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'''Pitchnut''' is a [[tabletop game]] sharing a similarity with [[pichenotte]], [[archarena]], [[carrom]] and [[billiards]]
'''Pitchnut''' is a [[tabletop game]] sharing a similarity with [[pichenotte]], [[archarena]], [[carrom]] and [[billiards]]
[[Image:pitchnut board.jpg|thumb|right|Pitchnut board]].
[[Image:pitchnut board.jpg|thumb|right|Pitchnut board]].
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==Rules==
==Rules==
Goal: To sink all of your pieces and the "airplane" before your opponent does.
The aim of the game is to pot your nine carrommen before your opponent pots his/hers. However before sinking your final carromman, the queen must be pocketed and then "covered" by pocketing one of your carromman on the same or subsequent strike. Fouls, such as crossing the diagonal lines on the board with any part of your body, or potting the striker, lead to carrommen being returned to the board.

Players: 2, sitting across from one another. Usually played sitting on the floor, but can be played sitting, with playing board raised two feet off the floor. (4 can play, with two sets of partners sitting across from one another.)

Game Play: Play begins with alternating black and white pieces (nuts) in a ring, in the center of the board. Five pieces fit between each screw. The odd colored piece (poison) is placed in the center of the board.

The pieces must be struck with the "pitch", or shooter. Half of the pitch must remain behind each player’s home line. The pitch must be returned to the home line after each shot. The pitch may be completely behind your line or may be placed in the side alleys.

The pitch is concave on one side. This side should slide against the board. The pitch must lie flat and cannot be shot from its side and "rolled." The pitch may not be placed on top of pieces.

The pitch is usually flicked with the index (or middle) finger and thumb in a flicking action ("pichenotte" in French). To reduce pain and suffering, push the pitch, do not hit it, with your finger. The pitch may be pushed with a finger without the use of the thumb, but may not be "carried" across the board.

Flip a coin or shooter to determine who breaks. The winner of the coin toss gets to CHOOSE who breaks. If a game has just concluded, the loser breaks.

If the poison is sunk on the break, the breaker wins- unless they scratch, in which case, they lose.

You may "play off" your opponent's pieces. You may also play off your opponent's pieces when shooting the airplane at the end of the game.

If the pitch sinks into a pocket or is launched off the board it is considered a scratch- one of your pieces is removed from a pocket and placed in the center of the board, and your turn ends. If a piece is already at the center of the board, the scratched piece is placed on top of it. Several pieces may be stacked in the center of the board.

If you scratch on the break and do not sink any pieces, you “owe.” The first piece that you sink on a subsequent turn must be placed in the center and YOUR TURN ENDS. The color of that piece does not “stick,” though.

If you scratch while sinking your first piece, the color does not "stick"-any piece may be sunk by any player.

If at any time there are no pieces in the pockets, any player may choose which color they want to be.

If you sink your piece and your opponent's piece (regardless of the order they are hit) on the same shot, they cancel each other out and you do not receive an extra turn.

After sinking a piece, you receive another turn. If you sink two pieces on the same shot, you receive two extra turns. If you sink three, you receive three extra turns. If you sink four pieces, you are the pitchnut god.

If you sink one of your opponent's pieces, it is etiquette to say "you're welcome."

If you sink your own piece and your opponent's piece on the same shot and scratch, your piece is placed in the center of the board, but your opponent's piece stays in the pocket. Your turn ends.

If you get a double and one opponent's piece, you receive ONE extra turn.

If you get a double and scratch on the same shot (or on the next shot), one of your pieces are placed in the center. You STILL receive an extra turn.

If you scratch while shooting the poison, but the poison is NOT sunk, you do NOT lose. One of your pieces is placed in the center. If you sink the poison and scratch on the same shot, you lose.

The poison must be sunk by itself.

Rules for beginners:

* If two beginners are playing one another, or there are time constraints, you may make the following changes:
o When a player scratches, place one of his/her pieces at the center of the board. However, their turn does not end.
o If the shooter does not touch a piece, the player may shoot again.
o It is advisable for beginners to learn pitchnut while playing a doubles match.



==External links==
==External links==

Revision as of 13:43, 9 October 2006

Template:Linkless Pitchnut is a tabletop game sharing a similarity with pichenotte, archarena, carrom and billiards

File:Pitchnut board.jpg
Pitchnut board

.

