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Pockey (penny hockey) incorporates two individuals attempting to kick a penny between each other feet. The distance from eachother determines the width of the goals and the number of points a goal is worth.
Equipment:
any U.S. penny 1980 or newer (no wheat or Canadian pennies)
any kind of footwear
and a smooth tile floor

Rules of Engagement

1. The first rule of Pockey is 'We do not talk about Pockey.'
2. explaining the rules of pockey are strictly prohibited see the first rule and new participants must be directed to www.pockey.com.
3. Only two opponents can play at one time.
4. there needs to be a score keeper/referee with sub pennies.
5. the penny must cross the plain of the toes and cannot go under the shoe.
6. a richochet counts as a goal as long as it does not come from behind the heels.
7. feet must stay untill penny has stopped.
8. a rolling penny is an instant win.
9. an opponent may ask for a sub penny if he feels that the penny has been nicked or damaged in anny way that may inhibit the travel or accuracy of the penny.

Scoring:
scoring connsists of (1) point accrual register (PAR) and (2) neggated point buffer (NPB).
The PAR is an overly complicated way to describe a score keeping system. Points are accumilated by kicking the penny through the opponents shoe-goals. The points available are 1, 2, 4, and 5. As the point values increase, two variables change; 1) The distance between the opponents increase, and 2) The distance between the shoe-goals increase. See figure 1 for range/point value matrix.

The NPB is a method of collecting extra points upon a goal. With every missed goal attempt on a point greater than 1, a point is added to the negated point buffer of the person who missed. These points in the NPB can be redeemed by the opponent by one of two ways; 1) A Player's NPB exceeds the point value the player is trying for (commonly refered to as a PAT), or the opponent scores before a goal is made by the player (commonly refered to as a JOZ).
To help understand a PAT, an example is a player decides to attempt a 4-point shot. The player misses 4 times in a row. The player now has the ability to either attempt a single goal, which clears the players NPB regardless of the outcome of the shot, or to try for the 4-point goal again. If the player misses the final 4-point shot, all points in the players NPB are added to the opponents PAR and both NPB registers are "flushed" and reset to zero.
A JOZ occures when the player scores while there are points in the opposing player's NPB. In this event, all opposing player's NPB points are added to the player's PAR, plus the number of points scored (1, 2, 4, or 5).

figure 1
P DO DG
1 13ft 5"
2 15ft 5"
4 18ft 14"
5 19ft 20"
P=Points
DO=Distance between Opponents
DG=Distance between Shoe-Goals
counters
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