How to Play
BATTLECHIP: An exciting new hybrid between Team Sports, Golf and cornhole for the ultimate outdoor game!
TOURNAMENT PLAY: Compete against friends over 9 holes of action and keep score on the included dry erase scorecard! Board hits are 1 point, front hole is worth 2 points, center hole is 3 points and back hole is 5 points
FUN FOR ALL: Great for all ages and abilities! Watch as your Battlechip fun turns into better chipping on the course!
PLAYERS: Two teams play against each other, with two players per team. To start the game, partners must be positioned on the same side of the board, facing the opposing players, with the board in between the teams. Players should stand a distance of 8ft away from the board. Once the ball is in play, there are no “sides”, so players are free to move 360 degrees around the board throughout the rally. However, players may not screen, block, get in the way, or interfere with the opponents when the ball is in their possession.
GAMEPLAY: Off a serve, the receiving player must pass to their partner before bouncing the ball back to the opposing team. Once the ball has been returned from a serve, players no longer need to pass to their partner first before bouncing the ball back (i.e. players can bounce the ball right back to the opposing team even if it is their team’s first touch). Like in regular volleyball, teams get a maximum of 3 collective touches before the ball must be bounced back to the opposing team, unless they hit a “Red Ball”. Using a combination of bumps (using forearms to pass the ball), volleys/sets (pushing the ball upwards by forming a triangle-like shape with a your thumbs and fingers), spikes (open handed hits), and pokes/pokeys (contacting the ball on the plate of your knuckles) are allowed. Players can use any other part of their bodies as well, so long as the ball is not lifted or carried. A lift/carry occurs when the ball remains in a player's hands for more than a moment, is caught and thrown in any way, or is hit with an open-hand underhand. You can volley/set the ball at any point, including volleying the ball back onto the board. However, for the volley to be considered clean, your hands must be at or above shoulder height when making contact with the ball. You cannot volley the ball under your shoulders, and you cannot volley the ball in a downwards motion at any point in the rally - if you do, you lose the point. Bumping or poking the ball when it is below the shoulders is a good alternative to an illegal volley. You cannot interfere with the play during the opposing team’s possession. An interference is called when a member of your team clearly prevents the opposing team from attaining the ball due to you or your teammate being in the way (e.g. blocking another player from retrieving the ball). It is your responsibility to get out of the way when the ball is in the possession of the other team. If you make your best effort to get out of the way, but still interfere, the rally is replayed. If you do not make an effort to get out of the way, and interfere, then you lose the point. Games are played to 21. Teams must win by at least 2 points.
BOCCE COURT: In order to play bocce, you need a smooth, flat surface. This can be grass, sand or turf. After outlining the rectangle of your court, you’ll also need to place two foul lines — one on each side — to mark where players cannot step when they throw. This is typically done 10 feet from the end of the court. You will also need to mark a centerline. You can use string, chalk or even draw a line in the sand to set these line markings.
BOCCE RULES: The first player to roll will toss the pallino to set the target for the frame. The pallino must fall behind the center line. After throwing the pallino, the same player will bowl a bocce ball. Try to cup the ball from the bottom and toss it underhand. The goal of the toss is to get the bocce as close to the pallino as possible. Next, a player from the opposing team will throw one of their bocce balls with the intent of getting closer to the pallino than their opponent. If they succeed, the ball will be considered “inside.” If they do not, they will continue throwing all of their balls, rotating turns among their players, until one is inside. The team that does not have the ball closest to the pallino will always be the one to throw. Frames will end once all balls have been thrown. It’s also important to note that you are allowed to hit your opponent’s bocce balls or even the pallino during your turns. This can be a strategy to be closer or to, change the area of, the target.
BOCCE SCORING: At the completion of a frame, one or more points may be awarded to one team. Whichever team has a bocce ball closest to the pallino will receive point(s). If two teams are equal in distance from the pallino, no points are awarded in the frame. Most of the time this can be determined from sight alone, but you can also use a measuring tape for accuracy. Each ball that is inside is typically worth one point. If a team has multiple balls closer to the pallino than the opponent’s closest ball, they will receive a point for each one. Some versions of the rules allow bocce balls that are directly touching the pallino — referred to as a “kiss” — to count for two points. The game will continue until one team scores the predetermined number of points, which is typically 12, but can be any number that meets personal needs or time constraints.
Bounce Ramp Shot
GAMEPLAY: One teammate stands behind the board and tosses two balls toward the opposite board. Their partner stands behind their own board attempting to catch any ball that bounces off the board.
After both partners complete two tosses each, the balls are passed to the opposing team. Single (1 Point): The Playmaker catches a ball that bounced off the ramp. Triple (3 Points): The Shooter tosses the ball directly into the goal. Steal (Earn an extra shot): The Stealer catches a ball that bounces back from the ramp.
THROWING: Each player on a team throws once, trying to throw the ball into the other team’s buckets. If a ball goes into a bucket, then the bucket is removed. Teams are allowed one re-rack per game.
END OF GAME: As soon as one team eliminates all of the other team’s buckets, they WIN!!! The losing team gets rebuttals as follows: one throw per player, one throw each with bring backs, each players throws until they miss. If the losing team makes all of the buckets, the game goes into overtime. If not, they lose and the game is over.
OVERTIME: Three (3) buckets per side in triangle formation are used in overtime and the team that is winning gets to throw first. Overtime game play is the same as normal game play and the objective is to eliminate all of the other team’s buckets.
TEAM PLAY: In team play one player from Team A and one player from Team B lineup next to each board. Bags are tosses alternating from one team to the next. One player from team A tosses a bag and then one player from team B tosses a bag until all 4 bags have been tossed. When all the bags have been thrown for that round, points are totaled and the next round begins from the opposite cornhole board with the opposing partners taking turns tossing their bags. Determine the team who throws first by a coin toss and every round after that, the first throw goes to the team that won the previous round. Rounds continue until one of the teams reaches 21 points or more.
