Skip to content

Sports

Petanque games

Closest-boule and target-rest house drills using underhand rolls on a clear gravel lane.

Filter and open a host kit

All Petanque games (58)

Petanque Twists (58)

Optional one-rule scoring twists for a game your group already plays.

Called Zone Double

Double a closest-boule point only for a zone called before release. Compatible host: Closest to Jack Ladder.

  • Double a closest-boule point only for a zone called before release. Compatible host: Closest to Jack Ladder.
  • Compatible house host: Closest to Jack Ladder. For this rolling house drill, mark a clear gravel lane, a foul line and a jack spot 6 m from that line. Provide six distinguishable boules per team and clear space beyond the jack. Two teams roll from the same end; everyone else waits behind the line. This uses underhand rolls only, not lofted shooting. Play three frames. Teams alternate single rolls until each has rolled six boules, rotating willing players before anyone repeats. Leave legal boules where they stop. Stop to remove a released illegal boule and restore anything it displaced before the next roll; retrieve only after clearance. If the prior positions cannot be agreed, replay that frame. When all twelve have stopped, compare the nearest edge of each boule with the nearest edge of the jack, then retrieve and reset on the host’s clear call. If the jack leaves the marked lane, replay that frame from the original spot. The team with the closest legal boule earns 1 for the frame. If opposing nearest boules are tied after one careful measurement, each team earns 1. Other boules score 0 unless an optional second-closest rule is announced. Highest team total after three frames wins; ties are shared. Selected rule: Use Closest to Jack Ladder’s ordinary closest-only chart; its optional second-closest award is off. Before frame 1 mark a 1.5 m-wide by 1 m-deep rectangle centered on the jack spot, split into equal left, center and right strips. Before each roll name a strip. At frame end a closest qualifying boule earns 2 instead of 1 only if its center rests in its called strip; an uncalled or wrong-strip closest boule earns the ordinary 1. A center on a divider qualifies for either adjacent called strip. If opponents tie closest, assess each tied winning boule’s own call, so one team can earn 2 and the other 1. Give each team only one closest award even if several of its boules tie: 2 if any of those equally closest boules qualifies for the called-strip double, otherwise 1. A nonclosest called-zone rest earns 0. This differs from Called Cochonnet Zone’s per-roll 2/1 chart and does not import that chart. Use this one selected card. It overrides only the conditions it explicitly names; all other main-host rules remain. Other optional host twists are off unless this card expressly retains them. Offer turns in a written order and record a voluntary pass as 0 without removing later opportunities. If no legal eligible result remains, award no success point. Safety, access and necessary equipment stops are always available without tokens or penalties. If the host cannot restore a clear, agreed setup, stop with an incomplete session rather than invent a result. Mark a clear lane away from glass, roads, and crowds. Roll underhand only, keep the path clear before each throw, never throw at people, and pause for loose boules or poor footing. Scored results are tracked as challenge points.
  • Score Called Zone Double as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Called Zone Double; stop at the agreed finish condition.
Foul-Line Freeze Rule · Petanque

A foot-fault roll is zero; honest accidental self-calls are recorded separately. Compatible host: Foul-Line Freeze · Petanque.

  • A foot-fault roll is zero; honest accidental self-calls are recorded separately. Compatible host: Foul-Line Freeze · Petanque.
  • Compatible house host: Foul-Line Freeze · Petanque. For this rolling house drill, mark a clear gravel lane, a foul line and a jack spot 6 m from that line. Provide six distinguishable boules per team and clear space beyond the jack. Two teams roll from the same end; everyone else waits behind the line. This uses underhand rolls only, not lofted shooting. Play three frames. Teams alternate single rolls until each has rolled six boules, rotating willing players before anyone repeats. Leave legal boules where they stop. Stop to remove a released illegal boule and restore anything it displaced before the next roll; retrieve only after clearance. If the prior positions cannot be agreed, replay that frame. When all twelve have stopped, compare the nearest edge of each boule with the nearest edge of the jack, then retrieve and reset on the host’s clear call. If the jack leaves the marked lane, replay that frame from the original spot. Keep all supporting feet behind the foul line through release. A foot-fault attempt scores 0; announce it before checking the target. Restore any target it displaced once play is stopped. The team with the closest legal boule earns 1 for the frame. If opposing nearest boules are tied after one careful measurement, each team earns 1. Other boules score 0. A player who promptly reports an accidental unnoticed foot fault may earn 1 separate honesty point once per match; it never offsets the zero or changes the game winner. Deliberate or repeated faults earn no recognition. Highest team total after three frames wins; ties are shared. Selected rule: Keep all supporting feet behind the foul line through release in this house drill. Announce a fault before measuring, stop, remove the illegal boule and restore anything it displaced before the next roll; use the host’s frame replay only if positions cannot be agreed. The fault consumes that roll for 0. A prompt self-report of an accidental unnoticed fault may earn that player 1 separate honesty point once in the match; it never offsets the zero or changes the winner, and deliberate or repeated faults earn none. Retain the host’s optional single dedicated line check per frame, with unlimited safety/access help. Use this one selected card. It overrides only the conditions it explicitly names; all other main-host rules remain. Other optional host twists are off unless this card expressly retains them. Offer turns in a written order and record a voluntary pass as 0 without removing later opportunities. If no legal eligible result remains, award no success point. Safety, access and necessary equipment stops are always available without tokens or penalties. If the host cannot restore a clear, agreed setup, stop with an incomplete session rather than invent a result. Mark a clear lane away from glass, roads, and crowds. Roll underhand only, keep the path clear before each throw, never throw at people, and pause for loose boules or poor footing. Scored results are tracked as challenge points.
  • Score Foul-Line Freeze Rule · Petanque as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Foul-Line Freeze Rule · Petanque; stop at the agreed finish condition.
One-Turn Frame · Petanque

Give everyone one roll per frame and compare the closest legal rest. Compatible host: One-Roll Pressure.

  • Give everyone one roll per frame and compare the closest legal rest. Compatible host: One-Roll Pressure.
  • Compatible house host: One-Roll Pressure. For this rolling house drill, mark a clear gravel lane, a foul line and a jack spot 6 m away. Give each player one identifiable boule. Everyone rolls from the same end and waits behind the line. Use underhand rolls only, not lofted shooting. Play three frames, with exactly one roll per player in each frame. Leave all legal boules at rest until everyone has rolled, then measure nearest edge to nearest edge from the jack. Stop to remove an illegal boule and restore displaced objects before continuing. If the jack leaves the lane or prior positions cannot be agreed, replay the frame from its original setup. Retrieve only after the host calls clear. The closest legal boule to the jack wins 1 frame point. A tied best result gives each tied player 1; if everyone misses or has an illegal attempt, nobody scores. Most frame points after three frames wins; ties are shared. Selected rule: Use One-Roll Pressure’s three frames with one identifiable boule per person. Offer everyone one roll before comparing nearest edges to the jack; keep legal boules at rest until that comparison. A pass counts as an offered 0 and leaves later frames available. The closest legal boule earns its player 1 frame point; tied best players each earn 1. If no legal boule remains, award no point rather than an automatic shared win. Keep the three-frame total and shared tie. The host’s optional trailing-player order change is not selected. Use this one selected card. It overrides only the conditions it explicitly names; all other main-host rules remain. Other optional host twists are off unless this card expressly retains them. Offer turns in a written order and record a voluntary pass as 0 without removing later opportunities. If no legal eligible result remains, award no success point. Safety, access and necessary equipment stops are always available without tokens or penalties. If the host cannot restore a clear, agreed setup, stop with an incomplete session rather than invent a result. Mark a clear lane away from glass, roads, and crowds. Roll underhand only, keep the path clear before each throw, never throw at people, and pause for loose boules or poor footing. Scored results are tracked as challenge points.
  • Score One-Turn Frame · Petanque as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after One-Turn Frame · Petanque; stop at the agreed finish condition.
Soft-Touch Rule · Petanque

A controlled whole-boule rest inside the target earns 2; hard rolls earn zero. Compatible host: Soft-Touch Only End · Petanque.

  • A controlled whole-boule rest inside the target earns 2; hard rolls earn zero. Compatible host: Soft-Touch Only End · Petanque.
  • Compatible house host: Soft-Touch Only End · Petanque. For this rolling house drill, mark a clear gravel lane, a foul line and a 50 cm-radius target circle centered on a jack spot 6 m away. Use a shared shorter distance before play if needed for controlled rolls. Provide a boule and keep everyone else behind the line; no lofted shooting. Each player makes three controlled underhand rolls, one at a time. Inspect the rest, record points, then retrieve and restore the jack to its marked spot after clearance. Stop if a player cannot keep the action controlled. An uncontrolled attempt scores 0; resume only after a safe adjustment or let the player pass. A soft, controlled attempt with the entire boule at rest inside or touching the circle’s boundary, with none beyond it, scores 2; other attempts score 0. This chart replaces closest-boule points for the drill. Highest total after three attempts per person wins; ties are shared. Selected rule: Use Soft-Touch Only End’s 50 cm-radius circle and three rolls per person, retrieving and restoring the jack after each roll on clearance. A controlled boule resting entirely inside the circle, with none beyond its boundary, earns 2; a miss or uncontrolled roll earns 0. Do not add closest, second-closest or contact points. Stop when control fails; make a safe shared adjustment before resuming or let the participant pass for 0. “Soft” is a required controlled action, not a promise that heavy boules are harmless. Use this one selected card. It overrides only the conditions it explicitly names; all other main-host rules remain. Other optional host twists are off unless this card expressly retains them. Offer turns in a written order and record a voluntary pass as 0 without removing later opportunities. If no legal eligible result remains, award no success point. Safety, access and necessary equipment stops are always available without tokens or penalties. If the host cannot restore a clear, agreed setup, stop with an incomplete session rather than invent a result. Mark a clear lane away from glass, roads, and crowds. Roll underhand only, keep the path clear before each throw, never throw at people, and pause for loose boules or poor footing. Scored results are tracked as challenge points.
  • Score Soft-Touch Rule · Petanque as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Soft-Touch Rule · Petanque; stop at the agreed finish condition.
Comeback Extra Turn Rule · Petanque

The side trailing after frame two rolls one extra boule before the final measure. Compatible host: Comeback Extra Turn · Petanque.

