OUNCE-OFF: THE RULES

OUNCE-OFF is the hot new game nobody has played yet. It is based off of the forthcoming Mattel game BOUNCE-OFF, but with newer/better/drunker rules.

The goal is to bounce the balls onto the grid so that you have the largest clump of touching balls. You will drink, dare, laugh, cry, and maybe learn a little something about the mysteries of life.

But how? Read on…!

SETUP

1
You will need 2 teams of 2 players. Observers optional and highly encouraged.

You will need the grid and 4 balls for each player. The players should alternate, blue-yellow-blue-yellow or vice versa.

You will not need the cards that come with the game. Feel free to use them for card tricks or a very short game of Go Fish.

GOAL

To get drunk have the most points at the end of 3 rounds. At the end of each round, the team with the largest clump wins the amount of points equal to the balls in the clump. (See scoring below).

Note that this is after all 3 rounds, not best of 3 (because a team who has lost the first 2 rounds could still win big in the 3rd round).

HOW TO PLAY

Decide who goes first through any means you like (Rock paper scissors; who’s oldest; Spanish knife fight; etc).


Bounce your ball on the table in front of the grid, so it lands on the grid like you’re playing quarters.


IF YOUR BALL LANDS IN A HOLE:
Good! Go on to the next player in clockwise order.


IF YOUR BALL LANDS IN A HOLE ALONG THE OUTSIDE OF THE GRID:
Better! You choose a DARE to give to both members of the other team. See the next section for more deets on dares.


IF YOUR BALL LANDS OUTSIDE THE GRID:
Sucks! TAKE A DRINK. Your ball is out of play until the next round.


IF YOUR BALL GETS STUCK ON TOP OF OTHER BALLS:
Unlikely! But hurry: you have 5 seconds to blow the ball (with your breath, pervert) in any direction so that it settles in a hole. If you do not successfully blow the ball into a hole within those 5 seconds, the ball is removed from play until the next round, you take a drink, and everyone will be laughing at you.

Play continues in clockwise fashion until each player has thrown all 4 balls.

BONUS RULE: You may swat away a ball thrown by the other team after its second bounce. This probably won’t come up much. But keep in mind that (just like in beer pong) if your swat causes the ball to go into a hole, that shit counts, son.

HOW TO DARE

When you bounce a ball into one of the holes along the outside, you give a dare to EACH of the other players. This can be a physical challenge, such as a certain number of push-ups. Or a embarrassing act like singing or kissing somebody. Whatever you like (a list will be provided with suggestions if you’re stumped). NO MATTER WHAT DARE YOU GIVE, the other players may choose to TAKE 4 DRINKS instead of your dare. (In case you dare them to do, like, 100 push-ups. Jerk.) One teammate may accept the dare while the other may instead take their 4 drinks, if they like.

When someone accepts a dare, make sure that a spectator verifies the dare is completed; otherwise, a player failing to complete the dare must take all 4 drinks anyway. (If no spectator is available, the players are urged to re-evaluate their social skills.)

SCORING


At the end of the round, find the largest clump of your balls touching each other. Count up the number of balls in that clump.

Diagonals do not count. Because diagonals never count. Get out of here with that noise.

The team with the largest cluster gets that many points for the round. The other team ain’t get shit.

Oh, but here’s the best part: however many points that team scores, each player on the other team must take that many drinks.

So, in the example above, Yellow scores six points. Blue scores no points, but takes six drinks.

In the event of a tie, both teams score and both teams drink! Prost!

If nobody scores…? Just… just do the round over. And never speak of it again.

THE NEXT ROUND

Teams may switch out any number of players for the next round if they like. If this happens, high fives are encouraged.

One of the players on the losing side goes first. Go clockwise from there.

Otherwise, subsequent rounds are basically the same as the first. Just try not to repeat any dares that have already been used, or people will think less of you. They may not say they do, but boy, they’ll be thinking it.

THE WINNER

At the end of 3 rounds, whichever team has the most total points wins! At this point, the winning team may give a FINAL DARE to each of the losing team members. This is just like regular daring, except each player must FINISH THEIR DRINK if they turn down the dare.

If you’re tied after 3 rounds, keep playing till you’re not.

REMEMBER: Children ages 0-3 should never play drinking games.

That’s it!

CREDITS

OUNCE-OFF developed by Christopher Meyer, Jackie Kruger, Shanona Dominguez, Yana Shampansky

OUNCE-OFF play-tested and tweaked by Mike Stagg, Laura Pritt, Julian Hernandez

BOUNCE-OFF developed by a bunch of characters at Mattel

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