Game Rules

2 Player Hook & Ring

The Setup

1. Remove targets and washers from the carry bag.
2. What's included?

(a)  1 Base
(b)  1 Post
(c) 1 Roof
(d) 2 Pieces of Rope
(e)
2 Hooks
(f)  
2 Rings
(g)
2 Eye Hooks
(h)
1 Wooden Score Keeper
(i)
1 Black Screw
(j) 1 Allen Wrench
(k)
4 Rubber Feet
(l)
Carry Bag

3. Assembly Instructions

  • Screw the 2 eye hooks into the pre-drilled holes on the under side of the roof
  • Screw the 2 hooks into the pre-drilled holes of the post
  • Tie the ring to the end of each rope
  • Tighten the post to the base using the black screw and the allen wrench
  • Next tighten the roof to the post, remember that the roof and the base should be aligned together with the hooks on the post
  • Once everything is aligned put the rings onto the hooks and take the other end of the ropes and secure them to the eye hooks.  The rings should be removable from the hooks after the rope is securely tied to the eye hook
  • Place the wooden score piece on top of the roof covering the Elakai logo to start the game

 

The Rules

The objective of the hook and ring game is to get the ring onto the hook more times than the opponent and in less time.

Best of Ten

Players begin playing at the same time.  The first person to hook their ring then moves the wooden scorer one spot in the direction of their opponent.  Players continue to play until the wooden scorer is no longer in one of the scoring slots on the opponent’s side of the roof and the scorer is removed from the roof.

First to Ten

Players take turns timing each other to see who can hook their ring 10 times. The fastest time wins!

Print + Download 2 Player Hook & Ring Rules

4 Player Hook & Ring

The Setup

1. Remove targets and washers from the carry bag.
2. What's included?

(a)  1 Base
(b)  1 Post
(c) 2 Roof
(d) 4 Pieces of Rope
(e)
4 Hooks
(f)  
4 Rings
(g)
4 Eye Hooks
(h)
4 Wooden Score Keeper
(i)
1 Black Screw
(j) 1 Allen Wrench
(k)
4 Rubber Feet
(l)
Carry Bag

3. Assembly Instructions

  • Screw the 4 eye hooks into the predrilled holes on the under side of the roof
  • Screw the 4 hooks into the predrilled holes of the post
  • Tie the rings to the ends of each rope (1 ring per rope)
  • Tighten the post to the base using the black screw and the Allen wrench
  • Nest the two roof pieces together and tighten the roof to the post, remember that the roof and the base should be aligned together with the hooks on the post
  • Once everything is aligned put the rings onto the hooks and take the other end of the ropes and secure them to the eye hooks. The rings should be removeable from the hooks after the rope is securely tied to the eye hook.
  • Place the wooden score keepers on top of the roof in the spot closest to that player to start the game.

The Rules

The objective of the hook and ring game is to get the ring onto the hook more times than the opponent and in less time.

Head-to-Head

Players begin playing at the same time. When a player hooks their ring, they move their scoring piece into the next slot towards the middle of the roof. Players continue to play until one wooden score keeper is in the middle of the roof. The player that gets to the middle of the roof first wins!

First to Ten

Players take turns timing each other to see who can hook their ring 10 times. The fastest time wins!

War

Players begin playing at the same time. When a player hooks their ring, they move their game piece into the next slot towards the middle of the roof. A player can only move one spot for every time they hook the ring. Once a player’s game piece moves into the middle of the roof, they become King. As King, they can move their game piece in the direction of other player’s section of the roof and if they move into a spot where another player’s game piece is sitting, then the player that had their spot taken over is out of the game. The king continues to move around the roof until there are no other players. There can be multiple kings in a game at one time. The king can be killed if a player’s game piece moves into the king’s space. The last player on the roof wins and the war is over!

Print + Download 4 Player Hook & Ring Rules

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

Cornhole

The Playfield

The Rules

According to the American Cornhole Association (ACA), the following are the recommended rules of cornhole.

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.

Cornhole Pong

Intro

Cornhole Pong is a mix of cornhole and beer pong. This is a social game that all ages and skill levels can play.