SCORING POINTS: Points are determined based on where the Cornhole bags land in relation to the boards. Three points are awarded when a bag goes through the hole, one point is earned if the bag lands on the box. Bags that are hanging into the hole or hanging off the box but not touching the ground count as 1 point. There are no points earned if a bag is hanging off the box but touching the ground or if a bag is hanging off the front of the box and is supported by another bag unless you are able to remove the Cornhole bag on the ground without the other moving. If at anytime the bag hits the ground no points are awarded for that bag. Points are totaled after each round and points cancel. The team with the highest score of a particular round adds the difference between their score and the opposite teams to their running total. If both teams have the same score in any given round then no points are awarded to either team. The score stays the same and the first throw goes to the team who had the honors in the previous round. Another example of scoring. If team A gets 7 points and team B gets 4 points on the board then team A would be awarded 3 points. The first 4 points are canceled out. Now that you know the rules you can master the game of Cornhole!
Play is simple and very similar to golf. Just follow the course’s numbered holes. Initiate your first throw from the starting pad, then wherever your disc lays is where you play from next. Each hole has a par (typically anywhere from 2 to 5), and so the lower you score the better.
BASKET/CAGE NOT Included just accessories to use at a disc golf course.
How to Win: Fastest to 21 points or more wins
Distance: Little Warrior: 10 Feet, Beginner: 15 Feet, Intermediate: 30 Feet, Warrior: 50 Feet
Hits the Net: 1 Point, Top or Bottom Hole: 3 Points, Middle Hole: 5 Points, Defensive Catch: -1 Point for opposing team. (Catch must be made behind the front of the net by opposing team and disc cannot make contact with net. Interference: 1 Point to opposing team and opposing team is granted a rethrow. (Disc caught or deflected in front of net by opposing team) Foul: 0 Points (Throwing in front of the net) Grounding: 0 Points (Disc hits the ground before hitting or going in the net. ENDING A TIED GAME: If both teams end with tied score (21 points or over) an OT round is played until there is no longer a tie.
GAMEPLAY: All players start with one hand touching a wall of the pit. The game begins with a referee throwing the ball into the center of the pit. When the ball enters the pit, the players scream 'GA' for the first two bounces, and 'GO' on the third bounce, after which the ball is in action. Once the ball is in play, any player can hit the ball with an open or closed hand. If a ball touches a player below the knee (even if the player hits himself or herself) he or she is out and leaves the pit. If a player is hit above the knees, the play continues. If a ball is caught on a fly, the player who hit the ball is out. Players cannot hold the ball.
Giant Candy Land
GAME PLAY: Spin the Lollipop Spinner and move to that color. Reach a Neighborhood and collect a Card. First player to collect 4 Cards and reach King Kandy’s Castle wins and gets to wear the foam crown!
GAME PLAY: Start the game if you’re the player with black checkers. You can only move one checker one diagonal space forward (toward your opponent’s checkers) during a regular turn. Checkers must stay on the dark squares. Once the player with black checkers makes their first move, the player with white checkers moves, and then you’ll take turns. Jump your opponent's checkers to remove them from the board. If your checker is in the diagonal space nearest to one of your opponent's checkers, then you can jump and capture that checker. To capture a checker, move two diagonal spaces in the direction of the checker you’re attacking, like you are hopping over your opponent's piece. King your pieces when your checkers reach the end of your opponent's side. To crown a checker and make it a king checker, simply place one of your own captured pieces on top of it. The king can move forward and backward diagonally on the dark squares, so it's easier for king checkers to capture your opponent's checkers. Keep jumping and capturing to win the game. Continue jumping and capturing your opponent's checkers until they are all removed from the board. Once you have captured all of your opponent’s checkers, you have won the game!
Giant Connect Four
GAME PLAY: Players alternate turns someone gets four-in-a-row vertically, horizontally, or diagonally. The first player to get four of the same color discs in a row in any direction wins! Each player can only put one disc in at a time. The game ends if there is a four in a row or no other moves can be made. Each player should alternate who goes first each time they play. For example, the first player of the first game will go second during the second game.
GAME PLAY: Taking one block on a turn from any level of the tower (except the one below an incomplete top level), and placing it on the topmost level in order to complete it. Players may use only one hand at a time; either hand may be used, but only one hand may touch the tower at any time. Players may tap a block to find a loose one. Any blocks moved but not played should be replaced, unless doing so would make the tower fall. The turn ends when the next player touches the tower, or after ten seconds, whichever occurs first. The game ends when the tower falls -- completely or if any block falls from the tower (other than the block a player moves on a turn). The loser is the person who made the tower fall (i.e., whose turn it was when the tower fell).
GAME PLAY: Once teams are assembled, one team takes the field and the other prepares to kick. Play begins when the pitcher rolls the ball to the kicker. Once the kicker kicks the ball, they run around the bases in order depending on how far they kick the ball – further kicks will afford the runner more time to traverse more bases. If the ball lands in the foul zone, the kicker must try again and the foul will count as a strike. If a fielding player catches the ball before it touches the ground, the kicker is automatically out. If a fielding player manages to get the ball and pass it to one of the players on the base the runner is going to before the runner gets there, the runner is out. If any fielding player manages to touch the runner with the ball while holding it in their hand, the runner is out. When a player makes it around all bases and returns to the home base, the kicking team scores a run. The kicking team should aim to score as many runs as possible in an inning without getting out. If three of the kicking team’s players get out, the teams switch positions. Once both teams have had a turn in the field and at the plate, the inning ends. Whichever team has the most points at the end of 7 innings (or fewer, if you want to play a shorter game) wins the game.
