OFFICIAL WSOC

TEAMS RULES

Two teams, (consisting of 4 or 8 players on each team) compete in 6 games of match play to determine the winner of the match.

EQUIPMENT STANDARDS

OFFICIAL WSOC CORNHOLE BAG SPECIFICATIONS

The following dimensions and measurements serve to determine standards and specifications for regulation cornhole bags.

  • The cornhole bags shall be made from fabric squares 6¼ x 6¼ inches with a ¼-inch stitched seam on all four sides.
  • Bags should be made from durable fabric.
  • The thickness of the bag, when lying flat on a hard surface, should be approximately 1 inch (+-⅛-in) thick.
  • Each bag shall be filled with plastic pellets or corn feed. Finished bags should be roughly 6 inches square and weight 15-16.5 ounces.
  • All bags in a set of four shall be identical in color, design, and pattern.
  • A player may not switch bags during gameplay unless a bag is damaged or broken during a game.
  • In the case of a broken bag during a game, a player/team may substitute an identical or equivalent set of 4 bags.
  • A player may not alter a bag after the purchase that could alter the functionality of the bag.
  • A player may break in their bag prior to competition as long as they are not altering the bag in any way.
  • All WSOC events will specify which board will be the official bag of the event prior to the event.

OFFICIAL WSOC CORNHOLE BOARD SPECIFICATIONS

The following dimensions and measurements serve to determine standards and specifications for regulation cornhole boards.

  • The following dimensions and measurements serve to determine standards and specifications for regulation cornhole boards.
  • Each cornhole board shall be 47.75” to 48” long and 23.75” to 24” wide, made of smooth plywood that measures at least ½-inch in thickness.
  • Cornhole boards should be composed of a wood surface and a wood frame. There is significant variance in play between wood and plastic or other surfaces.
  • The hole in each cornhole board shall be 6 inches (+-¼-in) in diameter. Its center shall be 9 inches (+-¼-in) from the top and 12 inches (+-¼- in) from each side of the board edges.
  • The front of the cornhole board shall be 2.5-4 inches from bottom to top.
  • The back of the cornhole board shall be approximately 12 inches (+- .5-in) from the ground to the highest point of the deck.
  • The board finish shall be sanded to a very smooth texture, and there shall not be any blemishes in the wood surface that might disrupt or distort play.
  • Application of non-permanent foreign substances onto cornhole boards is strictly prohibited. This includes foreign substances like sprays or powders not from the manufacturer.
  • All WSOC events will specify which board will be the official board of the event prior to the event.

Special Olympic Equipment Guidelines

For Special Olympics Cornhole competitions, it is strongly encouraged that programs follow the WSOC guidance related to bags and boards:

  • Cornhole Boards: Standard cornhole boards are approximately 2-ft. x 4-ft. The hole is positioned 9-in. from the top of the board, with a 6-in diameter.
  • Cornhole Bags: Each team has four cornhole bags of contrasting colors. Cornhole bags should be 6-in x 6-in. and weigh approximately 1 pound.

For the cornhole bags and to assist with consistency, programs are encouraged to utilize bags made from duck cloth canvas, which are filled with plastic pellet resin.  It is the program’s discretion to determine if the opposing sides of the bags are “smooth” or “sticky.”  The “stickiness” of the bags will change over time, meaning newer bags will be more “sticky” than bags that have been used.

Cornhole boards should have sufficient weight so as to prevent bounce from thrown bags with a smooth top/throwing surface.  Boards can be made from different forms of wood and should have a minimum of ½-inch playing surface. 

For competition events overseen by the WSOC, in which Special Olympics participants are competing, as well as SONA National/Regional events (which will follow Special Olympics and WSOC rules), specific guidance will be provided regarding the parameters for both cornhole bags and boards.

THE COURT

Depending on your layout, space, and time allocated to play, there are many variations to layout the court. The minimum layout requires one set of 2x4 cornhole boards, meeting official board specifications.

At least 2-3 courts are recommended for completing the match in an efficient amount of time. A maximum of 5 courts are required for team match play.

Court Dimensions

A cornhole court shall be a level rectangular area 10-12 feet wide and a minimum of 40-45 feet long. The court consists of two cornhole boards, designated pitcher's boxes, and foul lines. A minimum vertical clearance of 12 feet is recommended for indoor or sheltered cornhole courts.