  • The side trailing after frame two rolls one extra boule before the final measure. Compatible host: Comeback Extra Turn · Petanque.
  • Compatible house host: Comeback Extra Turn · Petanque. For this rolling house drill, mark a clear gravel lane, a foul line and a jack spot 6 m from that line. Provide six distinguishable boules per team and clear space beyond the jack. Two teams roll from the same end; everyone else waits behind the line. This uses underhand rolls only, not lofted shooting. Provide a thirteenth distinguishable boule for the eligible extra roll; all twelve ordinary boules remain in place until it is complete. Play three frames. Alternate single underhand rolls until each team has rolled six boules, rotating willing players before anyone repeats. After frame 2, identify the trailing side; a tie gives neither side an extra roll. In frame 3, leave all twelve ordinary boules in place and let the eligible side roll one extra boule before any measurement or reset. Then measure nearest edges to the jack and record the frame points. Remove illegal boules and restore displaced objects while stopped; if prior positions cannot be agreed or the jack leaves the lane, replay that frame with the same quotas and eligibility. Retrieve only after the host calls clear. The team with the closest legal boule earns 1 for the frame. If opposing nearest boules are tied after one careful measurement, each team earns 1. Other boules score 0. Include the extra boule in the final closest comparison; it does not earn an automatic point. Highest total after three ordinary frames and the eligible extra attempt wins; ties are shared. Selected rule: Set aside one extra distinguishable boule before play; do not select this card if it is unavailable. Identify the trailing team after frame 2; a tie gives neither team an extra roll. Complete all twelve ordinary rolls in frame 3 and leave those boules in place. The eligible team then rolls one seventh boule, using the same line and safety rules, before measuring any final closest result. Include it in the ordinary closest comparison; it gives no automatic point. Retain eligibility and quotas if that frame must be replayed under the host’s rules. Compare the three frame totals after this sole unequal-quota exception and share a final tie. Use this one selected card. It overrides only the conditions it explicitly names; all other main-host rules remain. Other optional host twists are off unless this card expressly retains them. Offer turns in a written order and record a voluntary pass as 0 without removing later opportunities. If no legal eligible result remains, award no success point. Safety, access and necessary equipment stops are always available without tokens or penalties. If the host cannot restore a clear, agreed setup, stop with an incomplete session rather than invent a result. Mark a clear lane away from glass, roads, and crowds. Roll underhand only, keep the path clear before each throw, never throw at people, and pause for loose boules or poor footing. Scored results are tracked as challenge points.
  • Score Comeback Extra Turn Rule · Petanque as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Comeback Extra Turn Rule · Petanque; stop at the agreed finish condition.
Silent Frame Rule · Petanque

Keep frame-two tactics quiet while safety and score checks remain clear. Compatible host: Silent Frame · Petanque.

  • Keep frame-two tactics quiet while safety and score checks remain clear. Compatible host: Silent Frame · Petanque.
  • Compatible house host: Silent Frame · Petanque. For this rolling house drill, mark a clear gravel lane, a foul line and a jack spot 6 m from that line. Provide six distinguishable boules per team and clear space beyond the jack. Two teams roll from the same end; everyone else waits behind the line. This uses underhand rolls only, not lofted shooting. Play three frames. Teams alternate single rolls until each has rolled six boules, rotating willing players before anyone repeats. Leave legal boules where they stop. Stop to remove a released illegal boule and restore anything it displaced before the next roll; retrieve only after clearance. If the prior positions cannot be agreed, replay that frame. When all twelve have stopped, compare the nearest edge of each boule with the nearest edge of the jack, then retrieve and reset on the host’s clear call. If the jack leaves the marked lane, replay that frame from the original spot. During frame 2, use gestures for optional tactical conversation. Always speak for safety, access and score checks; stop the silent rule if communication is unclear. The team with the closest legal boule earns 1 for the frame. If opposing nearest boules are tied after one careful measurement, each team earns 1. Other boules score 0. Highest team total after three frames wins; ties are shared. Selected rule: Retain Silent Frame’s frame 2 as the only quiet frame. Use gestures for optional tactics, but always allow speech, a reader or another clear response method for safety, access, rules and measurement. If quiet communication causes uncertainty, stop the silence rule without deducting points or rolls. Measure and confirm the nearest-edge result normally after both sides’ six rolls; no award depends on staying silent. Frames 1 and 3 use normal conversation. Use this one selected card. It overrides only the conditions it explicitly names; all other main-host rules remain. Other optional host twists are off unless this card expressly retains them. Offer turns in a written order and record a voluntary pass as 0 without removing later opportunities. If no legal eligible result remains, award no success point. Safety, access and necessary equipment stops are always available without tokens or penalties. If the host cannot restore a clear, agreed setup, stop with an incomplete session rather than invent a result. Mark a clear lane away from glass, roads, and crowds. Roll underhand only, keep the path clear before each throw, never throw at people, and pause for loose boules or poor footing. Scored results are tracked as challenge points.
  • Score Silent Frame Rule · Petanque as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Silent Frame Rule · Petanque; stop at the agreed finish condition.
Measure Challenge Rule · Petanque

Each team may challenge one nearest-edge call before any boule moves. Compatible host: Measure Challenge · Petanque.

  • Each team may challenge one nearest-edge call before any boule moves. Compatible host: Measure Challenge · Petanque.
  • Compatible house host: Measure Challenge · Petanque. For this rolling house drill, mark a clear gravel lane, a foul line and a jack spot 6 m from that line. Provide six distinguishable boules per team and clear space beyond the jack. Two teams roll from the same end; everyone else waits behind the line. This uses underhand rolls only, not lofted shooting. Give each side one challenge token. Play three frames. Teams alternate single rolls until each has rolled six boules, rotating willing players before anyone repeats. Leave legal boules where they stop. Stop to remove a released illegal boule and restore anything it displaced before the next roll; retrieve only after clearance. If the prior positions cannot be agreed, replay that frame. When all twelve have stopped, compare the nearest edge of each boule with the nearest edge of the jack, then retrieve and reset on the host’s clear call. If the jack leaves the marked lane, replay that frame from the original spot. Before resetting a disputed result, a side may challenge the nearest-edge distance of each disputed boule to the nearest edge of the jack. Stop play and inspect together; do not move the scored objects first. The team with the closest legal boule earns 1 for the frame. If opposing nearest boules are tied after one careful measurement, each team earns 1. Other boules score 0. A challenge that changes the recorded call earns 1 bonus point and retains the token; an incorrect challenge spends it. Limit awards to one challenge per disputed result. If a second careful check still cannot resolve the call, use a tied closest result and award no bonus point. Highest team total of closest points plus bonus points after three frames wins; ties are shared. Selected rule: This selected card permits one challenge total per team for the match, replacing the host’s successful-token retention for future challenges. Before resetting, name the disputed boules and compare each nearest edge to the nearest edge of the jack with a suitable measure. Correct the ordinary closest award. A challenge changing the recorded call adds 1 to the challenging team’s total; an incorrect one adds 0. Retire its token after either result. A second careful unresolved check uses the host’s tied-closest result and earns no challenge bonus. Moving evidence first voids this discretionary challenge, except necessary safety movement takes priority. Ordinary safety and score clarification remain available after the token is gone. Use this one selected card. It overrides only the conditions it explicitly names; all other main-host rules remain. Other optional host twists are off unless this card expressly retains them. Offer turns in a written order and record a voluntary pass as 0 without removing later opportunities. If no legal eligible result remains, award no success point. Safety, access and necessary equipment stops are always available without tokens or penalties. If the host cannot restore a clear, agreed setup, stop with an incomplete session rather than invent a result. Mark a clear lane away from glass, roads, and crowds. Roll underhand only, keep the path clear before each throw, never throw at people, and pause for loose boules or poor footing. Scored results are tracked as challenge points.
  • Score Measure Challenge Rule · Petanque as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Measure Challenge Rule · Petanque; stop at the agreed finish condition.
Team Average Rule · Petanque

Sum target points and divide once by the fixed team roster. Compatible host: Team Average Round · Petanque.

  • Sum target points and divide once by the fixed team roster. Compatible host: Team Average Round · Petanque.
  • Compatible house host: Team Average Round · Petanque. For this rolling house drill, mark a clear gravel lane, a foul line and a jack spot 6 m from that line. Provide six distinguishable boules per team and clear space beyond the jack. Two teams roll from the same end; everyone else waits behind the line. This uses underhand rolls only, not lofted shooting. Play three frames with one roll per person per frame. Mark each person’s score, then retrieve the boule and restore the jack to its marked spot before the next player rolls. Anyone may pass for 0; keep that player in the agreed team roster used for the average. Mark a circle of radius 50 cm around the jack. A boule whose center stops inside or on it scores 1; otherwise 0. Add each team’s points and divide by its number of players. Compare exact fractions if rounded averages appear tied. Highest team average after three attempts per person wins; ties are shared. Selected rule: Use Team Average Round’s 50 cm-radius center-based target, with one roll per person per frame over three frames; reset the jack and retrieve each boule before the next player. A center inside or on the circle earns 1, otherwise 0. Add all of a team’s points and divide by its agreed player count, retaining passes as 0 in that denominator. For example, five points among three players beats three among two because 5/3 is greater than 3/2. Compare exact fractions before rounding and share tied averages. The optional lowest-frame drop is not selected. Use this one selected card. It overrides only the conditions it explicitly names; all other main-host rules remain. Other optional host twists are off unless this card expressly retains them. Offer turns in a written order and record a voluntary pass as 0 without removing later opportunities. If no legal eligible result remains, award no success point. Safety, access and necessary equipment stops are always available without tokens or penalties. If the host cannot restore a clear, agreed setup, stop with an incomplete session rather than invent a result. Mark a clear lane away from glass, roads, and crowds. Roll underhand only, keep the path clear before each throw, never throw at people, and pause for loose boules or poor footing. Scored results are tracked as challenge points.
  • Score Team Average Rule · Petanque as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Team Average Rule · Petanque; stop at the agreed finish condition.
Blind Draw Order Rule · Petanque

Draw each side’s full player queue before the first roll. Compatible host: Blind Draw Order · Petanque.

