bronze family feud general rules - handbell · 2011-10-13 · the bronze family feud created by...

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The Bronze Family Feud Created by Valerie W. Stephenson [email protected] (for further info after the event) © 2003, revised 2008 History: This "game" was first devised at the request of the Area VI board, after realizing that our bronze ringers were tired of basic technique classes and needed something entertaining and challenging. It seemed logical that the one thing that does both is to ring at sight and be a bit competitive. It also seemed logical to have mixed groups of four ringers who may not know each other compete as a team, rather like a relay. That is not a hard and fast rule for the feud, but it adds to the fun as a mixer. GENERAL RULES to be explained by the "Feud Host(ess)": All ringers should be fluent in weaving/changing bells, standard handbell techniques and able to read any position from G4-G5! Objective: 4 ringers are to sight-read a short exercise as many times as possible in one minute. Only correct note and rhythmic renditions (or passes) of the exercise count in the total for the team. Teams are groups of 4 ringers ringing G4-G5 with chromatics. Hint: Observe key signatures. Ringing assignments are as follows: Team leader = Ringer 1 - G/A4; Ringer - B4/C5; Ringer 3 - D/E5; Ringer 4 - F/G5 (Team leader's starting spot may vary, depending on the exercise.) 1. Pick a team leader. Each group must assign one person to be in charge of setting the tempo, counting off, and deciding if the team needs to quickly stop and start over. 2. Name your team with some memorable, suitable and printable title. 3. Teams will rotate taking the first turn as the first one up is at a slight disadvantage. 4. Team order will be decided by drawing straws. Short straw goes first, etc. 5. A stopwatch clerk will yell STOP after one minute. Judges will not tally past that time. 6. Teams are allowed to start over anytime during the minute but the clock will keep running. It is often best to start over if all has fallen apart. 7. Peanut gallery cheering and encouragement is allowed as long as it isn't too distracting. 8. If the 3 judges don't agree on total passes of an exercise, the judgment of the "Feud Host(ess)" rules. Guidelines: This game is not copyrighted. It's a gift. You are free to create your own version for your event. Obviously, the exercises/games themselves cannot be include in these instructions as the whole point is to sight-read. If you wish to credit or send the creator on a paid holiday, that is appreciated but not necessary. The exercises should be short, 2-4 measures at most, taking up no more than one line. G4-G5, with chromatics, seems to work best. For an hour of activity, 4-5 exercises are usually adequate. When devising the exercises, be sure all four ringers have an equal amount of ringing to do. Begin with simple patterns and gradually add in chromatics for bell changes. Exercises using standard techniques are also encouraged. There are parts for observers too! You will need a time keeper who is diligent about clocking one minute for each exercise. You also need three (3) judges to measure the correct passes for each team. Passes with incorrect notes or rhythm are not supposed to count. Sometimes, the judges won't agree on the total of correct passes. The host(ess) should quickly take an average or make the call. The object is fun, not rocket science accountability! Prizes for the winning team are optional, ranging from simply the accolade of success, to perhaps crowns, with treats for all team participants (like bags of M&M's). "Peanut gallery" observers to cheer are welcome and encouraged. This becomes automatic after the 16 ringing spots (first come, first participating) are filled. You can do the game with as few as 2 teams and as many as 5, but 3-4 is optimum for an hour of time. Gloves are optional. If a malleting game is included, 2 mallets per ringer are required. Classroom and supply needs: One chromatic octave of bells, G4-G5; 12' of tables with foam and cover; White or chalkboard, markers, eraser; 8 mallets (if needed); prizes (if desired); a stopwatch or watch with a second hand; judge sheets with pencils, 4-5 exercises to ring, and a good game host. Cameras or camcorders are allowed!

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Page 1: Bronze Family Feud General Rules - Handbell · 2011-10-13 · The Bronze Family Feud Created by Valerie W. Stephenson valeries1@comcast.net (for further info after the event)

The Bronze Family Feud Created by Valerie W. Stephenson [email protected] (for further info after the event) © 2003, revised 2008

History: This "game" was first devised at the request of the Area VI board, after realizing that our bronze ringers were tired of basic technique classes and needed something entertaining and challenging. It seemed logical that the one thing that does both is to ring at sight and be a bit competitive. It also seemed logical to have mixed groups of four ringers who may not know each other compete as a team, rather like a relay. That is not a hard and fast rule for the feud, but it adds to the fun as a mixer. GENERAL RULES to be explained by the "Feud Host(ess)":

All ringers should be fluent in weaving/changing bells, standard handbell techniques and able to read any position from G4-G5!

