or official should
announce the color whose turn it is to play (e.g., \"Red\'s turn\",
\"Blue\'s turn\", etc.). This should eliminate playing out of turn.

Every time a player strikes his/her ball the scorekeeper makes a slash
mark next to that player\'s name/color on his/her card.

If there is a tie at the end of the game, and on the same round (See
COMPETITION section), the stroke count will be used to determine the
winner of that game.

**GLOSSARY OF TERMS**

**ALIVE** - a word for a ball that has cleared a wicket, and thus is
said to be alive - able to play - on all other balls.

**BALL-IN-HAND** - a ball that, after hitting another ball or going out
of bounds, must be picked up and moved.

**CLEARING (OR CLEANING)** - becoming alive by running a wicket.

**CROQUET STROKE (OR SHOT)** - the stroke in which, after a player
roquets another ball, he/she places his/her ball next to the roqueted
ball, and by striking his/her ball, moves both balls.

**DEADNESS** - describing a player who has roqueted another ball. He/she
is said to be \"dead\" on that ball - that is, he/she cannot play off
that ball again - until his/her ball clears its next wicket.

**DOUBLE TAP** - a fault in which the striker\'s ball is acciden­tally
hit twice in one stroke. Only one stroke is counted.

**FAULT** - an unacceptable stroke or an action resulting in a penalty.

**FOOT SHOT** - a croquet shot taken with the striker\'s foot on the
ball.

**JAWS** - entrance to the upright of a wicket.

**JUMP SHOT** - a shot in which the ball is struck so that it leaves the
ground, thus avoiding an obstructing ball, wicket or stake.

**LEAVE** - the positions on the court where a player leaves his/her and
the opponent\'s balls at the end of his/her turn.

**OUT- OF - BOUNDS** - describing a ball that has no part resting over
the boundary lines.

**PASS** - to waive or pass up a turn.

**STAKE** - a round wooden stake painted with colored stripes
corresponding to the ball colors indicating sequence of play. In the
nine wicket game there are two: 1) the start­ing/finishing stake and 2)
the upper or turning stake.

**STRIKER** - the player whose turn it is to play and having played has
struck his/her ball.

**STROKE** --A stroke is counted if the mallet strikes the ball, however
slightly the ball is moved. No stroke is counted if the ball is missed
entirely. The player may attempt a strike again.

**STYMIE** - a ball blocking the intended path of the striker\'s ball
when the striker\'s ball is \"dead\" on it.

**WAIVE** - to pass up a turn. The ball is then considered to have been
played where it lies.

**WICKET** - a straight or curved-topped arch, through which a ball must
be driven.

**NATIONAL VETERANS GOLDEN AGE GAMES**

**EVENT 6**

[]{#DISCUS .anchor}**DISCUS**

**EVENT 6-A**

**DISCUS (WHEELCHAIR)**

**AGE GROUPS:**

MEN: 55-59 WOMEN: 55-59

60-64 60-64

65-69 65-69

70-74 70-74

75-79 75-79

80-84 80-84

85-UP 85-UP

**EQUIPMENT:**

The National Veterans Golden Age Games host will provide discus. The
body of the discus shall be made of wood or other suitable material with
a metal rim, the edge of which shall be cir­cular. The cross section of
the edge shall be rounded in a true circle having a radius of
approximately 6mm. There may be circular plates set flush into the
center of the sides. Alternatively, the discus may be made without metal
plates, provided that the equivalent area is flat and the measure­ments
and total weight of the implement corresponds to the specifications.
Each side of the discus shall be identical and shall be made without
indentations, projections, or sharp edges. The sides shall taper in a
straight line from the beginning of the curve of the rim to a circle of
a radi­us 25mm (min), 28.5mm (max) from the center of the discus.
Competitors must use the dis­cus, which are pro­vid­ed.

Other Equipment: tape measure, score sheets, drinking water, wheelchair
tie downs, and first aid kit.

**FACILITY:**

An area of adequate size designated by the National Veterans Golden Age
Games host. The area should be large enough to allow for specta­tors to
be safely away from the area in which the discus is being thrown. A
circle shall be marked from which competi­tors must throw the discus. The
host will provide a minimum of two discus throwing competition areas.

Wheelchair Division- Wheelchair tie-downs will be utilized on all
chairs. The host will provide a minimum of one shot put throwing area
with wheelchair tie downs.

**COMPETITION:**

Each competitor will have the opportunity to throw an offi­cial discus 3
times. Only the longest of each competitor\'s 3 throws will be counted.
**NOTE: Competitors must throw in an Olympic style.**

**RULES:**

**RULE 1:00 Equipment**

Official discus will be used.

Ambulatory Division:

\--Women age groups will utilize 1.0kg discus

\--Men age 55 to 59 will utilize 1.5kg discus

\--Men age 60 and up will utilize 1.0kg discus

Wheelchair Division:

\--All men and women will utilize 1.0kg discus

The brand/type of dis­cus is to be determined by the event official, who
shall pro­vide the discus for the competitors.

**RULE 2:00 The Throw**

Section l: Each competitor will have 3 at­tempts. If he/she elects,
he/she may pass on his/her second and third attempts.

Section 2: Once the competitor enters the circle to start the throw, an
attempt must be made before leaving. It is considered to be a foul if:

1.  competitor steps on or outside of the legal sector lines,

2.  false starts more than once, or

3.  leaves the circle from its front half.

Section 3: A foul counts as one of the three permit­ted attempts, and the
event official will mark an \"F\" next to the competitor\'s name on the
entry sheet. The official is respon­sible for viewing the legality of a
competitor\'s move­ments.

Section 4: All throws are marked at the nearest edge of the point of
landing. Measurement is made directly after each throw and extends to
the inside edge of the circle nearest the mark, and is measured along an
extended radius of the circle.

Section 5: The measuring tape is kept at its extended length during the
whole competition for speed of measure­ment. One measurer stays on the
border of the sector with the zero end of the tape and is responsible
for moving into the sector and marking the discus imprint. After the
zero end of the tape is secured, it is extended by the other measurer to
the middle point of the discus circle. The official makes sure the tape
is fully extended, and then reads the measurement to the lower
quarter-inch at the circle\'s edge.

Section 6: There will be no tie-breakers in the event of a tie.

**RULE 3:00 Scoring**

Section 1: Scoring for First, Second and Third Place will be based on
length of the three longest throws.

**NATIONAL VETERANS GOLDEN AGE GAMES**

**EVENT 7**

[]{#DOM .anchor}**DOMINOES**

**AGE GROUPS:**

MEN AND WOMEN TOGETHER: 55-59

60-64

65-69

70-74

75-79

80-84

85-UP

**EQUIPMENT:**

The National Veterans Golden Age Games host will provide adaptive and
standard sets of \"Double-Six\" dominoes, score pads, pencils, and
timing devices.

Other Equipment: drinking water, tables, chairs and first aid kit.

**FACILITY:**

Any appropriate area designated for the event by the National Veterans
Golden Age Games host. Adequate lighting should be a consider­ation. The
host will provide a minimum of 12 and maximum of 20 four-foot square
tables for this competition. If possible, one table, separate from the
competition, should be set aside for photographs.

**COMPETITION:**

The competition will be set up in a single elimination tour­nament
format. Whenever possible competitors from the same medical center will
not be matched against each other in first round matches. All matches
when possible will have 4 competitors. All preliminary matches will be
played to a score of 200 points. The winner will advance to the next
round; and when necessary to have 4 competitors in the next match, the
players with the next highest scores may advance (this will be decided
by the event official). The championship match will be played to 300
points. Once a player has reached 300 points or more, the game will end
and that player awarded First Place, the player with the next highest
score will be Second Place, and the player with the next highest score
will be awarded Third Place.

