Ultimate BattleTop Championship of the Midwest!

Official ultimate battletop championship at the MWR contest. 

Everyone must use the same type of spintop without any modifications. The history of the event usually has required a wooden top with a bottle cap for a crown. For ease of running this event, we have changed to a YoYoFacotry Short Circuit spintop (available at the event for just $5.00) or you can buy one ahead of time to practice.

Maximum of 6 people per group. Below is a breakdown of how to set up the groups depending on the number of players. It is VERY important to get the same number of players in each group. It is also beneficial to split up the best players into different groups if it is known.

2-6 players = 1 group
7-12 players = 2 groups
13-18 players = 3 groups
19-24 players = 4 groups

NOTE: It is best to have a score-keeper who is not a contestant to track and tally up the results of every throw.  They can also be the judge/emcee if needed. (If no person is available, this can be done as a group, but it is not easy.)

Here are the 3 rounds for the event:

Sharp Shooter round: (15 Max points)
Everyone throws one at a time at the bull’s-eye. As soon as the top has spun for three seconds it is awarded points based on where it is spinning and is removed from the arena and the next player throws. Each player throws three times.

5 points center ring
3 points next ring
2 points next ring
1 point outer ring

Long-Spin round: (15 Max points)
– There will be 3 throws for each group.
– Everyone throws at the same time into the arena.
– Your top must spin in the arena to get any points.
– The last top spinning gets 5 points, second to last gets one point less and so on to the first one that stopped. If a top made the arena, the lowest points it can get is 1.  So if 6 tops were spinning in the arena, the first two to stop would get 1 point, the next to stop would get 2 points, and so on.  The last one to stop spinning would get 5 points.
  

Death & Destruction round: 

– One player throws their top in the arena as a target, they are considered the “Chump”. Then everyone else takes turns trying to maim it one at a time.  You rotate who starts until each person has been the Chump once. 

NOTE: If the chump throws and misses the arena, they are subject to an agreed upon penalty. In the early years, the penalty was a weggie! This practice is now frowned upon. Current contests have come up with their own penalty. (i.e. all other players in the round can “snap” the chump with their strings, or everyone can “BOO”.

  • 1 pt for ending up in the arena spinning for 3 seconds.
  • 2 pts for hitting the chump during the 3 second spin.
  • 3 pts for hitting the chump on your initial throw. (either in the air, or as a direct result of the throw….even if it hits the arena first.)
  • 4 pts for knocking the chump out of the arena.
  • 6 pts for knocking the chump out of the arena and you stay spinning for 3 seconds.
  • 2 pts for hitting another contestant after bouncing out of the arena.
  • 4 pts if you are a contestant that catches a top that has bounced out of the arena, but not yet hit the ground.
  • 10 pts if you break the chump.

Disputes or close finishes settled by rock, paper, scissors.