Origins

The origins of Pitchnut are uncertain. It is thought to have originated between from the game archarena, which received a US patent in June of 1893. The Archarena Company of Peoria, Illinois built combination carrom, crokinole, and pichenotte game boards that also had backgammon and checkerboard games on the reverse side of the board. The carrom company bought the Archarena Company in the early 1900's.

Equipment

The game is played on a wooden board, normally 28" square. It differs from carrom and pichenotte boards in that it has 2" recessed alleys along the edge of each side. It also has 4 pegs or screws in the center of the board and two screws in front of each pocket.

The object of the game is to strike a heavy disk called a shooter such that it contacts lighter disks and propels them into one of four corner pockets. The pieces come in two colors denoting the two players (or, in doubles play, teams). An additional piece is colored red and called the "poison". It is effectively the "8 ball." The goal is to sink all of your pieces before your opponent.

Rules

Goal: To sink all of your pieces and the "airplane" before your opponent does.

Players: 2, sitting across from one another. Usually played sitting on the floor, but can be played sitting, with playing board raised two feet off the floor. (4 can play, with two sets of partners sitting across from one another.)

Game Play: Play begins with alternating black and white pieces (nuts) in a ring, in the center of the board. Five pieces fit between each screw. The odd colored piece (poison) is placed in the center of the board.

The pieces must be struck with the "pitch", or shooter. Half of the pitch must remain behind each player’s home line. The pitch must be returned to the home line after each shot. The pitch may be completely behind your line or may be placed in the side alleys.

The pitch is concave on one side. This side should slide against the board. The pitch must lie flat and cannot be shot from its side and "rolled." The pitch may not be placed on top of pieces.

The pitch is usually flicked with the index (or middle) finger and thumb in a flicking action ("pichenotte" in French). To reduce pain and suffering, push the pitch, do not hit it, with your finger. The pitch may be pushed with a finger without the use of the thumb, but may not be "carried" across the board.

Flip a coin or shooter to determine who breaks. The winner of the coin toss gets to CHOOSE who breaks. If a game has just concluded, the loser breaks.

If the poison is sunk on the break, the breaker wins- unless they scratch, in which case, they lose.

You may "play off" your opponent's pieces. You may also play off your opponent's pieces when shooting the airplane at the end of the game.

If the pitch sinks into a pocket or is launched off the board it is considered a scratch- one of your pieces is removed from a pocket and placed in the center of the board, and your turn ends. If a piece is already at the center of the board, the scratched piece is placed on top of it. Several pieces may be stacked in the center of the board.

If you scratch on the break and do not sink any pieces, you “owe.” The first piece that you sink on a subsequent turn must be placed in the center and YOUR TURN ENDS. The color of that piece does not “stick,” though.

If you scratch while sinking your first piece, the color does not "stick"-any piece may be sunk by any player.

If at any time there are no pieces in the pockets, any player may choose which color they want to be.

If you sink your piece and your opponent's piece (regardless of the order they are hit) on the same shot, they cancel each other out and you do not receive an extra turn.

After sinking a piece, you receive another turn. If you sink two pieces on the same shot, you receive two extra turns. If you sink three, you receive three extra turns. If you sink four pieces, you are the pitchnut god.

If you sink one of your opponent's pieces, it is etiquette to say "you're welcome."

If you sink your own piece and your opponent's piece on the same shot and scratch, your piece is placed in the center of the board, but your opponent's piece stays in the pocket. Your turn ends.

If you get a double and one opponent's piece, you receive ONE extra turn.

If you get a double and scratch on the same shot (or on the next shot), one of your pieces are placed in the center. You STILL receive an extra turn.

If you scratch while shooting the poison, but the poison is NOT sunk, you do NOT lose. One of your pieces is placed in the center. If you sink the poison and scratch on the same shot, you lose.

The poison must be sunk by itself.

Rules for beginners:

   * If two beginners are playing one another, or there are time constraints, you may make the following changes:
         o When a player scratches, place one of his/her pieces at the center of the board. However, their turn does not end.
         o If the shooter does not touch a piece, the player may shoot again.
         o It is advisable for beginners to learn pitchnut while playing a doubles match.