Pitcher's Box

The pitcher's box is a rectangle 4 feet by 3 feet at each end of the court, parallel with and on both sides of the boards. Each player must remain in the pitcher's box while pitching a cornhole bag.

Foul Lines

The foul lines are imaginary lines parallel to the front of each cornhole board. The foul-line distance for official gameplay is 27 feet. However, youth, senior, and Special Olympic programs may choose to offer a 15-ft. or 21-ft. throwing distance, according to an athlete’s skill assessment.

Multiple Courts

To eliminate distraction and safely separate activity, cornhole courts adjacent to each other shall be a minimum of 10 feet wide. A greater distance of at least 12 feet is preferable.

A 4-player match requires 1-3 cornhole courts:

  • Games 1-2 may be played simultaneously on adjacent courts.
  • Games 3-5 may be played simultaneously on adjacent courts.
  • Games 1-5 may be played sequentially if fewer than three courts are available.
  • Round 6 Airmail Shootout must only begin when the first five games are complete.

An 8-player match requires 1-5 cornhole courts:

  • Games 1-5 may be played simultaneously on adjacent courts.
  • Games 1-5 may be played sequentially if fewer than five courts are available.
  • Round 6 Airmail Shootout must only begin when the first five games are complete.

HOW TO PLAY CORNHOLE

Pregame | Coin Toss

Prior to beginning the game, a coin toss determines playing lanes and sequence of play. An official present assigns heads and tails to each team.

The team that wins the coin flip will choose either their throwing lane or the throwing order in the first inning of play.

The team that did not win the coin flip will choose the remaining option.

Scoring

There are two types of points: game points and match points.

Game Points

Games 1-5 shall be played to the predetermined number of 21 game points. The first player/team to reach (or exceed) that amount at the conclusion of an inning is the winner of that game.

The approved method of scoring for the sport of cornhole is “cancellation” scoring. In cancellation scoring, the points of one player cancel out the points of their opponent. Using this method, only one player/team can score in each inning.

Bag In-The-Count (Woody): Any bag which comes to rest anywhere on top of the board. Each is worth one (1) point.

Bag In-The-Hole (Cornhole): Any bag which is thrown through the hole or knocked through the hole by another bag. Each is worth three (3) points.

Foul Bag: Refers to any bag that has not been determined as Bag In-The-Count or Bag In-The Hole or was designated a foul bag as the result of a rules violation.

Match Points

Match points are points that go to the overall match score and are what determines the match winner. Each team’s objective is to be the first to score 21 match points.

Match points can be earned two ways:

  • The first way is by winning a game during games 1-5. Each game has a certain amount of match points that are awarded (see schedule below).
  • The second way to earn match points is to successfully throw a cornhole bag into the hole or onto the board during the airmail shootout in round 6.

Game Format and Match Point Structure

OFFICIAL WSOC

Game Format & Match Point Structure

Match points are points that go to the overall match score and are what determines the match winner. Each team’s objective is to be the first to score 21 match points.

Game 1

Doubles Game

Worth 2 Match Points

Game 2

Doubles Game

Worth 3 Match Points

Game 3

Doubles Game

Worth 4 Match Points

Game 4

Singles Game

Worth 5 Match Points

Game 5

Singles Game

Worth 6 Match Points

Game 6

Airmail Shootout

1 Match Point per Bag in Hole

SPECIAL OLYMPICS

Game Format & Match Point Structure (SPECIAL OLYMPICS)

Match points are points that go to the overall match score and are what determines the match winner. Each team’s objective is to be the first to score 21 match points.

Game 1

Doubles Game

Worth 4 Match Points

Game 2

Doubles Game

Worth 4 Match Points

Game 3

Doubles Game

Worth 4 Match Points

Game 4

Singles Game

Worth 4 Match Points

Game 5

Singles Game

Worth 4 Match Points

Game 6

Airmail Shootout

1 Match Point per Bag on the Board

2 Match Point per Bag in Hole

Match Play Games 1–5: Doubles and Singles Match Play

Games 1-3: Doubles Match Play

Two teams, consisting of two players, compete against one another until a winning team is determined.

Players line up directly across from their teammate in the same lane.

In Unified Sports, partners and athletes should be aligned at opposite boards. In this setup, partners toss against partners, and athletes toss against athletes.

Each team stays in their designated lane for the whole game.

Players at the headboard alternate pitching bags until each player has pitched all four of their bags.

