Rock Paper Scissors Variations

Variations add moves, scoring systems, or formats to the classic game. This guide covers fair design, timing, group play, and coding options. Official WRPSA matches only allow rock, paper, and scissors, but casual play can use any house rules you agree on in advance.


Core Variation Types

All variants change one of three elements: moves, scoring, or format. Decide and post your rules before play starts.

  • Moves: Add throws like Lizard or Spock.
  • Scoring: Award points by round wins or special conditions.
  • Format: Use team relays, winner stays on, or all reveal modes.

Example: Best of five rounds, ties replayed once, then sudden death.


RPSLS: The Five-Throw Model

RPSLS adds Lizard and Spock to reduce ties and increase balance. Each throw beats two options and loses to two.

Example: Spock beats Scissors and Rock. Lizard beats Spock and Paper.


Adding Extra Throws

Moves like Dynamite or Water only work when every win and loss link is clear. No throw should dominate.

Example: Dynamite beats Rock and Scissors, loses to Paper and Water.


Group Formats

Use group play for classes, parties, or clubs:

  • All Reveal: Everyone throws at once; ties replayed.
  • Winner Stays On: Fast rotation; minimal waiting.
  • Team Relays: Teams advance by wins in sequence.

Points-Based Scoring

Assign points for wins or round outcomes. Announce tie rules before play.

Example: Paper beats two Rocks = 2 points. Rock beats Scissors = 1 point.


Timing and Reveal Rules

Use a shared cadence: “One, two, three, shoot.” False starts mean redo or loss by house rule.


Balancing Math and Tie Rates

Odd numbers of throws maintain balance. Five throws reduce ties compared to three.


Design Checklist

  • Pick an odd number of throws.
  • Define every win and loss link clearly.
  • Post timing, scoring, and tie rules.
  • Playtest and tweak one rule at a time.

Classroom and Youth Formats

Use simple rules, visible signals, and fast rotations. Post wall charts for points.


Digital and Coding Formats

Represent results in a win-loss matrix for easy scoring in code:

  1 = Win, 0 = Tie, -1 = Loss
  

Referees and Disputes

Assign a referee to control cadence, scoring, and appeals. Post a simple dispute rule.


House Rule Cards

Print one-page cards with throws, cadence, match length, and tie handling. Use big text for new players.


Session Length and Difficulty

Short on time? Use classic three throws, best of three. Longer events can use five throws or brackets.


FAQ

Is RPSLS legal in tournaments? No. Only classic rules apply in WRPSA play.

Do more throws reduce ties? Yes, five throws mean fewer ties.

What is the simplest group format? Winner stays on; rotate lines quickly.

How should false starts be handled? First offense = redo; second = round loss.


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