Gel Boomerang Games

USBA Individual Events

Team GEL Games

Guenter Moeller's Head-to-Head Games

GLORP


USBA INDIVIDUAL EVENTS:

Accuracy + Australian Round + Consecutive Catch + Hacky Catch + Fast Catch + Endurance + Doubling + Juggling + MTA

These are the basic events, the Team GEL games, Guenter Moeller's head to head games and GLORP are deviations of these. The same boomerangs are used.

ACCURACY
Throw from a bull's-eye. Let boomerang land on ground. Boomerang landing closest to the center wins. Gel Booms to use: Sunshine, Bellen Dancer, Sunset, Rad German.

AUSTRALIAN ROUND
Just like accuracy, but with bonus points for distance and catching. Gel Booms to use: Sunset, Majestic Beaut, Sunshine.

CONSECUTIVE CATCH
Most catches without a drop wins! Allow any catch, or trick catches only. Gel Booms to use: Bellen, Carlota, Quad.

HACKY CATCH
Throw boomerang and have a friend try to hacky it (by hand or foot) back to you for the catch. Gel Booms to use: Bellen, Bellen Wind Dancer, Carlota, Quad.

FAST CATCH
Make five throws and five catches as fast as possible. Gel Booms to use: Gelfast, Sunshine, Rad German.

ENDURANCE
Make as many catches as you can in five minutes. Gel Booms to use: Gelfast, Sunshine, Rad German.

DOUBLING
Throw two booms simultaneously with one hand. Catch both. Gel Booms to use: Phenolic Carlota Doublers, Majestic Beaut and Sunshine (hold lift arm of Majestic Beaut on top of dingle arm of Sunshine), or one Carlota with flaps and one without (Carlota with flaps on top).

JUGGLING
Alternate throwing and catching with two boomerangs. Keep one airborne at all times. Gel Booms to use: Two Bellens.

MTA
MTA stands for Maximum Time Aloft. The point is to achieve the longest flight and catch the boomerang. In competition, the boomerang has to be thrown and caught within a 50m radius circle; the event is therefore called MTA100. The boomerangs used in this event are very different from all other booms: they are very thin and need to be tuned very carefully. This is not a game for novices. Gel Booms to use: Icarus MTA.

For more information about boomerangs you can join the United States Boomerang Association, or you can subscribe to Ted Bailey's Boomerang News.


TEAM GEL GAMES

Team George + Team Dijon 20 Catches + Team GEL 20 Catches + Team Style Outback + Team Woah Nelly + Team Australian Round + Team Accuracy + Fast Catch Race + MTA Race + Round Rang Relay + Team Juggling + Team Catch + Team SuperCatch + Team Endurance + Team Cauliflower + Team Humpty + Team Butterfly + Individual 43 Year Nabob

TEAM GEORGE

One thrower from each team goes out to throwing area. Each thrower has a counter from a different team. All throwers throw 30 times and attempt 30 different catches:

  1. Any Catch.
  2. Left Hand--body traps are all right on one-handed catches. It is a good catch as long as the boom does not touch the opposite arm.
  3. Right Hand.
  4. Behind The Back.
  5. Under The Leg.
  6. Foot Catch--below knees.
  7. Body Catch--boom must lie on top of any part of the body. It is a good catch as long as it is not sandwiched between two parts of the body.

    Examples: arm and side of body, or two thighs--between chest and tops of thighs is a good catch (Stand Up Body Catch).

