Game Rules

Cornhole

The Playfield

The Rules

1. Single or Double Play

Every game is broken down into innings of play. During an inning of play, each player must toss all four of his/her bags. An inning is not completed until all players toss all four of his/her bags.

Individuals - Singles Play

Player 1 competes against Player 2.

  • Both players stay in their designated lane for the whole game.
  • Players start the game at the headboard and will alternate tossing bags until each player has tossed all four of his/her bags.
  • Players then walk to the end of their lane to the other court, take score, and resume tossing back to the other board.

Team - Double Play

Team 1 competes against Team 2.

Each team is comprised of two people.

  • Each team member will stay in their designated lane for the entire game.
  • Players at the headboard will alternate tossing bags until each player has tossed all four of his/her bags.
  • Players at the footboard will take score and resume tossing back to the headboard.

2. Scoring

The approved method of scoring for the sport of cornhole is called "cancellation" scoring. In cancellation scoring, the points of one player cancel out the points of the opposing player. Using this method, only one player/team can score in each inning.

  • Bag In-The-Count, also known as Woody: any bag which comes to rest anywhere on top of the board. Each is worth one (1) point.
  • Bag In-The-Hole, also known as Cornhole: any bag which is tossed through the hole or knocked through the hole by another bag. Each is worth three (3) points.
  • Foul Bags: Refers to any bag that has not been determined as Bag In-The-Count or Bag In-The-Hole or was designated a foul bag as the result of rules violation.

3. Tossing Rotation

The player or team who scored in the preceding inning will toss first in the next inning. If neither player/team scores, the player/team who tossed first in the preceding inning shall retain first toss in the next inning.

4. Position of Players

  • The toss must be thrown from within the pitcher's box or behind the foul line at the time of release.
  • A player must toss all four bags from their designated pitcher's box.
  • Players must toss the bag with an under-hand release.

5. Traditional Play

The game shall be played to the predetermined number of twenty-one points. The first player/team to reach (or exceed) that amount at the conclusion of an inning is the winner.

6. Foul Bags

Below are the American Cornhole Association's standard rules, house rules may supersede these.

House Rules

(a)Rules not found in a game's manual.

(b)Made-up rules followed within one's specific household.

(c) House Rules apply for play with both Full and Travel Size Boards.

1. The following are rule violations that must be spotted and called by a player or assigned judge. The penalty is to declare the bag a foul bag, which requires the bags to be removed from the court prior to resuming play.

A foul bag is defined as:

(a)Any bag tossed when the player has (1) made contact with or crossed over the foul line, or (2) started or stepped completely outside the pitcher's box before the bag is released.

(b)Any bag not tossed within the 20-second time limit.

(c) A bag tossed from a different pitcher's box than the first bag.

(d) Any bag that contacted the court or the ground before coming to rest on the board.

(e) Any bag that struck a previously defined object such as a tree, limb, wire, indoor court ceiling, etc.

(f) Any bag removed from the board before scoring has been agreed upon for that bag.

(i)The offending team (who touches the bag) forfeits all remaining bags and tallies the score of just the bags thrown before the foul was reported.

(ii) The non-offending team tallies twelve (12) points as if they had thrown four Bag In-The-Holes (Cornholes) during the inning.

2. A bag that leaves a player's hand once the final forward swing of the delivery process has started shall count as a tossed bag.

3. A bag that is accidentally dropped by a player before the final forward swing has started shall not be considered foul and may be picked up and tossed.

4. Protests - If a player desires to make a protest, the protest shall be made to the judge or official at the time the problem occurs. The judge shall make the final ruling for all protests.

Mountain Blocks

The Puzzle

The Rules

First, choose a player to create a tower with your 54 wooden Mountain Blocks. Alternate between creating horizontal and vertical stories on your tower (three pieces placed side by side create one story). When construction is complete, your tower should be 18 stories tall.

Once the tower is created, players alternate removing a single block from the tower from anywhere below the highest complete story, and begin or add to a new story on top of the tower. Note, players must complete a story before expanding further.

  • Using one hand, remove/stack one block per turn.
  • Blocks may be tested to see how loosely or tightly they are in the tower prior to attempting to remove the block, and you don't have to pull the block you touch; however, a jarred block must be returned to its original position (also using one hand).
  • Your turn ends when the next player touches a block or 10 seconds after you've placed your block on top of the tower.

Winning the Game

  • The last player to successfully add a piece to the tower before it is knocked over is the winner. Whoever knocked over the tower has the privilege of setting up the next round.
  • The player who built the tower plays first, with play continuing clockwise.

