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Easidraw LAWN BOWLS TOURNAMENT ORGANISERS HANDBOOK A GUIDE TO ORGANISING SOCIAL BOWLS EVENTS Sample

Sample - Henselite · Winners vs. Winners, Losers vs. Losers 103 W vs. W DRAWS - 2 Game Events 6, 8, 10, 12, 14, 16 & 18 Teams 104 20, 22, 24 & 26 Teams 105 28, 30 & 32 Teams 106

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Page 1: Sample - Henselite · Winners vs. Winners, Losers vs. Losers 103 W vs. W DRAWS - 2 Game Events 6, 8, 10, 12, 14, 16 & 18 Teams 104 20, 22, 24 & 26 Teams 105 28, 30 & 32 Teams 106

Easidraw

LAWN BOWLS TOURNAMENT

ORGANISERS

HANDBOOK

A GUIDE TO ORGANISING

SOCIAL BOWLS EVENTS

Sample

Page 2: Sample - Henselite · Winners vs. Winners, Losers vs. Losers 103 W vs. W DRAWS - 2 Game Events 6, 8, 10, 12, 14, 16 & 18 Teams 104 20, 22, 24 & 26 Teams 105 28, 30 & 32 Teams 106

The Ultimate Manual for all Tournament Directors

WHO? Bowls Committees and tournament organisers who are seeking to provide more

interest and variety to their programs will find this book of value.

WHEN? Time is an essential factor for the bowls organiser, both when preparing for an event and at the end of play, when calculating results to determine a winner.

HOW? The layout of this book enables an organiser to quickly locate the type of draw required and to select rink allocations for the number of teams entered in an event. At the close of the event, winning teams can be readily identified (even when scores are tied), by using the tables and procedures described herein.

WHAT? For newly appointed bowls organisers the book explains the various procedures and simplifies what often appear to be complex tasks. Many examples are included showing completed scorecards and scoreboards for specific events and the information provided to players. Structures of the various kinds of events are explained and certain features that may be included in their design, such as movement of teams to different greens, equitable distribution of ditch rinks, odd numbered teams play even numbers, etc.

WHY? Henselite (Australia) Pty. Ltd. are proud to, not only endorse this book but also to distribute it worldwide in the belief that it will assist tournament organisers in many ways and, in particular considerably reduce the time to organise and manage events.

Using this quick and easy reference manual encourages new game formats which can make our game more interesting and varied, and importantly, help attract new members.

Check the contents and see how this book can help you and your committee

Page 3: Sample - Henselite · Winners vs. Winners, Losers vs. Losers 103 W vs. W DRAWS - 2 Game Events 6, 8, 10, 12, 14, 16 & 18 Teams 104 20, 22, 24 & 26 Teams 105 28, 30 & 32 Teams 106

FORWARD

With the media coverage that lawn bowls competitions now receive, its growing popularity as a sport with younger players and the increasing numbers of people who are opting for early retirement, it is difficult to understand why so many clubs have a gradually declining membership.

This decline may be due to numerous reasons and would differ from club to club, but one factor in many clubs could be a lack of variety or disinterest in the types of events that are presented in a club's social bowls program. The challenge is to provide variety and to stimulate interest in social bowls, to ensure the enjoyment of all who participate.

This book has been produced to assist organisers in planning and running the various types of bowls events that may be included in a club's social bowls program.

It does not offer advice on the skills and techniques required to play bowls. There are numerous good books, written by expert players and skilled coaches on ways of improving performance on the bowling green.

Control over the conditions of play for competitions and Championship events, whether conducted at Club level, or by a Divisional or State Association, or at National level is the responsibility of the Controlling Body at that level. They use as their reference the 'Laws of the Game of Bowls in Australia' and the 'Rules for Competition' of the relevant State or Divisional Association.

The 'Laws and Rules' are used at Club level to determine conditions of play. Organisers should have a sound working knowledge of these requirements. For various reasons, the Controlling Body at Club level may decide to vary the conditions of play and introduce local rules for certain club events. This is permissible provided it is not contrary to the spirit of the Laws and Rules. Throughout the book, draws and conditions shown are just one example of the different ways a club event may be conducted.