Giant Ladder Toss
GAME PLAY: Played with 2-4 players, consisting of 2 teams. Each player has 3 golf ball bolas, which are 2 golf balls attached by a nylon rope. The color of the bolas is indicated by the player. The object of ladder ball is to toss the bolas in an underhanded fashion while trying to wrap the bolas around the steps of the lawn or ladder golf set. The lawn golf set consists of 3 steps or tiers: Top, middle, and bottom. The player must stand 15 feet away from the ladder ball stand
ROUNDS: Ladder ball is played in rounds, with each round consisting in tossing 3 bolas. A shootout is used to decide which player goes 1st over a 1 round scenario, with the winner achieving the highest score. The players proceed to toss the bolas in alternating fashion until the round is over. Bolas can be tossed in any underhanded fashion, as long as they are tossed individually and may be bounced off the ground. The winner of the round earns the 1st toss for the next round.
SCORING: All Games are played to an exact point total of 21! In order to win, a player or team must achieve an exact total of 21 points before the other player or team after the round is completed. If both teams happen to tie at 21 points in the same round, a playoff tie-break occurs and a win by 2 scenario is enabled. If a player goes over 21, that player or team's score goes back to 13. After all teams have tossed their bolas, the score is determined by the amount of bolas hanging from the rungs. Players can knock off other bolas or place their bolas on the same rung to cancel out the opponents score. Only bolas that are left hanging on the rungs, without the existence of your competitor's bola, are counted as points. Ladder Ball Points Points are determined by which rung your bolas land on. The top rung is worth 3 points, middle rung is 2 points, and bottom rung is worth 1 point. Players can score additional bonus points by landing all 3 bolas on the same rung or on each rung (1-2-3). The highest possible score in a single round is 10. -Hat Trick: A hat trick occurs when the player lands all three bolas on a single rung without any of your opponent's bolas on the same rung. When a hat trick occurs, an additional point is given. For example, a player lands all three of the bolas on the bottom rung. That is 3 points total, also earning the bonus 1 point for 4 total points in the round. **Example: If you toss 3 of your bolas on the top rung, yet your opponent tosses 1 of their bolas on the top rung, you only get credit for 6 points. But, if you land all 3 bolas on the top rung without your opponent's bolas on the top rung, you receive 9 points, plus 1 bonus point for a total of 10.
GAME PLAY: The game starts with all the cards face down and players take turns to turn over two cards. If the two cards have the same picture, then they keep the cards, otherwise they turn the cards face down again. The winner is the person with the most cards when all the cards have been taken.
Giant Pick Up Sticks
GAME PLAY: The first player vertically holds all Pick Up Sticks touch in one hand making sure that one end of the sticks remains in with the playing area, the player quickly releases his/her hand and lets the sticks scatter. The player proceeds to pick up the sticks, one by one. The only stick that is allowed to move is the one the player is trying to pick up. If any other stick moves, that player's turn is over, and play passes to the next player on the left. The next player may continue to pick up the remaining sticks or choose to begin again, by gathering up all sticks, and once again letting them scatter in the playing area.
If a player is successful in picking up the Black stick (called the Master Stick), that player is permitted to use the Master Stick for removing other sticks. (For example, to separate two sticks that are lying close together, or to flick off one stick that is resting on another stick). No other stick may be used in this way. If a player successfully picks up all sticks, that player begins again, and continues to play until he/she loses his/her turn. Players are to agree in advance on how many points are required to win the game. (I.E.: 500 or 1000 points). As each player finishes a turn, and up the points earned on the sticks successfully picked up. The first player to score the required points to win is declared the winner.
If a player picks up, in order, a red, blue and green stick, that player's score for those specific sticks doubles in point-value.
Point Value: Black 25, Red 10, Blue 5, Green 2, and Yellow 1
Giant Soccer Pool
GAME PLAY: The first player to pot an object ball will then have to continue to pot the balls from that category (stripes or solids). The opposition player will have to pot the other group. A player will continue to make shots until they foul, or fail to pot an object ball. Then it is the turn of the opposing player. Play continues like this for the remainder of the game. If a player commits a foul, the opposition player is entitled to place the cue ball anywhere on the table. There are numerous fouls in pool, some of the most common being: Failing to hit your own object balls. Hitting the cue ball off the table. Potting one of the opposition's object balls. Hitting the cue ball twice. Pushing the cue ball rather than striking it. A player taking a shot when it is not their turn. Once all of a player’s balls have been potted, they must then sink the 8 ball. They must first designate which pocket they intend to pot the 8-ball in and then do as stated. Failure to do so will result in the opposition player returning to the table. If the player pots the 8 ball in any other pocket other than the nominated one, they forfeit the game.
GAME PLAY: Draw a card from the SORRY! deck and follow the instructions on the card. Place the card face up on DISCARD HERE. If you run out of cards to draw, reshuffle the discard pile and place them face down in the center of the board. Pawns move clockwise around the board, unless a card instructs them otherwise. You may jump over your own or another player's pawn if it is in your way, counting it as one space. But, if you land on a space that's already occupied by an opponent's pawn, bump that pawn back to its own color start area and take the space! Only one of your pawns may occupy a space at a time, except for the start area or home. If your only possible move would require you to land on a space already occupied by one of your other pawns, you forfeit your turn. If at any time you cannot move, you forfeit your turn. But if you can move, you must move, even if it is not to your advantage! Get all three of your pawns home first to win!
Giant Table Pong
GAME PLAY: The team that is going first will have both ping pong balls. Each person on one team will take a turn trying to throw one ping pong ball into the opponent’s solo cups. When a ball is sunk, that team must remove the cup from the pyramid, and set the cup aside. The ball is allowed to bounce, or it can go directly into the cup. The game goes on until one team has no cups left. The team with remaining cups wins the game.