  • Draw each side’s full player queue before the first roll. Compatible host: Blind Draw Order · Petanque.
  • Compatible house host: Blind Draw Order · Petanque. For this rolling house drill, mark a clear gravel lane, a foul line and a jack spot 6 m from that line. Provide six distinguishable boules per team and clear space beyond the jack. Two teams roll from the same end; everyone else waits behind the line. This uses underhand rolls only, not lofted shooting. Draw player-name slips to set each side’s internal rotation. Play three frames. Teams alternate single rolls until each has rolled six boules, rotating willing players before anyone repeats. Leave legal boules where they stop. Stop to remove a released illegal boule and restore anything it displaced before the next roll; retrieve only after clearance. If the prior positions cannot be agreed, replay that frame. When all twelve have stopped, compare the nearest edge of each boule with the nearest edge of the jack, then retrieve and reset on the host’s clear call. If the jack leaves the marked lane, replay that frame from the original spot. One complete redraw may be requested by a captain before frame 1 only. After the first attempt, use the recorded order without selective redraws. The team with the closest legal boule earns 1 for the frame. If opposing nearest boules are tied after one careful measurement, each team earns 1. Other boules score 0. The group earns 1 separate process point for following the order through all three frames; it does not change the winner. Highest team total after three frames wins; ties are shared. Selected rule: Put each participating name on one slip and draw a complete internal queue for each team. Post it and carry it through the six-roll frames so willing players receive an offered turn before repeats. Retain one witnessed complete redraw requested by a captain before frame 1; after any scored roll begins, neither a selective change nor another redraw is allowed. A pass is an offered 0 with later opportunities intact. The one group process point for following the order through all three frames stays outside game totals. Use this one selected card. It overrides only the conditions it explicitly names; all other main-host rules remain. Other optional host twists are off unless this card expressly retains them. Offer turns in a written order and record a voluntary pass as 0 without removing later opportunities. If no legal eligible result remains, award no success point. Safety, access and necessary equipment stops are always available without tokens or penalties. If the host cannot restore a clear, agreed setup, stop with an incomplete session rather than invent a result. Mark a clear lane away from glass, roads, and crowds. Roll underhand only, keep the path clear before each throw, never throw at people, and pause for loose boules or poor footing. Scored results are tracked as challenge points.
  • Score Blind Draw Order Rule · Petanque as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Blind Draw Order Rule · Petanque; stop at the agreed finish condition.
Safety Pause Rule · Petanque

Anyone can pause without losing points; resume only after the lane is clear. Compatible host: Safety Pause Round · Petanque.

  • Anyone can pause without losing points; resume only after the lane is clear. Compatible host: Safety Pause Round · Petanque.
  • Compatible house host: Safety Pause Round · Petanque. For this rolling house drill, mark a clear gravel lane, a foul line and a jack spot 6 m from that line. Provide six distinguishable boules per team and clear space beyond the jack. Two teams roll from the same end; everyone else waits behind the line. This uses underhand rolls only, not lofted shooting. Play three frames. Teams alternate single rolls until each has rolled six boules, rotating willing players before anyone repeats. Leave legal boules where they stop. Stop to remove a released illegal boule and restore anything it displaced before the next roll; retrieve only after clearance. If the prior positions cannot be agreed, replay that frame. When all twelve have stopped, compare the nearest edge of each boule with the nearest edge of the jack, then retrieve and reset on the host’s clear call. If the jack leaves the marked lane, replay that frame from the original spot. Anyone may call stop when a person or loose equipment enters the lane. Do not release a held object. A paused, unthrown attempt restarts free after the host clears the area; an already released object is never thrown again merely because a pause followed it. The team with the closest legal boule earns 1 for the frame. If opposing nearest boules are tied after one careful measurement, each team earns 1. Other boules score 0. Pauses never deduct points. The group may record 1 separate safety point for completing the clear-area check before resuming; repeated pauses do not create more points. Highest team total after three frames wins; ties are shared. Selected rule: Call stop for a person, loose boule or other obstruction near the lane or jack. Hold an unrolled boule and wait for the host’s clear-area check. The unthrown attempt resumes free; a released boule is not replayed merely because a pause followed it. Preserve the host’s separate illegal-displacement or dead-jack rules when those actually apply. Deduct no points and spend no reset token for a needed stop. Retain at most one shared safety point for the careful clearance check, outside team totals, regardless of how many pauses were needed. This protection always applies. Use this one selected card. It overrides only the conditions it explicitly names; all other main-host rules remain. Other optional host twists are off unless this card expressly retains them. Offer turns in a written order and record a voluntary pass as 0 without removing later opportunities. If no legal eligible result remains, award no success point. Safety, access and necessary equipment stops are always available without tokens or penalties. If the host cannot restore a clear, agreed setup, stop with an incomplete session rather than invent a result. Mark a clear lane away from glass, roads, and crowds. Roll underhand only, keep the path clear before each throw, never throw at people, and pause for loose boules or poor footing. Scored results are tracked as challenge points.
  • Score Safety Pause Rule · Petanque as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Safety Pause Rule · Petanque; stop at the agreed finish condition.
Captain Distance Rule · Petanque

Captains alternate selecting the same 3 m or 6 m line for both sides. Compatible host: Captain Distance Call · Petanque.

  • Captains alternate selecting the same 3 m or 6 m line for both sides. Compatible host: Captain Distance Call · Petanque.
  • Compatible house host: Captain Distance Call · Petanque. For this rolling house drill, mark a clear gravel lane, a foul line and a jack spot 6 m from that line. Provide six distinguishable boules per team and clear space beyond the jack. Two teams roll from the same end; everyone else waits behind the line. This uses underhand rolls only, not lofted shooting. Mark both a short line (3 m from the jack) and the original standard line; test control at both before scoring. Play three frames. Teams alternate single rolls until each has rolled six boules, rotating willing players before anyone repeats. Leave legal boules where they stop. Stop to remove a released illegal boule and restore anything it displaced before the next roll; retrieve only after clearance. If the prior positions cannot be agreed, replay that frame. When all twelve have stopped, compare the nearest edge of each boule with the nearest edge of the jack, then retrieve and reset on the host’s clear call. If the jack leaves the marked lane, replay that frame from the original spot. Captains alternate selecting short or standard before a frame; both teams use that one line for the whole frame. Change no line while an attempt is live. The team with the closest legal boule earns 1 for the frame. If opposing nearest boules are tied after one careful measurement, each team earns 1. Other boules score 0. Highest team total after three frames wins; ties are shared. Selected rule: Draw which captain chooses frame 1, then alternate the choice before frames 2 and 3. Use only Captain Distance Call’s controlled, checked 3 m or 6 m mark. Announce one shared distance before either side rolls and lock it until both six-boule quotas finish. Nobody moves the line during a live roll; keep the nearest-edge chart unchanged. A safety problem still stops play and may end the session. These are house distances; the card does not claim a 3 m competition jack is legal. Use this one selected card. It overrides only the conditions it explicitly names; all other main-host rules remain. Other optional host twists are off unless this card expressly retains them. Offer turns in a written order and record a voluntary pass as 0 without removing later opportunities. If no legal eligible result remains, award no success point. Safety, access and necessary equipment stops are always available without tokens or penalties. If the host cannot restore a clear, agreed setup, stop with an incomplete session rather than invent a result. Mark a clear lane away from glass, roads, and crowds. Roll underhand only, keep the path clear before each throw, never throw at people, and pause for loose boules or poor footing. Scored results are tracked as challenge points.
  • Score Captain Distance Rule · Petanque as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Captain Distance Rule · Petanque; stop at the agreed finish condition.
Beginner Spot Rule · Petanque

Offer the controlled closer mark with full ordinary points and no extra roll. Compatible host: Beginner Spot Line · Petanque.

  • Offer the controlled closer mark with full ordinary points and no extra roll. Compatible host: Beginner Spot Line · Petanque.
  • Compatible house host: Beginner Spot Line · Petanque. For this rolling house drill, mark a clear gravel lane, a foul line and a jack spot 6 m from that line. Provide six distinguishable boules per team and clear space beyond the jack. Two teams roll from the same end; everyone else waits behind the line. This uses underhand rolls only, not lofted shooting. Offer a marked closer spot 3 m from the jack for anyone who prefers it and can use it with control. Play three frames. Teams alternate single rolls until each has rolled six boules, rotating willing players before anyone repeats. Leave legal boules where they stop. Stop to remove a released illegal boule and restore anything it displaced before the next roll; retrieve only after clearance. If the prior positions cannot be agreed, replay that frame. When all twelve have stopped, compare the nearest edge of each boule with the nearest edge of the jack, then retrieve and reset on the host’s clear call. If the jack leaves the marked lane, replay that frame from the original spot. Choose a line before a turn and retain the same attempt quota. Wait behind the active thrower’s line; never place someone downrange of another active player. The team with the closest legal boule earns 1 for the frame. If opposing nearest boules are tied after one careful measurement, each team earns 1. Other boules score 0. Highest team total after three frames wins; ties are shared. Selected rule: Anyone may choose Beginner Spot Line’s 3 m mark before a turn without explaining personal needs; others may use 6 m. Keep everyone behind the active roller’s line, never in front of another live throw. Each team still has six offered rolls per frame and the same closest award, regardless of chosen line. A pass is 0 with later turns available. Finish three frames and share a final tie. Full credit is a social house choice and does not mean the two distances are competitively equivalent. Use this one selected card. It overrides only the conditions it explicitly names; all other main-host rules remain. Other optional host twists are off unless this card expressly retains them. Offer turns in a written order and record a voluntary pass as 0 without removing later opportunities. If no legal eligible result remains, award no success point. Safety, access and necessary equipment stops are always available without tokens or penalties. If the host cannot restore a clear, agreed setup, stop with an incomplete session rather than invent a result. Mark a clear lane away from glass, roads, and crowds. Roll underhand only, keep the path clear before each throw, never throw at people, and pause for loose boules or poor footing. Scored results are tracked as challenge points.
  • Score Beginner Spot Rule · Petanque as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Beginner Spot Rule · Petanque; stop at the agreed finish condition.
Final Frame Double Rule · Petanque

Announce before frame one that frame three’s closest award is worth 2. Compatible host: Final Frame Double · Petanque.