The Setup

  1. Find a flat, open space to set up the boards 18'-27' apart.
  2. Remove all the discs from the holes, revealing 6 open holes on each board.
  3. Games can be played with 2 or 4 players.
  4. Each team will need two bags. The bags can be 6-in. regulation size or 4-in. junior size (recommended). Both teams should be using the same size bags, delineated by color.
  5. You are now ready to play ACA Cornhole Pong!

The Playfield

  • The recommended distance from the front of one board to the front of the other board is between 18’-27’, depending on your skill level.

The Rules

The objective of the game is to toss bags into each of the six holes before your opponent.

Each team is made up of 1 or 2 players standing next to the same board. Their opponent(s) are standing at the opposite board.

To determine which team starts, players can rely on a coin toss to decide, or each team may toss one bag at the opposing team’s board. The team that sinks the first hole starts the game.

Each player on a team tosses one bag at the opposing team’s board. Player 1 must complete their toss before player 2 can throw their bag. If playing with 1 player teams, each player will toss 2 bags. Only 1 team may throw bags at one time.

A hole gets closed when a tossed bag goes entirely through the hole. Players cover the hole immediately with the disc.

(Optional) If both players successfully sink separate holes in one round, they are rewarded with both bags back and continue to throw.

The game is over when one team has successfully closed every hole on the board.

(Optional) A team automatically wins if their opponent does not immediately close a hole, and the tossing team throws two bags through the same hole in the same round.

If a hole that was covered becomes uncovered because of impact during a round, re-cover the hole as it was before that toss.

The other team is allowed one chance for redemption. The losing team must alternate shots and close out the rest of their board without missing a bag. 

Overtime consists of the front three holes uncovered and the back three holes covered. The first team to cover the front three holes wins the game. There is no redemption in overtime.

Print + Download Cornhole Pong Rules

Croquet

The Setup

1. Remove wickets, mallets, stakes, and balls from the carry bag.

2. Find a flat open space and place the wickets and stakes in the ground.

3. Remove any objects that may be between or around the wickets and stakes to ensure nothing impedes with the balls.

4. For every mallet there is a matching color ball.

5. Now you are ready to play Elakai Croquet!

The Playfield

The standard court is 100 feet by 50 feet. When playing with house rules, the court can be all sizes to accommodate the playing space.

 

The Rules

Nine-Wicket Croquet

General Info:

Maneuver your ball through the course of wickets to hit the finishing stake. The first team to have all of their players make it through the course and hit the finishing stake wins.  

Play is made when the ball is struck by a mallet. The player is whom is playing is called the striker and the ball in play for that turn is called the striker ball. Turns are typically taken in the same sequence throughout the entire game. Each turn is initially one stroke, but a player may earn extra strokes when the striker ball hits another ball or scores a wicket point.

The striker ball may hit and move other balls to score points. The striker must never hit another ball with the mallet other than their own.

Starting the Game:

Two teams form of 1, 2, or 3 players per team. Once teams have been decided, a coin-toss determines who will play first. The game starts halfway between the finishing stake and wicket #1.

Wicket Points:

When the ball passes through a wicket in the correct direction and in the correct sequence, a wicket point is awarded to that team of that striker.

Hitting Other Balls:

All balls are considered live at the start of a turn. If the striker ball comes in contact with a live ball, then it has made a roquet. This means that the striker can take croquet from the roqueted ball. This is done in one of four ways;

(1) By leaving the striker ball where it lies and taking an extra two strokes

(2) By the striker picking up the striker ball and placing it in contact with the roqueted ball and then striking the striker ball

(3) By placing the striker ball within 9” of the roqueted ball and striking the striker ball

(4) By picking up the striker ball and placing it directly next to the roqueted ball while holding the striker ball with their foot and striking the striker ball

The croqueted ball is not considered dead and remains dead until the striker ball scores a wicket or stake point or until the start of the next turn. If the striker ball hits a dead ball then it does not become roqueted and no extra strokes are awarded.

Boundaries:

Boundaries can be marked by flags, string, chalk, or not marked at all.

Points:

If the striker ball encounters both a wicket and roquet on the same stroke, only one point will count.

Turning Stake:

A point is scored when the ball hits the turning stake in the correct sequence.

Continuation Stroke:

A striker can earn extra strokes by scoring a wicket, turning a stake, or by taking croquet. The extra stroke is played as the ball lies.

If a striker ball makes a roquet while taking croquet, then no extra strokes are awarded. The striker then takes croquet from the ball that was just roqueted.