GAMEPLAY: The referee spins the spinner, then calls out the body part and the color that the arrow points to. For example, the referee may call out: "Right hand, red." All players, at the same time, must then try to follow the referee's directions as explained: Each player must try to place the called-out body part on a vacant circle of the called-out color. For [example, if the referee calls out "Right hand, red," each player must try to place a right hand on any vacant red circle. If your called-out hand or foot is already on a circle of the called-out color, you must try to move it to another circle of the same color. There can never be more than one hand or foot on any one circle. If two or more players reach for the same circle, the referee must decide which player got there first. The other player(s) must find another vacant circle of the same color. Never remove your hand or foot from a circle unless you're directed to by the referee after a spin. Exception: You may lift a hand or foot to allow another hand or foot to pass by, as long as you announce it to the referee beforehand, and replace it on its circle immediately afterward. If all 6 circles of a color are already covered, the referee must spin again until a different color can be called out. Strategy: Try moving toward an opponent's portion of the mat, forcing the player to go over or under you to place a hand or foot!
Any player who falls, or touches the mat with an elbow or knee, is immediately out of the game. (If you feel that a new position is impossible, or will cause you to fall, you may eliminate yourself.) In a 2-player game, the game ends and the remaining player wins. In a 3-player game, the remaining two players keep playing until one player is eliminated and the remaining player wins. The last player left in the game is the winner!
Giant Yard Pong
GAMEPLAY: Beer Pong is generally played by teams of two in which each team takes turn throwing a table tennis ball (VOLLEYBALL) into the other team’s cups. Once a ball lands in a cup, the cup is taken away and the opponent then drinks the contents of (their cup). If both teammates hit cups, the balls are rolled back and they get to shoot again. The team that successfully hits all of the opponent’s cups wins the game. Since there are a vast amount of variation on the game, it is good to quickly go over things like racks and bouncing/swatting before the game begins. Winner of the game typically stays on the table and awaits next challenger. A list is generally formed to keep track of who is next to play. Twice per game, each team can request the cups to be rearranged at the start of their turn. This is known as re-racking, racking, or reforming. Racking may take place when you have remaining cups in the amount of 6, 4, 3, or 2. If you get balls back after making 2 in a row, it is still considered your turn and you may not get a rack. If requested, Last cup may always be pulled back and centered. After the last cup is hit each player from the losing team has a chance to hit the remaining cups. Each player shoots until they miss, the order in which this is done does not matter. If there are racks left over they may be used now. Once both players miss and there are remaining cups, the game is over. If the players manage to hit all remaining cups the game goes into a 3 cup overtime. Three cups are placed back into a triangle shape and the would-have-been winners shoot first. There are no racks permitted on overtime, however the last cup may be pulled back / centered.
GAME PLAY: Each team member stands behind the kans on opposite sides of the field. Partners alternate between throwing and deflecting. Teams must complete the same number of turns before the game is over, except when an “instant win” occurs. Choosing to throw last is considered to be an advantage. Be the first team to score exactly 21 or hit the “instant win” slot! Breaking a Tie-The winner is decided in an overtime round. Each team competes one round and the team with the most points wins. Overtime rounds continue until the tie is broken.
POINTS: Redirected Hit 1pt The Deflector redirects the thrown disc and hits any part of the goal. Direct Hit 2pts Thrower hits the side of the goal unassisted by their partner. Note: in the rare case should the disc enter the “Instant Win” slot and deflect out of the goal, this is a Deuce. Redirected Hit 3pts Deflector redirects the thrown disc and it lands inside the goal. This will almost always occur through the top of the goal, but may also occur if the disc enters through the slot opening.
GAME PLAY: Team A throws the 6 batons from behind the baseline at the opposition's kubbs which are at the opposite end of the pitch. Once all of the batons have been thrown the opposing team (Team B) has to gather up any kubbs that have been knocked down. This team then needs to throw them back to team A's side of the field. If they are thrown back into play they are called field kubbs. Any kubbs which land outside of the area or not passing the center line can be re-thrown by team B. If then the kubb still lands in the wrong place Team A can then place it any chosen spot on the pitch but is must be at least one baton away from the king kubb. The game then continues with play being alternated between the two teams until one team's entire baseline kubbs have been knocked down. The winner of the game is the team who knocks down all the kubbs in their opponents half of the pitch and on the baseline and then knocks over the king. But if a team knocks down the king prior to knocking down all of the kubbs that team immediately will lose the game.
Batons must be thrown underarm and straight on (not spun) - they must be held at one end. A Baton may knock over more than one Kubb at a time.
If a Kubb topples but does not fall over completely, it can remain standing.
If one Kubb falls so that it is resting on another Kubb or a throwing stick, it is deemed to have been knocked over.
Baseline Kubbs knocked down whilst Field Kubbs are still standing can be stood up again.
Any Kubb which lands on top of another Kubb when it is thrown back into the Arena must be stood on top of the other Kubb to form a tower.
Any Kubbs which have been knocked down must be thrown from your own baseline.
Kubbs may be spun in any direction.
You can only attempt to knock down the King from your Baseline, not from the line level with a Field Kubb. If you knock down the King when Kubbs remain standing you lose the game.
The King can only be attacked once both teams have had one complete turn
GAME PLAY: Set up the game by splitting into 2 to 4 teams. Put on your tactical vest and grab a laser gun to start the game. Aim for the other teams' vests to knock them out of the game or "stun" them. Work in pairs to give yourself cover. Sneak up on your opponents to take occupied ground. Try to take the high ground and shoot while you're moving to give yourself an advantage.