  • Announce before frame one that frame three’s closest award is worth 2. Compatible host: Final Frame Double · Petanque.
  • Compatible house host: Final Frame Double · Petanque. For this rolling house drill, mark a clear gravel lane, a foul line and a jack spot 6 m from that line. Provide six distinguishable boules per team and clear space beyond the jack. Two teams roll from the same end; everyone else waits behind the line. This uses underhand rolls only, not lofted shooting. Announce before frame 1 that frame 3 will count double. Play three frames. Teams alternate single rolls until each has rolled six boules, rotating willing players before anyone repeats. Leave legal boules where they stop. Stop to remove a released illegal boule and restore anything it displaced before the next roll; retrieve only after clearance. If the prior positions cannot be agreed, replay that frame. When all twelve have stopped, compare the nearest edge of each boule with the nearest edge of the jack, then retrieve and reset on the host’s clear call. If the jack leaves the marked lane, replay that frame from the original spot. The team with the closest legal boule earns 1 for the frame. If opposing nearest boules are tied after one careful measurement, each team earns 1. Other boules score 0. Double only the underlying game points earned in frame 3, not separate process or recognition points. Highest team total after three frames wins; ties are shared. Selected rule: Select Final Frame Double before any scored roll. Frames 1 and 2 use the ordinary closest award of 1; frame 3 gives 2 instead of 1 to the qualifying side. If opponents tie closest in that frame, each earns 2; do not award 1 plus 2. Process, honesty and STUD recognition are not doubled. Each side keeps six rolls per frame. Retain the host’s trailing-side choice of who starts frame 3 after frame 2; a tie keeps the previous order. Compare three-frame totals and share a final tie. Use this one selected card. It overrides only the conditions it explicitly names; all other main-host rules remain. Other optional host twists are off unless this card expressly retains them. Offer turns in a written order and record a voluntary pass as 0 without removing later opportunities. If no legal eligible result remains, award no success point. Safety, access and necessary equipment stops are always available without tokens or penalties. If the host cannot restore a clear, agreed setup, stop with an incomplete session rather than invent a result. Mark a clear lane away from glass, roads, and crowds. Roll underhand only, keep the path clear before each throw, never throw at people, and pause for loose boules or poor footing. Scored results are tracked as challenge points.
  • Score Final Frame Double Rule · Petanque as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Final Frame Double Rule · Petanque; stop at the agreed finish condition.
Partner Confirm Rule · Petanque

Confirm the nearest-edge measure before writing the frame points. Compatible host: Partner Confirm Score · Petanque.

  • Confirm the nearest-edge measure before writing the frame points. Compatible host: Partner Confirm Score · Petanque.
  • Compatible house host: Partner Confirm Score · Petanque. For this rolling house drill, mark a clear gravel lane, a foul line and a jack spot 6 m from that line. Provide six distinguishable boules per team and clear space beyond the jack. Two teams roll from the same end; everyone else waits behind the line. This uses underhand rolls only, not lofted shooting. Play three frames. Teams alternate single rolls until each has rolled six boules, rotating willing players before anyone repeats. Leave legal boules where they stop. Stop to remove a released illegal boule and restore anything it displaced before the next roll; retrieve only after clearance. If the prior positions cannot be agreed, replay that frame. When all twelve have stopped, compare the nearest edge of each boule with the nearest edge of the jack, then retrieve and reset on the host’s clear call. If the jack leaves the marked lane, replay that frame from the original spot. Before writing points, both partners confirm the nearest-edge measurement to the jack. A solo side checks with the host. Recheck once before moving objects; an unresolved closest call is treated as a tie. The team with the closest legal boule earns 1 for the frame. If opposing nearest boules are tied after one careful measurement, each team earns 1. Other boules score 0. Highest team total after three frames wins; ties are shared. Selected rule: After all twelve rolls stop, both partners inspect the nearest edge of their relevant boule and the jack before anything moves. A solo side asks the host for confirmation. Use one deliberate remeasure for a disagreement; an unresolved closest comparison uses the host’s tied result, giving each tied side its ordinary 1. Record the agreed score before retrieval on the clear call. Confirmation creates no extra point or roll and never prevents a necessary safety move. Use this one selected card. It overrides only the conditions it explicitly names; all other main-host rules remain. Other optional host twists are off unless this card expressly retains them. Offer turns in a written order and record a voluntary pass as 0 without removing later opportunities. If no legal eligible result remains, award no success point. Safety, access and necessary equipment stops are always available without tokens or penalties. If the host cannot restore a clear, agreed setup, stop with an incomplete session rather than invent a result. Mark a clear lane away from glass, roads, and crowds. Roll underhand only, keep the path clear before each throw, never throw at people, and pause for loose boules or poor footing. Scored results are tracked as challenge points.
  • Score Partner Confirm Rule · Petanque as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Partner Confirm Rule · Petanque; stop at the agreed finish condition.
Open Lane First Rule · Petanque

Send each side’s first roll through the marked strip for the existing opener bonus. Compatible host: Open Lane First · Petanque.

  • Send each side’s first roll through the marked strip for the existing opener bonus. Compatible host: Open Lane First · Petanque.
  • Compatible house host: Open Lane First · Petanque. For this rolling house drill, mark a clear gravel lane, a foul line and a jack spot 6 m from that line. Provide six distinguishable boules per team and clear space beyond the jack. Two teams roll from the same end; everyone else waits behind the line. This uses underhand rolls only, not lofted shooting. Mark a center approach strip 50 cm wide on the ground leading to the jack. Play three frames. Teams alternate single rolls until each has rolled six boules, rotating willing players before anyone repeats. Leave legal boules where they stop. Stop to remove a released illegal boule and restore anything it displaced before the next roll; retrieve only after clearance. If the prior positions cannot be agreed, replay that frame. When all twelve have stopped, compare the nearest edge of each boule with the nearest edge of the jack, then retrieve and reset on the host’s clear call. If the jack leaves the marked lane, replay that frame from the original spot. Each side’s first roll must roll through the marked strip before reaching the jack area to qualify for the opener bonus. Later attempts use any legal path. Keep a note of the first object’s identity. The team with the closest legal boule earns 1 for the frame. If opposing nearest boules are tied after one careful measurement, each team earns 1. Other boules score 0. A qualifying first attempt adds 1 opener point. If that same opener is also the closest legal rest to the jack at the end, its opener award is 2 instead of 1. Tied closest openers each qualify; do not add both 1 and 2. Highest team total after three frames wins; ties are shared. Selected rule: Use Open Lane First’s 50 cm-wide center approach strip and record each side’s first boule identity. Its first roll must travel through that strip before the jack area to earn 1 opener point; a safe legal first roll on another path remains eligible for ordinary closest scoring but earns no opener bonus. Later rolls may use any legal clear path. If the same qualifying opener also finishes closest, its opener award becomes 2 instead of 1, plus the ordinary closest point; tied closest openers qualify too. Do not stack the two opener awards. Compare all game and opener points after three frames. Use this one selected card. It overrides only the conditions it explicitly names; all other main-host rules remain. Other optional host twists are off unless this card expressly retains them. Offer turns in a written order and record a voluntary pass as 0 without removing later opportunities. If no legal eligible result remains, award no success point. Safety, access and necessary equipment stops are always available without tokens or penalties. If the host cannot restore a clear, agreed setup, stop with an incomplete session rather than invent a result. Mark a clear lane away from glass, roads, and crowds. Roll underhand only, keep the path clear before each throw, never throw at people, and pause for loose boules or poor footing. Scored results are tracked as challenge points.
  • Score Open Lane First Rule · Petanque as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Open Lane First Rule · Petanque; stop at the agreed finish condition.
Opposite-Hand Soft Rule · Petanque

Try a controlled opposite-hand roll, with the usual hand or a pass available. Compatible host: Opposite-Hand Soft Round · Petanque.

  • Try a controlled opposite-hand roll, with the usual hand or a pass available. Compatible host: Opposite-Hand Soft Round · Petanque.
  • Compatible house host: Opposite-Hand Soft Round · Petanque. For this rolling house drill, mark a clear gravel lane, a foul line and a jack spot 6 m from that line. Provide six distinguishable boules per team and clear space beyond the jack. Two teams roll from the same end; everyone else waits behind the line. This uses underhand rolls only, not lofted shooting. Play three frames. Teams alternate single rolls until each has rolled six boules, rotating willing players before anyone repeats. Leave legal boules where they stop. Stop to remove a released illegal boule and restore anything it displaced before the next roll; retrieve only after clearance. If the prior positions cannot be agreed, replay that frame. When all twelve have stopped, compare the nearest edge of each boule with the nearest edge of the jack, then retrieve and reset on the host’s clear call. If the jack leaves the marked lane, replay that frame from the original spot. Offer a controlled non-dominant-hand attempt only after an unscored check with suitable equipment. Anyone may use their usual hand or pass if control is poor; do not force a switch. The team with the closest legal boule earns 1 for the frame. If opposing nearest boules are tied after one careful measurement, each team earns 1. Other boules score 0. The same chart applies to either permitted hand; no extra difficulty bonus is added. Highest team total after three frames wins; ties are shared. Selected rule: Offer an unscored non-dominant-hand check before live play. If control is poor, use the usual hand or pass for 0 without pressure or explanation; do not force the switch. Continue the original alternating rolls and six-boule team quotas for three frames. A legal result from either permitted hand receives full ordinary closest points, with no extra difficulty bonus or extra live attempt. Keep the lane clear and pause whenever footing or equipment is unsuitable. Use this one selected card. It overrides only the conditions it explicitly names; all other main-host rules remain. Other optional host twists are off unless this card expressly retains them. Offer turns in a written order and record a voluntary pass as 0 without removing later opportunities. If no legal eligible result remains, award no success point. Safety, access and necessary equipment stops are always available without tokens or penalties. If the host cannot restore a clear, agreed setup, stop with an incomplete session rather than invent a result. Mark a clear lane away from glass, roads, and crowds. Roll underhand only, keep the path clear before each throw, never throw at people, and pause for loose boules or poor footing. Scored results are tracked as challenge points.
  • Score Opposite-Hand Soft Rule · Petanque as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Opposite-Hand Soft Rule · Petanque; stop at the agreed finish condition.
Stack Ban Rule · Petanque

Ground spare boules and allow only the active player to prepare or roll. Compatible host: Stack Ban Swings · Petanque.

