Game Rules
Bucket Ball
- Six buckets are set up in a pyramid formation on each side
- Buckets are positioned 18-24 feet apart (depending on skill level)
- Teams of two (or more if you want).
- Teams are positioned on opposite sides of the court.
- Shoot from behind the buckets.
- Each player gets one ball to shoot. Overhand or underhand is acceptable.
- Once a player makes a shot into the bucket, you remove that bucket from play.
- The first team that has no buckets left wins.
Cornhole
Positioning
In Doubles (team play) events, you will position yourself next to one board and your partner will line up directly across from you on the other board. You can flip a coin to decide which team lines up on which side. Once you decide, you will stay on that side for the entire game. Same goes for your teammate. Boards are positioned at the regulation distance of 27 feet apart from front to front of each board.
Warm-up
Prior to the start of your game, it is common to do a “Down and Back”, which means that each side throws an unscored practice round before starting the game.
Throwing
You and your opponent alternate throws until all bags have been thrown. The team that scored last goes first on the next round.
Scoring
Bags that are on the board are worth 1pt and bags in the hole are worth 3pts. We use cancellation scoring meaning that after all bags have been thrown, you count up the number of points on each side and then subtract the scores to determine which team earns points. Only one team can earn points per round. For example: if you have 3 bags on the board and 1 bag in the hole (6pts) and I have 1 bag on the board and 1 bag in the hole (4pts), you would be awarded 2pts (6-4=2). Please use the score towers at each lane.
Winner
The winner of the game is the first team to 21 or over after the round has finished. There is no skunk rule and no rule that you have to hit 21 exactly. Winning team should report to the scoring table when the game has finished.
In Doubles (team play) events, you will position yourself next to one board and your partner will line up directly across from you on the other board. You can flip a coin to decide which team lines up on which side. Once you decide, you will stay on that side for the entire game. Same goes for your teammate. Boards are positioned at the regulation distance of 27 feet apart from front to front of each board.
Warm-up
Prior to the start of your game, it is common to do a “Down and Back”, which means that each side throws an unscored practice round before starting the game.
Throwing
You and your opponent alternate throws until all bags have been thrown. The team that scored last goes first on the next round.
Scoring
Bags that are on the board are worth 1pt and bags in the hole are worth 3pts. We use cancellation scoring meaning that after all bags have been thrown, you count up the number of points on each side and then subtract the scores to determine which team earns points. Only one team can earn points per round. For example: if you have 3 bags on the board and 1 bag in the hole (6pts) and I have 1 bag on the board and 1 bag in the hole (4pts), you would be awarded 2pts (6-4=2). Please use the score towers at each lane.
Winner
The winner of the game is the first team to 21 or over after the round has finished. There is no skunk rule and no rule that you have to hit 21 exactly. Winning team should report to the scoring table when the game has finished.
Pole-ish Horseshoes
Set-Up and Play
Scoring
See more at http://www.mypole-ishhorseshoes.com.
- Played with two teams of two people.
- Poles are 30 feet apart or a desired distance with a wiffle ball on top of each pole.
- Both players on a team stand on the same side. Each team takes a turn throwing the frisbee. The throwing team is the offensive team and the team catching the frisbee is the defensive team. Team members switch back and forth with their partners every time it is their turn to throw.
- When throwing the frisbee you must stand behind your pole.
Scoring
- The defending team only has to catch the frisbee when the throw is within one step left or right of the two people defending. If the two defending people have to jump to catch the Frisbee they don’t have to catch it. No points are awarded when the throw is out of range.
- Throw the frisbee and hit nothing – but the other team catches the frisbee – the offensive teams gets no points.
- Throw the frisbee and hit nothing – but the other team drops the frisbee – the offensive team gets a single point.
- Throw the frisbee and hit the pole, and the wiffle ball falls off, the offensive team gets two points. If the defensive team catches the frisbee or the wiffle ball – but not both – the offensive team gets one point. Should the defensive team catch both the frisbee and the wiffle ball, the offensive team gets no points.
- Throw the frisbee and hit the wiffle ball off the pole, you get three points. If the defensive team catches the wiffle ball or frisbee but not both the offensive team gets two points. If the defensive team catches both the wiffle ball and frisbee, the offensive team gets one point.
