Click the links below for detailed rules for each game.
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Setup
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The cornhole boards should be 27 ft. apart measured from the front.
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The boards should be placed in a north/south direction.
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Tossing
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A coin will be flipped to determine who tosses first, afterwards the team that scored in the last round or last round that had a score tosses first.
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Players must stand next to the cornhole board.
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A players foot may not cross the front of the board when tossing.
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Scoring
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A bag that goes through the hole is 3 points
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A bag that lands and stays on the board is 1 point
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A bag that hits the ground and then lands on the board is 0 points
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At the end of a round the team that scored the most points that round subtracts their opponents points and adds that number to their score.
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Winning
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First team/player to reach 21 points at the end of the round wins
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Skunk: if the score at the end of a round is 11 points or higher to 0 points
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Setup
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Bocce is played with eight large balls and one smaller target or object ball called the jack.
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There are 4 balls to a side, or team, and they are made in two colors to distinguish the balls of one team from the 4 balls of the opposing team.
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Tossing
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A coin toss will determine which team has the jack and which color balls that team selects. Afterward the jack is thrown alternating by opponents.
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The jack is thrown out by a member of the team having won the coin toss to start the game.
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The same player throwing the jack must deliver the first bocce ball.
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The opposing team will then deliver their bocce balls until the point is taken or they have exhausted their 4 balls.
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This "nearest ball", rule governs the sequence of thrown balls. The side whose bocce is the closest to the jack is called the "in" ball and the opposing side the "out" ball. Whenever a team gets "in" it steps aside and allows the "out" team to bowl.
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A team has the option of rolling, throwing, bouncing, banking, etc. its ball down the field provided it does not go out-of-bounds or the player does not violate the foul markers.
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A player also has the option of "spocking" or hitting out any ball in play in trying to obtain a point, or decreasing the opposing team's points.
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Scoring
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At the end of each frame (when both teams have exhausted 4 balls each), a designated official under the scrutiny of the captain/or designee of each team, will determine the points scored.
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Scoring points are all those ball of one team closer to the jack than the closest ball of the opposing team, which can be determined by viewing or by mechanical measurement.
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In the event that the two balls closest to the jack belong to opposing teams and are exactly the same distance from the jack, no points will be awarded, and the jack returns to the team which delivered it.
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Only balls which are distinguishably closer to the jack than any opponent's balls may be awarded points.
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Winning
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First team/player to reach 11 points at the end of the frame wins
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Setup
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The ladders should be 15 ft. apart measured from the center.
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The ladders should be placed in a north/south direction.
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Tossing
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A coin will be flipped to determine who tosses first, afterwards the team that scored in the last round or last round that had a score tosses first.
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Players must stand next to the ladder.
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A players foot may not cross the center of the ladder when tossing.
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Scoring
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Bolas that are wrapped around a ladder rung at the end of a round score.
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The top rung is 3 points
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The middle rung is 2 points
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The bottom rung is 1 point
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Having a bola around each rung at the end of a round scores 10 points.
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Points from both opponents are added to their score at the end of each round.
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Winning
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First team/player to reach exactly 21 points at the end of the round wins
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If a player goes over the exact point total, that players points for that round do not count.
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Skunk: if the score at the end of a round is 15 points or higher to 0 points
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Setup
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Field marking stakes are placed so that a rectangle is formed, measuring 5m x 8m, with a centerline intersecting the rectangle, and sidelines running on the long edges of the rectangle.
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The king is placed upright in the center of the pitch, and the kubbs are placed upright on the baselines, 5 kubbs on each side, no closer than a baton length to the corner stakes.
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Tossing
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To determine first toss Both players/teams select one player to toss a baton at the same time toward the King, the closer baton without knocking it over goes first
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Batons must be tossed underhand with no more than a 45 degree angle from vertical
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Game phases
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Winning
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When the King has been knocked over after all the field kubbs and baseline kubbs on the opponents have been knocked over that side is the winner.
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Note (Rule Changes)
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As many batons that are left can be thrown at the King
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Kubbs may not be turned when being raised on the field
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Throw all Kubbs then rethrow out of bounds kubbs (they can be knocked in or out)
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Setup
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All team members stand across from each other on a straight line
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All team members on one side start with a balloon
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Tossing
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All teams toss their balloons to their teammate at approximately the same time.
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All teams at the end of the toss phase that still have their original waterballoon stay for the next round.
