Sunday, July 12, 2026

Most Wicked Day 2026 Rulebook

2026

The rulebook.

Six events. One trophy. Spikeball returns, the Combine evolves.

Back to home

What's new this year

Wiffleball
3.5h block (1:00–4:30)2h block (1:00–3:00)
Spikeball
Not on the 2025 lineupAdded 3:00–4:00 (Pickleball-style rotating partners)
Combine
Soccer PK stationGolf Chip Shot (3 / 2 / 1 scoring)

018:00 AMClaystone Park

Hole Sports

Cornhole · Kan Jam · Bucket Pong rotation — rack up as many wins as you can

EVENT DETAILS

Teams & Rotation

Random partners every game; no repeat partner back-to-back. After every result, both teams queue for a fresh board / can / bucket.

Timing

  • Continuous play 8:00 – 9:00
  • Hard stop 9:00 – no new game after 8:50
  • A new round begins only when every set has finished.

GAME RULES

Cornhole — ACO baseline

Boards 27 ft ▸ play to 21 (no busting rule)

Kan Jam — quick guide

Kans 40 ft apart

ActionPts
Dinger (tip hit)1
Deuce (direct hit)2
Bucket (tip-in)3
Instant Win (slot)Game over

First to 21 wins no matter what. A slot is an instant win, but it does not add any extra MWD points beyond the game win.

Bucket Pong — final no-drama ruleset

CategoryRule
EquipmentSix 5-gal buckets / side in 3-2-1 triangle · Front buckets 12 ft apart · Two 8½-in rubber dodgeballs
Teams & Turns2-on-2; partners alternate throws
Throw StyleFeet behind the baseline & touching sand at release
Shot TypesDirect make = remove 1 bucket · Bounce make (1 ground bounce) = 2 buckets (defense may swat after bounce)
Balls BackBoth teammates score in a turn ➜ balls return; same-bucket double = 3 buckets gone
Re-RackOne re-rack / team, called at turn start
Stall RuleIf Bucket Pong is last game running, the team with the least buckets remaining wins. If the teams have equal buckets then next bucket wins with no redemption. If still no buckets after 3 min timer then rock-paper-scissors will decide the winner.
Win / RedemptionFirst team to clear all buckets wins · Trailing team gets one full turn to force OT (redemption only if it's not the last game remaining)
Foot Fault / InterferenceFoot over line or leaving sand = dead throw (can be called by non-throwing team); forfeits remaining ball that turn

SCORING (MWD points)

  • +2 pts to each player for every game won (across all three Hole-Sports).
  • Highest total wins Hole Sports Leader medal +2 bonus pts.
  • Forced sit-outs due to boards/equipment earn +1 pt. Late arrivals and voluntary sit-outs earn 0.

Tie = sudden-death Bucket Pong shoot-out between the tied event leaders only. Everyone shoots from 12 ft. In each round, makes advance and misses are eliminated. If everyone misses, run the round again until one winner remains. The shoot-out only decides the medal and bonus. It does not add regular MWD points.

029:30 AMSandy Beach

Pickleball

Doubles — rotate partners every match

EVENT DETAILS

Teams & Rotation

Random partners every game; no repeat partner twice in a row. Matches assigned across four side-by-side courts (16 max on-court).

Timing

  • Continuous play 9:30 – 11:00
  • No new game after 10:50 – a match already in progress may finish
  • A fresh round starts only when all active courts have completed.

CORE RULES

  • Standard USAPB doubles to 11, win by 2
  • Foot-faults: server's feet behind baseline; no volley in kitchen (incl. follow-through)
  • Line calls: team nearest the ball calls in/out; if unsure ➜ rally replayed, no point
  • Kitchen & foot-fault violations are self-called

SCORING & MEDALS

  • +2 pts to each player for every match won
  • Highest total wins Pickleball Leader medal +2 bonus pts

Tiebreaker

  • 1v1 singles to 5, win by 2.
  • If 3+ players tie, run a quick mini-tournament with randomized matchups and byes as needed.
  • The tiebreaker only decides the medal and bonus. It does not add match-win points.

Court Overflow ▸ If >16 players, some will sit a round. ▸ Forced sit-outs earn +1 pt. Late arrivals and voluntary sit-outs earn 0. ▸ Rotate forced sit-outs as evenly as possible so the same person is not parked twice in a row unless numbers force it.

0311:00 AMSandy Beach

Dodgeball

Fast-paced team battles on the long court

EVENT DETAILS

Teams & Rotation

Play on the Sandy Beach open area, set long ways. Run up to two games max at once. The goal is two 5v5 games when numbers fit, but nobody sits out. Use one or two courts with teams as even as possible, never smaller than 4v4.

Teams are random each round; court sides chosen by a single pre-game Rock-Paper-Scissors.

Timing

  • Continuous play 11:00 – 12:30
  • No new game may start after 12:20
  • A new round begins only once every court has finished.