The set-out of the book enables organisers to turn quickly to any one of the sections designated for various types of events. In each

section, the organiser can then select the draw and rink allocations required, to accord with the number of player entries, teams, rinks and games to be played in a specific event.

The first section shows the rink allocations and information required to organise basic team events of Fours, Triples or Pairs, with teams playing two or three games. Most of the draws have been designed to contain certain features that may include, for example, the equitable distribution of ditch rinks, odd numbered teams versus even numbered teams, movement to other greens, etc.

The second section contains draws and rink allocations for novelty events, with explanations on how these may be conducted. It includes examples of the information presented to bowlers prior to an event, scoreboard layouts, scorecards, and procedures.

Section Three contains draws for four-game events. These are usually for major competitions conducted over one day. The organisation required for these events is more detailed and different to two or three-game events. Brief mention is made of 'knock-out' competitions and two or three-day events.

When planning the content of this book, consideration was given to the wide differences in experience of people using it. In some sections, the type of information presented assumes that the reader has only a basic knowledge of the bowls organiser's role.

To assist those new to the task, examples and explanations have been included in the text that will be well known and obvious to the initiated.

The more experienced organiser may choose to pass over these portions of the text and turn directly to sections containing information on draws and rink allocations.

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CONTENTS

Foreword III

SECTION 1 Organising Bowls Events 1-4

Types of games and events 1 Adjusting entry lists 1 Features of draws in this book 2 Definition of draws- Functions. 2 Preparations prior to making a draw 2 Draw procedure 3 Information board 3 Organisational checklist 3-4 Types of games 5 Bowls delivery sequence 6 Determining potential ditch rinks 7 Forming composite teams- Grids 8-9

Draw Diagrams - 2 or 3 games 4, 6, 8, 10, 12, 14, 16, 18 & 20 teams 10 22, 24, 26 & 28 teams 11 30, 32, 34 & 36 teams 12 38, 40, 42 & 44 teams 13

Typical scoreboard set-out 14 Scoring of games, Calculations 15 Comparative Aggregates & Percentages 16 Sample scorecards 17

Tables – Percentage 19-23

SECTION 2 Novelty Events 24

SECTION 2A Medleys 25 No. of Entries- Teams & Rinks required 26 Procedure for running Medley events 27 Medley scoreboard- same game sequence 28 Medley scorecards- same game sequence 29 Medley scoreboard- varied game sequence 30 Medley scorecards- varied game sequence 31

Draw Diagrams - Medley Fours A - Different (varied) game sequence 8 teams- 7 rinks & 12 teams-10 rinks 32-33 14 teams- 12 rinks & 16 teams-14 rinks 34-35 18 teams- 16 rinks & 20 teams-18 rinks 36-37 22 teams- 19 rinks & 24 teams- 20 rinks 38-39

B - Same game sequence 6 teams- 6 rinks & 8 teams- 8 rinks 40-41 10 teams-10 rinks & 12 teams- 12 rinks 42-43 14 teams-14 rinks & 16 teams- 16 rinks 44-45

18 teams-18 rinks & 20 teams-20 rinks 46-47

Medley Fours, Fives & Sixes Medley Sixes - Scoreboard set-out 48 Sample scorecards 49

Draw Diagrams - Medley Sixes 4 teams- 7 rinks & 6 teams- 7 rinks 50-51 6 teams 9 rinks & 8 teams- 12 rinks 52-53 10 teams- 15 rinks & 10 teams- 12 rinks 54-55 12 teams- 14 rinks 8,14 teams- 21 rinks 56-57 16 teams- 21 rinks & 18 teams- 21 rinks 58-59

Draw Diagrams - Medley Fives 6 teams - 6 rinks & 8 teams - 8 rinks 60-61 10 teams- 10 rinks & 12 teams- 12 rinks 62-63 14 teams- 14 rinks & 16 teams- 16 rinks 64-65 18 teams- 18 rinks & 20 teams- 20 rinks 66-67