**RULES:**

**RULE 1:00 The Pieces**

Section 1: Standard or adapted \"Double-Six\" sets of dominoes will be
used.

**RULE 2:00 Starting and playing the game.**

Section 1: All playing pieces are turned face down and shuffled (mixing
them by moving and intermingling them to­gether). Each player draws one
tile. The player with the highest tile will make the first move. After
the draw for first play, all dominoes will be reshuffled by the
indi­vidual to the left of the person with first play. First play will
then move to the left after each winning hand or domi­no. Each player
draws 7 tiles. Any dominoes left after everyone draws will be left face
down and form the draw pile.

Section 2: Play begins by the player with the highest draw placing a
domino on the table. It does not have to be a double and the player can
score on the first play. Play then moves to the left.

Section 3: Each player must play a tile if he/she can. A play is made by
matching a tile in his/her hand to the end of one of the tiles that has
been played. The first double played (the spinner) may be played off of
in each of the four sides. However, all other tiles must be played end
to end matching the number of spots. Other doubles that are played are
laid crosswise to the end on which they are being played; the next tile
played off of it must be on the oppo­site side only.

Section 4: Each player may only play one domino (tile) during their
turn. If a player cannot match an end, they may draw one tile at a time
from the draw pile until able to play. If there are no tiles in the draw
pile, the player passes his/her turn.

Section 5: Each player is required to move within 30 seconds or the
player will have to pass.

Section 5-VI: The time limit will be rescinded for the games involving
visually impaired competitors.

**RULE 3:00 Scoring**

Section 1: The event official will assign a scorekeep­er at each game and
this will be considered the official score. Scoring is made during the
game in multiples of five (5, 10, 15, 20, etc.), based on the total
number of spots on the ends of all playing pieces on the outside playing
tiles of the arrangement. Each competitor must call his/her score to the
event official.

Section 2: Scoring is also made if a player is able to play his/her last
tile while his/her opponents still hold their tiles, he/she calls
\"Domino\" and wins the hand and scores the number of spots his/her
opponents hold (rounded to the nearest multiple of 5).

Section 3: A blocked game is when no player is able to play a tile. The
spots are counted on the tiles each player still holds. The player with
the lowest number of spots adds to his/her score the total spots held by
each of his/her oppo­nents minus his/her own count rounded to the nearest
multiple of five. If there are two players with the same number of spots
lower than their opponents, there is no score and the next hand is begun
with the shuffle of the dominoes.

Section 4: All preliminary round games will be played to a score of 200.
The championship game will be played to 300 (see Competition Section
above).

**NATIONAL VETERANS GOLDEN AGE GAMES**

**EVENT 8**

[]{#GOLF .anchor}**GOLF**

**AGE GROUPS:**

MEN AND WOMEN TOGETHER: 55-59

60-64

65-69

70-74

75-79

80-84

85-UP

**EQUIPMENT:**

The National Veterans Golden Age Games host **will not** provide golf
clubs. Competitors must use their own personal clubs. The host will not
be responsible for providing replacements for lost or stolen clubs.

The National Veterans Golden Age Games host will provide one sleeve of
three golf balls, tees and scorecards. Competitors wanting golf gloves
or shoes must provide their own.

Other Equipment: golf carts for competitors and scorers, drinking water
and first aid kit.

**FACILITY:**

The golf event will be held on a golf course selected by the National
Veterans Golden Age Games host. Play will consist of nine holes although
an eighteen hole course is needed in order to accommodate a maximum of
88 golfers.

**COMPETITION:**

While the National Veterans Golden Age Games encourages first time
competitors, competitors must have prior golfing experience of having
played on a regular basis for at least the past one year.

Each competitor will compete individually within his/her age group.
There will be no handicapping of scores. Therefore, gross scores will
determine the first three places in each age category.

A sufficient number of volunteer scorekeepers will be provided by the
local host facility to insure the integrity of score keeping.

All play not covered by the rules below will be governed by USGA and
local club rules.

**RULES**:

**Rule 1:00 Order of Play**

Competitors will play in groups of no more than 4. Competitors will be
grouped in similar age categories as much as possible although this is
not totally necessary.

Nine holes will be played. Groups will be assigned a starting hole and
will begin their play from that hole. A \"shotgun\" start will signal
players to begin play.

Players will begin each hole from the following tee boxes:

RED - women WHITE - men

**Rule 2:00 A Stroke**

A stroke will occur any time a player positions him/herself to hit the
ball and takes a swing at the ball. A stroke will be counted even if the
ball is missed (a whiff). See below for maximum strokes on a hole.

**Rule 3:00 Special Rules**

**Winter Rules**: A ball can be moved 1 club length in any direction in
the fairway or rough, but NOT toward the hole. A ball in the sand trap
must be played where it lies.

**Water Hazards**: (A ball in the water or inside the hazard stakes). If
you cannot play your ball, drop a ball outside the hazard near the point
it entered the water and begin play. Take 1 penalty stroke.

**Maximum Strokes Per Hole**: In order to speed up play, the [maximum
score]{.underline} on a hole will be [double par.]{.underline} Once a
player reaches double par, he/she is to pick up the ball and wait for
the others in the group to finish the hole. For example, on a par 4,
when a player has hit his/her 8th stroke, that player is to mark 8 on
the scorecard and pick up his/her golf ball.

**Out of Bounds**: Usually marked by white stakes. Player takes 1 stroke
penalty but [no loss of distance.]{.underline} Drop a ball in play
approximately at the point the ball went out of bounds.

**Lost Balls:** Take no more than 5 minutes to look for a lost ball. If
not found, place a ball where you think the ball should have been found.
Take 1 stroke penalty.

**Putts:** All putts must be putted.

**Scorecards:** Be sure to begin marking your group\'s score [on the
hole you begin play.]{.underline} For example, if your group begins on
hole #5, be sure to put your first set of scores on that hole, NOT #1.
Scorecards are to be turned in to the National Official when you end
your round of golf.

**Tie Breakers:** In the event there is a tie for low score at the end
of the round, a score card tiebreaker will be used to break that tie
beginning with hole #1 or hole #10 if playing holes 10 through 18. This
will continue until a player has shot the best score on a hole.

##### NATIONAL VETERANS GOLDEN AGE GAMES

**EVENT 9**

[]{#HORSE .anchor}**HORSESHOES (AMBULATORY)**

**EVENT 9A**

**HORSESHOES (WHEELCHAIR)**

**EVENT 9B**

**HORSESHOES (VISUALLY IMPAIRED)**

**AGE GROUPS:**

MEN: 55-59 WOMEN: 55-59

60-64 60-64

65-69 65-69

70-74 70-74

75-79 75-79

80-84 80-84

85-UP 85-UP

**EQUIPMENT:**

The National Veterans Golden Age Games host will provide standard or
adaptive sets of pitching horseshoes. Competitors may not use their own
horseshoes. In the event weather conditions do not allow for outdoor
competition, the Event Official may hold the competition indoors using
adapted equipment (rubber or similar composi­tion horseshoes and stakes).

Other Equipment: two tables, six chairs, rakes, score sheets, drinking
water, and first aid kit.

**FACILITY:**

Any appropriate area designated by the National Veterans Golden Age
Games host. The area should conform as closely as possible to that
outlined in the rules section. If there are differences these should be
explained to the competitors prior to their match. Indoor play should be
in an area which allows room for a court as close to regulation as
possible and which has a ceiling high enough not to interfere with the
shoes in flight. The host will provide a minimum of ten horseshoe pits
for this competition. If possible, one pit, separate from the
competition, should be set aside for photographs.