2 Sets available with a total of 8 guns.
GAME PLAY: Set boards 15’ apart from the front edges of the boards. Players toss to the board that is 15’ away, that is their board and the one that will have his/her score on it. The sacks must be tossed from behind the center hole on either side of the board or from behind the board. Note: “Experts” should move the distance to 18’, beginners can move the boards closer together. The first player tosses 3 sacks per turn toward their board. The opponent scores the points with the pegs or sliders (plastic set) provided in the appropriate scoring slot. The pegs will start in the “0” holes for each frame number 1-6. The second player tosses their 3 sacks, and players will switch off turns until the game has ended. If a sack goes in the bullseye the player must close out any one of the 6 frames not yet closed, and must do so immediately after tossing the bullseye. Once all sections are closed, a player must hit a bullseye to win the game. If both players or teams have closed all 6 frames (OVERTIME) and are tossing for bullseye to end the game and one player tosses a bullseye, the opposing player or team will get 3 tosses to hit a bullseye. If they hit a bullseye, this triggers a “Sudden Death” round where each player/team tosses only one sack per turn until a player tosses a bullseye to win the game. The very first bullseye wins the game (NO redemption in sudden death) If the sack lands on a line, the opponent is the judge of scoring its position. The recessed area where the majority of the sack is posit
GAME PLAY: Only 4 sacks are utilized for Classic SaxS. Player who’s birthday is closest to August 24th is player 1 and first to throw (tie goes to whoever you want). First player tosses all 4 sacks from their seated position then totals their score based on The Point Chart. Game is played exactly to 15 points. If you go over 15 your points are deducted from your original score based on The Point Chart (Example: If a player has 14 and lands in the funnel that player would loss 3 points from their score, so their new score would be 11). If Player 1 scores 15 points player 2 still has an opportunity to throw and tie the game. If player 2 ties the game they still need to throw their remaining sacks and not go over or under 15. Once Player 2 throws their remaining sacks the game now goes back to Player 1 to continue until a player wins by two points. 1-ON PLATE AND OR HANGING OFF EDGE OF PLATE 2-ON EDGE OF FUNNEL 3-IN FUNNEL Auto Win ON NUB – If sack lands and hangs on the Nub of the funnel it is an automatic win and the game stops immediately. -1-If sack lands out of reach for opponent to pick up without getting out of chair (See TOODLING RULE). Auto Loss If sacks land out of reach of opponent and you already reached 15 points on a previous throw. TOODLING RULE: You may recruit a surrounding person to provide the unreachable sack to your opponent. No negative point will be assessed if you are able to do this (kids come in handy here). NOTE: If LazySaxs or Auto Win Nub move or rotate during play do not re-adjust until your next turn.
GAME PLAY: Check out this link for different creation ideas. https://www.makeafort.fun/shop/minecraft-creations
GAME PLAY: Start with players stretching the chute out. Throw the balls onto the chute. Holding the chute tightly have everyone bounce the balls like popcorn as quickly as they can off the chute. You can evenly play with two teams, One side trying to keep the balls on the chute, which the other works to try and get them off the chute. There are many games! https://www.ssww.com/blog/parachute-basics-introductory-games-for-kids/
Pass the Potato
GAME PLAY: Shake the potato to start. Players will pass the potato to eachother until the music stops. That person it lands on is out. Continue until there is one play left.
GAME PLAY: 1 Player/ :30 seconds on the clock. The announcer and clock count down to start. Baskets are 2 points for 1st :20 seconds, then 3 points for the final :10 seconds and all bonus time. Bonus Time: 15 extra seconds at 30 points; 10 extra seconds at 60 points.
Century Club: Score 100+ Points! To get your official Century Club Sticker, you just have to do a few things: Score 100 points on Pop-A-Shot. No 98 or 99, Send a photo or video of you scoring 100+ you can reach via Instagram @popashot or email email@example.com, They will message you back to get your name and a good shipping address for your sticker. SLAP that sticker on the flat surface of your choice!
GAME PLAY: A standard game of Putterball is played by two teams with two players on each team. Teams then take turns trying to make cups, with each player hitting one putt per turn. Each player gets one attempt per turn to try to make a putt, and must hit the ball from a maximum of one foot in front of their own cups. Once a cup is made, place a cover over the hole to remove it from play. The cover should fit securely so that a putt can roll over the spot without bouncing or deflecting.
REDEMPTION: Once a team has successfully made all six cups, the opposing team is given a chance at redemption. For example, Team A is the first team to make all six cups. Each player on Team B will then get one attempt to make as many cups as possible until they miss. If both players on Team B are unable to make all of the remaining cups, Team A wins the game. If Team B is able to make all of the remaining cups, the game will be decided in overtime.
OVERTIME: The rules of overtime are the same as the original rules (one putt per player, per turn) but only the back three cups are uncovered. In the example above, Team A would have “honors” in overtime, since they were the first team to make all six cups in the original game. Overtime is played as sudden-death: the first team to make all three back cups wins the game. Sorry, no second chance at redemption — it’s time to let someone else play.
GAMEPLAY: Give a different colored rope ring to each team. Assign each team a different color of ring. Hand them out to get ready to start the match. Stand 3 m (9.8 ft) away from the pegs. Pick a throwing position 3 m (9.8 ft) away from 1 side of the base. Have all the players stand behind this throwing position. Try to toss the rings around the pegs, starting with the first player. Have everyone who isn’t tossing step back and give the tosser plenty of room to throw. Toss the ring underhand or like a frisbee to try and get it to land around 1 of the pegs. Score the points corresponding to the peg that a ring lands on. Stop the game when 1 player or team reaches the chosen point total.