  8. Head Catch--boom is sandwiched between one hand and head.
  9. Calf Catch--boom is sandwiched between one hand and any part of the leg below the knee, side of foot is included.
  10. Hand Over Fist Catch--boom is sandwiched between two hands, the bottom one must be clenched into a fist.
  11. Wrist Catch--some part of boomerang must be between the wrists.
  12. Butt Catch--sandwich boom between one hand and your butt. Some part of the boomerang must be touching the butt cheeks.
  13. Genital Catch--boom is sandwiched between one hand and genital area. Some part of boom must lie over genitals.
  14. Hand On Bottom Of Foot--sandwich boom between bottom of foot and hand. Some part of the boom must be touching the bottom of foot. It is alright to sit down or stand up.
  15. Two Handed Behind the Head--no neck traps.
  16. Stand Up Foot Catch--catch boom between any part of your two legs, from genitals to feet. Foot against calf or thigh is a good catch. Thrower may fall to ground after catch: this is to accommodate attempts at diving Stand Up Foot Catches.
  17. Hand Hacky Catch--bounce boom into air with hand and then make any catch.
  18. Hacky Catch--kick boom into the air and make any catch.
  19. Body Hacky Catch--bounce boom off of any part of body and make any catch. Kicking with foot or swatting with hand are not allowed.
  20. Hand On Neck Catch--sandwich boom between neck and one hand.
  21. Arm Pit Catch--some part of the boom must be caught between arm above elbow and part of the body. Body means any part, not just trunk of body.
  22. Hacky To Head--kick boom into air and catch boom between one hand and head.
  23. 360 Degree Behind The Back Catch--jump into air and, while spinning your body approximately 360 degrees, catch the boom behind the back.
  24. Hacky To Sit Down Foot Catch--kick boom into air then sit down on ground and do foot catch.
  25. Arch Catch--with two arms straight in the air, catch boom with two hands, one on each arm of boom.
  26. Hand Plant Foot Catch--plant hand, or hands on ground and do foot catch--the only point of contact when foot catch is completed should be one or two hands.
  27. Boom Through The Leg Butt Catch--boom must pass under legs, then catch boom between butt and hand.
  28. Statue Of Liberty Catch--one arm extended straight into the air while catching boom one-handed clean.
  29. No-Handed Body Catch On Back--boom must land on back without use of arms or legs.
  30. Buddha Catch--while sitting in a full lotus, throw and catch.

Counters report score to scorekeeper. The score for the team is the total number of catches from the four team members.

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TEAM DIJON 20 CATCHES

Same scoring procedures as Team George. The 20 Catches are:

  1. Two Hands Clean--catch boom in between two hands without boom touching body.

  2. Right Hand Clean--catch boom without letting it touch anything except the right hand or forearm.
  3. Left Hand Clean--the left-handed version of Right Hand Clean.
  4. Under Leg.
  5. Breast Catch--sandwich boom between chest and hand.
  6. Thigh Catch--catch boom between hand and thigh.
  7. Head Catch.
  8. Foot Hand Catch--side of the foot as well as bottom of foot is O.K.
  9. Behind The Back.
  10. Forearms Catch--catch boom between forearms. Boom may brush against body, but it may not be trapped against body.
  11. One Handed Under The Leg--boom can brush against legs or body, but boom cannot be trapped against body or legs.
  12. Hacky Catch.
  13. Two Feet On The Ground Two Handed Under The Leg Catch--at the moment when the boom is caught under the legs with two hands, both feet must be on the ground.
  14. Sit Down Foot Catch--no part of the boom or the feet can touch the ground upon catch or after.
  15. One Handed Behind The Back--boom can brush body, but cannot be trapped against body.
  16. Two Feet On The Ground One Handed Under The Leg Catch--boom can brush body, but not be caught against it.
  17. Arm Pit And Trunk Of Body Catch--boom must be caught between arm (above elbow, below shoulder) and trunk of body.
  18. Chest And Top Of Thighs Catch (Stand Up Body Catch)--Boom must come to a stop between chest and top of thighs, standing up. Boom cannot be sandwiched between the two thighs, although boom can come to rest hanging over one thigh as long as the opposite thigh is not helping in the catch. No hands or arms can be used.
  19. Stand Up Foot Catch.
  20. Over The Head Behind The Back Catch--boom must fly over head and then catch must be made behind the back. Body traps are alright.

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TEAM GEL 20 CATCHES:

Same scoring procedures as Team George. The 20 Catches are:

  1. Two Handed Behind The Head
  2. Left Hand Clean Catch While Lying On Your Back
  3. Right Hand Clean Catch With No Feet On The Ground And Then Land, Balanced, On One Foot
  4. 360-Degree Body Spin While Catching Behind The Back
  5. Two Feet On The Ground While Catching Between The Legs
  6. Stand Up Foot Catch
  7. Butt Catch
  8. Head Catch
  9. Calf Catch
  10. Hand On Bottom Of Foot
  11. Arm Pit Catch
  12. Forearms Catch
  13. Wrists Catch
  14. Stand Up Body Catch
  15. Hacky Catch
  16. Over Head Behind The Back
  17. Flip Your Body Heels Over Head In The Air While Catching
  18. Hacky To Head
  19. Spin Body In The Air 360 Degrees While Doing Stand Up Foot Catch
  20. Bounce Boom Off Ground And Then Sandwich Boom Between Feet--If any thrower cannot, or does not want to do one of the catches, the thrower may substitute Stand Up Hacky To Sit Down Foot Catch for the particular catch the thrower chooses not to do.