  • Ground spare boules and allow only the active player to prepare or roll. Compatible host: Stack Ban Swings · Petanque.
  • Compatible house host: Stack Ban Swings · Petanque. For this rolling house drill, mark a clear gravel lane, a foul line and a jack spot 6 m from that line. Provide six distinguishable boules per team and clear space beyond the jack. Two teams roll from the same end; everyone else waits behind the line. This uses underhand rolls only, not lofted shooting. Play three frames. Teams alternate single rolls until each has rolled six boules, rotating willing players before anyone repeats. Leave legal boules where they stop. Stop to remove a released illegal boule and restore anything it displaced before the next roll; retrieve only after clearance. If the prior positions cannot be agreed, replay that frame. When all twelve have stopped, compare the nearest edge of each boule with the nearest edge of the jack, then retrieve and reset on the host’s clear call. If the jack leaves the marked lane, replay that frame from the original spot. Only the active player may rehearse or release a boule. Everyone else places spare equipment down behind the line, outside walking paths; no simultaneous practice actions or stacks of people waiting in the swing space. Stop and reset positioning after a violation before the pending turn resumes. The team with the closest legal boule earns 1 for the frame. If opposing nearest boules are tied after one careful measurement, each team earns 1. Other boules score 0. An unthrown attempt restarts after clearance; a released illegal attempt scores 0 and is not replayed. Highest team total after three frames wins; ties are shared. Selected rule: Set spare boules down behind the line and away from feet and walking paths. Only the active roller may rehearse or release one. If someone else begins a practice action, stop and reset positions before the pending attempt resumes. An unthrown attempt restarts free; a released illegal boule scores 0, is removed and has its displacements restored under the host’s rules, without an extra roll. Retain one shared grounded-gear recognition point, outside the game total. The clear-lane practice applies without selecting this card. Use this one selected card. It overrides only the conditions it explicitly names; all other main-host rules remain. Other optional host twists are off unless this card expressly retains them. Offer turns in a written order and record a voluntary pass as 0 without removing later opportunities. If no legal eligible result remains, award no success point. Safety, access and necessary equipment stops are always available without tokens or penalties. If the host cannot restore a clear, agreed setup, stop with an incomplete session rather than invent a result. Mark a clear lane away from glass, roads, and crowds. Roll underhand only, keep the path clear before each throw, never throw at people, and pause for loose boules or poor footing. Scored results are tracked as challenge points.
  • Score Stack Ban Rule · Petanque as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Stack Ban Rule · Petanque; stop at the agreed finish condition.
Boundary Dead Rule · Petanque

A boule that leaves the marked lane is dead and must wait for safe retrieval. Compatible host: Boundary Respect Round · Petanque.

  • A boule that leaves the marked lane is dead and must wait for safe retrieval. Compatible host: Boundary Respect Round · Petanque.
  • Compatible house host: Boundary Respect Round · Petanque. For this rolling house drill, mark a clear gravel lane, a foul line and a jack spot 6 m from that line. Provide six distinguishable boules per team and clear space beyond the jack. Two teams roll from the same end; everyone else waits behind the line. This uses underhand rolls only, not lofted shooting. Play three frames. Teams alternate single rolls until each has rolled six boules, rotating willing players before anyone repeats. Leave legal boules where they stop. Stop to remove a released illegal boule and restore anything it displaced before the next roll; retrieve only after clearance. If the prior positions cannot be agreed, replay that frame. When all twelve have stopped, compare the nearest edge of each boule with the nearest edge of the jack, then retrieve and reset on the host’s clear call. If the jack leaves the marked lane, replay that frame from the original spot. Any boule leaving the marked lane is dead for that frame. Stop if retrieval would cross a live path; retrieve only after the host calls clear. The team with the closest legal boule earns 1 for the frame. If opposing nearest boules are tied after one careful measurement, each team earns 1. Other boules score 0. A dead object earns 0 even if it later returns to the target. Highest team total after three frames wins; ties are shared. Selected rule: Use Boundary Respect Round’s marked house lane. Once a boule leaves it, that attempt earns 0 even if it returns; remove the dead boule and restore anything it displaced while play is stopped, following the host’s replay rule only if positions cannot be agreed. Do not chase a boule or cross a live lane. Retrieve only after the host calls clear, without replacing the consumed roll. Retain the group’s single separate process point for a completed safe-retrieval check, never a competitive bonus. This lane-dead rule is the house host’s rule, not a claim that every competition sideline kills a boule. Use this one selected card. It overrides only the conditions it explicitly names; all other main-host rules remain. Other optional host twists are off unless this card expressly retains them. Offer turns in a written order and record a voluntary pass as 0 without removing later opportunities. If no legal eligible result remains, award no success point. Safety, access and necessary equipment stops are always available without tokens or penalties. If the host cannot restore a clear, agreed setup, stop with an incomplete session rather than invent a result. Mark a clear lane away from glass, roads, and crowds. Roll underhand only, keep the path clear before each throw, never throw at people, and pause for loose boules or poor footing. Scored results are tracked as challenge points.
  • Score Boundary Dead Rule · Petanque as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Boundary Dead Rule · Petanque; stop at the agreed finish condition.
Fair Call STUD Rule · Petanque

Correct an unnoticed call against your team for one separate STUD recognition. Compatible host: Fair Call STUD · Petanque.

  • Correct an unnoticed call against your team for one separate STUD recognition. Compatible host: Fair Call STUD · Petanque.
  • Compatible house host: Fair Call STUD · Petanque. For this rolling house drill, mark a clear gravel lane, a foul line and a jack spot 6 m from that line. Provide six distinguishable boules per team and clear space beyond the jack. Two teams roll from the same end; everyone else waits behind the line. This uses underhand rolls only, not lofted shooting. Play three frames. Teams alternate single rolls until each has rolled six boules, rotating willing players before anyone repeats. Leave legal boules where they stop. Stop to remove a released illegal boule and restore anything it displaced before the next roll; retrieve only after clearance. If the prior positions cannot be agreed, replay that frame. When all twelve have stopped, compare the nearest edge of each boule with the nearest edge of the jack, then retrieve and reset on the host’s clear call. If the jack leaves the marked lane, replay that frame from the original spot. A player may calmly correct an unnoticed score in the other side’s favor before the next frame starts. The team with the closest legal boule earns 1 for the frame. If opposing nearest boules are tied after one careful measurement, each team earns 1. Other boules score 0. Record 1 separate STUD recognition point for that correction, at most once per frame. It does not reverse the corrected result or change the game winner. Highest team total after three frames wins; ties are shared. Selected rule: Before the next frame, calmly identify an unnoticed error that wrongly favored your own side. Correct the ordinary frame points first, then record 1 separate STUD recognition point for that player, at most once per frame across all helpers. That point stays outside team game totals and does not offset the corrected score or decide the winner. Deliberate false calls create no reward. Needed measurement, access help and safety calls remain available after the recognition cap. Use this one selected card. It overrides only the conditions it explicitly names; all other main-host rules remain. Other optional host twists are off unless this card expressly retains them. Offer turns in a written order and record a voluntary pass as 0 without removing later opportunities. If no legal eligible result remains, award no success point. Safety, access and necessary equipment stops are always available without tokens or penalties. If the host cannot restore a clear, agreed setup, stop with an incomplete session rather than invent a result. Mark a clear lane away from glass, roads, and crowds. Roll underhand only, keep the path clear before each throw, never throw at people, and pause for loose boules or poor footing. Scored results are tracked as challenge points.
  • Score Fair Call STUD Rule · Petanque as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Fair Call STUD Rule · Petanque; stop at the agreed finish condition.
Reset Token Rule · Petanque

Use one optional setup reset before the next roll, without undoing a result. Compatible host: Reset Token Frame · Petanque.

  • Use one optional setup reset before the next roll, without undoing a result. Compatible host: Reset Token Frame · Petanque.
  • Compatible house host: Reset Token Frame · Petanque. For this rolling house drill, mark a clear gravel lane, a foul line and a jack spot 6 m from that line. Provide six distinguishable boules per team and clear space beyond the jack. Two teams roll from the same end; everyone else waits behind the line. This uses underhand rolls only, not lofted shooting. Give each side one optional setup-reset token. Play three frames. Teams alternate single rolls until each has rolled six boules, rotating willing players before anyone repeats. Leave legal boules where they stop. Stop to remove a released illegal boule and restore anything it displaced before the next roll; retrieve only after clearance. If the prior positions cannot be agreed, replay that frame. When all twelve have stopped, compare the nearest edge of each boule with the nearest edge of the jack, then retrieve and reset on the host’s clear call. If the jack leaves the marked lane, replay that frame from the original spot. Before its next attempt, a side may spend the token to review an unclear rule or restore an agreed target marker. The host confirms the reset; it adds no attempt and does not undo a known result. Required safety pauses and equipment fixes are unlimited and never spend this token. The team with the closest legal boule earns 1 for the frame. If opposing nearest boules are tied after one careful measurement, each team earns 1. Other boules score 0. Highest team total after three frames wins; ties are shared. Selected rule: Give each side one token for the match. Before its next roll, it may ask the host to clarify a rule or restore an agreed marker while play is stopped. The host confirms the request and records the token spent; no extra boule is awarded and no known result is erased. A released unsafe action is not replayed through this token. Mandatory safety stops, equipment fixes and access help are unlimited and free of tokens. Resume the next originally due roll after clearance. Use this one selected card. It overrides only the conditions it explicitly names; all other main-host rules remain. Other optional host twists are off unless this card expressly retains them. Offer turns in a written order and record a voluntary pass as 0 without removing later opportunities. If no legal eligible result remains, award no success point. Safety, access and necessary equipment stops are always available without tokens or penalties. If the host cannot restore a clear, agreed setup, stop with an incomplete session rather than invent a result. Mark a clear lane away from glass, roads, and crowds. Roll underhand only, keep the path clear before each throw, never throw at people, and pause for loose boules or poor footing. Scored results are tracked as challenge points.
  • Score Reset Token Rule · Petanque as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Reset Token Rule · Petanque; stop at the agreed finish condition.
Distance Ladder Rule · Petanque

Roll to short, medium and long in that fixed three-attempt order. Compatible host: Distance Ladder Marks · Petanque.