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After every toss the players who caught the balloon must take a step back.
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Referee will judge to make sure all players are still standing in a reasonable line.
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If no space is left to move back for one player the other player may take both steps.
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If neither player can move, then teams toss from current location until there is a winner.
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Winning
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The last team with an unbroken waterballoon wins
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Kid Rules
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If a kid is playing with an adult they only have to toss the waterballoon and don’t have to move back
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If two kids are playing they only have to move back every other step. Referee will determine an acceptable step
Bean bag Tic-Tac-Toe
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Setup
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a Tic-Tac-Toe board should be placed 10 ft from the toss line.
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the spaced should be 1ft. by 1ft.
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Tossing
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Coin is flipped to determine first tosser of first game, then turns are taken.
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Bag must be thrown from behind the line
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If you cross the line when throwing you lose your turn
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Winning
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First player to score a three in a row. best 2 of three
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If players are tied after 3 games and extra game is played until there is a winner, except in medal rounds
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Setup
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The poles should be 20 ft. apart measured from the front of the pole.
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The poles should be placed in a north/south direction.
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The bottle is placed on top of the pole
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Tossing
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A coin will be flipped to determine who tosses the disc first
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Both players must remain behind their pole until the disc is tossed
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Scoring
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If the disc hits the pole or the bottle, 1 point is scored
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if the bottle falls off the pole as a result of the disc hitting it or the pole, 2 points are scored
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If the bottle or disc are caught by the opposing team/player before they hit the ground, the points for each are negated.
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if the disc is touched by the opposition before it touches the bottle, pole, or passes beyond the pole 3 points are scored and cannot be negated.
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Winning
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The first team/player to reach 21 points while being two points ahead of the opponent wins.
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If the score is beyond 21 the first team to be up by 2 wins.
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Skunk: if the score at the end of a round is 11 points or higher to 0 points
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Setup
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The court shall be 20 ft. wide by 44 ft. long
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The Net is place center 22ft. from either side
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The service line is 6.5 ft. from the net on either side
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The service divider is center on the service line
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Play
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A coin will be flipped, the winner picks either their starting side or to go first
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Players must start in opposite serving areas.
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The players serve from the right when their score is even and from the left when their score is odd
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When the first player reaches 11 points they switch sides.
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When serving the whole shuttle shall be below the server’s waist at the instant of being hit by the server’s racket.
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If the server wins a rally, the server shall score a point. The server shall then serve again from the alternate service court.
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If the receiver wins a rally, the receiver shall score a point. The receiver shall then become the new server.
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A birdy landing on the line is in.
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Winning
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The first player/team to score 21 points wins
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If the score becomes 20-all, the side which gains a two point lead first, shall win the game.
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If the score becomes 29-all, the side scoring the 30th point shall win the game.
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Skunk: if the score at the end of a round is 11 points or higher to 0 points
Hula Hoop
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Setup
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All players are given a hula hoop
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Play
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When the referee declares “Go!” everyone is to attempt to keep their hula hoop off the ground by rotating it around their waist without the use of their hands.
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Winning
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The last player to have their hula hoop touch the ground is the winner.
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Setup
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A starting and finishing line is determined
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Everyone is given a hard boiled egg and a spoon
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Play
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When the referee declares “Go!” all players are to attempt to move their egg from the starting line to the finish line with only their spoon.
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A false start gives a ten second wait to the player who committed the foul.
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Winning
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The first player to cross the line with their egg intact is the winner.
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An intact egg is allowed to be cracked but the cooked white interior must not be visible.
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Kid Rules
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Kids start from a line that is halfway to the finish.
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Setup
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A hopscotch court is drawn on the ground, each square must be 1.5’ by 1.5’ or foot sized.
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Each player chooses a “shooter”
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Play
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Players start from youngest to oldest
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The player whose turn it is tosses the shooter into the square next square they are required to. they then must move down the hopscotch court until they reach “10”
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Players are only allowed one foot per square at a time.
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Once a player has reached the “10” with one foot down they are permitted to “rest” and can put both feet down and leave “10”
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Once a player has reached “10” they must then move back down the hopscotch court stopping to pick up their shooter until they have passed “1”
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Players must skip the square that their shooter is or was in.
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If a player miss steps or leaves a square with their foot they lose their turn.
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When a players shooter is in “10” they may not stop to rest, they must pick up their shooter from “9” and continue back.