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TEAM STYLE OUTBACK

There are no rules. Only context. One team at a time goes out and does whatever. All other throwers scream out points for anything the team does, wears, or exudes. Judge tries to keep track of, and tally the points. Judge reports score to scorekeeper. There are no rules, only context: unless there are?

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TEAM WOA-NELLY

Four throwers (one team) throw simultaneously from anywhere on the field, attempting to trick catch in the bull's-eye. Points are assigned for accuracy catching, trick catches, and consecutiveness. Accuracy catching: bull's-eye--10 points, inside 10-meter line--7 points, outside 10 meter line--5 points. Trick catches: Behind The Back, Under The Leg, Butt Catch and diving catch--5 points; Hand Over Fist, Genital Catch, Arm Pit and One Handed Clean--7 points; Head, Calf and Neck Catch--8 points; Smiling Head Catch, Stand Up Foot, sit down Foot, Diving Head Catch, One Handed Under The Leg and One Handed Behind The Back--10 points; Hacky Catch, 360 Degree Body Spin While Doing Under The Leg Catch, 360 Body Spin While Doing Behind The Back Catch--12 points; Body Catch, Stand Up Body Catch, Hand On Bottom Of Foot, Catch While Flipping, and Hacky To Head--15 points; Flying In The Air Stand Up Body Catch, Flipping Head Catch and Hand Plant Foot Catch--20 points; Hacky To Flip Head Catch--30 points. Consecutiveness: 5 points are awarded to the individual who catches consecutively--this means that if the thrower catches in the first round, and then catches in the second round, the thrower gets 5 points in the second round for catching consecutively. Judge reports score to scorekeeper.

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TEAM AUSTRALIAN ROUND

Four person teams throw simultaneously from the 4-meter radius circle. Points for accuracy and catch are awarded the same as USBA Australian Round. Judge reports score to score keeper.

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TEAM ACCURACY

Same as Australian Round, but no catch and thrower cannot touch boom upon return.

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FAST CATCH RACE

Only one person from each team competes in this event. Two person races are contested. Races will be randomly set up with numbers from a hat. Winners advance to further rounds. Winner of event is winner of last round or race. Times will be used in case an odd number of winners advance to further rounds. If an odd number of people at the start of the event, then, from a hat draw, one person advances automatically to the second round. Races will be run one at a time. Judge times and selects others to time. Scorekeeper records results.

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MTA RACE

Only one person from each team throws in this event. All throwers throw; last person to catch wins. If a situation arises where all throwers cannot throw at once, then a similar race format to Fast Catch Race will be used. Judge will eye finish.

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ROUND RANG RELAY

Either have all teams line up outside of 30-meter line, have all teams line up on one of two lines, 20 meters apart from each other. The Judge says, "Go!" and the relay begins. Run to center or assigned spot and throw, catch, tag center and run back to team. Next person does the same. If the boomerang is dropped, the thrower picks up boom and goes back to center or assigned spot and throws again; if the boomerang is dropped a second time the thrower picks up boom, tags center, and runs back. Each team member throws and catches twice. The winner is the first team to finish the relay. Judge will eye the finish. Scorekeeper records placing.

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TEAM JUGGLING

Four-person team goes onto field with four counters. Team members spread out and start juggling one boom after the other, keeping one boom in the air at all times. One re-start is allowed, if before your third catch you yell "Stop!" Counters report scores to scorekeeper. Scorekeeper adds up total for team.

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TEAM CATCH

Same scoring procedures as George. Throwers throw one boom six times and do the assigned trick catches; then, throwers throw two booms, from the same hand, at the same time (Doubling), and do the assigned trick catches. The first boom must be retained until after second boom is caught for both to be counted as a catch. The nine throws and 12 catches are: One boom

  1. Any Catch.
  2. One Handed Clean With Hand Opposite To Throwing Hand.
  3. Other Hand.
  4. Behind The Back.
  5. Under The Leg.
  6. Foot Catch.

    Doubling

  7. Two Clean Two-Handed Catches.
  8. Two Clean One-Handed Catches
  9. One Any Catch, One Foot Catch.

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TEAM SUPERCATCH

One team goes at a time. One person from team throws MTA, while others throw fast catch. If MTA is caught, the score is the total number of boomerangs caught by four-person team. If MTA is dropped score is zero. Each person on the team throws MTA once, and fast catch three times. Fast catch is done from a marker on the field. The fast catch boom should go around 20 meters. Judge recruits three counters to count catches.