**COMPETITION:**

The competition will be set up in a single elimination tour­nament
format. Tournament brackets will be determined by a draw, and whenever
possible competitors from the same medi­cal center will not be matched
against each other in first round matches. All matches will be played
for ten innings each player throwing two shoes per in­ning. If conditions
warrant, the Event Official may de­crease the number of innings pitched
in the match. The win­ner of the match will advance in the tournament.

**RULES:**

**RULE 1:00 Playing Facility**

Section 1: The Horseshoe Pit- Each horseshoe pit shall be six feet
square with the stake in the center and will consist of an area of clay,
dirt or sand into which the players throw their shoes.

[]{.mark}

Section 2: Stakes shall be one inch in diameter. The top of each stake
shall extend twelve inches above the level of the horseshoe pit, with a
one-inch de­cline towards the pitching line.

Section 2-VI: Beeper devices are available for use for the visually
impaired competition.

**RULE 2:00 Pitching Distance**

Section 1: All pitching distances are measured from the bottom of the
stake to the pitching line.

Section 2: Ambulatory Competition- The pitching distance for men, age
55-69, shall be 40 feet. The pitching distance for men, age 70 and up,
shall be 30 feet.

Section 3: Ambulatory Competition- The pitching distance for women, age
55-74, shall be 30 feet. The pitching distance for women, age 75 and up,
shall be 20 feet.

Section 4: Physically impaired persons (ambulatory competitors using
walking devices) will be given the option of a 30 foot or 40 foot
pitching line. The choice of pitching line must be made prior to the
beginning of the match.

Section 5: Wheelchair and Visually Impaired Competitions (Men): The
pitching distance for men shall be 20 feet.

Section 6: Wheelchair and Visually Impaired Competitions (Women): The
pitching distance for women shall be 15 feet.

**RULE 3:00 Equipment**

A shoe shall not exceed 7 1/4 inches in width, 5 5/8 inches in length,
and shall not weigh more than 2 pounds, 10 ounces. The points of the
open end of a shoe shall not exceed 3 1/2 inches (inside measurement).

**RULE 4:00 The Game**

Section 1: Ambulatory Division- In pitching the shoe, the pitcher shall
stand on or behind the pitcher's line.

Section 1A: Wheelchair or Visually Impaired Divisions- In pitching the
shoe the pitcher shall stand/sit on or behind the pitcher\'s line.

Section 2: In delivering a shoe the pitcher may take one step over the
pitcher's line.

Section 3: Choice of first pitch, or follow, shall be determined by the
toss of a coin. Players will rotate first pitch and follow (i.e., blue
pitches, silver follows; blue pitches his/her second shoe, silver
pitches his/her second shoe, which completes an inning). Players shall
alternate first pitch, one player having first pitch in the odd number
in­nings and the other player in the even number innings.

Section 4: Broken Shoes: when a shoe lands in fair territory and is
broken in separate parts, it shall be re­moved, and the competitor will
be allowed to pitch another shoe in its stead.

Section 5: Foul Shoes: any shoe pitched by a competitor which lands
outside of or on the sides or back of the opposite pitching box, is a
foul shoe. Foul shoes shall be removed from the opposite pitcher\'s box
at the request of the opponent. A foul shoe shall not be scored or
credited except under the score sheet column heading \"shoes pitched.\"

**RULE 5:00 Conduct and Penalties**

Section 1: No competitor, while their opponent is in pitching position,
shall make any remark nor utter any sounds within the hearing of
opponent, nor make any movement that does or might interfere with the
opponent playing. Penalty: both shoes of the offender shall be declared
foul in the inning about which complaint is made.

Section 2: No competitor shall touch his/her own or opponent\'s shoe or
shoes until the event official renders a decision. The event official
shall declare foul shoes thrown by a competitor failing to comply with
this rule, and award points to the opponent, according to the position
of his or her shoes.

Section 3: No competitor shall walk to the horseshoe pit, or be informed
of the position of shoes prior to the completion of an inning.

Section 4: A player, while not pitching, must remain in an area that
does not interfere with his/her opponents pitching motion.

Section 5: Any player repeatedly violating rules, or guilty of
unsportsmanlike conduct, may be barred from fur­ther competition.

**RULE 6:00 Scoring**

Section 1: The \"count all\" method will be used for this tournament.
Each game will be played for ten in­nings, each player throwing two shoes
each inning. The player with the highest score at the end of the 10
innings advances in the single elimination tournament. Ties shall be
broken by pitching an extra inning, or as many extra innings as
necessary to break the tie.

Section 2: Each player shall receive credit for all points according to
the position of the shoes at the end of each inning; regardless of what
his/her opponent throws. Thus, it is possible for each player to score
up to 6 points in any one inning. Ringers count 3 points and shoes
within 6 inches of the stake count 1 point each. Shoes touching or
leaning on stake but not a ringer count 1 point. All points of each
competitor are counted in each inning.

Section 3: Definition of Ringer: a ringer is de­clared when a shoe
encircles the stake far enough to allow the touching of both heel caulks
simultaneously with a straight edge, and permit a clearance of the
stake.

## VISUALLY IMPAIRED AND WHEEL­CHAIR HORSE­SHOES

Competitors in the Visually Impaired and Wheelchair Horseshoe
competition will use a standard court but the pitching distance will be
adjusted in accordance with the rules outlined in this section and/or as
modified by the event official.

**NATIONAL VETERANS GOLDEN AGE GAMES**

**EVENT 10**

[]{#NINEB .anchor}**NINE-BALL- AMBULATORY**

**EVENT 10-A**

**NINE-BALL- WHEELCHAIR**

AGE GROUPS:

MEN AND WOMEN TOGETHER: 55-59

60-64

65-69

70-74

75-79

80-84

85-UP

**EQUIPMENT**:

The National Veterans Golden Age Games host will provide pool tables,
pool balls (nine numbered and one cue ball), diamond shaped ball racks,
cues, and cue chalk. Competitors may use their own pool cues after
inspection and approval by the event official.

Oth­er Equipment: drinking water, coin or other device to determine the
break, scoring sheets, first aid kit and stop watches.

FACILITY:

Any appropriate area designated for the event by the National Veterans
Golden Age Games host. Adequate lighting should be a consider­ation, as
should adequate area around the pool tables for easy movement of
wheelchairs. The host will provide a minimum of 16 and maximum of 20
billiard tables for this competition. If possible, two tables, separate
from the competition, should be set aside for photographs.

**COMPETITION:**

The competition will be set-up in a single elimination tour­nament
format. Whenever possible competitors from the same medical center will
not be matched against each other in first round matches. All matches
will be best two out of three games. Third place game will match the two
losers of the two semi-final games against each other.

9-Ball is a rotation game, meaning the balls are shot in numerical
order. The shooter must strike the lowest numbered ball on the table
first. The game is over when the 9-ball is legally pocketed. A player
retains his/her turn at the table as long as he/she strikes the lowest
numbered ball first and legally pockets a ball. He/she need not pocket
the lowest numbered ball to continue shooting. He/she may, for example,
shoot the 1-ball into the 4-ball thus pocketing the 4. He/she will
continue shooting but must, once again, strike the 1-ball first. If the
shooter shoots the 1-ball into the 9-ball and the 9 is pocketed, the
game is over.

**COMPETITORS IN THE WHEELCHAIR DIVISION MUST REMAIN SEATED WHILE
SHOOTING. No alterations may be made to wheelchairs to alter the height
of the seat.**

Racking - Nine balls are used and are racked in a diamond shape. The
1-ball is at the front of the rack and on the foot spot. The 9-ball is
in the center and the rest of the object balls can be placed in any
numerical order. All balls should touch as tightly as possible and the
breaking player may request and receive a re-rack. However, if the balls
cannot be totally frozen, the game must proceed at the discretion of the
event judge.