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Winning
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The first player to land their shooter in all “10” numbers in order and make it back is the winner.
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Kid Rules
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Kids don’t have to adhere as strictly to the rules regarding positioning of feet.
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Setup
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The limbo poles are placed as far as they can from each other while still allowing the bar to be placed across the pegs
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The bar starts on the top peg.
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The pegs must be pointing away from the starting line.
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Play
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The contestants form a line and, in turn, they attempt to pass under the bar.
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After everyone in the line has made an attempt, the bar is lowered to the next peg.
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When passing under the bar, players must bend backwards.
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No part other than the feet may touch the ground
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If the player knocks the bar from the pegs or falls over they are removed from competition
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Winning
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The last player remaining is the winner. If there is a tie one more attempt is allowed before declaring a tie.
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Kid Rules
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Kids may bend forward and squat.
Obstacle Course
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Setup
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All 5 obstacles are placed in a circular-ish order with a defined start/finish line
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The order of obstacles is:
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Weaving through pool noodles
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Walking the balance beam
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Going through the over under bars
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Passing through the hula hoop rings
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Tossing the bean bag
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Play
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Pool noodles
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The player must weave between the noodles
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If a player does not weave a 3 second penalty is accrued
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If a player knocks over a noodle a 1 second penalty is accrued
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Balance beam
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The player must at least take three steps on the beam and not fall off or a 3 second penalty is accrued.
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Going through the over under bars
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If a player does not pass between all poles a 3 second penalty is accrued.
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A 1 second penalty is accrued for each bar knocked from the poles
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Hula Hoops
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If a player does not pass through the hula hoops a 3 second penalty is accrued.
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A 1 second penalty is accrued for each hula hoop that is skipped (up to 3 seconds)
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Bean bag toss
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Ten feet away
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five bags are provided
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A 1 second penalty is accrued for each bean bag that misses the hole until one enters
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If the bean bags are skipped a 5 second penalty is accrued.
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A player may request someone to hold the bean bag target up.
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Winning
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The player with the lowest recorded time is the winner
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Practices are allowed but only one attempt may be recorded.
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Kid Rules
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If there are 3 or less kids subtract 15 seconds from their time.
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If there are more than 3 kids, average their times together, then subtract each kids time from the average. Then subtract the difference of their time and the average from the third place adults time, that is their final time.
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The line for the bean bag toss is allowed to be broken
Balloon Relay Race
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Setup
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Each team stands behind the starting line from their chair which is about 20 ft. away.
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Each team is given an adequate amount of balloons
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Each team selects a starting “blower” and “popper”
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Play
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When the referee shouts “Go!” the starting blower blows the balloon up and hands it to the popper. The balloon does not have to be tied.
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The popper must take the balloon to the chair and sit on it until it pops or they give up and return.
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Balloons may not be inflated past the starting line
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The blower and popper may switch positions but no balloon may be inflated when they switch.
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No performance enhancing pants are allowed.
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Winning
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The first team to pop 5 balloons wins
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Kid Rules
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Each kid equals one less balloon to pop
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Setup
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A starting and finishing line is determined
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Everyone is given a sack and is made to stand in it holding it up to their waist
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Play
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When the referee shouts “Go!” everyone is to make their way to the finish line without losing or stepping out of their sack.
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Putting a hole in a sack disqualifies the player.
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Winning
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The first player to cross the finish line wins
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Kids rules
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Kids start from a line that is halfway to the finish.
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Setup
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A starting and finishing line is determined
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Teammates stand side-by-side, put leg closest to each other in the burlap bag and hold it up with one hand.
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Play
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When the referee shouts “Go!” everyone is to make their way to the finish line without losing or stepping out of their sack.
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Putting a hole in a sack disqualifies the team.
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Winning
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The first team to cross the finish line wins
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Kids rules
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Teams with Kids start from a line that is halfway to the finish.
Firefly Catching
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Setup
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Each player is given a jar to catch fireflies or bring their own (referee may disqualify a container)
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Play
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When the referee shouts “Go!” each contestant is given 10 minutes to catch as many fireflies and possible and return to start.
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The entire neighborhood is considered inbounds
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The referee will call out the minutes and a ten second final time.
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a 33.3% firefly penalty is accrued for being late
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Fireflies must be alive to count
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Winning
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The player with the most fireflies wins!