Setup

1. Take the pieces out of the bag.

2. Race against the clock to put the blocks in order to build the puzzle.

3. Compete against your friends, the best time wins!

Puzzle Hints

Of the 54 total puzzle pieces:

  • 30 have part of the puzzle imagery
  • 15 are blank, 6 of which are part of the puzzle image
  • 9 have the logo, which are only seen on the opposite view of the puzzle
  • Use the puzzle diagram as a reference guide

Hook & Ring

The Rules

Best of Ten

1. Compete against yourself or an opponent to see how many ringers you can score out of 10 tosses.

2. The person with the most ringers, wins.

Horse

1. Decide order of turns for all players playing.

2. The first player then makes any kind of shot at the ring.

3. If player 1 makes the shot, player 2 has to try to make the same shot from the same place and using the same style shot player 1 used.

4. If player 2 makes the shot then player 3 needs to attempt the shot, and continue this process until the shot rotation comes back to player 1.

5. If player 1 missed, then player 2 would become the leader.

6. Each time a player misses a shot that another player has made, another letter is added to their score beginning with h, then o, r, s, and e. When the player spells horse, he or she is out of the game.

7. The last person who did not receive all the letters is the winner.

Setup

1. Screw the Target Hook by hand into the center hole on the target board. Make sure Target Hook end does not protrude from back of the Target Board. ( Must be flush as to not damage your wall). Also, insure Target Hook is in upright position as per the
above diagram.

2. Mount the Target Board on wall, approximately 4 to 5 feet high using the adhesive tape and or screws enclosed.

3. Screw Eye Hook into ceiling in line with and approximately 4 to 5 feet away from the wall that the Target Board is attached to.

4. Tie string to the Ring and place Ring onto the Target Hook.

5. With help, hold the Ring in the horizontal position on the Target Hook and tie the open end of string onto the Eye Hook. Note, there must be a slight amount of slack in the string which will allow the Ring to hook onto the Target Hook when properly tossed. Adjust slack in string to achieve the optimum playabilty of the Hook and Ring game.

Note: This Hook and Ring Set can be attached and played on trees, decks etc., depending on the correct location of tree limbs and deck ceilings for installation of the Eye Hook. Simple fixtures can also be made from 2x4 lumber to accommodate both the Target Board and Eye Hook.

Social Pong

The Rules

What You Need

  • Four people, two per team
  • 22 party cups
  • 2 -6 table tennis balls
  • 2 social pong targets
  • 1 Carry bag
  • 8 Stakes, if playing in grass or sand
  • Water or other liquids

Determine Your Playing Scenario

A. Tables fully assembled, players standing

B. Tables assembled with only I leg, players sitting in chairs

C. Use the social pong targets on your desired playing surface (for example, on a dining table)

Note: You can place the top cover layer over the target to utilize your social pong game as a side table. Beautiful, practical and fun!

Get Ready, Get Set, Get Social, Pong

  • Place the ten cups into the designated holes on the target.
  • Fill each cup approximately 1/3 full of liquid.
  • Place the two targets about 8 feet apart.
  • Two Players stand by each target. The two players standing near the same target are on the same team.

Who Throws First

A popular way to start the game is to have two opposing players look each other in the eye and without looking away or looking at the cups, shoot at the cups. The first team that makes a cup goes first. Teammates alternate turns until someone makes it. If both teams make it, you keep shooting.

Playing the Game

  • Each team will get two (2) shots for each turn, one shot per team member.
  • If a player makes a cup, the other team should consume this cup and/or remove the cup from the table.
  • The game continues in this way, with both players from one team taking a shot, followed by both players from the other team. The team that clears all the opposing team's cups first is the winner.
  • If both players on a team sink his/her shot on the same turn, that team will get one (2) additional shots.
  • If a ball bounces into a cup, it counts as two cups. The player that bounced the ball will choose the second cup to be removed from the table. HOWEVER, if they bounce, you have free reign to swat that shot away. Bouncing is a good strategy if a) you're good at it and b) the other team isn't paying attention.

Let's End This

  • After the last cup is scored, each player from the losing team has a chance to score the remaining cups.
  • Each player shoots until they miss, the order in which this is done does not matter.
  • If the losing team has remaining re-racking calls, they may be used now. If 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.

Overtime

If a team hits the remaining cups during rebuttal, the game goes to overtime. Overtime consists of each team setting up 3 cups in a triangle format using water to fill them up. The team who hit the last cup prior to the rebuttal shoots first in overtime. Overtime is played like a normal game with the same rules applied.