An inning is completed when both players, pitching from one board, pitch all eight bags (four each).

Officials take the score, and players at the footboard resume pitching back to the other board.

All players who are not pitching bags should be behind the cornhole board, outside of the pitcher’s box, to prevent interference of play.

Games 4-5: Singles Match Play

Two single players compete against one another until a single winner is determined.

Both players stay in their designated lane for the whole game.

Players start the game at the headboard and alternate pitching bags until each player has pitched all four of their bags.

Players then walk to the end of their lane to the other court, officials take score, and players resume pitching back to the other board.

An inning is completed when both players, pitching from one board, pitch all eight bags (four each).

Games 1-5: Pitching

The team who scored in the preceding inning has the honor of pitching first in the next inning. If neither team scores, the team who pitched first in the preceding inning shall retain first pitch in the next inning.

A player must pitch all four bags from their designated pitcher’s box.

Players must pitch the bag with an underhand release.

A player may not step over or contact the foul line during their pitching or release of a cornhole bag.

A player must wait until the previous bag has come to a complete stop for at least 2 seconds before pitching the next bag.

Players may not jump, blow, kick, or otherwise do anything that may affect the cornhole board or the position of bags during an inning.

Touching, adjusting, or aligning a cornhole board during an inning is prohibited. Court officials may align the cornhole board between innings at the request of a player.

Games 1-5: Overtime

Each game may be given a time limit according to the competition manager’s discretion. (See “Game Clock” section below).

If neither player has reached 21 points before time expires, the game is over, and the player that is leading at that point wins the game.

In the event the score is tied after time expires, one more inning is played.

If no player scores after one tiebreaker inning, a Sudden Death bag is played.

  • In this inning, following the natural flow of the game, the last-frame winner first tosses a single bag.
  • The opponent then tosses one bag, attempting to match or beat the first player’s throw.
  • Whichever player scored more points from the Sudden Death Bag is considered the winner of the game.
  • Additional Sudden Death Bags may be played until a winner is declared.
  • All Sudden Death Bags should follow the natural flow of the game.

Match Round 6: Airmail Shootout

Round 6: Gameplay

All active players from both teams must participate in the airmail shootout (excluding subs or players removed from the match).

To begin the shootout, all active players from both teams line up at opposing boards. The team that is leading the match to begin the airmail shootout chooses which board they throw from.

Players may choose which pitcher’s box (L or R) they throw from. Players may switch pitcher’s boxes within the round if they choose.

To begin the shootout, Player #1 from the trailing team (Team A) pitches their bag. The bag is cleared from the board or picked up from the ground. Player #1 from Team B then pitches their first bag, and the board is cleared.

Player #2 from Team A then pitches, clears the board, and Player #2 from Team B pitches. This pattern continues.

Each team must have all players throw once before players can throw again. Each player must stay in the same order as when they started the airmail shootout.

Each player must pitch their bag from behind the foul line.

Once a team reaches 21 MATCH points, the match is over, and the team wins the match. There is no rebuttal or second chance for the losing team.

Round 6: Scoring

Any bag which comes to rest anywhere on top of the board is worth 1 total MATCH point.

Any bag which is thrown through the hole is worth 2 total MATCH points.

Cancellation scoring is not used for this round of the match. Each bag in the hole or on the board is counted as its own match point. After every throw, the board and hole are cleared of previously thrown bags.

Roster & Lineups

Submitting a Lineup

Coaches must submit a lineup sheet prior to the beginning of Game 1. Lineups should be submitted to opposing coaches and the court official.

Lineups will determine player positioning and matchups throughout the first five games of play.

In a 4-player match, each player shall play in two games of the match. This includes one game in either Game 1 or 2 and one game in Games 3-5. 

In an 8-player match, each player shall play in exactly one position in the lineup.

Round 6: Airmail Shootout Lineup

During Round 6, lineups are used to determine the tossing order of the Airmail Shootout.

A court official should be present to maintain playing order integrity throughout the Airmail Shootout.

A team that plays out of order during the Airmail Shootout forfeits the offending toss and automatically scores 0 points for that position in the lineup.

In Unified Sports matches, athletes and partners must always alternate tosses.

Special Olympics Unified Sports Teams & Lineups

Each Unified Sports 4-player lineup shall consist of two athletes and two partners. Two additional substitute players may be on the roster.

Each Unified Sports 8-player team shall consist of four athletes and four partners. Two additional substitute players may be on the roster.