Draws With Byes Equitable Distribution of Byes 68

2 Games with 1 Bye over 3 Rounds 3 to 27 Teams- in Sections of 3 or 6 69 30 to 42 Teams- in Sections of 3 or 6 70 4 to 48 Teams- in Sections of 4 or 8 71 51 to 63 Teams- in Sections of 3 or 6 71 5, 7, 10, 11, 13, 14, 17, 19, 22 & 23 Teams 72

SECTION 2B Random Mix Events 73 Procedure- Running Random Mix events 74 Set-out of information board 75 Player's tallycard- Explanatory 76 Sample tallycards for Random Mix 77 Random mix tallycards - print copies 78-82

RANDOM MIX DRAWS Fours 24 Players on 8 Rinks 83 40 Play. 5 Rinks & 48 Play. 6 Rinks 84 56 Players on 7 Rinks 85 64 Play 8 Rinks & 72 Play 9 Rinks 86-87 80 Play. 10 Rinks & 88 Play. 11Rinks 88-89 96 Play. 12 Rinks & 104 Play. 13 Rinks 90-91 112 Play. 14 Rinks & 120 Play. 15 Rinks 92-93 128 Play. 16 Rinks & 136 Play. 17 Rinks 94-95 144 Play. 18 Rinks & 152 Play. 19 Rinks 96-97 160 Play. 20 Rinks & 168 Play. 21 Rinks 98-99

RANDOM MIX MEDLEY PAIRS – DRAWS 8,12 & 16 Players 100 20 Players & 8,16 or 24 Players 101 Information sheet - Trophy winners 102

SECTION 2C

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Winners vs. Winners, Losers vs. Losers 103

W vs. W DRAWS - 2 Game Events 6, 8, 10, 12, 14, 16 & 18 Teams 104 20, 22, 24 & 26 Teams 105 28, 30 & 32 Teams 106 34, & 36 Teams 107 38 Teams 108 40 & 42 Teams 109 2 Games – 8 teams sample Scorecards 110-111 3 Games – 9 teams sample Scorecards 112-113

3 Game Events 10,12 & 14 Teams 115 16 & 18 Teams 116 20 Teams 117 22 & 24 Teams 118 26 & 28 Teams 119

SCROUNGERS 120 Scroungers – Information Sheet 121

NOVELTY EVENTS - Variety activities 122

SECTION 3 Special Events 123

4 Game Events Team placements 123-127 Play-offs between tied teams 128-129 Scoreboard set-out – 4 Game event 130

DRAWS 16 Teams 131 18 Teams & 20 Teams 132-133 22 Teams & 24 Teams 134-135 26 Teams & 28 Teams 136-137 30 Teams & 32 Teams 138-139 34 Teams & 36 Teams 140-141 38 Teams & 40 Teams 142-143 42 Teams & 44 Teams 144-145 46 Teams & 48 Teams 146-147

MAJOR COMPETITIONS

DRAWS - 3 Day Events – Various formats 32 Teams 16 Rinks 150-151 36 Teams 18 Rinks 152-153 36 Teams 18 Rinks 3 variations 154-156 42 Teams 21 Rinks 158-159

KNOCK-OUT COMPETITIONS 161 Typical Knock-out draw format 162 Sample Knock-out draws 163-164

LENGTH OF GAMES 165 Proportional Games 165

SETS COMPETITION 166 Scorecard Format Sets - Sectional Play 167

RINK ALLOCATIONS - Sectional Play 4, 6, 8, 10, 12, 14, 16, 18, 20 & 22 Teams 168 24, 26 &28 Teams 169 30, 32, 34 & 36 Teams 170 38 & 40 Teams 171 42 Teams 7 & 8 sections 172

SETS Instructions; Conditions of Play 173 Scorecard Information 174 Typical Scoreboard Set-out 175 Sample Scorecards 176-177

TABLES

Comparative Aggregates 179-183

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1

Section 1 ORGANISING A BOWLS EVENT

The draws and rink allocations presented in this section are designed for two or three game events in fours, triples, pairs or singles. The conditions of play are ultimately determined by the Organiser, who endeavours to follow, where possible and practicable, the details as described on the program.