If the striker ball scores a wicket point and the turning stake point on the same stroke, only one extra stroke is awarded.

The only time that two extra strokes can be awarded is if the striker ball scores two wicket points on one stroke. The 2nd extra stroke is forfeited if the first extra stroke scores a wicket, stake, or roquet point.

Rover Balls and Scoring the Finishing Stake:

A rover ball is a ball that has scored all the points except for the finishing stake. Any rover that hits the finishing stake has scored and must be removed from the game. Play continues until one entire team has all its balls come in contact with the finishing stake.

The striker ball cannot score the stake and make a roquet on the same stroke. Which ever happens first takes precedence and is scored.

 

Giant 4 in a Row

The Setup

  • Remove legs and playing board from the carry bag. Slide each leg into position on the playing board.
  • Once the legs are in position, separate the game pieces (red and blue discs) by color. One player claims one color and the other player claims the other color.
  • Flip a coin to determine which player goes first.
  • You are now ready to play Elakai Giant 4 In A Row!

The Rules

First 4 discs in a row wins.

  • Player 1 won the coin toss and makes the first move by putting their disc into the playing board. 
  • Player 2 then makes their first move by putting their disc into the playing board. 
  • Players then alternate turns until one player has dropped 4 discs of the same color into a row. 
  • The player to get 4 discs of the same color in a row must then shout “4 in a Row”. 

Best of Series

Two players compete to see how many times they can get 4 in a row to win a game. Series can consist of 3, 5, or 7 games. The player that wins the most games out of the X game series is deemed the winner.

The Scoring

  • Rows of 4 discs of the same color can be created horizontally, vertically, or diagonally by placing discs strategically on the playing board when it is your turn.
  • See “Scoring Examples” section.

Scoring Examples

Print + Download Giant 4 in a Row Rules

Giant Dominoes

The Setup

1. Remove the dominoes from the carry bag.
2. Place all dominoes face down and mix them up.
3. Play dominoes!

NOTE: Set includes carry bag and 28 game pieces. Please note that the game piece with the Elakai Logo on it plays as the “no dot” piece.

The Rules

Block Dominoes

For 2-4 Players:

1. Each player selects 5 dominoes. Do not let your opponents see the dominoes that you selected.
2. Place remaining dominoes in a pile face down. This will become your draw pile.
3. The player that draws the highest double domino places it in the center of the play area to start the game. The play proceeds to the player to the left of the player that starts the game. If no double is drawn, then all dominoes are put back into the pile to be redrawn.
4. The next player tries to match one of their dominoes to either end of the double.
5. Only one domino is played per turn.
6. Dominoes are placed in a line, except when a double is played. When a double is played, a player can play their piece at a right angle. This allows the next player to play either end of the domino providing additional play options.
7. If a player is not able to match the dots at any end of the rows, they pick up a domino from the draw pile. That player continues to draw until they can play. If all pieces are drawn and a player is still not able to play, then the turn is forfeited, and the player can try to play on their next turn.
8. Play continues until a player is out of dominoes and the first player to do this is the winner.
9. If all players are left with dominoes in hand and no plays can be made, then the player with the least number of points left in their hand wins the round.
10. Rounds continue until one player reaches 100 points.

Scoring:

Scoring is calculated by taking the difference between the winner’s total points in hand versus the other opponents score in hand at the end of a round.

Example 1:
Player 1: 0 points in hand
Player 2: 9 points in hand
Player 3: 3 points in hand
Player 4: 12 points in hand
In this example, player 1 won the round and would receive 24 points.

Example 2:
layer 1: 4 points in hand
Player 2: 9 points in hand
Player 3: 3 points in hand
Player 4: 12 points in hand
In this example, Player 3 won the round and would receive 16 points

Giant Mountain Blocks

The Puzzle

The Rules

First, choose a player to create a tower with your 54 wooden Giant 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

Print + Download Giant Mountain Block Rules

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.