Backboard and In

If a player who does not have possession of the ball contacts the ball and as a result that ball enters one of his own cups, unintentionally acting as a backboard, that shot will be counted.

Interference

  • If players interfere prior to the ball's contact with a cup, a one-cup penalty will be imposed for the interference. The thrower who had his or her shot interfered with may choose the cup to be removed.
  • If the offensive team bounces the ball, then the defensive team can interfere and swat the ball out of the air.
  • Players may not contact the table while their opponents are shooting.
  • Balls may not be interfered with while inside of a cup.
  • If a player knocks over his or her own cups, those cups are to be counted as though sunk and removed from the table. They are not to be refilled or replaced. If the entire rack is knocked off the table, all cups are counted as hit. The exception is if this happens during reformation, in which case the cups are replaced.
  • If cups are knocked over by any non-player, those cups are not counted as sunk, and are to be refilled and replaced in their appropriate positions on the table.
  • If cups drift or are otherwise moved out of formation, those cups may be replaced in their appropriate positions upon request from the opposing team.

ReRacking

Although the cups begin in a pyramid, they don't necessarily stay that way. As there are more holes in the pyramid from removing cups, it gets more difficult to make shots. To account for this, a team must "re-rack" at certain numbers of remaining cups in order to keep a compact shape at which their opponents can shoot. Each team gets 2 re-racks per game at any time. The shooting team can choose how they want their cups arranged. A standard rule of thumb is to take one with 6 cups remaining, and with 2 or 3 cups remaining. Reformation is to take place as soon as applicable, even in the middle of a turn.

Bocce Ball

The Rules

Bocce is played with eight large balls and one smaller target or object ball called a pallino. There are four balls per team and they are made of a different color or pattern to distinguish the balls of one team from those of the other team.

The game is played with two teams, with each team having one, two, or four players. For four player teams, each player throws one ball. For two player teams, each player throws two balls. For one player teams, each player throws four balls. When there are multiple players on a team, a playing rotation is determined at the start of a game and is maintained throughout the entire game.

A game begins with the toss of a coin. The team that wins the coin toss can choose to either have first toss of the pallino or the color of the balls they will use. To start a game, the pallino is rolled or tossed by a member of the team having won the coin toss. A player can toss the pallino any distance as long as it passes the center line of the court and stays within the boundaries of the court. If the player fails to toss the ball properly into play, a member of the opposing team will toss the ball into play. If the opposing team fails to properly toss the pallino into play, the toss reverts to a member of the original team.

The player tossing the pallino must deliver the first ball. If the ball lands outside of the boundaries of the court, that team must roll again until the first ball is put into play. Otherwise, that player steps aside and the opposing team will then deliver their balls until one of its Bocce balls is closer to the pallino or has thrown all its balls. The "nearest ball" rule governs the sequence of thrown balls. The side whose ball is closest to the pallino 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 deliver. The other team throws until it gets its ball closer (not ties) to the pallino. This continues until both teams have thrown all their Bocce balls. After both teams have exhausted all their balls, a frame is over and points are awarded. The game resumes by teams throwing from the opposite end of the court. The team that was awarded points in the previous frame begins the next frame by tossing the pallino into play.

All balls must be thrown underhanded. A team has the option of rolling, tossing, bouncing, etc. its ball down the court, provided it does not go outside the boundaries of the court or the player does not violate the foul line. The foul line is used to deliver all balls down the court with the intent of getting a ball closer to the pallino, knocking the opponent's ball away from the pallino, or hitting the pallino so that it ends up closer to your team's ball.

A player should not step on or over the foul line before releasing any ball. If a player steps over the foul line, the player will receive one warning. For a player that commits a second foul line infraction, the team fouled against will be awarded points as they were immediately proceeding the foul and the frame will end. The team committing the foul will be awarded no points for the frame, or the fouled against team may have the option of declining the penalty and completing the frame.

Any ball that goes outside the boundaries of the court is considered a dead ball and is removed immediately from play until the end of a frame. If the pallino is knocked outside the boundaries of the court during play, the frame ends with no points awarded and a new frame is started.

The Scoring

  • At the end of each frame, points will be awarded.
  • Only one team scores in a frame.
  • One point is awarded for each ball that is closer to the pallino than the closest ball of the opposing team.
  • In the event that the closest ball of each team is the same distance from the pallino, no points will be awarded and the pallino returns to the team that delivered it.
  • Only balls which are distinguishably closer to the pallino than any of the opponent's balls are awarded points.
  • All measurements should be made from the center of the pallino to the edge of a Bocce ball.
  • Games are played to 16 points with the first team reaching 16 points being the winner of a game.

Scoring Examples