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Kid Rules
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Kids may have an adult helper that is allowed to catch fireflies and hold the firefly container.
Bean Count
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Setup
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A jar with an undisclosed amount of beans is put on display
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Play
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Participants attempt to make an educated guess as to how many beans the jar contains
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Participants are allowed one guess and must write it on a slip of paper and turn it in.
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Winning
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The participant with the closest guess to the correct one is the winner!
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Kid rules
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An amount of up to 100 is allowed to be added or subtracted from a kids guess.
Cooking
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Setup
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Those who bring food are allowed to enter it into the cooking contest
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An envelope with the dish name will be placed with the dish at the food table
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Play
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Everyone in attendance is given three tickets to put into the envelopes to determine their favorites
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Voters may put as many of their tickets into an envelope as they want
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Winning
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The dish with the most tickets is the winner!
Clothespin Drop
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Setup
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A bottle is placed on the ground next to 10 clothespins
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Play
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The clothespins are dropped one at a time into the bottle
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The clothespins must be dropped from waist height.
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Clothespins cannot be redropped
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Winning
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The player who drops the most clothespins into the bottle wins!
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Kid Rules
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The age of the child determines how egregiously the waist height rule and the redrop rule can be broken.
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Setup
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Mark a court that is 25 ft. Wide by 25 ft. long
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On either end of the court place the stakes about 3ft. from the boundary
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the wickets are to be place in any pattern with the first and the last wickets three feet away from the stakes.
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Winning
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The winner is the first player to hit their ball through the wickets down one side of the court and then the other side while hitting both stakes. 14 wickets should be passed
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Play
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The order of play is determined by the color of the balls held by the player. The order is top to bottom on the stakes.
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The start is halfway between the first stake and the first wicket.
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Balls may only be struck with the face of the mallet
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An extra shot is earned for hitting the turning stake or passing through a wicket
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Two extra shots are earned for hitting a players ball
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Only two extra shots can be earned at once.
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When taking shots after hitting a players ball the first shot must make contact with the struck ball in one of the following ways:
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From a mallet-head distance or less away from the ball that was hit (“taking a mallet-head”).
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From a position in contact with the ball that was hit, with the striker ball held steady by the striker’s foot or hand (a “foot shot” or “hand shot”).
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From a position in contact with the ball that was hit, with the striker ball not held by foot or hand (a “croquet shot”).
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From where the striker ball stopped after the roquet.
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The Player may then take a continuation shot from where the ball came to rest
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If the ball passes a wicket and then hits a player ball, only the wicket counts and the striker earns one extra shot, but can then hit the player ball for two shots.
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whenever more than half of a ball (50%+) crosses the inside edge of a boundary, it is “Out Of Bounds” and should be brought inbounds and placed one mallet length (or 36 inches) into the court. The ball should be placed 90 degrees inbounds and perpendicular to the line and not diagonally from the line. (Exception: When the striker ball has just roqueted (hit) another ball, the striker may choose to place it in contact with or up to a mallet-head from the ball that was roqueted.)
Giant Kerplunk
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Setup
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The dowels are placed through the kerplunk cage in various places and heights so that the balls cannot pass through to the ground but there is enough room for all of them to fit inside the cage.
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The balls are dumped into the cage and if some fall through they may be returned to the top.
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Play
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Lots are drawn to determine order of play.
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Players take their turns removing one dowel at a time until all the balls have fallen through
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When balls fall through after a player has removed a dowel that player collects those balls
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Winning
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The player at the end with the least balls is the winner!
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Kid Rules
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Kids are allowed to receive advice from the crowd and other players.
Scavenger Hunt
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Setup
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Each team is given a paper bag with a list inside of the items that need to be collected.
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Teams may not see the list before the start
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Play
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When the referee shouts “Go!” the players are given 10 minutes to collect as many items from the list as they can and return to the start.
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The entire neighborhood is considered inbounds
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The referee will call out the minutes and a ten second final time.
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A three item penalty will be given for returning late.
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Winning
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The first team to return with all the items or the team at the end of time with the most items is the winner!
Marble Race
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Setup
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Two chutes of the same length are placed beside each other and at a vertical angle so that neither chute starts before or after the other.
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a slot with a ruler or other similar object is placed across the top in a way to stop the marbles from rolling prematurely
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Play
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A coin is flipped to determine who gets first choice.