The game structure for Unified Athletes and Partners shall be as follows:

  • Game 1: Unified Doubles
  • Game 2: Unified Doubles
  • Game 3: Unified Doubles
  • Game 4: Partners Game (Singles)
  • Game 5: Athlete Game (Singles)
  • Round 6: Airmail Shootout

In Unified Doubles games, partners and athletes should be aligned at opposite boards. In this setup, partners toss against partners, and athletes toss against athletes.

Roster Size

In 4-player matches, teams may carry one additional player available for substitution.

In 8-player matches, teams may carry two additional players available for substitution.

In all Unified Sports matches (4 and 8 players), teams may carry two additional players available for substitution. The two available substitutes must consist of one athlete and one partner.

Substitutions

Substitutions may be made at the end of any inning of play, with approval from the court official.  Substitutes may take the place of any player on the team.

Officials must be notified of substitutions at the time of substitution.

Once a player has been removed from the match via substitution, the player may not re-enter the match at any point. Once a substitution has been made, the substitute player must complete the match.

During Unified Team Play, all teams must maintain the ratio of Athlete to Partner and Unified Rules.

Forced Substitutions

In the event of a forced substitution during a match due to medical or another verified emergency and the team has no substitute players available, the opposing team shall appoint an opponent’s player to fill the open position.

In this event, the selected player may exceed the predetermined number of games per player. (2 games + shootout in 4-player match, 1 game + shootout in an 8-player match).

When a forced substitution has been made, the missing player’s position in the Airmail Shootout is skipped. That position in the lineup is scratched and scored an automatic 0.

When this occurs, the opposing team shoots two consecutive airmail shots since the missing player’s turn is forfeited.

Forfeiture

Teams with less than the prescribed number of players before the match begins must forfeit the match.

The score of a forfeited game shall be 21-0 in favor of the team not at fault.

Violations and Penalties

Foul bags and rules violations are divided into impacting fouls and non-impacting fouls. A court official is responsible for spotting and calling penalties. The court official must also determine if a foul bag was impacting or non-impacting.

Non-Impacting Bag

If the bag in question does not impact gameplay or any other bag in play, the bag is considered dead and is removed from play at the time of the infraction. This bag scores 0 points for the inning. All other bags remain in play.

No other movement of bags is permitted at this time.

The only person allowed to remove a bag from play is a court official. 

Impacting Bag

If the bag in question impacts the position of one or more bags in play, it is an impacting bag foul.

  • Leave the bag in question and all affected bags in play.
  • Continue play until the end of the inning without touching or removing any bags.
  • At the end of the inning, the team that threw the offending bag removes the highest value bag in play.
  • If Team A scores no points then the bags impacted resulting in no points for Team B will be awarded back to Team B.
  • Any impacted bags for Team B that were awarded 3 points due to Team A’s toss will stand.

The only person allowed to move bags is a court official.

Example: Team A steps over the line during their 3rd toss of the inning. The offending bag knocks a bag from Team B off the board. Bags are not replaced or affected at this time. At the end of the inning, subtract the highest scoring bag from Team A from the scoring calculation.

  • If 0 points were scored for Team A in the inning, 1 point is awarded to Team B for the bag that was knocked out of play.

List of Fouls

The following are foul violations that must be spotted and called by an assigned judge. A foul is assessed to the offending team.

  • Any bag pitched when the player has made contact with or crossed over the foul line.
  • Any bag pitched when the player has started or stepped completely outside the pitcher’s box before the bag is released.
  • Any bag not delivered within the 20-second time limit.
  • Any bag pitched from a different pitcher’s box than the first bag.
  • Any bag that is not pitched with an underhand release.
  • Any bag that contacted the court or the ground before coming to rest on the board shall be ruled a dead bag.
  • Any bag that struck a previously defined object, such as a tree limb, wire, indoor court ceiling, etc., shall be ruled a dead bag.
  • A bag that leaves a player’s hand once the final forward swing of the delivery process has started shall count as a pitched bag.
  • A bag that is accidentally dropped by a player before the final forward swing has started shall not be considered foul and may be picked up and pitched.
  • If players believe they have thrown all bags, clear the board for the next inning, but then realize they missed one bag, the inning ends. Points are scored as if the inning ended, and the missed bag is forfeited.
  • Any action or intentional use of a penalty that undermines the integrity of the game, as determined by the court official, will result in the player's disqualification and forfeiture of the match.