Objective: 4 ringers are to sight-read a short exercise as many times as possible in one minute. Only correct note and rhythmic renditions (or passes) of the exercise count in the total for the team. Teams are groups of 4 ringers ringing G4-G5 with chromatics. Hint: Observe key signatures. Ringing assignments are as follows: Team leader = Ringer 1 - G/A4; Ringer - B4/C5; Ringer 3 - D/E5; Ringer 4 - F/G5 (Team leader's starting spot may vary, depending on the exercise.) 1. Pick a team leader. Each group must assign one person to be in charge of setting the tempo, counting off, and deciding if the team needs to quickly stop and start over. 2. Name your team with some memorable, suitable and printable title. 3. Teams will rotate taking the first turn as the first one up is at a slight disadvantage. 4. Team order will be decided by drawing straws. Short straw goes first, etc. 5. A stopwatch clerk will yell STOP after one minute. Judges will not tally past that time. 6. Teams are allowed to start over anytime during the minute but the clock will keep running. It is often best to start over if all has fallen apart. 7. Peanut gallery cheering and encouragement is allowed as long as it isn't too distracting. 8. If the 3 judges don't agree on total passes of an exercise, the judgment of the "Feud Host(ess)" rules. Guidelines: This game is not copyrighted. It's a gift. You are free to create your own version for your event. Obviously, the exercises/games themselves cannot be include in these instructions as the whole point is to sight-read. If you wish to credit or send the creator on a paid holiday, that is appreciated but not necessary. The exercises should be short, 2-4 measures at most, taking up no more than one line. G4-G5, with chromatics, seems to work best. For an hour of activity, 4-5 exercises are usually adequate. When devising the exercises, be sure all four ringers have an equal amount of ringing to do. Begin with simple patterns and gradually add in chromatics for bell changes. Exercises using standard techniques are also encouraged. There are parts for observers too! You will need a time keeper who is diligent about clocking one minute for each exercise. You also need three (3) judges to measure the correct passes for each team. Passes with incorrect notes or rhythm are not supposed to count. Sometimes, the judges won't agree on the total of correct passes. The host(ess) should quickly take an average or make the call. The object is fun, not rocket science accountability! Prizes for the winning team are optional, ranging from simply the accolade of success, to perhaps crowns, with treats for all team participants (like bags of M&M's). "Peanut gallery" observers to cheer are welcome and encouraged. This becomes automatic after the 16 ringing spots (first come, first participating) are filled. You can do the game with as few as 2 teams and as many as 5, but 3-4 is optimum for an hour of time. Gloves are optional. If a malleting game is included, 2 mallets per ringer are required. Classroom and supply needs: One chromatic octave of bells, G4-G5; 12' of tables with foam and cover; White or chalkboard, markers, eraser; 8 mallets (if needed); prizes (if desired); a stopwatch or watch with a second hand; judge sheets with pencils, 4-5 exercises to ring, and a good game host. Cameras or camcorders are allowed!

Page 2: Bronze Family Feud General Rules - Handbell · 2011-10-13 · The Bronze Family Feud Created by Valerie W. Stephenson valeries1@comcast.net (for further info after the event)

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Page 3: Bronze Family Feud General Rules - Handbell · 2011-10-13 · The Bronze Family Feud Created by Valerie W. Stephenson valeries1@comcast.net (for further info after the event)

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Game 1

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Game 2

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Created by Valerie W. Stephenson

The Bronze Family Feud

GENERAL RULES:Teams are groups of 4 ringers. G4-G5, with chromatics, are used.Ringing assignments for Games 1, 2, 4 & 5 are as follows: Team leader = Ringer 1 - F/G5; Ringer 2 - D/E5; Ringer 3 - B4/C5; Ringer 4 - G/A4 Hint: Observe key signaturesPick a team leader. That person will set the tempo and decide if the team needs to start over. NAME YOUR TEAM with some memorable, suitable and printable monicor! Teams will rotate taking the first turn at each game as the first one up is at a slight disadvantage.The team order will be decided by drawing straws. Short straw goes first, followed by next shortest, etc.A stopwatch clerk and three "judges" to tally the results shall be appointed by the moderator. Any discrepancies in judging shall be dictatorally adjusted by moderator.When the stopwatch clerk yells "TIME", stop immediately. Extra notes won't count.PRIZES: don't hold your breath! The honor of winning will have to do!

Rules of Game 2: Play this pattern as fast and as many times as possible in one minute. Only correctly rung passes will be counted. You may start over if necessary, but the clock will continue to run.

Version 2, July 2008

Rules of Game 1: Play this pattern as fast and as many times as possible in one minute. Only correctly rung passes will be counted. You may start over if necessary, but the clock will continue to run.

Page 4: Bronze Family Feud General Rules - Handbell · 2011-10-13 · The Bronze Family Feud Created by Valerie W. Stephenson valeries1@comcast.net (for further info after the event)

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Game 3

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Game 5

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Mallet/Mart throughout

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œœb œœ œœ œœ‰ jœœ œœ œœ

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Rules of Game 3: "The Weave". Ringer 1 (Team Leader) begins on G4 and rings the entire chromatic scale. Ringers 2, 3 & 4 begin on G4 when the ringer in front reaches B4. When each ringer completes the scale, run to the bottom of the table and start again on G4. Other rules are the same.

Rules of Game 4: "Chromatic Boogie". The notes count, but on this one, so does "style". See how much"boogie" and "pizzaz" you can put into your playing. Other rules are the same. Interesting "techniques",not in the AGEHR handbook, are highly encouraged!

Rules for Game 5: "Test your rhythm and malleting skills". If no mallets are available, this will be done withmartellatos instead.