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.

Available stations: 1 Cornhole set, 2 Kan Jam sets, and up to 3 Bucket Pong sets. Every assignment is 2v2. Once one of each game is open, the draw adds Bucket Pong set two, then Kan Jam set two, then Bucket Pong set three. The draw prioritizes avoiding repeat partners, then rotates players away from game types they have already played when possible.

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.
  • At 9:00, an unfinished Cornhole or Kan Jam game is won by the team currently ahead. If tied, each team gets one normal sudden-death turn; the higher-scoring turn wins, repeating only if still tied.

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).

Fill doubles matches first. If two players would otherwise sit and another court is open, assign them a 1v1 singles match on the highest active court. With 14 players, Courts 1–3 are doubles and Court 4 is singles. Singles assignments rotate evenly: no player returns to singles until every active player has received the same number of singles assignments, unless player changes make that impossible. The singles winner earns the same +2 match-win points.

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
  • A fallback singles match also plays to 11, win by 2, using the standard singles court
  • 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 & Odd Counts ▸ Forced sit-outs are used only when an odd headcount or the 16-player court limit makes them unavoidable. ▸ 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. With 8–15 players, use Court 1 for one game. From 16 players upward, use Courts 1 and 2. The goal is two 5v5 games when numbers fit, but nobody sits out. Divide players as evenly as possible, never smaller than 4v4. At 15 players, the draw produces one 7v8 game; when a team must have one extra player, that lucky side is randomized.

Teams are random each round, with prior teammates avoided when possible; court sides are 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 game already underway may finish
  • 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. Captains alternate selections after one-shot Rock-Paper-Scissors determines first pick. With 15 players, the first-pick captain receives the final extra player for an 8v7 game.

GameCaptains
1Cory Bartholomew vs. Coleman Rumney
2Bret Welch vs. Austin Sewell
3Brooks Rumney vs. Tyler Warnock
4Kyle Steinmeyer vs. Levi Avery

Games use this order. A later pairing is skipped if the 2:30 start cutoff has already passed. Any day-of captain replacement must be confirmed before drafting begins.

Timing

  • Games roll continuously 1:00 – 3:00
  • No new game may start after 2:30
  • At 3:00, an unfinished game continues to completion if the margin is 5 runs or fewer. If the leader is ahead by 6 or more, the game ends immediately and that team wins
  • Target 2–3 games in the block; Game 4 is played only if time remains before the start cutoff

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

Tied Game Shootout

After a tie through three innings, run a sudden-death home-run shootout. Each team sends batters in its normal batting order. Each batter receives exactly one pitch from a teammate, and both teams receive one equal attempt per round. If one batter homers and the opposing batter does not, that batter's team wins. If both homer or both miss, continue with the next hitters. Shootout home runs decide only the game winner and do not award individual home-run points.

Scoring & MVP

  • +1 pt per player on every win
  • +1 bonus pt for each official-game home run; over-the-fence and inside-the-park home runs both count
  • Warmups, casual swings, Combine attempts, and MVP tiebreaker swings do not award home-run points
  • MVP Medal + 2 bonus pts to the player with the most total Wiffleball points from game wins plus home runs
  • 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.

Use exactly three nets. Every round assignment is labeled Spikeball 1, Spikeball 2, and Spikeball 3, corresponding to Net 1 through Net 3. Every game is strict 2v2; do not use 1v1, 2v3, or 3v3 variants. With 15 players, 12 play across all three nets while three players receive evenly rotating forced sit-outs. Nobody sits twice before every active player has sat once unless attendance changes make that unavoidable.

Timing

  • Continuous play 3:00 – 4:00
  • No new game after 3:50
  • There is no hard stop at 4:00; every game already underway finishes under the normal win-by-two rule

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 = 2 · Miss = 02
2Golf Chip Shot (~15 yd)1 chip with a real golf ballIn bucket = 3 · Hits bucket = 2 · Lands in hula hoop = 1 · Miss = 03
3Frisbee Target (20 ft)1 throwSlot "bucket" = 3 · Direct can hit = 1 · Miss = 03
4Wiffle HR Swing1 swing with pitches from the competitor's chosen pitcherOver fence = 3 · Outfield grass = 2 · Fair infield = 1 · Foul/miss = 03
5Field-Goal Kick1 kick off a tee; choose 15, 25, or 35 yd35 yd make = 3 · 25 yd make = 2 · 15 yd make = 1 · Miss = 03
6QB Accuracy Throw1 pass; choose 20, 30, or 40 ft40 ft target hit = 3 · 30 ft hit = 2 · 20 ft hit = 1 · Miss = 03

Maximum raw Combine score: 17 points.

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 and chooses 20, 30, or 40 ft again on every tiebreaker attempt. 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.