Print + Download Hook & Ring Rules

Horseshoes

The Setup

1. The Playfield

  • Stakes are placed 40 feet apart.
  • Stakes should extend 14 to 15 inches above the pit surface.
  • Stakes may be inclined toward each other, but not more than a 3 inch lean.
  • Stakes are solid or hollow steel 1 inch in diameter.
  • Stakes should be a minimum of 21 inches from the front and back of the pit.
  • Pits are constructed 31 to 36 inches wide and 43 to 72 inches long. If the pit is less than the maximum dimensions, the extra space between the pit and backboard shall be filled with the same material of which the platforms are made and shall be level with the pit and platforms. The stake is at the center.
  • Pits are best filled with clay and must be watered periodically to maintain its texture. Sand, sawdust, and loose soil are more commonly used. The purpose of the filler is to keep the shoes from bouncing excessively, so any material that accomplishes this can be used. The minimum depth of the substance is 4 inches but 8 inches is recommended.
  • A foul line is marked 3 feet in from each stake. Thus, the resulting throwing distance (foul line to opposite stake) is 37 feet. For short-distance pitchers, the foul line is 27 feet from the opposite stake.

2. The Backboards

(Not included, but recommended for serious play)

  • Should be at least 4 feet behind the stake.
  • Should be at least 1 foot high and extend the width of the pit.

2. The Horseshoes

  • Each shall not weigh more than 2 pounds, 10 ounces.
  • Each shall not exceed 7 1/4 inches in width.
  • Each shall not exceed 7 5/8 inches in length.
  • On a parallel line of 3/4 inches from a straightedge touching the points of a single shoe, the opening of the shoe must not exceed 3 1/2 inches.

 

The Rules

  • The first player throws their 2 horseshoes one after the other. The second player then throws their 2 shoes.
  • When pitching a shoe, the player may not cross the foul line.
  • Games can be played to 40 points in a point limit game or 40 shoes in a shoe limit game. In the shoe limit game, the player with the highest points wins. If a tie exists, each player takes a half win or a two-inning tie breaker can be thrown.

The Scoring

  • To score any points, shoes have to be a leaner, a ringer, or closest to the stake.
  • Ringers are worth 3 points each and must completely encircle the stake so the ends can be touched with a straightedge without touching the stake.
  • Leaners come to rest 6 inches (i.e., one horseshoe-width) or closer to the stake and are worth 1 point each.
  • If there are no ringers, the closest shoe to the stake gets 1 point.
  • If no ringers are thrown and you have two shoes closer than any of your opponent's, you get 2 points.
  • If you have the closest shoe and a ringer, you get 4 points.
  • If your opponent throws a ringer on top of yours, the points are canceled.
  • If your opponent throws a single ringer and you throw two ringers, you score 3 points.
  • Leaners do not cancel each other out.

Safety and Precautions

  • WARNING: When using this product, basic safety precautions should always be followed to reduce the risk of personal injury and damage to equipment. Read all instructions before using this product!
  • Keep children away. Children must never be allowed in the work area during court building and game setup. Children must be closely supervised by a responsible adult when playing horseshoes.
  • Observe work area conditions. Use caution to avoid any underground electrical lines, water lines, telephone lines, etc., when driving horseshoe stakes.
  • Be alert. Horseshoes are heavy and dangerous objects when thrown. Do not throw near any persons or animals. All competitors must be well clear of the pit when another competitor is pitching.
  • Store idle equipment. When not in use, horseshoes must be stored in a dry location to inhibit rust.
  • Use the right product. There are certain applications for which this product was designed. Do not modify this product and do not use this product for a purpose for which it was not intended.
  • Before using horseshoes, check for damaged parts. Any part that appears damaged should be carefully examined to determine that it will operate properly and perform its intended function. Any part that is damaged should be properly repaired or replaced.
  • When servicing, use only identical replacement parts. Use of any other parts will void the warranty.
  • Do not assemble or use the product if under the influence of alcohol or drugs. Read warning labels if taking prescription medicine to determine if your judgement or reflexes are impaired while using. If there is any doubt, do not use the product.
  • Keep the components dry and stored in a location out of reach of children. For the player's safety, it is recommended that the stakes be capped with a plastic end cap or conduit cap if the stake remains in the ground when not in play.