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TEAM ENDURANCE

As many team members, from all teams, that can safely fit on field, throw and catch for five minutes. Groups of four will be established; one person will throw and three will count. A marker will be used as the center spot for the thrower to return to after each catch. Counters report score to scorekeeper. The total number of catches for all four teammates is the team's score.

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TEAM CAULIFLOWER

One thrower from each team goes out onto field. On the count of three all these throwers throw and then a predetermined committee of one member from each team calls out the catch, after the boomerangs are in the air, from a menu of known catches. This is done five times to complete the first round. There are four rounds and each of the four team players throw in one round. Score one point for each catch. Total score for the team is the four throwers' catch total.

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TEAM HUMPTY

One team and four spotters go out onto the throwing field. Throwers spread out and try to "Humpty" the highest. Each Thrower plants one foot on the ground and tries to throw and catch, consecutively, as many as possible without moving the planted foot. The planted foot can spin to the left or right any number of degrees, but the foot cannot move laterally. The thrower is given five minutes to attempt "Humpty" as many times as possible. Each Individual's score is the one, single highest score during their five minutes. The team's score is the four throwers' highest scores added together. Each Spotter watches person's planted foot and counts the catches. Spotters report scores to scorekeeper.

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TEAM BUTTERFLY

The object of this event is for one member of the four-person team to throw one boomerang and have one of the other three throwers catch the boomerang or hacky (hand, foot, body or head hacky) the boomerang back to the thrower. Additional points can be earned for additional hackies. If the thrower touches the boomerang before one of the other three members, the score is zero. Scoring is as follows: One point for a catch by a non-thrower. Two points for Under The Leg, Behind The Back or One Handed Clean catch by a non-thrower. Three points for any other trick catch by a non-thrower. Four points if non-thrower hackies it to the thrower. Five points if non-thrower hackies it to thrower and an Under The Leg, Behind The Back or One Handed Clean catch is made. Six points if non-thrower hackies it to thrower and any other trick catch is made. One additional point can be earned for each additional hacky completed between non-throwers before thrower catches. If boomerang touches ground the turn is over and the score is zero. Teams get a total of five throws. Teams throw in ordered rotation with all teams throwing their first turn before moving onto second turn.

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INDIVIDUAL 43 YEAR NABOB

Individual attempts ten throws and ten catches. The order of catches: Contextually Beautiful Gavah, Head Catch, Genital Catch, Butt Catch, Hacky Catch, Stand Up Foot Catch, Body Catch, Crawdad Catch, Hacky To Head Catch, and Contextually Ugly Gavah. Event is run once a year. Score is tabulated after 43 years. Event begins at the Third Annual IBAs and ends at the 45th Annual IBAs. First person to die wins, and then the event is contested to see who can get second. Note: People do not have to be at every IBA and anyone can join at any time. Implicit in the language is the requirement that the concept of beautiful and ugly be noted each year on the score sheet.

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GUENTER MEOLLER'S
HEAD-TO-HEAD GAMES:

Tapir Terror Runde , Tremolo

TAPIR TERROR RUNDE

This game was invented by Guenter Moeller, the captain of the World Champion Team, the Young Guns, who seized the world title in Christchurch, New Zealand, 1996. It is a combination of 3 events.

Time to make 30 points for accuracy, do 6 trick catches (or 5 accuracy points for each drop) and make 5 catches - lowest time is best.

The thrower must first achieve 30 accuracy points, must then use a single boomerang or a doubling pair to make the first 6 catches of the event "Trick Catch", finally must do a Fast Catch round. Shortest time wins.

Required for a scoring throw:

  1. Throw from within bull's eye.
  2. 20 meters range minimum - subject to range challenge.
  3. Boomerang must come to rest without being touched.
  4. Any legal boomerangs.
  5. Boomerangs with catching aids may only be used for achieving accuracy points.
  6. Legal catches of type required in round.
  7. After 5th catch in the Fast Catch round bull's eye must be touched.

Scoring:

  1. While doing Accuracy:
    1. Points scored as usual in the event Accuracy.
    2. If the thrower achieves more than 30 points with the last accuracy throw, these points fall flat. They cannot be used to make up for any missed trick catches.

  2. While doing Trick Catch:
    1. The thrower may use a single boomerang for 6 throws or a doubling pair for three throws.
    2. The thrower has to make the first 6 trick catches of the Trick Catch event in that specific order.
    3. If a catch is dropped, it may not be tried again, unless the thrower has already also tried all of the 6 trick catches.
    4. Missed catches may be re tried in any order and as often as the thrower needs to make the required legal catch.
    5. Instead of trying to make the needed catch, the thrower might choose to do 5 accuracy points for each needed trick catch.