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The winner of the flip gets to chose either their marble first or in which chute to place it.
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The loser of the flip choses the other.
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The next heat the chutes are switched and whoever chose the first marble last time choses second.
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Winning
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The winner is the player whose marbles crossed the finish line first in the best 2 out of 3 heats
Setup
- The cornhole boards should be 27 ft. apart measured from the front.
- The boards should be placed in a north/south direction.
Tossing
- A coin will be flipped to determine who tosses first, afterwards the team that scored in the last round or last round that had a score tosses first.
- Players must stand next to the cornhole board.
- A players foot may not cross the front of the board when tossing.
Scoring
- A bag that goes through the hole is 3 points
- A bag that lands and stays on the board is 1 point
- A bag that hits the ground and then lands on the board is 0 points
- At the end of a round the team that scored the most points that round subtracts their opponents points and adds that number to their score.
Winning
- First team/player to reach 21 points at the end of the round wins
- Skunk: if the score at the end of a round is 11 points or higher to 0 points
Setup
- Bocce is played with eight large balls and one smaller target or object ball called the jack.
- There are 4 balls to a side, or team, and they are made in two colors to distinguish the balls of one team from the 4 balls of the opposing team.
Tossing
- A coin toss will determine which team has the jack and which color balls that team selects. Afterward the jack is thrown alternating by opponents.
- The jack is thrown out by a member of the team having won the coin toss to start the game.
- The same player throwing the jack must deliver the first bocce ball.
- The opposing team will then deliver their bocce balls until the point is taken or they have exhausted their 4 balls.
- This "nearest ball", rule governs the sequence of thrown balls. The side whose bocce is the closest to the jack is called the "in" ball and the opposing side the "out" ball. Whenever a team gets "in" it steps aside and allows the "out" team to bowl.
- A team has the option of rolling, throwing, bouncing, banking, etc. its ball down the field provided it does not go out-of-bounds or the player does not violate the foul markers.
- A player also has the option of "spocking" or hitting out any ball in play in trying to obtain a point, or decreasing the opposing team's points.
Scoring
- At the end of each frame (when both teams have exhausted 4 balls each), a designated official under the scrutiny of the captain/or designee of each team, will determine the points scored.
- Scoring points are all those ball of one team closer to the jack than the closest ball of the opposing team, which can be determined by viewing or by mechanical measurement.
- In the event that the two balls closest to the jack belong to opposing teams and are exactly the same distance from the jack, no points will be awarded, and the jack returns to the team which delivered it.
- Only balls which are distinguishably closer to the jack than any opponent's balls may be awarded points.
Winning
- First team/player to reach 11 points at the end of the frame wins
Setup
- The ladders should be 15 ft. apart measured from the center.
- The ladders should be placed in a north/south direction.
Tossing
- A coin will be flipped to determine who tosses first, afterwards the team that scored in the last round or last round that had a score tosses first.
- Players must stand next to the ladder.
- A players foot may not cross the center of the ladder when tossing.
Scoring
- Bolas that are wrapped around a ladder rung at the end of a round score.
- The top rung is 3 points
- The middle rung is 2 points
- The bottom rung is 1 point
- Having a bola around each rung at the end of a round scores 10 points.
- Points from both opponents are added to their score at the end of each round.
Winning
- First team/player to reach exactly 21 points at the end of the round wins
- If a player goes over the exact point total, that players points for that round do not count.
- Skunk: if the score at the end of a round is 15 points or higher to 0 points
Setup
- Field marking stakes are placed so that a rectangle is formed, measuring 5m x 8m, with a centerline intersecting the rectangle, and sidelines running on the long edges of the rectangle.
- The king is placed upright in the center of the pitch, and the kubbs are placed upright on the baselines, 5 kubbs on each side, no closer than a baton length to the corner stakes.
Tossing
- To determine first toss Both players/teams select one player to toss a baton at the same time toward the King, the closer baton without knocking it over goes first
- Batons must be tossed underhand with no more than a 45 degree angle from vertical
- Game phases
Winning
- When the King has been knocked over after all the field kubbs and baseline kubbs on the opponents have been knocked over that side is the winner.
Note (Rule Changes)
- As many batons that are left can be thrown at the King
- Kubbs may not be turned when being raised on the field
- Throw all Kubbs then rethrow out of bounds kubbs (they can be knocked in or out)
Setup
- All team members stand across from each other on a straight line
- All team members on one side start with a balloon
Tossing
- All teams toss their balloons to their teammate at approximately the same time.