The usual number of bowls delivered by a player in each end of a game of fours is two, in triples- three, whereas four bowls per player is usual for pairs and singles. The number of bowls to be delivered by each player is sometimes changed by organisers to provide variety, or to reduce the length of a game

In addition to the time factor, prevailing conditions on the greens, weather, etc., should be considered when deciding the number of ends to be played in each game of an event.

For example:

a) An afternoon event, over 3 1/2 hours duration may allow for two games, each of twelve ends, playing three-bowl triples.

b) An evening event, over 2 ½ hours duration, may allow for two games, each of ten ends, playing two-bowl triples.

The basic lawn bowls games and some variations are described on page 5.

When bowlers place their names on an entry form, for inclusion in an assembled (selected) event, there is often an imbalance of numbers when the entries close.

Organisers usually reserve the right to move some players from their 'preferred' position to another, to make up the required number of teams.

For example, a player who nominated to play as a third may be changed to play as either a second or a skipper.

If there are still insufficient players to make up an even number of teams, (with the same number of players in each team) the Organiser may run a `composite' event.

In a composite event, most teams have the correct number of players, but a minimum number of teams will be required to play with more (or fewer) players

Examples:

a) If the number of entries for an assembled fours event totalled 31 players, the Organiser may draw seven teams of four players and one team of three players.

To enable both teams to deliver the same number of bowls at each end, the lead and second players in the team of three, play three bowls each in a prescribed sequence.

The six bowls delivered by these two players are equivalent to the two bowls each, delivered by the lead, second and third players in the team of four.

Both skippers would then deliver their two bowls in the usual sequence. Each team will have played eight bowls for the end.

b) If there were 31 entries in an assembled triples event, the organiser may draw nine teams of three players and one team of four players.

As in the previous example, the players in each team play their first six bowls in a prescribed sequence.

The skippers would then deliver their three bowls in the usual sequence. Each team will have played nine bowls.

The number of composite teams required [e.g. triples with some fours] for a given number of entries is shown on pages 8 - 9.

Where a team of three plays against a four, the order of delivery is staggered for the lead and second in the team of three, so that they do not gain an advantage by delivering three bowls in sequence, as described on page 6.

Wherever possible, the draws in each section are designed so that odd numbered teams play even numbered teams. This enables teams in an event to be quickly divided into two opposing groups, so that visiting teams can play home teams; and 'Jacks vs. Jills' events, etc. can be arranged.

The speed at which (the bowl on) a green is running often determines the maximum number of rinks that can be accommodated without unduly affecting a bowler's delivery. A fast green

Page 7: Sample - Henselite · Winners vs. Winners, Losers vs. Losers 103 W vs. W DRAWS - 2 Game Events 6, 8, 10, 12, 14, 16 & 18 Teams 104 20, 22, 24 & 26 Teams 105 28, 30 & 32 Teams 106

MEDLEYS

Diagram (M-V) shows the different types of Medley events and the number of games played over the three rounds.

Note: Rounds A, B and C are not necessarily played in the sequence shown.

TYPE OF GAME ROUND A ROUND B ROUND C

Medley Triples - 5 Games Triples Ladies Singles & Pairs Mens Singles & Pairs

Medley Fours - 5 Games Fours Pairs - A & B. Triples & Singles

Medley Fives - 6 Games Fours & singles Ladies Pairs & Triples Men’’s Pairs & Triples

Medley Sixes - 7 Games Fours, M & L Singles Mxd Fours & Mxd Pairs Men’s & Ladies Triples

Medley Sixes - 8 Games Fours, M & L Singles Mxd Pairs, M & L Pairs Men’s & Ladies Triples

Diagram (M-V)

The draw for Medley Sixes (7 Games) is the same as for Medley Fives. The same rink allocations can be used. The only changes to the scorecards are in the types of games played in each round. This draw enables the organiser to make maximum use of the available rinks.

Medley Sixes (8 Games) ensures that all team members play Pairs and Triples. Only one game of Fours is played.

