How to Play
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.
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.
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 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.
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.
Pass the Potato
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: 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.