- All teams at the end of the toss phase that still have their original waterballoon stay for the next round.
- After every toss the players who caught the balloon must take a step back.
- Referee will judge to make sure all players are still standing in a reasonable line.
- If no space is left to move back for one player the other player may take both steps.
- If neither player can move, then teams toss from current location until there is a winner.
Winning
- The last team with an unbroken waterballoon wins
Kid Rules
- If a kid is playing with an adult they only have to toss the waterballoon and don’t have to move back
- If two kids are playing they only have to move back every other step. Referee will determine an acceptable step
Setup
- a Tic-Tac-Toe board should be placed 10 ft from the toss line.
- the spaced should be 1ft. by 1ft.
Tossing
- Coin is flipped to determine first tosser of first game, then turns are taken.
- Bag must be thrown from behind the line
- If you cross the line when throwing you lose your turn
Winning
- First player to score a three in a row. best 2 of three
- If players are tied after 3 games and extra game is played until there is a winner, except in medal rounds
Setup
- The poles should be 20 ft. apart measured from the front of the pole.
- The poles should be placed in a north/south direction.
- The bottle is placed on top of the pole
Tossing
- A coin will be flipped to determine who tosses the disc first
- Both players must remain behind their pole until the disc is tossed
Scoring
- If the disc hits the pole or the bottle, 1 point is scored
- if the bottle falls off the pole as a result of the disc hitting it or the pole, 2 points are scored
- If the bottle or disc are caught by the opposing team/player before they hit the ground, the points for each are negated.
- if the disc is touched by the opposition before it touches the bottle, pole, or passes beyond the pole 3 points are scored and cannot be negated.
Winning
- The first team/player to reach 21 points while being two points ahead of the opponent wins.
- If the score is beyond 21 the first team to be up by 2 wins.
- Skunk: if the score at the end of a round is 11 points or higher to 0 points
Setup
- The court shall be 20 ft. wide by 44 ft. long
- The Net is place center 22ft. from either side
- The service line is 6.5 ft. from the net on either side
- The service divider is center on the service line
Play
- A coin will be flipped, the winner picks either their starting side or to go first
- Players must start in opposite serving areas.
- The players serve from the right when their score is even and from the left when their score is odd
- When the first player reaches 11 points they switch sides.
- When serving the whole shuttle shall be below the server’s waist at the instant of being hit by the server’s racket.
- If the server wins a rally, the server shall score a point. The server shall then serve again from the alternate service court.
- If the receiver wins a rally, the receiver shall score a point. The receiver shall then become the new server.
- A birdy landing on the line is in.
Winning
- The first player/team to score 21 points wins
- If the score becomes 20-all, the side which gains a two point lead first, shall win the game.
- If the score becomes 29-all, the side scoring the 30th point shall win the game.
- Skunk: if the score at the end of a round is 11 points or higher to 0 points
Setup
- All players are given a hula hoop
Play
- When the referee declares “Go!” everyone is to attempt to keep their hula hoop off the ground by rotating it around their waist without the use of their hands.
Winning
- The last player to have their hula hoop touch the ground is the winner.
Setup
- A starting and finishing line is determined
- Everyone is given a hard boiled egg and a spoon
Play
- When the referee declares “Go!” all players are to attempt to move their egg from the starting line to the finish line with only their spoon.
- A false start gives a ten second wait to the player who committed the foul.
Winning
- The first player to cross the line with their egg intact is the winner.
- An intact egg is allowed to be cracked but the cooked white interior must not be visible.
Kid Rules
- Kids start from a line that is halfway to the finish.
Setup
- A hopscotch court is drawn on the ground, each square must be 1.5’ by 1.5’ or foot sized.
- Each player chooses a “shooter”
Play
- Players start from youngest to oldest
- The player whose turn it is tosses the shooter into the square next square they are required to. they then must move down the hopscotch court until they reach “10”
- Players are only allowed one foot per square at a time.
- Once a player has reached the “10” with one foot down they are permitted to “rest” and can put both feet down and leave “10”
- Once a player has reached “10” they must then move back down the hopscotch court stopping to pick up their shooter until they have passed “1”
- Players must skip the square that their shooter is or was in.
- If a player miss steps or leaves a square with their foot they lose their turn.