  3. While doing Fast Catch: see Fast Catch.

Altogether:

  1. All the thrower's actions, from throwing the first time for accuracy points until the touching the bull's eye after having caught the fifth Fast Catch throw.
  2. If the thrower does not complete all needed feats (30 points, 6 catches (or 30 points) and 5 catches) the score will be the point he reached (e.g.: "29 accuracy points" or "3 catches and 14 accuracy points" or "3 Fast Catches".)!

Rounds: One round is contested.

Re-Throws:

  1. May not start within 5 minutes from the thrower's unscored round.
  2. Official score may not be less than the elapsed time at the time of the interference in the unscored round.

Warm-up: Each thrower is allowed a 1 minute timed warm-up from his bull's eye immediately before each turn. The timed warm-up starts as soon as the thrower is ready to begin or 30 seconds after it becomes his turn - whichever is sooner. The thrower may start his round before his allowed warm-up is over if he desires.

Officials:

  1. Center judge, score keeper, 4 range stewards, 3 timers. Use lap timers on stopwatch (for the Fast Catch part). Timers may be competitors.
  2. Range stewards may be timers.
  3. The scorekeeper and the center judge have to work together and work real quick!
  4. The scorekeeper and the center judge have to look for foot faults, check the points for accuracy quickly and add the score up to tell the competitor exactly how much he still has to make!

World Record:

105.81 sec by Wolfgang Frost from Bad Schwartau / Germany at the Tapir-Cup '93.

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TREMOLO

This is another game from Guenter Moeller recently invented.

This time it's not "Accuracy", "Trick Catch" and "Fast Catch" on a "total time basis" (see TAPIR Terror Runde rules), but "Accuracy", "MTA 40" and "Trick Catch" on a "total points basis". Every thrower has three throws of "Accuracy" (max. 40 points), 3 throws of "MTA" (every MTA is to be thrown out of the 40 meter (diameter) circle and also is to be caught within this circle) of which the two best times are added up and are also added to the "Accuracy" score for the (part) total score. The final part of "Tremolo" is "Trick Catch": Here every thrower has to perform four different catches. If you don't drop, you go on with the same catches over and over again until you drop. The total number of catches is added to the "Accuracy" and "MTA 40" score for the final score. The more points, the better! The strategy is to think of the right way of doing MTA! If you're grounded in "Accuracy" anyway, you might use your "Romblad"! If you're first after "Accuracy" you might better not...

Now the longer version:

Official Rules for the new Boomerang Triathlon "TREMOLO": Author: Guenter Moeller on August 9, 1996.

Time to make 30 points for accuracy, do 6 trick catches (or 5 accuracy points for each drop) and make 5 catches - lowest time is best.

"Tremolo" is a boomerang triathlon. The thrower is to gain points in three events. Every thrower has four throws in the event "Accuracy", three throws in the event "MTA 40" and at least four throws (and four different catches) in the event "Trick Catch". The total number of points is added up from the points of all four "Accuracy" throws, the best two times of the three "MTA 40" throws/times and the total number of catches in "Trick Catch". Highest total number of points wins.

This event is supposed to show the spectators the thrower's ability to throw accurately - even the MTAs!

Requirements: Required for a scoring throw in "Accuracy":- Throw from within bull's eye.- 20 meters range minimum - subject to range challenge.- Boomerang must come to rest without being touched.- Any legal boomerangs. - Boomerangs with catching aids may only be used for achieving accuracy points.- Four throws. Scores are added up. Required for a scoring throw in "MTA 40":- Throw and catch from within the 40-meter (diameter) circle- Time between throw and catch is timed. - Three throws. The two top scores of each thrower are added up. - "MTA 40" score is added to "Accuracy" score. Required for a scoring throw in "Trick Catch":- Every thrower has to perform the same four types of catches.- These catches are: "one-handed left hand clean", "one-handed under one leg", "one-handed behind the back" and "one-handed tunnel (one-handed under one leg while both feet touch the ground)".- If thrower catches all four, he continues to do one or more rounds of these four until he drops.- The total number of catches is the "Trick Catch" score. - The "Trick Catch" score is added to the current overall score of "Accuracy" and "MTA 40" for the final score.

