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Howler

Howl: to emit a loud long doleful sound characteristic of dogs; to cry loudly

Howler: one who howls

 

History

Howler (locally called BabineauBall) was invented in the summer of 1996 on a canoe trip somewhere on Flagstaff Lake in Eustis, Maine, and was later refined at a cabin on the lake owned by T. Arthur Babineau, Rules were first developed by Babineau's son-in-law, Bob "Hippo" Cole, Rick Hutchins, Stew Putnam and Dave “Bowtie” Brown, all former leaders at Camp Belknap on Lake Winnipesaukee. Hippo and Stew defeated Hutch and Bowtie in the first match ever played, although legend says that they were lucky. John Grossmann and Mark Vaughan assisted with rules development in subsequent years.

 

Rules & Regulations

Objective

The objective of the game is to hit the base or strike target, to gain points on each throw, thereby outscoring the opponents by reaching 51 first.  

The Court

The court can be any open relatively flat area of grass, pine needles, sand, or even gravel, but should not be concrete or asphalt.  The court should be a minimum of 65 feet in length, and no less than 20 feet in width.

Targets

The base targets (each called the "base"), placed 45 feet (15 paces) apart, are logs a minimum 15” across and 15” high, maximum 18", and flat on both ends. On top and in the middle of each base target is placed a log (called the "strike") approximately 9” tall and 3” in diameter, flat on both ends. In lieu of logs for targets, stones may be used as the base targets, and sticks for the strikes.

Scoring Circles

Around each base target, on the field of play, a circle shall be marked, approximately seven feet in diameter (two and 1/2 paces). Rope, string, pine cones, or other such implements may be placed on the circle, thus helping to identify each circle from a distance.

Negate lines 

On the outside of each circle, two lines three feet (one pace) long are drawn (called the "negate" lines), parallel with the lines of the opposite circle. Teams must remain behind these lines, outside of the circles, at all times when the howler is in play.

Throwing Device (see Hasbro webpage)

The preferred throwing device (called the "Howler), is the “Vortex Howler”, a spongy football-like implement with wings, made by Hasbro, which also “howls” as it flies through the air. Substitutes such as pseudo-howlers, footballs, nerf balls etc. may only be made upon majority agreement of the four players involved in each match. In regional and national tournaments only the Tournament Committee may agree to a substitution.

Teams

Each team is composed of two players. Teams are at opposite ends of the field of play, behind their respective negate lines and outside their defending scoring circle.

Games & Matches

Each game is played to 51 points, and the winners must win by two points. Teams change sides in each game after one team reaches 25 points (called the "half"). A match is the best of three games. “Short games” to 21 may be played upon agreement of the four players involved in each match. After each game, teams change ends.

The Start

To determine which team starts each match, each player gets one toss of the howler towards the targets. The team with the most number of points for their two tosses shall begin each match. Thereafter, the team that loses a game shall start the next game.

Each game starts with one player from Team A throwing the howler. Team B then has one player throw, then the second player from Team A, and finally the second player from Team B. This sequence continues until one team wins the game. Every subsequent game, each team decides which of their players will throw first.

Scoring

Scoring is based on how the targets (and circles) are hit with the howler. 

10 points = "Strike": a direct hit knocking off the strike

8 points =  "Skip 8": skips off the ground and knocks off the strike

7 points =  "Strikeoff": a direct hit of the base knocking off the strike

6 points = “Skip 6”: skips off the ground and hits the strike 

5 points = "Base": a direct hit on the “base” target

4 points = "Skip 4": skips off the ground and hits the base

3 points = “Circle 3”: lands and stays in the circle 

2 points = “Skip 2”: skips off the ground and lands in the circle

1 point = "One out": strikes in the circle but skips out 

Negates

Points are negated on each throw when players from the opposite team catch the howler, behind the negate line and outside the defending circle, after the howler has struck a target or skipped out of the scoring circle.

Gainers

Teams may gain five (5) points (a "gainer") if they catch the howler, in the air, behind the negate line, after an opponent throw that does not strike a target.

See Ya!

Any one team scoring 30 points in a row (three consecutive "strikes") automatically wins that game. This is called a "See Ya", as in See ya later.

Howling

After each match, it is customary for the winning team to let out a big howl.

Referees

One thing unique about howler is that there are no referees. Each match is refereed by each team. Trust is number 1. Sportsmanship is understood.

Fouls

Player steps on or over the negate line when throwing the howler.

Player steps on or in the circle when throwing the howler.

No points are gained if either of the above two fouls occurs.

Player steps on or over the negate line when defending the howler.

Player steps on or in the circle when defending the howler.

No points are negated if either of the above two fouls occur.

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