- When a players shooter is in “10” they may not stop to rest, they must pick up their shooter from “9” and continue back.
Winning
- The first player to land their shooter in all “10” numbers in order and make it back is the winner.
Kid Rules
- Kids don’t have to adhere as strictly to the rules regarding positioning of feet.
Setup
- The limbo poles are placed as far as they can from each other while still allowing the bar to be placed across the pegs
- The bar starts on the top peg.
- The pegs must be pointing away from the starting line.
Play
- The contestants form a line and, in turn, they attempt to pass under the bar.
- After everyone in the line has made an attempt, the bar is lowered to the next peg.
- When passing under the bar, players must bend backwards.
- No part other than the feet may touch the ground
- If the player knocks the bar from the pegs or falls over they are removed from competition
Winning
- The last player remaining is the winner. If there is a tie one more attempt is allowed before declaring a tie.
Kid Rules
- Kids may bend forward and squat.
Setup
- All 5 obstacles are placed in a circular-ish order with a defined start/finish line
- The order of obstacles is:
- Weaving through pool noodles
- Walking the balance beam
- Going through the over under bars
- Passing through the hula hoop rings
- Tossing the bean bag
Play
- Pool noodles
- The player must weave between the noodles
- If a player does not weave a 3 second penalty is accrued
- If a player knocks over a noodle a 1 second penalty is accrued
- Balance beam
- The player must at least take three steps on the beam and not fall off or a 3 second penalty is accrued.
- Going through the over under bars
- If a player does not pass between all poles a 3 second penalty is accrued.
- A 1 second penalty is accrued for each bar knocked from the poles
- Hula Hoops
- If a player does not pass through the hula hoops a 3 second penalty is accrued.
- A 1 second penalty is accrued for each hula hoop that is skipped (up to 3 seconds)
- Bean bag toss
- Ten feet away
- five bags are provided
- A 1 second penalty is accrued for each bean bag that misses the hole until one enters
- If the bean bags are skipped a 5 second penalty is accrued.
- A player may request someone to hold the bean bag target up.
Winning
- The player with the lowest recorded time is the winner
- Practices are allowed but only one attempt may be recorded.
Kid Rules
- If there are 3 or less kids subtract 15 seconds from their time.
- If there are more than 3 kids, average their times together, then subtract each kids time from the average. Then subtract the difference of their time and the average from the third place adults time, that is their final time.
- The line for the bean bag toss is allowed to be broken
Setup
- Each team stands behind the starting line from their chair which is about 20 ft. away.
- Each team is given an adequate amount of balloons
- Each team selects a starting “blower” and “popper”
Play
- When the referee shouts “Go!” the starting blower blows the balloon up and hands it to the popper. The balloon does not have to be tied.
- The popper must take the balloon to the chair and sit on it until it pops or they give up and return.
- Balloons may not be inflated past the starting line
- The blower and popper may switch positions but no balloon may be inflated when they switch.
- No performance enhancing pants are allowed.
Winning
- The first team to pop 5 balloons wins
Kid Rules
- Each kid equals one less balloon to pop
Setup
- A starting and finishing line is determined
- Everyone is given a sack and is made to stand in it holding it up to their waist
Play
- When the referee shouts “Go!” everyone is to make their way to the finish line without losing or stepping out of their sack.
- Putting a hole in a sack disqualifies the player.
Winning
- The first player to cross the finish line wins
Kids rules
- Kids start from a line that is halfway to the finish.
Setup
- A starting and finishing line is determined
- Teammates stand side-by-side, put leg closest to each other in the burlap bag and hold it up with one hand.
Play
- When the referee shouts “Go!” everyone is to make their way to the finish line without losing or stepping out of their sack.
- Putting a hole in a sack disqualifies the team.
Winning
- The first team to cross the finish line wins
Kids rules
- Teams with Kids start from a line that is halfway to the finish.
Setup
- Each player is given a jar to catch fireflies or bring their own (referee may disqualify a container)
Play
- When the referee shouts “Go!” each contestant is given 10 minutes to catch as many fireflies and possible and return to start.
- The entire neighborhood is considered inbounds
- The referee will call out the minutes and a ten second final time.
- a 33.3% firefly penalty is accrued for being late
- Fireflies must be alive to count
Winning
- The player with the most fireflies wins!
Kid Rules
- Kids may have an adult helper that is allowed to catch fireflies and hold the firefly container.