  • Roll to short, medium and long in that fixed three-attempt order. Compatible host: Distance Ladder Marks · Petanque.
  • Compatible house host: Distance Ladder Marks · Petanque. For this boule stopping drill, mark three nonoverlapping soft-ground rectangles across a clear lane: short from 2–3 m, medium from 4–5 m and long from 6–7 m beyond the throw line, each 1 m wide. Remove hard obstacles and other targets. Use only distances that all participants can reach with control; shorten all three together before play when needed. Each player takes three underhand rolls. Name a zone before release. Score the object’s final rest, then retrieve only after the host clears the lane. The whole object must be inside or touching the called zone’s boundary, with none beyond its outer edge. A correct called-zone rest scores 1; all other results score 0. No knockdown, closest or hole points apply. Highest total after three attempts per player wins; ties are shared. Selected rule: Select Distance Ladder Marks’ existing ordered option before scoring. Each person rolls exactly three times: to short on attempt 1, medium on attempt 2 and long on attempt 3. Use the supplied rectangles and whole-boule rest criterion. Each correct required-zone rest earns 1; a wrong zone, miss or illegal roll earns 0 and consumes that attempt. Advance the required zone on the next attempt even after a miss; no extra rolls are earned to repair a step. Three successes give 3, with no closest or contact bonus. Retrieve after clearance and share tied totals. Use this one selected card. It overrides only the conditions it explicitly names; all other main-host rules remain. Other optional host twists are off unless this card expressly retains them. Offer turns in a written order and record a voluntary pass as 0 without removing later opportunities. If no legal eligible result remains, award no success point. Safety, access and necessary equipment stops are always available without tokens or penalties. If the host cannot restore a clear, agreed setup, stop with an incomplete session rather than invent a result. Mark a clear lane away from glass, roads, and crowds. Roll underhand only, keep the path clear before each throw, never throw at people, and pause for loose boules or poor footing. Scored results are tracked as challenge points.
  • Score Distance Ladder Rule · Petanque as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Distance Ladder Rule · Petanque; stop at the agreed finish condition.
Process Sheet Rule · Petanque

Keep a visible frame tally and award one shared process point after all checks. Compatible host: Process Score Sheet · Petanque.

  • Keep a visible frame tally and award one shared process point after all checks. Compatible host: Process Score Sheet · Petanque.
  • Compatible house host: Process Score Sheet · Petanque. For this rolling house drill, mark a clear gravel lane, a foul line and a jack spot 6 m from that line. Provide six distinguishable boules per team and clear space beyond the jack. Two teams roll from the same end; everyone else waits behind the line. This uses underhand rolls only, not lofted shooting. Use columns Frame / Side A game points / Side B game points / Running totals / Both checked, plus a separate Process box. Play three frames. Teams alternate single rolls until each has rolled six boules, rotating willing players before anyone repeats. Leave legal boules where they stop. Stop to remove a released illegal boule and restore anything it displaced before the next roll; retrieve only after clearance. If the prior positions cannot be agreed, replay that frame. When all twelve have stopped, compare the nearest edge of each boule with the nearest edge of the jack, then retrieve and reset on the host’s clear call. If the jack leaves the marked lane, replay that frame from the original spot. Both sides check the row before resetting; correct errors before the next frame. The team with the closest legal boule earns 1 for the frame. If opposing nearest boules are tied after one careful measurement, each team earns 1. Other boules score 0. The group receives 1 process point for a complete checked sheet, excluded from the game winner. Never rush a check to keep that recognition. Highest team total after three frames wins; ties are shared. Selected rule: Use Frame, A game points, B game points, both running totals and Both checked columns, plus a separate Process box. Measure before retrieval, record the ordinary closest award and have both sides check the row before resetting the frame. Correct an addition or recording error before advancing. A complete visible checked sheet earns the whole group 1 process point once, not per row or to a team’s winning total. A rushed or unchecked entry must be corrected before that recognition qualifies. Use this one selected card. It overrides only the conditions it explicitly names; all other main-host rules remain. Other optional host twists are off unless this card expressly retains them. Offer turns in a written order and record a voluntary pass as 0 without removing later opportunities. If no legal eligible result remains, award no success point. Safety, access and necessary equipment stops are always available without tokens or penalties. If the host cannot restore a clear, agreed setup, stop with an incomplete session rather than invent a result. Mark a clear lane away from glass, roads, and crowds. Roll underhand only, keep the path clear before each throw, never throw at people, and pause for loose boules or poor footing. Scored results are tracked as challenge points.
  • Score Process Sheet Rule · Petanque as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Process Sheet Rule · Petanque; stop at the agreed finish condition.
Two-Team Rotation Rule · Petanque

Carry the team queue across frames and offer everyone a roll before repeats. Compatible host: Two-Team Rotation · Petanque.

  • Carry the team queue across frames and offer everyone a roll before repeats. Compatible host: Two-Team Rotation · Petanque.
  • Compatible house host: Two-Team Rotation · Petanque. For this rolling house drill, mark a clear gravel lane, a foul line and a jack spot 6 m from that line. Provide six distinguishable boules per team and clear space beyond the jack. Two teams roll from the same end; everyone else waits behind the line. This uses underhand rolls only, not lofted shooting. Play three frames. Teams alternate single rolls until each has rolled six boules, rotating willing players before anyone repeats. Leave legal boules where they stop. Stop to remove a released illegal boule and restore anything it displaced before the next roll; retrieve only after clearance. If the prior positions cannot be agreed, replay that frame. When all twelve have stopped, compare the nearest edge of each boule with the nearest edge of the jack, then retrieve and reset on the host’s clear call. If the jack leaves the marked lane, replay that frame from the original spot. Keep each team’s order across frames so everyone throws before anyone repeats. A person may pass and retain their next place in the next cycle. The team with the closest legal boule earns 1 for the frame. If opposing nearest boules are tied after one careful measurement, each team earns 1. Other boules score 0. Each team earns 1 separate process point when it completes its first full roster rotation; this does not change the game winner. Highest team total after three frames wins; ties are shared. Selected rule: Post each side’s willing roster and continue from its next name across all three frames instead of restarting the queue each frame. A pass is an offered 0 and leaves later opportunities available. Each team earns 1 separate process point for its first full offered roster rotation, not every cycle; keep it outside closest game totals. Retain the host’s once-only change after frame 2: the trailing team may swap two willing teammates’ future positions. Nobody changes teams, transfers earlier points or replays a roll. Use this one selected card. It overrides only the conditions it explicitly names; all other main-host rules remain. Other optional host twists are off unless this card expressly retains them. Offer turns in a written order and record a voluntary pass as 0 without removing later opportunities. If no legal eligible result remains, award no success point. Safety, access and necessary equipment stops are always available without tokens or penalties. If the host cannot restore a clear, agreed setup, stop with an incomplete session rather than invent a result. Mark a clear lane away from glass, roads, and crowds. Roll underhand only, keep the path clear before each throw, never throw at people, and pause for loose boules or poor footing. Scored results are tracked as challenge points.
  • Score Two-Team Rotation Rule · Petanque as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Two-Team Rotation Rule · Petanque; stop at the agreed finish condition.
No Crowding Rule · Petanque

Mark the waiting area behind the active line and pause for crowding. Compatible host: No Crowding Edge · Petanque.

  • Mark the waiting area behind the active line and pause for crowding. Compatible host: No Crowding Edge · Petanque.
  • Compatible house host: No Crowding Edge · Petanque. For this rolling house drill, mark a clear gravel lane, a foul line and a jack spot 6 m from that line. Provide six distinguishable boules per team and clear space beyond the jack. Two teams roll from the same end; everyone else waits behind the line. This uses underhand rolls only, not lofted shooting. Play three frames. Teams alternate single rolls until each has rolled six boules, rotating willing players before anyone repeats. Leave legal boules where they stop. Stop to remove a released illegal boule and restore anything it displaced before the next roll; retrieve only after clearance. If the prior positions cannot be agreed, replay that frame. When all twelve have stopped, compare the nearest edge of each boule with the nearest edge of the jack, then retrieve and reset on the host’s clear call. If the jack leaves the marked lane, replay that frame from the original spot. Mark and maintain a waiting area behind the throw line. Pause immediately if someone crosses into the action area; nobody earns a throw by pressuring them to move faster. The team with the closest legal boule earns 1 for the frame. If opposing nearest boules are tied after one careful measurement, each team earns 1. Other boules score 0. Record 1 separate shared safety point after the group completes the waiting-area check; it is not added to either team’s winning total. Highest team total after three frames wins; ties are shared. Selected rule: Before frame 1 mark a waiting area behind the roller’s line, clear of spare boules and paths. Everyone except the active player waits there. Anyone may stop play if a person enters the lane or jack area; nobody is hurried to preserve a score. The host clears both spaces before resuming a held roll free. Already released results are not replayed merely because a pause followed. Retain one shared waiting-area safety point, outside team game totals. Necessary clearance applies whether or not this card is selected. Use this one selected card. It overrides only the conditions it explicitly names; all other main-host rules remain. Other optional host twists are off unless this card expressly retains them. Offer turns in a written order and record a voluntary pass as 0 without removing later opportunities. If no legal eligible result remains, award no success point. Safety, access and necessary equipment stops are always available without tokens or penalties. If the host cannot restore a clear, agreed setup, stop with an incomplete session rather than invent a result. Mark a clear lane away from glass, roads, and crowds. Roll underhand only, keep the path clear before each throw, never throw at people, and pause for loose boules or poor footing. Scored results are tracked as challenge points.
  • Score No Crowding Rule · Petanque as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after No Crowding Rule · Petanque; stop at the agreed finish condition.
Partner Switch Rule · Petanque

Finish each two-frame pair contest before changing willing partners. Compatible host: Partner Switch · Petanque.