GAMEPLAY: 2 teams of up to two players each attempting to knock an object (empty bottle, can, ball) off of the opposing team's pole using a flying disc. The poles should be stationed approximately 20 feet apart with an object on top of each. The teams take turns throwing the disc at the object attempting to strike either the pole or the object in hopes of knocking the object to the ground. The defending team attempts to catch both the flying disc and the object (assuming it is falling).
SCORING: Offense is awarded 1 point if the flying disc is not caught by the defending team and the object does not hit the ground. Offense is awarded 3 points if the object is knocked to the ground and the disk is not caught by the defensive team. Defense is awarded 3 points if the object is knocked off the pole and caught before hitting the ground AND the disk is caught.
GAME PLAY: Rollors can be played with just two people or in teams of two or three. The object of the game is to get your team`s Rollor disk closest to the goal. To begin, space the goals about 25 feet apart on a flat surface. Flip a coin to determine which player (or team) gets the blue set as that team will go first. A blue player then rolls each rollor (one at a time) towards the red goal, attempting to get as close as possible to that goal. Rollors need to be rolled on their edge with a wind-up similar to bowling; they should never be thrown like a Frisbee. Once thrown, the rollors must touch the ground within four feet of the release otherwise that throw will earn no points. Once all the blue rollors are thrown it is the red team`s turn. After all red rollors are thrown, points are totaled and the game continues from the other side. Rounds continue until one of the teams reach 21 points or more; however, there’s a catch! Players or teams must win by a two or more point lead.
SCORING: Only one player or team can score in each round. The player with one of their rollors closest to the goal earns the points for that round. The team with the closest rollor to the goal earns all the points of all their rollors. In the event of a tie, neither player is awarded any points. In order to score, a rollor has to land within a five-foot radius of the center of the goal. If a rollor lands on its side, the team earns all the points displayed on that side of the rollor. If a rollor stops on its edge, the team is awarded the sum of the point value displayed on each side. If a rollor is touching the goal, that team is awarded double the points of the number displayed. Remember, when you reach 21 points or more don't start celebrating right away…. You need to beat your opponent(s) by at least two points in order to be the champion!
GAME PLAY: Rolls must be made with both feet on the ground and behind the skeeball machine. Kneeling is permitted. If a ball is thrown and ricochets back to the player, a re-throw is allowed. Scoring Each game is divided by 10, or essentially dropping a zero. E.g. If a team scores a 250, the score written is 25. If it is 300, the score is 30. Match scores are created by adding the sum of all 12 games. Most points win the match.
GAMEPLAY: All players except the receiver must begin the point at least 6 feet from the net.
-The receiver may stand at any desired distance
-Once the server strikes the ball, players may go anywhere they choose.
-Possession changes when the ball contacts the net.
-Each team has up to 3 touches per possession.
-Determine a serving order which alternates players from the two teams (e.g. Player 3 follows Player 1, etc.).
-To equalize sun and wind effects, rotate starting positions 90 degrees counterclockwise every 5 points if desired.
SCORING: Roundnet is played using rally scoring; points can be won by the serving or receiving team. Games are typically played to 11, 15, or 21. In tournament play, the tournament director specifies the winning score. Games must be won by two points unless otherwise agreed upon or specified. The rally ends and a point is awarded when:
The ball contacts the ground or otherwise isn't returned onto the net within 3 touches.
The ball is hit directly into the rim at any time, including on a serve.
The ball bounces and falls back onto the net or rim.
The ball clearly rolls across the net.
SERVING: If the receiving team wins the point, the next designated player serves according to the initial sequence. Otherwise, the server switches places with his/her partner and serves to the other receiving team member. The receiving team sets their position first. The server stands 180 degrees across the designated receiver--the only player allowed to field the serve. Serves may be struck with any amount of force; short serves are allowed. If a server serves two faults, the receiving team wins the point. Violation of ANY of the following rules is a fault: The server must toss the ball upward at least 4 inches. If the server tosses the ball, he/she must hit it. Dropping, catching, or swinging at and missing a toss all count as a fault.
GAME PLAY: The first team will toss their bag onto the board with the goal of getting it 100% in one of their 6 colored squares. (100% is defined as no part of the bag hanging over the color and into the black border. You should be able to look down from above and see it 100% within the colored square). After tossing once, the player to their left will toss once with the same goal. The game will continue in this way until all 28 bags have been tossed. Players will then pick up any bags that are not 100% within their correct colored square. Players will then go back to their spots and continue tossing until one team has landed 6 of their 7 bags entirely in their 6 colored squares. After returning to their spots, whichever team tossed first will toss again. It does no matter who has more or less bags. If red team tossed first, red team will always toss first for that game. Beware of getting too far ahead of the other teams because they may just target your good bags and knock them out of their square, causing you to get set back from your lead. The first team to successfully land all 6 bags, must then land their final bag in the middle black square to win. The first team to have all 7 bags 100% in their squares, wins.
GAME PLAY: To start the game, roll all of the dice. After rolling, you can either score the current roll, or re-roll any or all dice. The dice can only be rolled a total of 3 times per turn. After you are finished rolling, you must choose a category to score. To score, choose a category and record your score. Choose the category wisely—once a box has been scored, it cannot be scored again for the rest of the game (except the Yardzee category).