**Competitor's games in the Ambulatory Division must be completed within
ten minutes.**

Competitor's games in the Wheelchair Division must be completed within
fifteen minutes.

NOTE: Delay of game penalty may be called at the official\'s discretion
if a player appears to be stalling. Delay of game will cost the player
his/her turn at the table.

RULES:

## RULE 1:00 Determining Break

Break will be determined by flip of coin with the winner of the toss
having choice of break, then the turn's alternate for the second and
third games.

## RULE 2:00 Breaking 

The winner of the coin toss has the option of breaking. To execute a
legal break, the breaker must place the cue ball completely behind the
head-string and strike the 1-ball first and must either (1) pocket an
object ball, or (2) drive at least four balls to the rail. If the
shooter fails to make a legal break, the incoming player has the option
of (1) accepting the table \"as is\" and shooting with ball-in-hand or
(2) having the balls re-racked and shooting the opening break his or
herself. If upon trying to break, a player misses hitting the rack
entirely, the opponent has the option to break. If a legal break is
executed and a ball is made on the break, the player may continue to
shoot at the lowest numbered ball. Breaking \"safe\" or \"soft\" is not
allowed. The event official may make judgments and issue penalties to a
player who is not breaking hard. Breaking just hard enough to comply
with this rule is not a guarantee against penalties. Players must break
as hard as they can with control.

## RULE 3:00 After the Break 

Various circumstances can occur upon completion of the break. They are:

a.  A foul on the break will result in ball-in-hand anywhere on the
    table for the breaker\'s opponent. Pocketed balls if any stay down
    (are not spotted), except the 9-ball*. (Ball-in-hand means you are
    allowed to place the cue ball anywhere on the table and shoot the
    lowest numbered ball on the table)*.

b.  No balls are pocketed and it is the other player\'s turn.

c.  The 9-ball is made. This is a winner unless the player scratches or
    the object ball is knocked onto the floor in which case the 9-ball
    (any other available high numbered ball is adequate) and the object
    ball is/are spotted and the turn passes to the opponent.

d.  One ball or a number of balls are made. It is still the breaker's
    turn and he/she shoots at the lowest numbered ball on the table.

e.  The table official will remind players of the \"ball to shoot\" or
    correct order of play at the beginning of each turn.

f.  Players will call and keep track of their opponent's fouls.

## RULE 4:00 Combination Shots

Combination shots are legal and extremely common in 9-Ball. The lowest
numbered ball on the table must be hit first.

## 

## RULE 5:00 Balls on Floor

Knocking the cue ball off the playing surface is covered under fouls.
Object balls that get knocked off the playing surface will be
immediately spotted on the foot spot. If the foot spot is taken, the
ball will be placed on a line directly behind the foot spot as close to
the foot spot as possible. If two balls are knocked on the floor, they
are placed in numerical order with the lowest numbered ball closest to
the foot spot. Spotted balls will be frozen to one another. Knocking an
object ball on the floor is not a foul. It might occur that a player
legally pockets a ball while simultaneously knocking some other ball(s)
on the floor. In this situation, the ball(s) is spotted and the player
continues shooting until he/she misses. If the object ball is knocked
onto the floor and the 9-ball is pocketed, both the object ball and the
9-ball are spotted in numerical order with the lowest numbered ball
closest to the foot spot. The cue ball remains wherever it is and the
player continues shooting.

## 

## RULE 6:00 Pocketed Balls

Balls must remain in a pocket to be legal. If a ball goes in a pocket
but bounces back onto the playing surface, it is not considered
pocketed.

## RULE 7:00 Spotting Balls

Other than the circumstances described in \"Balls on Floor\" the only
ball that will ever be spotted will be the 9-ball when the shooter has
pocketed the 9-ball and scratched or otherwise fouled. If the shooter
makes the 9-ball on the break and fouls or scratches, the 9-ball and
only the 9-ball is spotted. If the shooter is shooting at the object
ball and plays it into the 9-ball and pockets the 9-ball, but scratches
or otherwise fouls in the process, the 9-ball is spotted. The incoming
player has ball-in-hand and will be shooting at the lowest numbered ball
on the table.

> *Note 1: If a ball which has been hanging in a pocket for more than a
> few seconds suddenly falls in, it is to be placed back on the table
> where it was originally.*
>
> *Note 2: It occasionally happens on tables with small pockets that two
> balls become jammed in a pocket and are leaning over the edge of the
> slate to some degree. They are off the playing surface and are
> pocketed. Drop them in and resume playing the game unless the
> pocketing ends the game.*

## RULE 8:00 Fouls

If any of the following fouls are committed, the penalty is ball-in-hand
for the incoming player. Make certain you have ball-in-hand before you
touch the cue ball by confirming with the table official. *[Ball-in-hand
means you are allowed to place the cue ball anywhere on the table and
shoot the lowest numbered ball on the table.]{.underline}* Even after
having addressed the cue ball, a player may, if not satisfied with the
placement, make further adjustments with the hand, cue stick or any
other reasonable piece of equipment. A foul may be called only if the
player fouls while actually striking the cue ball, meaning a double hit
of the cue ball (sometimes called double clutching). The ball-in-hand
rule penalizes a player for an error. Without this rule, a player could
benefit by accidentally or purposely scratching or fouling. *[Three
consecutive fouls result in loss of game.]{.underline}* (A warning must
be given between the second and third fouls).

**ONLY THE PLAYER MAY CALL HIS/HER OPPONENT'S FOUL.** FOLLOWING ARE THE
ONLY FOULS RESULTING IN BALL-IN-HAND:

a.  Anytime the cue ball goes in a pocket.

b.  Failure to hit the correct ball first. (The correct ball is always
    the lowest numbered ball on the table). The table official will
    determine \"good or bad\" hits.

c.  Failure to hit a rail after contact. Any ball (including the cue
    ball) must go to a rail AFTER LEGAL contact. A pocketed ball counts
    as a rail.

d.  The object ball is frozen to a rail and the player is contemplating
    playing a \"safety.\" In order for the \"frozen ball\" rule to be in
    effect, the table official must declare the ball frozen and the
    player should verify. Once it is agreed the ball is frozen the
    player must drive the object ball to another rail (it could hit
    another ball, which in turn hits a rail) or drive the cue ball to a
    rail after it touches the object ball. If the latter method of
    safety is chosen the player should be sure to obviously strike the
    object ball first. If the cue ball strikes the rail first or appears
    to hit both the rail and ball simultaneously, it is a foul unless
    either the cue ball or object ball went to some other rail.

e.  It is a foul to jump a cue ball over another ball by purposely
    miscuing it up in the air. Accidental miscuing is not a foul unless
    other rules in this section are violated.

f.  Anytime the cue ball goes on the floor, or otherwise leaves the
    playing surface.

g.  Receiving illegal aid (coaching from another person) during your
    turn at the table.

h.  Causing movement of the cue ball, even accidentally, is a foul. It
    is not a foul to accidentally move any other balls unless, while
    shooting, a player moves a ball and it in turn strikes the cue ball.
    Even dropping the chalk on the cue ball is a foul. Any balls moved
    accidentally during a shot must be replaced by the table official
    after the shot is over and all balls have stopped rolling. If it
    occurs before the shot, it must be replaced before the shot is
    taken.

i.  If, during the course of a shot, the cue ball does not touch
    anything.

j.  Only the player may place the cue ball in a ball-in-hand situation.

k.  Use caution when placing the cue ball on the table. The cue ball is
    always alive and if it, or the hand holding it, touches another
    ball, it is a cue ball foul and your opponent has ball-in-hand. Be
    especially careful when placing the cue ball in a tight spot.