Horseshoes - Mini

The Rules

  • Stake boxes are placed at an agreed distance that suits the playing area and skill level of the players.
  • Players (typically 2 players) agree to a final score to play to. The first player to reach that score wins the game.  Some players only count ringers and an established ringer total wins the game.
  • Players flip a coin to identify who throws first.
  • Players toss their horseshoes onto the stake at the opposite stake box.
  • IIf playing doubles, teammates line up at opposite stakes.
  • The game is comprised of separate innings where each player pitches two consecutive horseshoes in each inning.
  • Pitching area is the right or left of the front edge of the stake box.
  • Players take turn throwing from behind the front edge of the stake box.
  • The first player throws their two horseshoes one after the other. The second player then throws their two shoes.
  • Players must throw both shoes within seconds of stepping into the pitching area.
  • Score the horseshoes after both players have pitched their shoes.
  • Record three points for a horseshoe that lands around the stake (aka “ringer”).
  • Record one point for any (non-ringer) horseshoe that is touching or leaning against the stake.
  • If your opponent throws a ringer on top of yours, the points are canceled.
  • If your opponent throws a single ringer and you throw two ringers, you score 3 points.
  • Leaners do not cancel each other out.
  • Play consecutive innings until a player reaches the pre-established total score.
  • If a tie exists, each player takes a half win or a two-inning tie breaker can be thrown.

Kubb

The Setup

  • Remove 1 king, 10 knights, 6 throwing dowels, and 4 corner stakes from the carry bag.
  • Find a flat open space and set up the 4 corner stakes in a 16’ by 26’ rectangle.
  • Next set up the 10 knights and 1 king (recommended on sand or grass to protect the equipment).
  • Games can be played with 2-12 players (maximum 6 players per team).
  • Now you are ready to play Elakai Kubb!

The Playfield

  • 5 knights should be set up on each baseline (5 knights per team placed about 3’ apart)
  • The King Kubb should be placed in the center of the play area
  • The recommended play area is 16’ by 26’
  • See diagram

 

The Rules

  • The objective of the Kubb is to knock down as many of your opponent’s Kubb Knights as you can by tossing the dowels underhand. To win, a team (1-6 players per team) must knock all of their opponent’s knights over and successively knock over the King Kubb. However, if the king is knocked over any time during play before the knights are all knocked down, the offending team loses
  • To start the game, each team chooses one player to toss one throwing dowel at the king to get closest to it without touching it. Whichever player gets their throwing dowel closest to the king without touching it, goes first. This team becomes Team A.
  • Team A tosses one throwing dowel at a time to knock over as many Team B’s Kubb Knights as they can. Once all throwing dowels have been tossed, Team B tosses back all toppled Kubb Knights underhanded on to Team A’s field. Team A sets up the knights where they lie, in either direction but they must be facing Team B. These now become Field Kubb Knights and help protect Team A’s playing pieces.
  • When Kubb Knights are tossed towards the opposing team’s field but do not land within the field boundary in two tries, the opposing team may put the Kubb Knights where ever they want within their field. These baseline Kubb Knights now become Field Kubb Knights.
  • There are two strategies when a team has the opportunity to place the Field Kubb Knights wherever they want and they are;

1. To put the Field Kubb Knights a minimum of one block length from the King Kubb.

2. To put the Field Kubb Knights just in front of their Baseline Kubb Knights.

  • Team B now tosses back the throwing dowels. They must knock over the Field Kubb Knights before they can knock over the Baseline Kubb Knights. Once all throwing dowels are thrown, Team A tosses back toppled Field Kubb Knights onto Team B’s field including the Baseline Kubb Knights if they were knocked down.
  • The team to knock all the other team’s knights down and also knock down the King Kubb wins the game.

Lawn Bowling

The Setup

1. Remove 10 pins and 2 balls from the carry bag.

2. Find a flat open space and set up the 10 pins (recommended on sand or grass to protect the equipment).

3. Now you are ready to play Elakai Lawn Bowling!

The Playfield

  • Pins should be set up in the standard 10 pin bowling formation
  • Each pin should be no more than 4” away from the other pins
  • The recommended distance to throw the balls from is 12-15 feet from the front of the first pin

The Rules

Outdoor Lawn Bowling

The overall goal of Outdoor Lawn Bowling is to knock all ten pins down in each frame. There are 10 frames per game and the person or team with the highest score at the end of the 10 frames wins.

A coin-toss determines who throws first and then the predetermined player rotation is followed for all 10 frames.

An open frame is a frame where the player does not get a strike or a spare and leaves pins standing after the two throws.