  • Finish each two-frame pair contest before changing willing partners. Compatible host: Partner Switch · Petanque.
  • Compatible house host: Partner Switch · Petanque. For this rolling house drill, mark a clear gravel lane, a foul line and a jack spot 6 m away. Form pairs, with six distinguishable boules per pair. An unpaired player may score and enter at the next switch, or play as a solo side with the same six-boule quota. All sides use the same line and underhand rolls only; everyone else waits behind the line. For actual partner changes, use at least three willing participants: with three, use one pair and the agreed solo side; four can form two pairs. A separate scorer may sit out only with five or more, leaving at least two pairs to compete. Fewer than three may use a different practice format rather than a partner-switch contest. Play a two-frame stint. Cycle through every side, one roll at a time, until each has rolled six boules; partners alternate within their side. Leave legal boules where they stop. After all sides finish, compare each boule’s nearest edge with the jack’s nearest edge, record points, then retrieve and reset on the host’s clear call. Remove illegal boules and restore displaced objects while stopped; if prior positions cannot be agreed or the jack leaves the lane, replay the frame. After two frames declare that stint’s result, switch willing partners and give each new pair one unscored practice turn. The side with the closest legal boule earns 1 for the frame. If nearest boules from different sides are tied after one careful measurement, each tied side earns 1. Other boules score 0. Keep points on each pair’s or solo side’s scorecard for this stint. Compare side totals after each two-frame stint and equal six-boule quotas. The highest total wins that stint; tied sides share it. Start a new scorecard after switching partners. There is no overall winner across changing pairs. Selected rule: Use Partner Switch with at least three willing participants. With three, use one pair and the host’s agreed solo side, then bring the solo player into a new pairing after two frames. Four or more can form two or more pairs. Agree the number of stints before starting. Give every pair or agreed solo side six rolls in each frame, alternating partners within a pair and cycling through sides one roll at a time. Record offered turns. An odd person may take the host’s agreed solo side so everyone plays each stint. Only with five or more may a scorer instead sit out while at least two pairs compete. In that case plan one stint per roster member and rotate the scorer role once per person so offered stints are equal. Equal side quotas do not promise equal individual rolls when a solo side is used. After two frames declare the side result, retain its earned points on that completed card, then change willing partners and give each new pair one unscored single-roll practice turn. Start a fresh scorecard; changing pair totals never create an overall individual winner. Use this one selected card. It overrides only the conditions it explicitly names; all other main-host rules remain. Other optional host twists are off unless this card expressly retains them. Offer turns in a written order and record a voluntary pass as 0 without removing later opportunities. If no legal eligible result remains, award no success point. Safety, access and necessary equipment stops are always available without tokens or penalties. If the host cannot restore a clear, agreed setup, stop with an incomplete session rather than invent a result. Mark a clear lane away from glass, roads, and crowds. Roll underhand only, keep the path clear before each throw, never throw at people, and pause for loose boules or poor footing. Scored results are tracked as challenge points.
  • Score Partner Switch Rule · Petanque as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Partner Switch Rule · Petanque; stop at the agreed finish condition.
Three-Frame Cap Rule · Petanque

After three frames, tied leaders play exactly one equal tiebreak frame. Compatible host: Three-Frame Mini Match · Petanque.

  • After three frames, tied leaders play exactly one equal tiebreak frame. Compatible host: Three-Frame Mini Match · Petanque.
  • Compatible house host: Three-Frame Mini Match · Petanque. For this rolling house drill, mark a clear gravel lane, a foul line and a jack spot 6 m from that line. Provide six distinguishable boules per team and clear space beyond the jack. Two teams roll from the same end; everyone else waits behind the line. This uses underhand rolls only, not lofted shooting. Play three frames. Teams alternate single rolls until each has rolled six boules, rotating willing players before anyone repeats. Leave legal boules where they stop. Stop to remove a released illegal boule and restore anything it displaced before the next roll; retrieve only after clearance. If the prior positions cannot be agreed, replay that frame. When all twelve have stopped, compare the nearest edge of each boule with the nearest edge of the jack, then retrieve and reset on the host’s clear call. If the jack leaves the marked lane, replay that frame from the original spot. The team with the closest legal boule earns 1 for the frame. If opposing nearest boules are tied after one careful measurement, each team earns 1. Other boules score 0. Highest total after three frames wins. If announced before play, tied leaders play one fourth frame with equal quotas and the same scoring. Share a tie that remains, or any tie when no fourth frame was announced. Selected rule: Announce this selection before the first roll: three ordinary six-boule frames per side, followed only on a leading tie by one fourth frame for the tied leaders. Keep the same line, nearest-edge chart and six-boule quotas in that tiebreak. Share any tie still remaining; do not keep adding frames. A sole leader after frame 3 wins immediately. Nothing doubles because a frame is last, and the optional second-closest chart is not selected. Use this one selected card. It overrides only the conditions it explicitly names; all other main-host rules remain. Other optional host twists are off unless this card expressly retains them. Offer turns in a written order and record a voluntary pass as 0 without removing later opportunities. If no legal eligible result remains, award no success point. Safety, access and necessary equipment stops are always available without tokens or penalties. If the host cannot restore a clear, agreed setup, stop with an incomplete session rather than invent a result. Mark a clear lane away from glass, roads, and crowds. Roll underhand only, keep the path clear before each throw, never throw at people, and pause for loose boules or poor footing. Scored results are tracked as challenge points.
  • Score Three-Frame Cap Rule · Petanque as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Three-Frame Cap Rule · Petanque; stop at the agreed finish condition.
Soft Zone Finale · Petanque

A closest final boule doubles only when it rests wholly in the announced soft zone. Compatible host: Short-Lane Precision · Petanque.

  • A closest final boule doubles only when it rests wholly in the announced soft zone. Compatible host: Short-Lane Precision · Petanque.
  • Compatible house host: Short-Lane Precision · Petanque. For this rolling house drill, mark a clear gravel lane, a foul line and a jack spot 6 m from that line. Provide six distinguishable boules per team and clear space beyond the jack. Two teams roll from the same end; everyone else waits behind the line. This uses underhand rolls only, not lofted shooting. Before play, move the target and line to a shared shorter distance of 3 m if the site and equipment allow controlled attempts. Mark a far boundary beyond the target and a soft landing zone at the target; this is a house distance, not a safety guarantee. Play three frames. Teams alternate single rolls until each has rolled six boules, rotating willing players before anyone repeats. Leave legal boules where they stop. Stop to remove a released illegal boule and restore anything it displaced before the next roll; retrieve only after clearance. If the prior positions cannot be agreed, replay that frame. When all twelve have stopped, compare the nearest edge of each boule with the nearest edge of the jack, then retrieve and reset on the host’s clear call. If the jack leaves the marked lane, replay that frame from the original spot. A boule crossing the far boundary is dead and cannot score; stop immediately if the site fails to contain attempts. The team with the closest legal boule earns 1 for the frame. If opposing nearest boules are tied after one careful measurement, each team earns 1. Other boules score 0. Highest team total after three frames wins; ties are shared. Selected rule: Before frame 1 select this card and mark a 1 m-square soft landing zone centered on the jack spot, entirely within the controlled short lane. Retain the host’s shared 3 m distance and final-roll zone eligibility gate in every frame. In frame 3 only, if a side’s sixth and last boule is its qualifying closest boule and rests wholly within that square, its ordinary closest award is 2 instead of 1. A final boule outside the zone cannot score under that retained gate; an inside final boule that is not closest earns 0. Another qualifying closest boule from that side still earns only the ordinary 1, and there is never a second team closest award. Tied closest final boules can each qualify for 2. Measure against the jack’s final legal position and do not move the zone after play starts. Use this one selected card. It overrides only the conditions it explicitly names; all other main-host rules remain. Other optional host twists are off unless this card expressly retains them. Offer turns in a written order and record a voluntary pass as 0 without removing later opportunities. If no legal eligible result remains, award no success point. Safety, access and necessary equipment stops are always available without tokens or penalties. If the host cannot restore a clear, agreed setup, stop with an incomplete session rather than invent a result. Mark a clear lane away from glass, roads, and crowds. Roll underhand only, keep the path clear before each throw, never throw at people, and pause for loose boules or poor footing. Scored results are tracked as challenge points.
  • Score Soft Zone Finale · Petanque as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Soft Zone Finale · Petanque; stop at the agreed finish condition.
Finale Order Rule · Petanque

The trailing side chooses who rolls first in frame three, with ordinary points. Compatible host: Closest to Jack Ladder.

  • The trailing side chooses who rolls first in frame three, with ordinary points. Compatible host: Closest to Jack Ladder.
  • Compatible house host: Closest to Jack Ladder. For this rolling house drill, mark a clear gravel lane, a foul line and a jack spot 6 m from that line. Provide six distinguishable boules per team and clear space beyond the jack. Two teams roll from the same end; everyone else waits behind the line. This uses underhand rolls only, not lofted shooting. Play three frames. Teams alternate single rolls until each has rolled six boules, rotating willing players before anyone repeats. Leave legal boules where they stop. Stop to remove a released illegal boule and restore anything it displaced before the next roll; retrieve only after clearance. If the prior positions cannot be agreed, replay that frame. When all twelve have stopped, compare the nearest edge of each boule with the nearest edge of the jack, then retrieve and reset on the host’s clear call. If the jack leaves the marked lane, replay that frame from the original spot. The team with the closest legal boule earns 1 for the frame. If opposing nearest boules are tied after one careful measurement, each team earns 1. Other boules score 0 unless an optional second-closest rule is announced. Highest team total after three frames wins; ties are shared. Selected rule: Announce this order option before frame 1. After frame 2, the trailing side chooses which team makes the first single roll in frame 3; announce the choice before either side rolls. If tied, retain the prior order. Continue alternating until both ordinary six-boule quotas are complete. Only the order changes; do not add the second-closest or double-frame options. Compare the normal three-frame total and share a final tie. Use this one selected card. It overrides only the conditions it explicitly names; all other main-host rules remain. Other optional host twists are off unless this card expressly retains them. Offer turns in a written order and record a voluntary pass as 0 without removing later opportunities. If no legal eligible result remains, award no success point. Safety, access and necessary equipment stops are always available without tokens or penalties. If the host cannot restore a clear, agreed setup, stop with an incomplete session rather than invent a result. Mark a clear lane away from glass, roads, and crowds. Roll underhand only, keep the path clear before each throw, never throw at people, and pause for loose boules or poor footing. Scored results are tracked as challenge points.
  • Score Finale Order Rule · Petanque as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Finale Order Rule · Petanque; stop at the agreed finish condition.
Petanque Announced Bonus Zone

One announced zone or prompt scores double once.

  • One announced zone or prompt scores double once.
  • Announce before attempts begin. Mark the bonus placement area around the jack and state which legal finish qualifies before play. Check the boule at rest before applying the one-time double score. Roll underhand only; keep the path clear; never throw at people. Scored results are tracked as challenge points.
  • Score Petanque Announced Bonus Zone as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Petanque Announced Bonus Zone; stop at the agreed finish condition.
Petanque Equal Attempt Cap

Everyone gets the same attempt count before totals.