## RULE 9:00 End of Game 

A game starts as soon as the cue ball crosses over the head-string on
the opening break. The 1-ball must be legally contacted on the break.
Players are not required to call shots.

The game ends at the end of a legal shot which pockets the 9-ball, or
when a player forfeits the game as the result of a foul, or after the
10-minute time limit. If after the 10-minute time limit a winner has not
been determined, a \"shoot-out\" will determine the winner. The
following \"shoot-out\" rules will apply to determine the winner of the
game:

1.  The timer will announce when the time limit has been reached. If a
    player is taking his/her turn, the timer will wait until the
    player's turn (not his/her shot) is over before announcing the time
    limit has been reached.

2.  When the time limit has been reached, each player will be given an
    equal number of turns (except as stated in rule 4) to determine the
    winner.

3.  The winner will be the player who legally makes the most number of
    balls during his/her turn.

4.  If the 9-ball is legally made at any time during the overtime period
    by either player the game is over and the player legally making the
    9-ball is the winner.

Examples:

1.  If player A is first to play in the overtime and he/she legally
    makes the 9-ball during his/her turn, player A wins and the game is
    over.

2.  If player A legally makes 3 balls during his/her turn and player B
    makes only the 9-ball during his/her turn, player B wins.

3.  If player A legally makes 2 balls during his/her turn and player B
    makes 1 ball, player A is the winner even if no one legally has made
    the 9-ball.

**NATIONAL VETERANS GOLDEN AGE GAMES**

**EVENT 11**

[]{#SHOTP .anchor}**SHOT PUT**

**EVENT 11-A**

**SHOT PUT (WHEELCHAIR)**

**AGE GROUPS:** MEN: 55-59 WOMEN: 55-59

60-64 60-64

65-69 65-69

70-74 70-74

75-79 75-79

80-84 80-84

85-UP 85-UP

**EQUIPMENT:**

The National Veterans Golden Age Games host will provide official shot
puts. Competitors must use shot puts that are provided.

Other Equipment: wheelchair tie downs, tape measure, score sheets,
drinking water, and first aid kit.

**FACILITY:**

An outdoor area as designated by the National Veterans Golden Age Games
host. The area will be large enough to allow for spectators to be safely
away from the area in which the shot put is being thrown. A circle shall
be marked from which competitors must throw the shot put. The host will
provide a minimum of two Shot Put throwing areas.

Wheelchair Division- Wheelchair tie-downs will be utilized on all
chairs. The host will provide a minimum of one shot put throwing area
with wheelchair tie downs.

**COMPETITION:**

Each competitor will have the opportunity to throw an offi­cial shot put
3 times. Only the longest of each competitor\'s 3 throws will be
counted.

**RULES:**

**RULE 1:00 Equipment**

Official shot puts will be used. Construction to be of iron, weight will
vary by age/gender categories:

Ambulatory Division:

\--Women age groups will utilize 3-kilo (red) shot put

\--Men age 55 to 59 will utilize 6-kilo (gray) shot put

\--Men age 60 to 69 will utilize 5-kilo (green) shot put

\--Men age 70 and up will utilize 4-kilo (blue) shot put

Wheelchair Division:

\--All women will utilize 3-kilo (red) shot put

\--All men will utilize 4-kilo (blue) shot put

The brand/type of shot put is to be determined by the event official,
who shall pro­vide the shot for the competitors.

**RULE 2:00 The Throw**

Section l: Each competitor will have 3 at­tempts. If he/she elects,
he/she may pass on his/her second and third attempts.

Section 2: Once the putter enters the circle to start the put, an
attempt must be made before leaving. It is con­sidered to be a foul if
he/she:

1.  puts the shot on or out­side of the legal sector lines,

2.  touches with any part of the body anything but the ­area with­in the
    painted cir­cle,

3.  false starts more than once, or

4.  leaves the circle from its front half.

Section 3: A foul put counts as one of the three per­mitted attempts, and
the official will mark an \"F\" next to the competitor\'s name on the
entry sheet. The official is respon­sible for viewing the legality of a
competitor\'s movements, and he/she stands at the circle to the open
side of the shot putter.

Section 4: All puts are marked at the nearest edge of the point of
landing. Measurement is made directly after each put and extends to the
inside edge of the circle near­est the mark and is mea­sured along an
extend­ed radi­us of the circle.

Section 5: The measuring tape is kept at its extended length during the
whole competition for speed of measure­ment. One measurer stays on the
border of the sector with the zero end of the tape and is responsible
for moving into the sec­tor and marking the shot **imprint**. After the
zero end of the tape is secured, it is extended by the other measurer to
the middle point of the shot-put circle. The official makes sure the
tape is fully extended, and then reads the measurement to the lower
quarter-inch at the marked edge of circle. In the mean­time, the shot
retriever runs the shot back to the cir­cle.

Section 6: There will be no tie-breakers in the event of a tie.

Section 7: Competitors will be expected to use Olympic style form.

**RULE 3:00 Scoring**

Section l: Scoring for First, Second and Third Place will be based on
length of throw ex­clud­ing the roll.

**NATIONAL VETERANS GOLDEN AGE GAMES**

**EVENT 12**

[]{#SHUFFLE .anchor}**SHUFFLEBOARD**

##### EVENT 12-A

**SHUFFLEBOARD (WHEELCHAIR)**

**EVENT 12-B**

**SHUFFLEBOARD (VISUALLY IMPAIRED)**

**AGE GROUPS:**

MEN AND WOMEN TOGETHER: 55-59

60-64

65-69

70-74

75-79

80-84

85-UP

**EQUIPMENT:**

The National Veterans Golden Age Games host will provide standard and
adaptive shuffleboard discs and cues. Competitors may use their own cue
if deter­mined to be of regulation type by the event official. Only discs
provided by the host may be used.

Other Equipment: score sheets, drinking water and first aid kit.

**FACILITY:**

Any appropriate area designated for the event by the National Veterans
Golden Age Games host. The shuffleboard court should be laid out in a
manner as close as possible to that described in the following rules.
The host will provide a minimum of 10 and maximum of 15 shuffleboard
courts for this competition. If possible, one court, separate from the
competition, should be set aside for photographs.

**COMPETITION:**

The competition will be set up in a single elimination tour­nament
format. Whenever possible, competitors from the same medical center will
not be matched against each other in first round matches. All matches
will be played in six innings. Highest point score will determine the
winner. Third place game will match the two losers of the two semi-final
games against each other.

**RULES**

**RULE 1:00 Game**

Section l: The game of shuffleboard will be played by using the singles
format. Two competitors will com­pete against each other in a match. Two
matches may be played on the same court if needed to speed play, with
the two matches having competitors' alternate sides of the court.

Section 2: The object of the game is to propel discs by means of a cue
to a scoring diagram at opposite end of court\--to score points, to
prevent opponent from scoring, or both.

**RULE 2:00 Court**

Section 1: The court shall measure 52 feet in length and 6 feet in width
(it may be adapted by event official if needed, based on availability of
space). The play­ing surface shall be CONCRETE OR TERRAZZO or any
appropriate surface as selected by the National Veterans Golden Age
Games host.

Section 1A: Wheelchair Division- The National Official organizing the
compe­tition has the option of moving the foul lines closer to allow
wheelchair competitors a shorter court. The court will be the same for
both/all competitors in each age group. The allowable distance for
wheelchair foul line on a standard 52 foot court shall be 7 feet 6
inches) in front of a standard foul line or 13 feet in front of base
line.