A strike is when you knock over all 10 pins on the first throw of a frame. Your turn is then over and the next player goes. The 10th frame is the exception to this rule and the player that gets a strike on the first throw gets two more throws with the opportunity of three potential strikes in the tenth frame (the pins are repositioned after each strike).

A spare is when a player does not knock all the pins down on the first throw within a frame, but then knocks all of the pins down on the second throw of the frame. When a spare is thrown in the 10th frame, the pins are reset, and one extra throw is given to that player.

The number of pins knocked down per throw is tallied up for a frame total. After the first throw, the pins that were knocked down are removed from the playing area. If a player rolls a spare, that player adds the pins point total from their next ball to that frame. If a player rolls a strike, that player adds the pins point total from their next two balls to that frame. The total possible score in a game is 300.

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Paddle Ball

The Setup

1. Remove paddles and balls from the carry bag.

2. Find an open flat space on the beach or in the yard.

3. Play Elakai Paddle Ball!

The Rules

Beach and Backyard Paddle Ball

Individuals: Singles Play

Player 1 competes against Player 2 to see how many volleys they can make before the ball drops to the ground. When a player lets the ball drop to the ground the volley is over. The player that dropped the ball first loses. The player still volleying the ball will get one point. The first player to reach 11 points wins.

Teams: Doubles Play

Each team is comprised of two players. Teammates stand at an agreed upon distance from one another, both teams using the same distance. Each player has their own paddle and shares one ball with their teammate. Both teams are trying to volley the ball longer than the other. The last team standing wins a point for that round. The first team to 11 points wins the game.

Follow the Leader Plus One:

Each player has their own paddle and is considered their own team. The game uses one ball, and any number of players can play. The first person starts the game by volleying twice before passing the ball to the next player. That next player must volley the same number of times as the player before them plus one extra volley before passing to the next player. If any player lets the ball make contact with the ground, the round is over and that player loses a point. When a player loses 5 points they are eliminated from the game. The last player left in the game is the winner.

2 Paddle Follow the Leader Plus One:

Each player is considered their own team. Only two paddles are used in this format, so players will have to pass their paddle to the next player in line once they have finished their volley. The game uses one ball, and any number of players can play. The first person starts the game by volleying twice before passing the ball to the next player. Once that first person passes the ball to the 2nd player, they then give their paddle to the 3rd player. That 2nd player must volley the same number of times as the player before them plus one extra volley before passing to the 3rd player (the 2nd player would pass their paddle to the 4th player and so on). If any player lets the ball, make contact with the ground the round is over and that player loses a point. If a player passes a volley to a player that does not have a paddle, then the player that made the pass loses a point. When a player loses 5 points they are eliminated from the game. The last player left in the game is the winner.

 

 

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Ring Toss

The Setup

1. Remove the 2 base pieces, 5 stakes, and 10 rings from the carry bag
2. Assemble the target and stand 12 feet from the target before beginning your game.

The Rules

Basic Rules

The objective of the ring toss is to score more points than the opponent by throwing the rings around the stakes and being awarded points for each ringer. The middle stake is typically worth the most.

Before the game players should agree to play cancelation scoring or tally scoring. Cancelation scoring is when the points of one player cancel out the points of their opponents. Tally scoring is when the points awarded to each player are tallied up every round and added to their game total.

Horse

The objective of H-O-R-S-E is for players to make ringers. The player who makes a ringer that the opponent does not duplicate, wins that round and a letter is awarded to the player that did not make the shot. The game is won when an opposing player is awarded all the letters.

Five Stake Scoring

Player’s race to a predetermined number of points by making ringers and being awarded the points that are associated with each stake. The first person to the predetermined final score wins the game.

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.

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Social Scatter

Intro

Social Scatter, also known as Molkky or Skittles, is a multi-player toss game.

The Setup

1. Remove 12 skittles and 1 throwing dowel from the carry bag.

2. Find a flat open space about 16’ by 26’ rectangle.

3. Next set up the 12 skittles (see playfield diagram below) and mark a throw line 10’ from the group of skittles.

4. Games can be played with 2-12 players. 

5. Now you are ready to play Elakai Social Scatter!

The Playfield

  • The recommended play area is 16’ by 26’ on sand or grass.