  • Everyone gets the same attempt count before totals.
  • Extra attempts outside the cap score 0. Roll underhand only; keep the path clear; never throw at people. Scored results are tracked as challenge points.
  • Score Petanque Equal Attempt Cap as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Petanque Equal Attempt Cap; stop at the agreed finish condition.
Petanque Neutral Verify Rule

A neutral player verifies disputed results.

  • A neutral player verifies disputed results.
  • Replay if the group cannot agree. Roll underhand only; keep the path clear; never throw at people. Scored results are tracked as challenge points.
  • Score Petanque Neutral Verify Rule as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Petanque Neutral Verify Rule; stop at the agreed finish condition.
Petanque Soft Reset Token

One clean reset can restart an interrupted turn.

  • One clean reset can restart an interrupted turn.
  • Resets never erase safety stops. Roll underhand only; keep the path clear; never throw at people. Scored results are tracked as challenge points.
  • Score Petanque Soft Reset Token as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Petanque Soft Reset Token; stop at the agreed finish condition.
Petanque Role Rotate Call

Caller, scorer, and starter roles rotate each round.

  • Caller, scorer, and starter roles rotate each round.
  • Nobody is stuck judging alone. Roll underhand only; keep the path clear; never throw at people. Scored results are tracked as challenge points.
  • Score Petanque Role Rotate Call as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Petanque Role Rotate Call; stop at the agreed finish condition.
Petanque Low-Impact Option

Any player may choose the lower-impact version first.

  • Any player may choose the lower-impact version first.
  • Lower-impact completion scores the same. Roll underhand only; keep the path clear; never throw at people. Scored results are tracked as challenge points.
  • Score Petanque Low-Impact Option as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Petanque Low-Impact Option; stop at the agreed finish condition.
Petanque No-Shame Pass Rule

Passing never reduces future fair turns.

  • Passing never reduces future fair turns.
  • Celebrate participation. Roll underhand only; keep the path clear; never throw at people. Scored results are tracked as challenge points.
  • Score Petanque No-Shame Pass Rule as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Petanque No-Shame Pass Rule; stop at the agreed finish condition.
Petanque Banked Streak Rule

Bank a clean streak before risking the next attempt.

  • Bank a clean streak before risking the next attempt.
  • Unbanked misses reset only the current streak. Record points from confirmed boule placements before the next roll. Points already banked survive a later miss. Roll underhand only; keep the path clear; never throw at people. Scored results are tracked as challenge points.
  • Score Petanque Banked Streak Rule as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Petanque Banked Streak Rule; stop at the agreed finish condition.
Petanque First Clean Bonus

First clean legal result of the round earns +1.

  • First clean legal result of the round earns +1.
  • Must be verified before the next turn. Roll underhand only; keep the path clear; never throw at people. Scored results are tracked as challenge points.
  • Score Petanque First Clean Bonus as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Petanque First Clean Bonus; stop at the agreed finish condition.
Petanque Boundary Zero Rule

Boundary breaks score 0 for that attempt.

  • Boundary breaks score 0 for that attempt.
  • Set boundaries before play. Roll underhand only; keep the path clear; never throw at people. Scored results are tracked as challenge points.
  • Score Petanque Boundary Zero Rule as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Petanque Boundary Zero Rule; stop at the agreed finish condition.
Petanque Captain Fair Call

Captain names one fair scoring clarification pre-round.

  • Captain names one fair scoring clarification pre-round.
  • Cannot add unsafe or money rules. Roll underhand only; keep the path clear; never throw at people. Scored results are tracked as challenge points.
  • Score Petanque Captain Fair Call as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Petanque Captain Fair Call; stop at the agreed finish condition.
Petanque Partner Assist Cap

One invited assist is allowed per trailing player.

  • One invited assist is allowed per trailing player.
  • Assists cannot take over the whole turn. Roll underhand only; keep the path clear; never throw at people. Scored results are tracked as challenge points.
  • Score Petanque Partner Assist Cap as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Petanque Partner Assist Cap; stop at the agreed finish condition.
Petanque Tempo Cap Rule

One slow-down call must be honored.

  • One slow-down call must be honored.
  • No shaming for pace requests. Roll underhand only; keep the path clear; never throw at people. Scored results are tracked as challenge points.
  • Score Petanque Tempo Cap Rule as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Petanque Tempo Cap Rule; stop at the agreed finish condition.
Petanque Clean Credits Rule

Group reset scores 1 shared process point.

  • Group reset scores 1 shared process point.
  • Leave the space better than found. For the shared reset point, wait until every boule stops, retrieve on the host's call, and restore the jack and marked target. Clear the lane before the next roll. Roll underhand only; keep the path clear; never throw at people. Scored results are tracked as challenge points.
  • Score Petanque Clean Credits Rule as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Petanque Clean Credits Rule; stop at the agreed finish condition.
Petanque Finale Double Cap

Announced final equal-turn set scores double.

  • Announced final equal-turn set scores double.
  • Fouls still score 0. Roll underhand only; keep the path clear; never throw at people. Scored results are tracked as challenge points.
  • Score Petanque Finale Double Cap as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Petanque Finale Double Cap; stop at the agreed finish condition.
Petanque Open Table Invite

Anyone waiting may join the next equal-turn set.

  • Anyone waiting may join the next equal-turn set.
  • Wait for the next set to add a player; do not interrupt an attempt already in progress. Roll underhand only; keep the path clear; never throw at people. Scored results are tracked as challenge points.
  • Score Petanque Open Table Invite as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Petanque Open Table Invite; stop at the agreed finish condition.
Petanque Soft Landing Rule

A safe miss scores 0; respond without blame.

  • A safe miss scores 0; respond without blame.
  • Encourage the player as they reset safely for the next attempt. Roll underhand only; keep the path clear; never throw at people. Scored results are tracked as challenge points.
  • Score Petanque Soft Landing Rule as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Petanque Soft Landing Rule; stop at the agreed finish condition.
Petanque Dual Scorer Check

Have two scorers agree on the totals before making them final.

  • Have two scorers agree on the totals before making them final.
  • If a result is disputed, replay only that attempt. Roll underhand only; keep the path clear; never throw at people. Scored results are tracked as challenge points.
  • Score Petanque Dual Scorer Check as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Petanque Dual Scorer Check; stop at the agreed finish condition.
Petanque Skill Band Split

Split players into two skill groups that use the same winning condition.

  • Split players into two skill groups that use the same winning condition.
  • Recognize the result in each group separately. Roll underhand only; keep the path clear; never throw at people. Scored results are tracked as challenge points.
  • Score Petanque Skill Band Split as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Petanque Skill Band Split; stop at the agreed finish condition.
Petanque Prop Budget Cap

Each side must use only the announced equipment.

  • Each side must use only the announced equipment.
  • An attempt using equipment outside that allowance scores 0. Roll underhand only; keep the path clear; never throw at people. Scored results are tracked as challenge points.
  • Score Petanque Prop Budget Cap as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Petanque Prop Budget Cap; stop at the agreed finish condition.
Petanque Kind Coach Line

Each trailing player may receive one coaching tip per set.

  • Each trailing player may receive one coaching tip per set.
  • The coach gives advice; the player must make the attempt. Roll underhand only; keep the path clear; never throw at people. Scored results are tracked as challenge points.
  • Score Petanque Kind Coach Line as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Petanque Kind Coach Line; stop at the agreed finish condition.
Petanque Weather Pause Token

Pause the clock once for weather or noise.

  • Pause the clock once for weather or noise.
  • When play resumes, each side must still have the same number of turns remaining. Roll underhand only; keep the path clear; never throw at people. Scored results are tracked as challenge points.
  • Score Petanque Weather Pause Token as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Petanque Weather Pause Token; stop at the agreed finish condition.
Petanque Floor Clear Bonus

Clear the play area completely after play to earn 1 shared process point.

  • Clear the play area completely after play to earn 1 shared process point.
  • The group loses this bonus if anything unsafe is left behind. Roll underhand only; keep the path clear; never throw at people. Scored results are tracked as challenge points.
  • Score Petanque Floor Clear Bonus as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Petanque Floor Clear Bonus; stop at the agreed finish condition.
Petanque Last Call Equalizer

The trailing side chooses who starts the final set of equal turns.

  • The trailing side chooses who starts the final set of equal turns.
  • Only the starting order changes; the attempt rules stay the same. Roll underhand only; keep the path clear; never throw at people. Scored results are tracked as challenge points.
  • Score Petanque Last Call Equalizer as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Petanque Last Call Equalizer; stop at the agreed finish condition.
Petanque Observer Vote Cap

Observers may settle one tie by a respectful majority vote.

  • Observers may settle one tie by a respectful majority vote.
  • Players may decline the vote and replay instead. Roll underhand only; keep the path clear; never throw at people. Scored results are tracked as challenge points.
  • Score Petanque Observer Vote Cap as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Petanque Observer Vote Cap; stop at the agreed finish condition.
Petanque Hydration Break Mark

Announce a water break during the set, then resume scoring after the break.

  • Announce a water break during the set, then resume scoring after the break.
  • Use the break for water, not to delay play for an advantage. Roll underhand only; keep the path clear; never throw at people. Scored results are tracked as challenge points.
  • Score Petanque Hydration Break Mark as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Petanque Hydration Break Mark; stop at the agreed finish condition.
Petanque Rookie Shield

First-time players may discard one foul without score loss.

  • First-time players may discard one foul without score loss.
  • Shield is once per gathering. Roll underhand only; keep the path clear; never throw at people. Scored results are tracked as challenge points.
  • Score Petanque Rookie Shield as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Petanque Rookie Shield; stop at the agreed finish condition.
Petanque Spotlight Pass

Winners pass the next starter role to another side.

  • Winners pass the next starter role to another side.
  • Winners must make this handoff once. Roll underhand only; keep the path clear; never throw at people. Scored results are tracked as challenge points.
  • Score Petanque Spotlight Pass as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Petanque Spotlight Pass; stop at the agreed finish condition.
Petanque Memory Note Rule

Write one rule clarification on a visible card.

  • Write one rule clarification on a visible card.
  • Use the written clarification to settle disagreements about the rule during the round. Roll underhand only; keep the path clear; never throw at people. Scored results are tracked as challenge points.
  • Score Petanque Memory Note Rule as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Petanque Memory Note Rule; stop at the agreed finish condition.