Section 2: The court shall be marked according to the official
Shuffleboard rules. The separation triangle in the l0-Off area is 3
inches at base running to a point in the direction of the scoring area.
The outline of the legs of this triangle shall be 1/4 inch in width with
a clearance of 1/2 inch at the point and base of this triangle from the
l0-Off area lines. The base of the triangle is not marked. The base
lines of the scoring areas shall be extend­ed to adjoining courts, or to
about 18 inches beyond the side of the court.

Section 3: One end of court shall be designated as head of court; the
opposite end as foot of court. All games shall start at head of court.

**RULE 3:00 Equipment**

Section l: Discs shall be made of composition not less than 9/16 inch
and not more than 1 inch in thickness, 6 inches in diameter, and not
less than 11 1/2 ounces in weight. New discs shall weigh 15 ounces. Four
discs shall be colored yellow, four gray. These eight discs comprise a
set. Care should be taken that all discs in a set shall be uniform in
weight and thickness.

Section 1-VI: Bright colored discs will be used for the visually
impaired.

Section 2: The cue shall not have an overall length of more than (6 feet
3 inches). No metal parts on cue shall touch playing surface of court.

Section 3: Competitors shall not be required to play with discs, new or
old, that are not in a satisfactory condition. Good discs will replace
defective discs, if avail­able. Any change of discs must be made before
shooting for color choice.

**RULE 4:00 Playing the Game**

Section l: Competitors will be allowed three practice shots prior to
determining color choice. Choice of color is determined by each
competitor playing one disc to the farthest dead line. Yellow shoots
first to the far dead line, then gray. The competitor whose disc is
closest to the far dead line (on either side of the line) will have
choice of color to begin the match. If the second disc (gray) touches or
moves the first disc (yellow) then choice of color belongs to the
competitor who shot the yellow disc.

Section 2: To start the game, competitors will place their disc within
and not touching any lines in their respective starting area. The
starting area is that section of the base of the playing area marked
"10-OFF." Competitor's discs may touch the lines while they are
preparing to play that disc. Yellow shall always be played from the
right side of the court. Gray shall always be played from the left side
of the court. Yellow begins the first round competitors then alternate
shots (one yellow, then one gray) until all four discs of each
competitor are played. Gray begins the second round. Play continues with
the lead changing colors every round.

Section 3: Competitors may stand behind the base line extension or in
the alley between courts, before or while shooting, but not on an
adjoining court. Competitors may not step on the playing (scoring) area
of the court while executing a shot. Errors in color lead shall be
corrected if discovered before one-half round is played. If an error has
occurred in color lead before one-half round is played, the round will
be played over. If discovered after one-half round has been played, play
will continue in the order at the beginning of the round in error. Color
lead to start the next round will be correct for that round. For example
if yellow began the round in error and it was not discovered before
one-half round was played, yellow will begin the next round.

**RULE 5:00 Scoring**

Section l: A shuffleboard court has one l0-point area; two 8-point
areas; two 7-point areas and one l0-off area.

Section 2: After both competitors have shot their 4 discs, [SCORE
ALL]{.underline} discs that are within and [NOT]{.underline} touching
lines in the point areas of the court.

Section 3: Winner of each game will be the person scoring the highest
points at the end of six innings.

Section 4: If a tie score results at game point or over, a complete
inning will be played and score totaled. If score is still tied, play
continues in complete innings until a winner is declared.

**RULE 6:00 Fouls and Penalties**

Section l: No hesitation or hook shots allowed; for­ward motion of disc
must be continuous. Penalty: offender\'s disc removed and opponent
credited with score of any discs replaced.

Section 2: Competitors shall not stand in the way of, or have cue in the
way of, or interfere with opponent while he/she is executing a play.
Penalty: 5 points off.

Section 3: Competitors must not leave court without per­mission. Penalty:
5 points off.

Section 4: Competitors shall not touch live discs at any time. Penalty:
5 points off.

Section 5: Competitors must not talk or make remarks to disconcert
opponent\'s play. Penalty: 10 points off.

Section 6: A disc or discs returning or remaining on the court after
having struck any object other than a live disc shall be removed before
further play. It is called a dead disc. If a dead disc moves or
displaces a live disc, that half round will be played over.

Section 7: A disc which stops in the area between the starting area and
the farthest dead line is DEAD, and shall be removed before any further
play. If a disc touches the far dead line on either side, it is a LIVE
disc and remains in play.

Section 8: Competitors shooting before opponent\'s disc comes to rest
will result in a 10 point penalty and the offender\'s disc removed, and
opponent credited with any discs displaced.

**NATIONAL VETERANS GOLDEN AGE GAMES**

**EVENT 13 - SWIMMING**

**EVENT 13-A**

[]{#SWIMFREE25 .anchor}**SWIMMING -- FREESTYLE (AMBULATORY)**

**25 YARDS OR METERS**

**EVENT 13-B**

**SWIMMING -- FREESTYLE (WHEELCHAIR)**

**25 YARDS OR METERS**

> **AGE GROUPS:**
>
> MEN: 55-59 WOMEN: 55-59
>
> 60-64 60-64
>
> 65-69 65-69

70-74 70-74

75-79 75-79

80-84 80-84

85-UP 85-UP

**EQUIPMENT:**

The National Veterans Golden Age Games host will provide towels.
Competitors must use their own swimming suits.

Other Equipment: appropriate life guarding equip­ment, lane markers,
drinking water, score/timer sheets, starter gun or simi­lar device, first
aid kit, stop watch­es, ten flags (white on one side, red on opposite
side), whistles, and a portable PA system or bull horn.

**FACILITY:**

The swimming pool used should allow for a course of 25 yards (or as
close to 25 yards as possible) without requiring the competitors to make
a turn. The host is re­sponsible for hav­ing an ade­quate number of staff
or volunteers, who are certi­fied in life guarding, present and alert
during the com­peti­tion. If possible, the facility\'s diving blocks
should be re­moved to al­low easier access into the pool.

**COMPETITION:**

The competition will be based on fastest time of each competitor. The
number of racers in each heat will be determined by the event official
based on the number of entries. **In the freestyle compe­tition, all
strokes and kicks are acceptable except for the sidestroke.** The
opportunity to warm-up in the pool prior to the race will be given at
the discretion of the National Official. The order of finish (First,
Second and Third Plac­es) will be determined by best times re­gardless of
place­ment in the heat. If a tie oc­curs, there will [not]{.underline} be
a race off but each com­pet­itor will re­ceive a med­al/award. All heats
will begin with \"in water\" starts.

**RULES:**

**RULE 1:00 The Race**

Section 1: The race will be 25 yards in length (as set by the event
official) and lanes will be clearly marked.

Section 2: All swimmers will begin with an in-water start. In all
\"in-water\" starts, the competitors must keep one hand in contact with
the wall prior to the start.

Section 3: Competitors will be disqualified on their second false start.

Section 4: The race is finished by a wall touch.

Section 5: Winners will be the competitors re­ceiving the best times.