Diagram (M-X) shows the Medley games that can be played with a given number of bowler entries and also the numbers of teams and rinks involved.

Medley Fives draws are shown on pages 60 to 67.

Medley Sixes draws are shown on pages 48 to 59.

Pages 32 to 47 show the draws, rink allocations and scorecard information for Medley Fours events, ranging from 24 players using 6 rinks, up to 96 players using 20 rinks.

Examples:

Page 45 shows the draw for 16 teams, using 16 rinks (on 3 greens), with each team following the same sequence of games – Fours in the first round, Triples and Singles in the second round and then Pairs in the third round.

Page 35 shows a different format. By staggering the order of play, with groups of teams (sections) playing different types of games in each round, it

is possible to play the 16 teams on 14 rinks (using only 2 greens). In this situation, where all teams do not follow the same sequence of games, the games sequence for each group of teams should also be displayed on the information board.

Typical setouts of an information board and a scoreboard are shown for each of the 16 team Medley events. Page 28 shows the scoreboard setout for 16 teams on 16 rinks, with each team following the same sequence of games over the three rounds.

Where there are the same number of rinks allocated as there are teams, the draw also allows for odd numbered teams to play even numbered teams, so they may be used where two groups are competing – e.g. Home Club (odds) Vs. Visitors (evens).

Sample scorecard setouts for a 16 team/ 16 rink event are shown on page 29.

Pages 30 and 31 show a typical scoreboard setout and sample scorecards for a draw of 16 teams on 14 rinks. Three team groups use different game sequences over the three rounds. In this example, the three groups are involved in sectional play.

This also applies to draws on pages 34 to 39. Sectional play can be avoided as shown in the draws on pages 32 and 33, and with odd No. teams playing evens.

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3

)

TYPICAL SCOREBOARD SETOUT AND INFORMATION FOR A MEDLEY EVENT 16 TEAMS - 16 RINKS

Note: All teams follow the same sequence of games in each round

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) )

SCORECARDS FOR A MEDLEY FOURS EVENT – A

When numbers of teams and available rinks are the same, all games follow the same sequence.

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WINNERS VS WINNERS, LOSERS VS LOSERS 3 GAMES - 10, 12 & 14 TEAMS

Page 11: Sample - Henselite · Winners vs. Winners, Losers vs. Losers 103 W vs. W DRAWS - 2 Game Events 6, 8, 10, 12, 14, 16 & 18 Teams 104 20, 22, 24 & 26 Teams 105 28, 30 & 32 Teams 106

SCROUNGERS

PURPOSE OF THE GAME: To improve the draw shot.

3, 4 or 5 players per rink play against each other.

Play continues until the bell is sounded, or for a specified number of ends.

Winners on each rink win trophies.

Play-offs may be needed to decide 'Top Scrounger'.

Each player uses three bowls, alternating with others.

Order of play: First end, sequence shown on the card. Thereafter, the player holding shot has the mat, the next nearest plays second, etc.

Scoring: 'Shot' bowl = 3 points; 2nd shot = 2; 3rd shot = 1.

Scorer is the player in second position on the card.

Two jacks are used. Winner of the end places the jack on the 2-metre mark and determines the length of the end by placing the mat anywhere along the centre-line.

Driving at the head is not permissible.

A player causing the jack to go into the ditch or out of bounds loses 6 points and concludes that end.

Touchers in the ditch remain 'live'; bowls out of bounds are not penalised.

'Trail shots' which remain 'live' are not penalised.

Return scorecards to Bowls Office after the game.

Page 12: Sample - Henselite · Winners vs. Winners, Losers vs. Losers 103 W vs. W DRAWS - 2 Game Events 6, 8, 10, 12, 14, 16 & 18 Teams 104 20, 22, 24 & 26 Teams 105 28, 30 & 32 Teams 106

NOVELTY EVENTS ACTIVITIES FOR INCLUSION IN A THREE-GAME EVENT

Information to players before Game 1

In Game 1. Spider or 'Ditch-to-ditch'.

Seconds to bring scorecards into the clubhouse after Game 1 [Lunch break].