- If the offensive team throws the frisbee short of the pole, the defensive team gets a penalty shot. A penalty shot allows the defensive team to take a shot from where the frisbee landed.
- Games are to 21 points.
See more at http://www.mypole-ishhorseshoes.com.
Rollors
Set-Up
Position the red and blue goals approximately 25 feet apart on a level terrain.
Play
Each player uses one color set of rollers in the first round of play, blue goes first. Standing behind the red goal the blue player rolls one Rollor at a time to the other goal. The Rollor should be rolled on the edge, with a wind-up and release as in bowling. The Rollor must touch the ground with in 4 feet of the release. Once the blue player has played the red player takes a turn.
Safety Notes
Throwing the Rollor is NOT allowed.
Scoring
Only one player scores each round and that is the player with the Rollor that is closest to the goal. The measuring cord should assist in determining which player is closest. In the case of a tie neither player scores. All Rollors of the closest scoring color to the goal receive points.
In order to score, a Rollor must fall entirely within a 5 foot radius of the center of the goal. A measuring cord is provided to measure this requirement. Points are given as follows:
Play continues with rounds that are started by the last color that has scored, rolling back and forth between goals. To win, a player must achieve a total of 21 points or more, and must have two more points than the opponent.
Variation to the rules can be found at https://rollors.com/pages/official-rules.
Position the red and blue goals approximately 25 feet apart on a level terrain.
Play
Each player uses one color set of rollers in the first round of play, blue goes first. Standing behind the red goal the blue player rolls one Rollor at a time to the other goal. The Rollor should be rolled on the edge, with a wind-up and release as in bowling. The Rollor must touch the ground with in 4 feet of the release. Once the blue player has played the red player takes a turn.
Safety Notes
Throwing the Rollor is NOT allowed.
Scoring
Only one player scores each round and that is the player with the Rollor that is closest to the goal. The measuring cord should assist in determining which player is closest. In the case of a tie neither player scores. All Rollors of the closest scoring color to the goal receive points.
In order to score, a Rollor must fall entirely within a 5 foot radius of the center of the goal. A measuring cord is provided to measure this requirement. Points are given as follows:
- Rollors that land on their side - score a point value equal to the number that is showing.
- Rollors that stop on the edge - score a point value equal to the sum of both sides.
- Rollors that come to rest against the goal - score a point value of double the number showing.
Play continues with rounds that are started by the last color that has scored, rolling back and forth between goals. To win, a player must achieve a total of 21 points or more, and must have two more points than the opponent.
Variation to the rules can be found at https://rollors.com/pages/official-rules.
Washers
These are the rules for playing washers using washer boxes. Scoring is very simple in this game, 1 point if your washer lands in the box and 3 points if you land inside the cup.
Boxes are placed so the cups are 21' apart
Stand beside the box in line with the cup to pitch your washers. To determine who will "pitch" first to start the game each player will toss one washer toward the opposite box and whoever gets closest to the hole will be the first to throw. This is called the "Diddle". After the game has started the person or team who scored last throws first.
Playing the game
Player A and Player B alternate shots until each player has pitched all four washers (also called a round). Scoring is determined after both players have pitched all of their washers. Only 1 player/team may score per round using cancellation scoring. If Player A has 2 washers in the box and Player B has 3 washers in the box then Player B will get 1 point. The winner is the 1st team to reach 21 points at the end of the round. If team or player A reaches 21 and team/player B has yet to pitch their washers then B is allowed to finish the round in the hopes that they can get more points or nullify team/player A's points.
Boxes are placed so the cups are 21' apart
Stand beside the box in line with the cup to pitch your washers. To determine who will "pitch" first to start the game each player will toss one washer toward the opposite box and whoever gets closest to the hole will be the first to throw. This is called the "Diddle". After the game has started the person or team who scored last throws first.
Playing the game
Player A and Player B alternate shots until each player has pitched all four washers (also called a round). Scoring is determined after both players have pitched all of their washers. Only 1 player/team may score per round using cancellation scoring. If Player A has 2 washers in the box and Player B has 3 washers in the box then Player B will get 1 point. The winner is the 1st team to reach 21 points at the end of the round. If team or player A reaches 21 and team/player B has yet to pitch their washers then B is allowed to finish the round in the hopes that they can get more points or nullify team/player A's points.