SCORING: Upper Section Scoring: If you score in the upper section of the table, your score is the total of the specified die face. For example, if you roll: 5 – 2 – 5 – 6 – 5 and score in the Fives category, your total for the category would be 15. This total is gotten by adding only the three fives together, because you are scoring in the Fives category. Bonus: If the total of the Upper scores is 63 or more, add a bonus of 35 points. Lower Section Scoring: For scoring in the lower section, you either score a set amount or score 0 if you cannot meet the category requirements. 3 & 4 of a Kind: For 3 of a Kind, you must have at least 3 of the same die faces. For 4 of a Kind, you must have at 4 die faces the same. Score the total of all the dice. Small & Large Straight: A Straight is a sequence of consecutive die faces. A Small Straight is 4 consecutive faces, and a Large Straight is 5 consecutive faces. Small Straights score 30 points, and a Large scores 40 points. If you rolled 2 – 3 – 2 – 5 – 4, you could score 30 in Small Straight, or 0 in Large Straight. Full House: A full house is having both 3 of a Kind and 2 of a Kind. Full Houses score 25 points. First Yardzee: A Yardzee is 5 of a Kind. It scores 50 points, but you may choose to not score it as a Yardzee. If you choose not to score it as a Yardzee, you can take it as a top row score and safeguard your bonus. Additional Yardzees: If you roll a second Yardzee and you scored your first Yardzee in the Yardzee box, your second Yardzee is worth 100 points. You must also put this roll into another category. For example, if you roll 4 – 4 – 4 – 4 – 4, and the Fours category is not filled, you must score the Fours category. If the corresponding Upper category is filled, you must score zero anywhere on the Upper section. Chance: You can roll anything and put it in the Chance category. You score the total of the die faces. Scratch/Dump Scores: You can score any roll in any category at any time, even if the resulting score is zero.
Variety of Balls
Adult and kid size football, basketball, soccer balls, kickball, volleyball
GAME PLAY: Teams alternate shooting from where the ball comes to a complete stop. If playing 2 in 2* shot still alternates between the teams: team one(t1)/player one(p1) shoots, t2/p1 shoots, t1/p2 shoots, t2/p2 shoots and repeat. Game is first team to 7 goals. The ball must COMPLETELY cross the goal line if viewed from in front of the goal to be a goal (there should be turf visibility if the ball crosses completely over the line). It is still a goal if the ball crosses the goal line and bounces out. After each goal, the team that was scored on kicks off from center field.
FOULS: The consequences for a YELLOW card and a RED card are as follows: Yellow Card - opponent free kick is from the center field. A second yellow card is now a red card. Red Card - opponent penalty kick from anywhere behind the midfield line and the infracting player loses a player. To determine which player is lost, opponent is to flip the yellow/red card (like a coin flip) while infracting player calls either red or yellow in the air. Player who wins the flip chooses the player to be lost for the rest of the match. After a red, the cards reset. If the player shooting inadvertently touches or “double touches” the ball before they have shot, the ball it is a yellow card. If done within his/her own box, it is a red card. Touching the crossbar of the goal with your finger on any shot is an automatic red card. If the ball is shot out of bounds from outside of your own box, it is a yellow card. If it is shot out of bounds from within your own box, it is a red card. When the ball is against the bands, you may flick from behind the bands (with your fingers technically out of bounds). If the ball is up against the sideline or baseline, the player shooting the ball may only move the band back with his/her shooting hand. It is a yellow card if the board moves while the player is in the act of shooting, and it is a red card if done within their own box. The shooting players head cannot cross the midfield line during his or her shot.
GAME PLAY: Get at least 1 scorecard for each player. Bingo scorecards have 25 randomly numbered squares on them, with the word "BINGO" written across the top. Your goal is to cover 5 of those squares in a vertical, horizontal, or diagonal row. Choose a player to be the caller. In Bingo, the caller is the person that reads out the letters and numbers that determine which squares get covered on everyone's scorecards. The caller still gets to play the game with everyone else. Give each player a pile of Bingo chips. Bingo chips are what players will use to cover the squares on their scorecards. Any small objects will work as Bingo chips, as long as they can fit inside the squares on the scorecards. After the caller reads out the letter-number combination, check your scorecard to see if you have the letter and number they called out. If you do, put a chip on that square. Shout "Bingo” if you get 5 squares in a row.
Dual Ring Toss
GAME PLAY: Place the wooden cylinder in the center circle of the shot ladder. Both players take their ring, pull back, and let go trying to hook it before their opponent. Each time you hook the ring, move the wooden cylinder once space towards your opponent. Player wins when the wooden cylinder moves off the end of the ladder. Or create your own variation!
Really? I can't do everything for you.
SETUP: The game is for 2-10 players, ages 7 and over. Every player starts with seven cards, and they are dealt face down. The rest of the cards are placed in a Draw Pile face down. Next to the pile a space should be designated for a Discard Pile. The top card should be placed in the Discard Pile, and the game begins!
GAME PLAY: The first player is normally the player to the left of the dealer (you can also choose the youngest player) and gameplay usually follows a clockwise direction. Every player views his/her cards and tries to match the card in the Discard Pile. You have to match either by the number, color, or the symbol/Action. For instance, if the Discard Pile has a red card that is an 8 you have to place either a red card or a card with an 8 on it. You can also play a Wild card (which can alter current color in play). If the player has no matches or they choose not to play any of their cards even though they might have a match, they must draw a card from the Draw pile. If that card can be played, play it. Otherwise, keep the card, and the game moves on to the next person in turn. You can also play a Wild card, or a Wild Draw Four card on your turn. Note: If the first card turned up from the Draw Pile (to form the Discard Pile) is an Action card, the Action from that card applies and must be carried out by the first player (as stated, it is usually the player to the dealer’s left). The exceptions are if a Wild or Wild Draw Four card is turned up. If it is a Wild card, Mattel has now stated that the first player to start (usually the one on the dealer’s left), can choose whatever color to begin play. If the first card is a Wild Draw Four card – Return it to the Draw Pile, shuffle the deck, and turn over a new card. At any time during the game, if the Draw Pile becomes depleted and no one has yet won the round, take the Discard Pile, shuffle it, and turn it over to regenerate a new Draw Pile. Take note that you can only put down one card at a time; you cannot stack two or more cards together on the same turn. For example, you cannot put down a Draw Two on top of another Draw Two, or Wild Draw Four during the same turn, or put down two Wild Draw Four cards together. The game continues until a player has one card left. The moment a player has just one card they must yell “UNO!”. If they are caught not saying “Uno” by another player before the next player has taken their turn, that player must draw two new cards as a penalty. Assuming that the player is unable to play/discard their last card and needs to draw, but after drawing, is then able to play/discard that penultimate card, the player has to repeat the action of calling out “Uno”. The bottom line is – Announcing “Uno” needs to be repeated every time you are left with one card. Once a player has no cards remaining, the game round is over, points are scored, and the game begins over again. Normally, everyone tries to be the first one to achieve 500 points, but you can also choose whatever points number to win the game, as long as everyone agrees to it.