Interrupting Gameplay

A player shall not touch, alter, move, or affect the board or any bags on the board or in the hole before scoring has been agreed upon for the inning.

  • If this foul occurs amidst an inning of play, please refer to IMPACTING BAG section above.
  • If this foul occurs at the conclusion of an inning, and before a court official has taken score, the non-offending team receives 3 points for each bag removed prior to scoring confirmation.

Fouling Out

Any team that commits 3 or more fouls in a game automatically loses the match. The game ends immediately.

The non-offending team is awarded up to 21 points and wins the match.

The offending team ends the game with the score they have when the 3rd foul occurs.

Game Clock

The competition manager may limit games to a maximum game clock at their discretion.

A 30-minute clock is recommended for play. However, if an event has time limitations, a shorter game clock can be implemented. It is not recommended to use a game clock of less than 15 minutes.

During a team timeout, the game clock should continue to run.

The official may stop the game clock at their discretion during an extended delay due to weather, injury, or other unforeseen circumstances.

Timeouts

Each team is permitted one (1) 2-minute timeout per match.

The team calling the timeout must have possession of play and throw.

A timeout cannot end the match.

The official may grant a timeout whenever the circumstances appear to be valid.

Coaching

Coaches or spectators shall be prohibited from engaging in discussions with any athlete and/or partner once the athlete and/or partner steps onto the field-of-play area as designated by the program coordinator, except during a timeout.

If a court official determines a coach is strategically communicating with a player, the official may provide a verbal warning or a citation for unsportsmanlike conduct according to the discretion of the court official.

Discussions or disputes related to scoring or rules should be directed toward the court official. Only coaches and captains are allowed to communicate with the officials.

Court Officials

Each cornhole court should have at least one assigned court official. Court officials must be easily identifiable at an event.

Each team has the right to object to a designated official for any reason before the start of a match. The competition manager considers and decides upon this objection.

No member of a team or registered substitute of a team is permitted to assist in officiating a match in which that team is playing.

Court Official / Supervisor

This is the head volunteer for each court.  This position will make the final rulings on score, fouls, timing, and overall game discrepancies. Final rule judgments and calls will be made by this position and/or the competition management team.

Court Attendants

This volunteer position will assist the court official with the running of each individual game on the court.  This may consist of bag retrieval, watching the foul lines, assisting with scoring, and watching sequence of play or throws. 

Each team has the right to object to a designated official for any reason before the start of a match. The competition manager considers and decides upon this objection.

No member of a team or registered substitute of a team is permitted to assist in officiating a match in which that team is playing.

Captain

On any team, the captain must be designated and made known to the officials before play begins. The captain may not be changed during the course of a game but may be changed during the course of a tournament. The tournament officials must be notified of this change prior to any subsequent games. Only coaches and captains are allowed to communicate with the officials.

Delay of Games

If the official believes that the game is intentionally delayed without sufficient or valid reason, the official must issue a warning.

If the delaying team does not immediately resume play, they will forfeit the match.

For delays caused by weather, acts of God, civil disorder, or other unforeseen circumstances, the ruling of the competition manager is decisive and final.

Modifications / Adaptive Devices

Any assisting device being used for adaptive purposes must not give the athlete a competitive advantage and must be approved by the Competition Director prior to competition.

Protests

It is the responsibility of each team captain or coach to sign the scorecard after a match. The signatures will indicate the indisputability of the final score. Games in which protests will be filed should not be signed by any captain or coach who disagrees with the score or its validity.

Any protest to an official’s or competition manager’s decision must be made by a Special Olympics certified cornhole coach within 30 minutes of the completion of any game or the decision made by the official or competition manager will be considered as accepted.  

Protests will be acknowledged and judged on the basis of merit in circumstances not specifically proved for herein.

Unsportsmanlike Conduct

Players will dress in a manner which will bring credit to them and the sport of cornhole.

All players must wear closed-toe athletic shoes.

No headphones are allowed.

Attire

Any player that commits 3 or more fouls in a game automatically loses the match. The game ends immediately.

The non-offending team is awarded up to 21 points and wins the match.

The offending team ends the game with the score they have when the 3rd foul occurs.

MORE OFFICIAL RULES

1ᴠ1

SINGLES

WSOC RULES

1ᴠ1

DOUBLES

WSOC RULES