  • See diagram

The Rules

The objective of the Social Scatter is to score 50 points before your opponents. To start the game, flip a coin and the winner of the coin toss gets to throw the first dowel.  A player may throw the dowel underhand, helicopter, rolling, or end over end in an effort to strike the skittles.  Players will alternate throws and after each round of throws each player tally’s their point total.  If a player goes three rounds without striking any skittles or scoring points, they are eliminated.  After a toss, any skittles that were knocked down get set back up in the place they landed.  The skittles will not be set up in their original setup after each throw. To win, a player must knock down the skittles to score a predetermined number of points.  The game is played to 50 points.  The first team or player to score exactly 50 points wins.  If a player exceeds 50 points, then that player must start the next round at 25 points.  

Scoring

There are two ways to score points

1. The first way is to knock down as many skittles as you can.  If you knock down more than one skittle, tally up the number of skittles knocked over and that is your point total for that round.  

2. The other way to score points is to knock only one skittle down and if only one is knocked down then the number shown on the skittle is the number of points you get for that round.


Example:
 

If the #1 and #2 skittles are knocked down on a throw, only 2 points are awarded because more than one skittle was knocked down.

If the #12 skittle is knocked down, then the player is awarded 12 points because only one skittle was knocked over and the points awarded were the number displayed on that skittle.

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Washer Toss

The Setup

  • Remove targets and washer from the carry bag.
  • Find a flat open space and place the two washer targets 15 – 21 feet apart.
  • Remove any objects that may be between or around the targets to ensure nothing impedes with the toss of a washer.
  • Separate the 8 washers by color (4 red and 4 blue). One team claims the red color and the other team claims the blue color.
  • Make sure that the Game Over Stake is tightened down securely in the center of the targets.
  • You are now ready to play Elakai Washer Toss!

The Playfield

The Washers

  • 8 washers are used for the game; 4 red and 4 blue washers for each of the 2 teams.
  • The game can be played with plastic-coated steel or uncoated steel washers.
  • Weight may vary.
  • Each washer must have at least a 1-inch diameter hole when using with the Game-Over Stake.

The Rules

The Original Game-Over Stake

New to the game of Washer Toss is the Game-Over Stake. At any point in the game, if a player rings their washer around the stake in the center of the target the game is over. No rebuttal or extra throws take place.

NOTE: The foul line is defined as stepping in front of the target next to your pitching box as shown in the diagram from “The Playfield” section.

 

Individuals - Singles Play
Player 1 competes against Player 2

  • Players line up next to each other at one of the targets.
  • Player 1 won the coin toss and makes the first toss. 
  • Player 2 then makes their first toss. 
  • Players alternate turns until both players have tossed all 4 of their washers at the target.
  • Players then walk down to the target, take score, and set up to toss the washer back toward the first target.
  • Players take score using cancellation scoring. See next section for more details on cancellation scoring.

Teams - Doubles Play
Team 1 competes against Team 2. Both teams are comprised of two players.

  • Players line up across from their partners as shown in the diagram from “The Playfield” section.
  • Team 1 won the coin toss and makes the first toss. Player 1 from Team 1 tosses their first washer at the opposite target.
  • Player 1 from Team 2 then tosses their first washer at the same target.
  • Players alternate turns until both players have tossed all 4 of their washers at the target.
  • The score is taken by the team members located at the target and all washers are collected.
  • Player 2 on each team then alternate turns tossing their washers back to the starting target following the same rules.
  • Players take score using cancellation scoring. See next section for more details on cancellation scoring.

 

The Scoring

At the end of each round, points will be determined using the cancellation scoring method. Each team adds their points and compares. The difference of the two is awarded to the higher scoring team for that round. The first team to score 21 points or ring the Game-Over Stake wins the game!

1. Determining Points

  • A washer rung around the Game-Over Stake is an automatic win.
  • A washer that lands inside the center square of the target box is worth 3 points.
  • A washer that lands inside the target box, but outside the center square is worth 1 point.
  • A washer that lands outside the target box is worth 0 points.
  • A washer that bounces into the target box from outside is worth 0 points and should be removed before continuing to play.

2. Optional Scoring Rules

  • Mercy Rule: If a team reaches 11 points without the other team scoring at all, the game is over.
  • Exactly 21: If a team scores more than 21 points, their score will drop down to 15 points. The goal is to get 21 points exactly.
  • Traditional: Remove the Game-Over Stake to play a traditional game to 21 points.

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