PLAY GAME 1

LUNCH-BREAK TROPHIES:

[a] Team with the highest number of scoring shots for end 5 only. If more than one team is eligible [ie. same high score], separate the winner by choosing the team with the highest total score for end 5. If there is still more than one eligible team, then the highest score for end 4 [or 6, or 3, etc.] until only one winning team remains.

[b] Team with lowest score [ie. most shots against] for end 7 only. If more than one team have the same low score, separate the loser by choosing which of the teams has the lowest total score for end 7. If still more than one loser, then the lowest score for end 6 [or 8, etc.], so that there remains only one losing team.

Information to players before Game 2

Ends 1 to 3

All players play one bowl only each end.

End 4

Players deliver one bowl left handed, then one bowl right handed.

End 5 onwards

Normal delivery of bowls.

Throughout game 2

Seconds to record each time a player in their team scores a "toucher" by placing a cross on the scorecard beside the player's name.

PLAY GAME 2

AFTERNOON TEA BREAK TROPHIES:

[a] Bowler with the most touchers. If more than one is eligible, separate the winner by paying the bowler whose team has the highest number of touchers. If still more than one eligible, then bowler whose team has the highest score at end 6 [or 7, or 8, etc].

[b] Runner-up. Separate as above.

Information to players before Game 3.

In Game 3:

Ends 1 to 4 are played in the usual team order [L, 2nd, 3rd & Sk.].

For the first four ends of Game 3, all bowls within the yardstick count as one point each. This means that for the first four ends both teams may have bowls within the yardstick, therefore both will record points on the scorecard for that end. [no bowls-no scorer]

Ends 5 to 10 [normal scoring] to be played as progressive fours, as follows:

Ends 5 and 6 – Skip moves to the Lead position, L to 2nd, 2nd to 3rd, 3rd to Sk.

Ends 7 and 8 – 3rd moves to the Lead position, Sk. to 2nd, L to 3rd, 2nd to Sk.

Ends 9 and 10 – 2nd moves to the Lead position, 3rd to 2nd, Sk. to 3rd, L to Sk.

If more than 10 ends, play in the usual team order

PLAY GAME 3

TROPHIES:

[a] Team with the highest score after the fourth end in Game 3, ie. the most bowls within the yardstick. If more than one team is eligible, separate by determining the highest score after end 1; [then end 2; then end 3; etc.].

[b] Runner-up team, if required; select as above.

[c] Mystery prizes to a Lead, 2nd, 3rd & Skip, each drawn at random from scorecards. Winners of main trophies [Winning team, Runners-up and Consolation] are usually excluded from draws for mystery prizes

[d] Winner[s] of Spider.

[e] Consolation 1

[f] Runners-up. Based on team scores over three games.

[g] W

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PLAY-OFFS

If two, four or eight teams are four game winners, skippers draw for positions in a simple 'knock-out' competition over 2 or 3 rounds, playing 2 ends (3, if tied) in each round. Where there are three, five, six or seven teams, it is necessary to include byes in the first round as shown on diagram (4-L), page 129

Usually, when a skipper draws a team position which gives the team a bye in the first round, they have the advantage of playing one game less in the play-off, but all teams play at least one elimination game to reach the final. The only exception to this situation is when there are three teams in the play-off. If the team drawing the bye were to play the

winners of the first game, the bye team would progress to the final

without an elimination game. In this situation, drawing the bye would assure them of being either outright winners or runners-up.

In the diagram below (4-M), teams 'A' and 'B' play in Round 1 and team 'C' has a bye. The diagram shows the sequence of play, assuming that 'A' wins the first round. In the second round, 'B' team plays `C'. If team 'B' loses, they are eliminated and Teams 'C' and 'A' will play-off to determine who is outright winner. The loser will be runner-up.

If 'B' team defeats 'C' in the second round, there is no need to play a third round, because 'A' team has already defeated 'B' in the first round of the playoff 'A' is then the winner and 'B' is runner-up.

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TYPICAL SCOREBOARD SETOUT AND INFORMATION FOR A FOUR GAME TOURNAMENT