Junk for the Fish Official Rules
- SUMMARY
The object of Junk for the Fish, the Contest, is to have your three (3) items hauled away in the shortest, cumulative elapsed time. Each item collects a standalone time. A contestant’s total time is the sum of the time for each item plus or minus time bonus and/or time penalties.
- SET UP
- The playing field, the Pitch, shall be sectioned into three distinct areas.
- Gallery – The primary area for participant mingling, viewing and consuming of ice cold Coors Light. The gallery shall contain ample space for the main time keeping table, beverage and food stations and general lounging. The Gallery should be suitably placed as to not interfere with the Sales Arena, Junk Spots and the general movements of the Junkees. The Gallery will be located geographically further from the Junk Spots than the Sales Arena.
- Sales Arena – A forward location in close proximity to the Junk Spots. The Sales Arena shall not exceed a dimension of 10 feet by 15 feet.
- Junk Spots – Sequentially numbered, 2 foot diameter, caulk circles in sufficient quantity to accommodate all contestant’s junk (exceptions granted upon board approval). Junk Spots shall be strategically located on the curbside of the Pitch. Only one piece of junk may occupy a Junk Spot at any given time.
- The playing field, the Pitch, shall be sectioned into three distinct areas.
- GAME PLAY
- Junk Spot Draft – Once the Pitch has been properly marked, Contestants shall hold a snake draft for Junk Spot locations. Selection slotting shall be in the inverse order of the previous year’s results. Loser is first to select and the previous year’s winner selects last. New contestants shall be slotted in the position in front of the previous year winner. If contestants were too drunk to remember the previous year’s results a lottery shall be held for the spots between loser and new contestants and winner. Selection is for a single Junk Spot. In a 10 contestant field the previous year’s winner would have selections 10, 11 and 20. Contestants have 20 seconds to make their selection. Failure to make a selection in the allotted time is due cause for ridicule and public shaming as well as forfeiture of draft spot.
- Start – The Contest starts with all contestants lined up with an open beer in hand and their junk exposed at the front of the Gallery. At a time designed during the Logistics Planning Meeting, the previous year’s winner will blow an air horn. At the blowing of the air horn, the official time clock begins and the contestants are allowed to begin the placing of their junk on their selected Junk Spots.
- Junk Positioning – Junk must be placed on the drafted locations of the Junkor at the start of the Contest. Once placed, a Contestant cannot touch anyone’s junk, including their own, until the designated reset opportunity. Items moved by Junkees shall remain where they are placed by the Junkee.
- Junk Reset – Every 20 minutes, contestants are allowed to touch their junk. Touching may include simple adjusting, placing junk back to its original Junk Spot, and placing Junk on a Junk Spot drafted by the Junk’s owner. If all a Junkor’s junk is taken, the vacated Junk Spots are open on a first come, first serve basis. Only one piece of junk per Junk Spot. The Junk reset period shall not exceed 1 minute.
- Junkor Positioning – Contestants are to stay in the Gallery during the Contest. Contestants may leave the gallery under the following circumstances
- Start – Junkers are allowed and encouraged to leave the Gallery area to place their junk on their drafted Junk Spots at the outset of the contest. Contestants must return to the Gallery after the placement of their final item.
- Entering Sales Arena – When a contestant decides it is time to actively sell an item they may move to the Sales Arena. See Sales Arena Rule for further detail.
- Nature calls – Contestants are allowed to leave the Gallery to heed the call of nature. Communication with Junkees is not allowed during a nature call.
- Junk Reset – Contestants are allowed to leave the Gallery during the designated junk reset period. The communication rules of the Gallery apply to all contestants during the Junk Reset unless a contestant has decided to enter the Sales Arena. See Junk Reset Period for details.
- Junkee Assist – Junkors may assist a Junkee with the placement of junk into the Junkee’s conveyance. Assistance cannot be offered by the Junk’s owner. An owner can assist if asked directly. Other Junkors can offer assistance if they desire without being prompted. Assistance offers cannot occur until the Junkee has touched the junk to be moved.
- Determining elapsed time on a piece of junk – The time for each item begins at the blowing of the air horn. Timing for an item ends when the item is placed onto or in the conveyance of the junkee. The placement of the junk must be done at will and full knowledge of the junkee.
- Total Score – The Junkor with the lowest cumulative time shall be deemed the winner.
- Junkee interaction – Allowed Interaction with junkees will vary during the contest.
- From the Gallery – Interaction from the Gallery (and all other locations except the Sales Arena) is limited to responses from directed questions of a junkee. Response must be of the “yes”, “no” nature. Response must be specific to the asked questions and cannot be longer then a single sentence in length. Contestants cannot leave the Gallery to answer a question.
- From the Sales Arena – Active selling or promoting a piece of junk is only permitted from the designated sales arena.
- Non-verbal communication – At any time contestants are allowed to express feelings using body language, audible gasps or other guttural noises. Expressions cannot include words or phrases.
- Negativity – Negative selling or negative commentary is not allowed prior to or during the Contest. Selling and comments must be positive and can be used to promote a contests item or that of another.
- Salesmanship – Active selling or promoting a piece of junk is only permitted within the designated sales arena. Selling cannot occur until the Junkor is fully within and remains in the Sales Arena.
- Sales Opportunities – Each Junkor shall start the competition with three (3), two (2) minute sales opportunities.
- Sales Flags – Each Junkor shall provide an old shirt that will be used for their 3 sales flags. Each flag represents a 2 minute sales opportunity in the Sales Arena. When a Junkor wishes to promote their junk, they will toss one of their sales flags to declare to all the intent to enter the sales arena.
- Sales Timing – Each Junkor must have a 2 minute timer set on their cell phone. The 2 minute countdown begins upon entry to the Sales Arena. Sales must end when time elapses. Lingering in the Sales Arena is not allowed.
- Unused Flags – If a Junkor does not use all their sales opportunities, the Junkor shall receive a two (2) minute time bonus for each unused Sales Flag.
Legacy Rules 2017 and Before
Clean up Thursday night
- Beer Can open start at 7pm
- 3 items per participant
- This will be a timed event
- Clock starts at beer opener
- We are timing how long it takes for each item to be scavenged
- Time per item stops when it is placed fully on or in a scavengers conveyance
- Winner is the person with the fastest/least cumulative time of all their items
- Items not collected during the time established for the event receive the total elapsed time
- Winner will retain the Metal Marvel Marlin
- Loser is the person with the highest cumulative time
- Loser is required to store a single participating item chosen by the overall winner until the next year’s event (loser has the option of selecting the $100 Sports Page item buyout) – NOTE: All event participants must be present at buyout event