Setup
- A jar with an undisclosed amount of beans is put on display
Play
- Participants attempt to make an educated guess as to how many beans the jar contains
- Participants are allowed one guess and must write it on a slip of paper and turn it in.
Winning
- The participant with the closest guess to the correct one is the winner!
Kid rules
- An amount of up to 100 is allowed to be added or subtracted from a kids guess.
Setup
- Those who bring food are allowed to enter it into the cooking contest
- An envelope with the dish name will be placed with the dish at the food table
Play
- Everyone in attendance is given three tickets to put into the envelopes to determine their favorites
- Voters may put as many of their tickets into an envelope as they want
Winning
- The dish with the most tickets is the winner!
Setup
- A bottle is placed on the ground next to 10 clothespins
Play
- The clothespins are dropped one at a time into the bottle
- The clothespins must be dropped from waist height.
- Clothespins cannot be redropped
Winning
- The player who drops the most clothespins into the bottle wins!
Kid Rules
- The age of the child determines how egregiously the waist height rule and the redrop rule can be broken.
Setup
- Mark a court that is 25 ft. Wide by 25 ft. long
- On either end of the court place the stakes about 3ft. from the boundary
- the wickets are to be place in any pattern with the first and the last wickets three feet away from the stakes.
Winning
- The winner is the first player to hit their ball through the wickets down one side of the court and then the other side while hitting both stakes. 14 wickets should be passed
Play
- The order of play is determined by the color of the balls held by the player. The order is top to bottom on the stakes.
- The start is halfway between the first stake and the first wicket.
- Balls may only be struck with the face of the mallet
- An extra shot is earned for hitting the turning stake or passing through a wicket
- Two extra shots are earned for hitting a players ball
- Only two extra shots can be earned at once.
- When taking shots after hitting a players ball the first shot must make contact with the struck ball in one of the following ways:
- From a mallet-head distance or less away from the ball that was hit (“taking a mallet-head”).
- From a position in contact with the ball that was hit, with the striker ball held steady by the striker’s foot or hand (a “foot shot” or “hand shot”).
- From a position in contact with the ball that was hit, with the striker ball not held by foot or hand (a “croquet shot”).
- From where the striker ball stopped after the roquet.
- The Player may then take a continuation shot from where the ball came to rest
- If the ball passes a wicket and then hits a player ball, only the wicket counts and the striker earns one extra shot, but can then hit the player ball for two shots.
- whenever more than half of a ball (50%+) crosses the inside edge of a boundary, it is “Out Of Bounds” and should be brought inbounds and placed one mallet length (or 36 inches) into the court. The ball should be placed 90 degrees inbounds and perpendicular to the line and not diagonally from the line. (Exception: When the striker ball has just roqueted (hit) another ball, the striker may choose to place it in contact with or up to a mallet-head from the ball that was roqueted.)
Setup
- The dowels are placed through the kerplunk cage in various places and heights so that the balls cannot pass through to the ground but there is enough room for all of them to fit inside the cage.
- The balls are dumped into the cage and if some fall through they may be returned to the top.
Play
- Lots are drawn to determine order of play.
- Players take their turns removing one dowel at a time until all the balls have fallen through
- When balls fall through after a player has removed a dowel that player collects those balls
Winning
- The player at the end with the least balls is the winner!
Kid Rules
- Kids are allowed to receive advice from the crowd and other players.
Setup
- Each team is given a paper bag with a list inside of the items that need to be collected.
- Teams may not see the list before the start
Play
- When the referee shouts “Go!” the players are given 10 minutes to collect as many items from the list as they can and return to the start.
- The entire neighborhood is considered inbounds
- The referee will call out the minutes and a ten second final time.
- A three item penalty will be given for returning late.
Winning
- The first team to return with all the items or the team at the end of time with the most items is the winner!
Setup
- Two chutes of the same length are placed beside each other and at a vertical angle so that neither chute starts before or after the other.
- a slot with a ruler or other similar object is placed across the top in a way to stop the marbles from rolling prematurely
Play
- A coin is flipped to determine who gets first choice.
- The winner of the flip gets to chose either their marble first or in which chute to place it.
- The loser of the flip choses the other.
- The next heat the chutes are switched and whoever chose the first marble last time choses second.
Winning
- The winner is the player whose marbles crossed the finish line first in the best 2 out of 3 heats
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