Core Rules

  • Hit = outCatch = thrower out + first eliminated teammate returns
  • Headshots count — if it hits you before the ground, you're out
  • Ball off the ground is dead
  • Blocking allowed — ball (and fingers) count as shield; dropping the blocking ball = out
  • You can move up to the center line; crossing it or stepping on an outside boundary line = out
  • Only out players shag stray balls; balls must be set down on the back line only
  • Contested calls resolved instantly by 1-shot Rock-Paper-Scissors

Scoring & Medals

  • +1 pt to each player on every win
  • The event leader wins the Dodgeball Medal + 2 bonus pts
  • If two players tie for the medal, they pick teams of 5 and play one winner-take-all game. Rock-Paper-Scissors decides first pick.
  • If 3 players tie, randomize one player to get a bye, then run the same tiebreaker format until one winner remains.
  • If 4+ players tie, run a quick mini-tournament with randomized matchups and byes as needed.
  • Tiebreaker games only decide the medal and bonus. They do not add regular MWD win points.

041:00 PMWater's Edge

Wiffleball

Three-inning showdowns — tighter 2-hour block

EVENT DETAILS

Captains & Teams

Predetermined captains repick squads before every 3-inning game.

Timing

  • Games roll continuously 1:00 – 3:00
  • No new game may start after 2:30
  • Play stops hard at 3:00 so Spikeball can start on time
  • Target 2–3 games in the block

Core Rules

  • Strike-zone frame hit = strike (PVC only = ball)
  • Second foul w/ two strikes = out
  • 10-run mercy rule ends the game
  • Hit-by-pitch = ball (no free base)
  • No bunts
  • Disputes settled instantly by 1-shot Rock-Paper-Scissors

Scoring & MVP

  • +1 pt per player on every win
  • +1 bonus pt for each home run
  • MVP Medal + 2 bonus pts to the player with the most combined points
  • Tie goes straight to an instant HR derby swing-off: one swing each, home run wins. If both players match, repeat with the order reversed.
  • The swing-off only decides the MVP medal and bonus. It does not add regular MWD points.

053:00 PMWater's Edge

Spikeball

Rotating-partner rounds — fast hour, big swings

EVENT DETAILS

Teams & Rotation

Random rotating partners (Pickleball-style). No repeat partner back-to-back if avoidable. Run as many quick games as the hour allows.

Timing

  • Continuous play 3:00 – 4:00
  • No new game after 3:50
  • Hard stop at 4:00 to clear the field for Combine setup

Core Rules

  • Standard Spikeball doubles
  • Games to 11, win by 2
  • Self-called faults; contested rallies replay

Tiebreaker

  • Rock-Paper-Scissors between the tied players for first pick
  • Rock-Paper-Scissors winner picks their partner from the remaining field
  • Rock-Paper-Scissors loser picks their partner from the remaining field
  • The two new teams play it out — whoever wins the game wins the tiebreaker
  • If 3 players tie, randomize one player to get a bye, then run the same tiebreaker format until one winner remains.
  • If 4+ players tie, run a quick mini-tournament with randomized matchups and byes as needed. Each round uses the same partner-pick format.
  • Tiebreaker games only decide the medal and bonus. They do not add regular MWD win points.

Scoring & Medals

  • +2 pts per game win (Pickleball-style)
  • Forced sit-outs earn +1 pt. Late arrivals and voluntary sit-outs earn 0
  • The event leader wins Spikeball Leader medal + 2 bonus pts

2026 note: Spikeball returns this year between Wiffleball and the Combine to bring back classic MWD chaos before the title is decided.

064:30 PMWater's Edge

Most Wicked Combine

Six-event showdown — one last shot to win the title

EVENT DETAILS

Format

Each competitor completes the six stations once; raw points are totalled at the end.

Your raw Combine score counts directly toward your overall MWD total.

Stations & Scoring

#StationAttemptRaw-Point ResultMax
1Bucket-Pong Free Throw (12 ft)1 tossMake = 22
2Golf Chip Shot1 chipIn bucket = 3 · Hits bucket = 2 · Lands in hula hoop = 13
3Frisbee Target (30 ft)1 throwSlot "bucket" = 3 · Direct can hit = 13
4Wiffle HR Swing1 swingOver fence = 3 · Outfield grass = 2 · Fair infield = 13
5Field-Goal Kick1 ball35 yd = 3 · 25 yd = 2 · 15 yd = 13
6QB Accuracy Throw1 pass40 ft = 3 · 30 ft = 2 · 20 ft = 13

Winner Bonus

  • Winner of Most Wicked Combine gets +2 bonus points

Combine & Overall Tiebreakers

Use the QB Accuracy Throw as the tiebreaker for both the Combine and the overall MWD title.

  • First, use QB Accuracy to break any Combine-score tie and award the Combine winner bonus.
  • Then recalculate the overall standings.
  • If the overall MWD title is still tied, use QB Accuracy again for the title.
  • Rock-Paper-Scissors decides who throws first the first time.
  • Each tied player gets one throw. Higher points on that turn wins.
  • If it is still tied, repeat with the order reversed.
  • For 3+ tied players, only the tied high scorers keep throwing until one player wins the turn.