**NATIONAL VETERANS GOLDEN AGE GAMES**

**EVENT 13-C**

[]{#SWIMBACK25 .anchor}**SWIMMING -- BACKSTROKE (AMBULATORY)**

**25 YARDS OR METERS**

**EVENT 13-D**

**SWIMMING -- BACKSTROKE (WHEELCHAIR)**

**25 YARDS OR METERS**

> **AGE GROUPS:**
>
> MEN: 55-59 WOMEN: 55-59

60-64 60-64

65-69 65-69

70-74 70-74

75-79 75-79

80-84 80-84

85-UP 85-UP

> **EQUIPMENT:**
>
> The National Veterans Golden Age Games host will provide towels.
> Competitors must use their own swimming suits.
>
> Other Equipment: appropriate life guarding equip­ment, lane markers,
> score/timer sheets, starter gun or simi­lar device, drinking water,
> first aid kit, stop watches, whistles, and a PA system or bull horn.
>
> **FACILITY:**

The swimming pool used should allow for a course of 25 yards (or as
close to 25 yards as pos­si­ble) without requiring the competitors to make
a turn. The host is responsible for hav­ing an adequate number of staff
or volunteers, who are certified in life guarding, present and alert
during the competi­tion. If possible, the facility\'s diving blocks
should be removed to allow easier access to pool. Overhead markers or
flags are necessary for the backstroke event.

> **COMPETITION:**
>
> The competition will be based on fastest time of each competitor. The
> number of racers in each heat will be determined by the event official
> based on the number of entries. **In the backstroke competi­tion, all
> strokes and kicks are acceptable.** The opportunity to warm-up in the
> pool prior to the race will be given at the discretion of the National
> Official. The order of finish (First, Second and Third Plac­es) will be
> determined by the best times regard­less of placement in the heats. If
> a tie occurs, there will [not]{.underline} be a race off but each
> competi­tor will receive a medal/award. All heats will begin with
> in-water starts.

**RULES:**

> **RULE 1:00 The Race**
>
> Section 1: The race will be 25 yards in length (as set by the event
> official) and lanes will be clearly marked.
>
> Section 2: All swimmers will begin an in-water start. They must keep
> at least one hand in contact with the wall prior to the start.
>
> Section 3: Competitors will be disqualified on their second false
> start.
>
> Section 4: The race is finished by a wall touch.
>
> Section 5: Winners will be the competitors re­ceiving the best times.

**NATIONAL VETERANS GOLDEN AGE GAMES**

**EVENT 13-E**

[]{#SWIMFREE50 .anchor}**SWIMMING -- FREESTYLE (AMBULATORY)**

**50 YARDS OR METERS**

**EVENT 13-F**

**SWIMMING -- FREESTYLE (WHEELCHAIR)**

**50 YARDS OR METERS**

> **AGE GROUPS:**
>
> MEN: 55-59 WOMEN: 55-59

60-64 60-64

65-69 65-69

70-74 70-74

75-79 75-79

80-84 80-84

85-UP 85-UP

> **EQUIPMENT:**
>
> The National Veterans Golden Age Games host will provide towels.
> Competitors must use their own swimming suits.
>
> Other Equipment: appropriate life guarding equip­ment, lane markers,
> score/timer sheets, starter gun or simi­lar device, first aid kit,
> drinking water, stop watch­es, whistles, and a PA system or bull horn.
>
> **FACILITY:**
>
> The swimming pool used should allow for a course of 25 yards (or as
> close to 25 yards as possible). The host is responsible for having an
> adequate number of staff or volunteers, who are cer­ti­fied in life
> guarding present and alert during the com­pe­tition. If possible, the
> facility\'s diving blocks should be re­moved to al­low easier access
> into the pool.
>
> **COMPETITION:**
>
> The competition will be based on fastest time of each competitor. The
> number of racers in each heat will be determined by the event official
> based on the number of entries. **In the freestyle compe­tition, all
> strokes and kicks are acceptable ex­cept the sidestroke.** The
> opportunity to warm-up in the pool prior to the race will be given at
> the discretion of the National Official. The order of finish (First,
> Second and Third Plac­es) will be determined by best times re­gardless
> of place­ment in the heat. If a tie oc­curs, there will
> [not]{.underline} be a race off but each com­petitor will receive a
> medal/award. All heats will begin with in-water starts.

**RULES:**

> **RULE 1:00 The Race**

Section 1: The race will be 50 yards in length (as set by the event
official) and lanes will be clearly marked.

Section 2: All swimmers will begin with an in-water start. In all
\"in-water\" starts, the competitors must keep one hand in contact with
the wall prior to the start.

Section 3: Competitors will be disqualified on their second false start.

Section 4: The race is finished by a wall touch.

Section 5: Winners will be the competitors re­ceiving the best times.

Section 6: One hand must touch the wall of the pool while executing the
turn at 25 yards. **Flip-turns are not allowed and if used will result
in disqualification.**

**NATIONAL VETERANS GOLDEN AGE GAMES**

**EVENT 13-G**

[]{#SWIMBACK50 .anchor}**SWIMMING -- BACKSTROKE (AMBULATORY)**

**50 YARDS OR METERS**

**EVENT 13-H**

**SWIMMING -- BACKSTROKE (WHEELCHAIR)**

**50 YARDS OR METERS**

> **AGE GROUPS:**
>
> MEN: 55-59 WOMEN: 55-59

60-64 60-64

65-69 65-69

70-74 70-74

75-79 75-79

80-84 80-84

85-UP 85-UP

> **EQUIPMENT:**
>
> The National Veterans Golden Age Games host will provide towels.
> Competitors must use their own swimming suits.
>
> Other Equipment: appropriate life guarding equip­ment, lane markers,
> score/timer sheets, starter gun or simi­lar device, first aid kit,
> drinking water, stop watch­es, whistles, and a PA system or bull horn.
>
> **FACILITY:**
>
> The swimming pool used should allow for a course of 25 yards (or as
> close to 25 yards as pos­si­ble). The host is responsible for hav­ing an
> ade­quate number of staff or volunteers who are certified in life
> guarding present and alert during the competi­tion. The facility\'s
> diving blocks should be removed to allow easier access to pool.
> Overhead markers or flags are necessary for the backstroke event.
>
> **COMPETITION:**
>
> The competition will be based on fastest time of each competitor. The
> number of racers in each heat will be determined by the event official
> based on the number of entries. **In the backstroke competi­tion, all
> strokes and kicks are acceptable.** The opportunity to warm-up in the
> pool prior to the race will be given at the discretion of the National
> Official. The order of finish (First, Second and Third Plac­es) will be
> determined by best times regardless of placement in the heat. If a tie
> occurs, there will [not]{.underline} be a race off but each competitor
> will receive a medal/award. All heats will begin with in-water starts.

**RULES:**

> **RULE 1:00 The Race**
>
> Section 1: The race will be 50 yards in length (as set by the event
> official) and lanes will be clearly marked.
>
> Section 2: All swimmers will begin an in-water start. They must keep
> at least one hand in contact with the wall prior to the start.
>
> Section 3: Competitors will be disqualified on their second false
> start.
>
> Section 4: The race is finished by a wall touch.
>
> Section 5: Winners will be the competitors re­ceiving the best times.
>
> Section 6: One hand must touch the wall of the pool while executing
> the turn at 25 yards. **Flip-turns are not allowed and if used will
> result in disqualification.**

**NATIONAL VETERANS GOLDEN AGE GAMES**

**EVENT 14**

[]{#TABLETEN .anchor}**TABLE TENNIS (AMBULATORY)**

**EVENT 14-A**

**TABLE TENNIS (WHEELCHAIR)**

> **AGE GROUPS:**
>
> MEN AND WOMEN TOGETHER: 55-59

60-64

65-69

70-74

75-79

80-84

85-UP

**EQUIPMENT:**

The National Veterans Golden Age Games host will provide standard table
tennis tables and nets, regulation table tennis rackets (paddles) and
balls. Competitors may use their own table tennis rackets if they are
deter­mined to be regulation by the officials and they are of the same
type as those supplied by the host.

Other Equipment: scorecards, drinking water and first aid kit.