GAMEPLAY: Labyrinth is a game of physical skill consisting of a box with a maze on top with holes, and a steel marble. The object of the game is to try to tilt the playfield to guide the marble to the end of the maze, without letting it fall into any of the holes. This particular version of the game features a suspended maze surface that rotates on two axes, each of which is controlled by a knob.
GAMEPLAY: Place the game board between the two players lengthwise. The game board is made of 2 rows of 6 small holes known as “pockets”, and large holes on opposite ends called “mancalas” or “stores”. The object of this game is to see which player can get the most stones into their store. One player will start the game by picking any pocket containing stones from their own side. The player will remove all the stones from that pocket, and deposit one stone at a time into neighboring pockets going counter-clockwise until the stones run out. If a player encounters their own store, a stone is deposited in it. If there are enough stones to go past the player’s own store, stones are deposited continuing on the other side’s pockets. However, if they encounter the other player’s store, that store is skipped over. If the last stone is deposited in the player’s own store, the player gets another turn. If the last stone is placed in an empty pocket on the player’s own side, the player takes this stone as well as the other player’s stones across from the empty pocket landed in, and places them in their own store. When all six pockets on one side are emptied the game ends. Each player will count the number of stones in their store. The player who has the most stones in their store wins.
GAMEPLAY: 1. GAMES ARE PLAYED TO 11 POINTS. A Game is played to 11 points. A Game must be won by two points. A Match is generally the best three of five Games. 2. ALTERNATE SERVES EVERY TWO POINTS. Each side of the table alternates serving two points at a time. EXCEPTION: After tied 10-10 (“deuce”), service alternates at every point. Can you lose on a serve in ping pong? Yes! There is no separate rule for serving on Game Point. 3. TOSS THE BALL STRAIGHT UP WHEN SERVING. How do you serve the ball in ping pong? Hold the ball in your open palm, behind your end of the table. Toss at least 6” straight up, and strike it on the way down. It must hit your side of the table and then the other side. NOTE: Once the ball leaves the server’s hand it is in play, and so counts as the receiver’s point if the ball is missed or mis-hit. 4. THE SERVE CAN LAND ANYWHERE IN SINGLES. There is no restriction on where the ball lands on your side or your opponent’s side of the table. It can bounce two or more times on your opponent’s side (if so, that’s your point), bounce over the side, or even hit the edge. 5. DOUBLES SERVES MUST GO RIGHT COURT TO RIGHT COURT. The serve must bounce in the server’s right court, and receiver’s right court (NOTE: landing on center line is fair). Doubles partners switch places after their team serves twice. 6. A SERVE THAT TOUCHES THE NET ON THE WAY OVER IS A “LET”. Can the ball hit the net in ping pong? Yes, during a RALLY, if it touches the top of the net and then otherwise lands as a legitimate hit. BUT not when serving. If a served ball hits the net on the way over and otherwise legally bounces in play, it’s a “let” serve and is done over. There is no limit on how many times this can happen. 7. ALTERNATE HITTING IN A DOUBLES RALLY. Doubles partners must alternate hitting balls in a rally, no matter where the ball lands on the table. 8. VOLLEYS ARE NOT ALLOWED. Can you hit the ball before it bounces in ping pong? No. In regular tennis you may “volley” the ball (hitting the ball before it bounces on your side of the net). But in table tennis, this results in a point for your opponent. NOTE: When your opponent hits a ball that sails over your end of the table without touching it and then hits you or your paddle, that is still your point. 9. IF YOUR HIT BOUNCES BACK OVER THE NET BY ITSELF IT IS YOUR POINT. If you hit the ball in a rally or on a serve and it bounces back over the net after hitting your opponent’s side of the table (due to extreme spin), without your opponent touching it, that is your point. 10. TOUCHING THE BALL WITH YOUR PADDLE HAND IS ALLOWED What happens if the ball hits your finger or hand during a ping pong rally? If the ball touches your PADDLE hand and otherwise results in a legal hit, there is no rule violation and play shall continue as normal. Your paddle hand includes all fingers and hand area below the wrist. But what if the ball touches a player’s body anywhere else during a ping pong rally? You may not touch the ball with your non-paddle hand for any reason. It will result in a point for your opponent. BUT if your opponent’s hit sails over your side of the table without touching it, and hits any part of you or your paddle, that is still your point. 11. YOU MAY NOT TOUCH THE TABLE WITH YOUR NON-PADDLE HAND. You may touch the ball or the table with your paddle hand (after reaching in to return a short serve, for example), or other parts of your body. NOTE: If the table moves at all from your touching it during a rally, that is your opponent’s point. 12. AN “EDGE” BALL BOUNCING OFF THE HORIZONTAL TABLE TOP SURFACE IS GOOD. An otherwise legal serve or hit may contact the top edge of the horizontal table top surface and be counted as valid, even if it bounces sidewise. The vertical sides of the table are NOT part of the legal playing surface.