Scoring:

While doing "Accuracy":- Points scored as usual in the event of "Accuracy".- Four throws each. 40 points maximum. While doing "MTA 40":- Flight timed as usual in the event of "MTA".- Circle limits area from which the boomerang has to be thrown and in which the boomerang has to be caught.- This circle is 40 meters in diameter.- The best two of three possible times are added.- Every second is worth one point. Split seconds equal split points.

While doing "Trick Catch":- At least one round of four throws and catches of type requested.- These catches are: "one-handed left hand clean", "one-handed under one leg", "one-handed behind the back" and "one-handed tunnel (one-handed under one leg while both feet touch the ground)".- First drop ends this round. A thrower might NOT even have four throws in "Trick Catch". Overall scoring: All "Accuracy" points, the best two "MTA 40" flight times and all "Trick Catches" are added up for the overall and final point score. Highest total points score wins.

Rounds:- One round is contested.

Re-Throws:- A re-throw should be had after the last thrower of thrower group of five.- This may vary due to tournament organization.

Warm-up:- Each thrower is allowed a 1 minute timed warm-up from his bull's eye immediately before each turn. - The timed warm-up starts as soon as the thrower is ready to begin or 30 seconds after it becomes his turn - whichever is sooner. - The thrower may start his round before his allowed warm-up is over if he desires.

Furthermore:- The current overall score of all competitors is to be officially announced as soon as possible, but at least after each of the first two events ("Accuracy" and "MTA 40"). This should help competitors to chose or change tactics and to keep spectators informed.- Another way of making the public more involved in "Tremolo" is to run "Trick Catch" in two steps: First, each competitor performs or tries to perform his four catches. Now a new current overall ranking should be compiled. Second, the one competitor (or the group of five competitors), which is (are) in last place (places) until now, throw first and try to improve their overall score. He (they) continues (continue) until he drops (they drop) for the first time. Then the next in line would be up. This way the suspense grows, since the best throwers overall (until now) know what they have to catch to win! This will definitely build up some tension! Officials:- Center judge, score keeper, 4 range stewards, 3 timers. Timers may be competitors. - Range stewards may be timers.- The score keeper and the center judge have to look for foot faults, check the points for "Accuracy", time the flights in "MTA 40" and check the legality of the "Trick Catches"!

Placing points for each event will be awarded similarly to the way official USBA placing points are awarded. First place points will be the number of teams plus 1, second place points will be the number of teams minus 1, Third place points will be the number of teams minus 2, etc. down to 1 point for last.

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 G-L-O-R-P

The boomerang game G-L-O-R-P is the same as the basketball game H-O-R-S-E. The first thrower does a trick catch and all the other throwers must do the same catch to avoid getting a letter. If you get all five letters you are out of the game. Last thrower left without G-L-O-R-P is the winner.

The first thrower (the Dominator) performs any trick catch of his/her choosing (except a Two Handed Catch) and then all the other throwers, in their assigned order, throw and attempt the defined catch. If they do not complete the defined catch they get their first letter. If the Dominator continues to perform trick catches, he continues to be the Dominator. When that Dominator drops, the next thrower becomes dominator. This continues until one thrower is left without G-L-O-R-P. He/she is the winner.

Clarification:

  1. The same catch cannot be done twice in a row, but a thrower can do an identical catch to one he has already done as long as it is not done back to back;
  2. When a new Dominator takes over, he cannot perform an identical catch to the last catch the previous Dominator completed;
  3. If a Dominator does a Two Hand Catch, or attempts a trick catch that he does not complete, but does not drop it, it is called a Pass. On a Pass, all the other throwers must catch the boomerang to avoid getting a letter, but the first thrower to do a trick catch, captures domination, and becomes Dominator. The pass has ended.

Three Tier Play

In keeping with the Team Gel spirit, it is radder to play boomerang games that include all levels of throwers. G-L-O-R-P can be played with three distinct skill levels: beginner, novice and expert.

When a Dominator defines a catch and it becomes a thrower's turn to perform the catch, he may decide at which level he would like to play. If he decides to play as a beginner, he is required to only touch the boomerang to avoid getting a letter; If he decides to play as a novice, he is required to only perform an "any catch" to avoid getting a letter; If he decides to play as a expert, he is required to perform the Dominator's trick catch to avoid getting a letter. When it becomes a novice's turn to be Dominator, he must perform an "any catch" to retain Dominatorship. He may then make up the catch for the rest of the participants. When it becomes an expert's turn to be Dominator, he must perform a trick catch to retain Dominatorship.

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Fun for all!

Gel Boomerangs
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All rights reserved.

Last updated June 16, 2006.
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