**FACILITY:**

The National Veterans Golden Age Games host shall provide a facility of
adequate size to allow the competitors to move freely and safely around
the table and with a ceiling of enough height to allow for the ball to
be played without interference. Adequate lighting should be a
consider­ation. A spectator area a distance away from the table ten­nis
tables is desirable. The host will provide a minimum of ten tables for
this competition. If possible, one table, separate from the competition,
should be set aside for photographs.

> **COMPETITION:**
>
> Competitors will compete individually in singles table tennis. The
> competition will be set up in a single elimination tournament format.
> Whenever possible, competitors from the same medical center will not
> be matched against each other in first round matches. All matches will
> be played as a best three out of five games. Third place game will
> match the two losers of the two semi-final games against each other.
> ***White shirts or jackets are not permitted for competition.***
>
> **RULES:**
>
> **RULE 1:00 The Table**
>
> The surface of the table shall be rectangular, 9 feet in length and 5
> feet in width; it shall be 2 feet 6 inches above the floor, and shall
> lie in a horizontal plane. It shall be made of any material and shall
> yield a uniform bounce of not less than 8 inches and not more than 9
> inches when a standard ball is dropped from a height of 12 inches
> above its surface. The upper sur­face of the table shall be termed the
> \"playing sur­face;\" it shall be non-reflecting, of a dark color and a
> white line 3/4-inch broad along each edge. The lines at the 5-foot
> edges or ends of the playing surface shall be termed \"end lanes.\"
> The lines at the 9-foot edges or sides of the playing surface shall be
> termed \"side lines.\"
>
> **RULE 2:00 The Net and Its Supports**
>
> The playing surface shall be divided into two courts of equal size by
> a net running parallel to the end lines and 4 feet 6 inches from each.
> The net and its suspension together shall be 6 feet in length; its
> upper part along its whole length shall be close to the play­ing
> surface. The net shall be attached at each end to an upright post 6
> inches high; the outside limits of each post shall be 6 inches outside
> the sideline on the same side.
>
> **RULE 3:00 The Ball**
>
> The ball shall be spherical. It shall be made of cel­luloid, pale in
> color and not be less than 4 1/2 inches or more than 4 3/4 inches in
> circumfer­ence; it shall not be less than 37 grains (2.40 grams) and
> not more than 39 grains (2.53 grams) in weight.
>
> **RULE 4:00 The Racket (Paddle)**
>
> The racket (paddle) may be any material, size, shape or weight. If
> approved by the National Official, competitors may use their own
> racket (paddle) or those provided by the host.

**RULE 5:00 The Scoring of Points**

> A game shall be won by the player first scoring 11 points, unless both
> players have scored 10 points, when the game shall be won by the first
> player subsequently gaining a lead of 2 points.
>
> **RULE 6:00 The Choice of Ends and Service**
>
> The choice of ends and the right to be server or receiving player in
> every match shall be decided by coin toss and the winner of the toss
> may choose to serve or receive first, or to start at a particular end.
> The winner of the toss may, if he/she prefers, require the other
> player to make the first choice.
>
> **RULE 7:00 The Change of Ends and Service**
>
> After each 2 points have been scored, the receiving player shall
> be­come the serving player, and so on until the end of the game unless
> both players score 10 points, when the sequences of serving and
> receiving shall be the same but each player shall serve for only 1
> point in turn. The player at one end in a game shall start at the
> other end in the next game of the match and in the last possible game
> of a match the players shall change ends when first one player scores
> 5 points.
>
> **RULE 8:00 Out of Order of Ends or Service**
>
> If a player serves out of his/her turn, the player who should have
> served shall serve as soon as the mistake is discovered. If however, a
> group of five services has been completed before such discovery, the
> service in the subsequent groups of services shall continue in the
> same order, as if the sequence had not been discontinu­ous. In any
> circumstances, all points scored before the discovery shall be
> reckoned.
>
> If the players have not changed ends when ends should have been
> changed, the players shall change ends as soon as the mistake is
> discovered, unless a game has been completed since the error, then the
> error shall be ignored. In any circumstances, all points scored be­fore
> the discovery shall be reckoned.

**RULE 9:00 The Order of Play**

> The server shall first make a good service, the receiving player shall
> then make a good return and thereafter server and receiving player
> shall each al­ternately make a good return.
>
> **RULE 10:00 A Good Service**
>
> The service shall be delivered by the server re­leasing the ball by
> open palm only, without im­parting a spin. The ball must be projected
> from an opened palm for the service. The ball shall then be struck so
> that it touches first the server\'s court and then, passing directly
> over or round the net, touches the receiving player's court. At the
> moment of the impact of the rack­et on the ball in service, both
> players shall be behind the end line of the server\'s court and
> between an imag­inary continuation of the sidelines.
>
> **RULE 11:00 A Good Return**
>
> A ball having been served or returned in play shall be struck by the
> player so that it passes directly over the net or around the net and
> touch­es directly on the opponent\'s court. If the ball, having been
> served or returned in play, returns with its own impetus over the net
> or round the net, it may be struck by the player so that it touches
> directly on the opponent\'s court.
>
> **RULE 12:00 A Let**
>
> The following is a let:

a.  If the ball served touches the net or its supports, provided the
    service would be otherwise good or be volleyed by the receiver.

b.  If a service is delivered when the receiver is not ready, provided
    that he/she is not deemed ready by attempting to stroke at the ball.

c.  If either player is prevented by an acci­dent, not under his/her
    control, from serving a good service or making a good return.

> **RULE 13:00 A Point**
>
> Either player shall lose a point:

a.  If he/she fails to make a good service, ex­cept as provided in Rule
    12 (a let).

b.  When a good service or a good return having been made by his/her
    opponent, he/she fails to make a good return.

c.  If he/she or his/her racket (paddle), or anything that he/she wears
    or carries, touches the net or its supports while the ball is in
    play.

d.  If he/she or his/her racket (paddle), or anything that he/she wears
    or carries, moves the playing sur­face while the ball is in play.

e.  If his/her free hand touches the playing surface while the ball is
    in play.

f.  If, before the ball in play has passed over the end lines or side
    lines, and has not yet touched the playing surface on his/her side
    of the table and ball comes in contact with him or any­thing that
    he/she wears or carries.

g.  If at any time he/she volleys the ball, ex­cept in serving.

**RULE 14:00 In Play**

> The ball is in play from the moment at which it is dropped from an
> open palm until:

a.  It has touched one court twice consecu­tively.

b.  It has, except in service, touched each court alternately without
    having been struck by the racket (paddle) immediately.

c.  It has been struck by either player more than once consecutively.

d.  It has touched either player or anything that he/she wears or
    carries, except his/her racket or his/her racket hand below the
    wrist.

e.  On the volley it has come in contact with the racket or the racket
    hand below the wrist.

f.  It has touched any object other than the net, supports, or those
    referred to above.

> **RULE 15:00 Further Definitions**
>
> The period during which the ball is in play shall be termed a rest. A
> rest, the result of which is scored, shall be termed a point.
>
> The player who first strikes the ball during the rest shall be termed
> the receiver.
>
> If the ball, in passing over the net or around the net touches it or
> its supports, it shall, never­theless, be considered to have passed
> directly, except as referred to in Rule 14b.

If the ball in play comes in contact with the racket or racket hand, not
yet having touched the playing surface on one side of the net since last
being struck on the other side, it shall be said to have been volleyed.
The racket hand is the hand carrying the racket (pad­dle); the free open
hand is the hand not carrying the racket (pad­dle).

Competitors in wheelchairs must remain in their wheelchairs during play
and must keep both feet either on the floor or on the footrest of their
chair.