Arrange ten cups in a pyramid-like formation on each side of the table. Fill each cup with the desired amount of beer (or other beverage). Beerpong is generally played by teams of two in which each team takes turn throwing a ping pong ball into the other team’s cups. Once a ball lands in a cup, the cup is taken away and the opponent then drinks the contents of the cup. If both teammates hit cups, the balls are rolled back and they get to shoot again. The team that successfully hits all of the opponent’s cups wins the game. Have one extra cup full of water for both teams, so you can clean the balls after each throw.
A couple of extra rules that usually apply. During the throw, your elbow can’t be over the edge of the table. If you get the ball in the cup with a bounce of the table, the opponents have to take two cups off the table. On the other hand, bounce shot is a risk, because your opponents can hit the ball away after the bounce. If the ball has entered the cup but starts rolling around, you can try and blow it out before it touches your beverage. If the ball bounces back from the opponents’ cups over the halfway line of the table and you get to grab it before them, you get to throw again. Winner of the game typically stays on the table and awaits next challenger. A list is generally formed to keep track of who is next to play.
nice flat surface on your lawn, in a parking lot, the beach, etc. Set up your
boards directly facing each other with 7-8m between the front edge of each
board. Cornhole can be played with 2 or 4 players. Team 1 throws all 3 bags
first, then you add the points. Now it’s Team 2’s turn. The bag must go
completely through the hole, it doesn’t count if it’s hanging on the edge. Go
for 10 rounds.
The game is played on a grid that's 3 squares by 3 squares. You are X, your opponent is O. Players take turns putting their marks in empty squares. The first player to get 3 of her marks in a row (up, down, across, or diagonally) is the winner. When all 9 squares are full, the game is over. If no player has 3 marks in a row, the game ends in a tie.
The pins are placed in a formation (see picture 1). For the first game, the throwing order is drawn. In following games, the throwing order is formed according to the previous game results from lowest to highest score. A throwing line is drawn about 3-4 metres away from the pin formation (see picture 2). Players take turns in scorekeeping (see “Ending the game”).
Beginning the game:
First player throws at the grouping and tries to knock over pins. Mölkky is always thrown underhand.
A pin is not considered fallen if it is leaning on another pin or on the Mölkky throwing skittle. After a throw, fallen pins are put upright at the place where they fell by other players.
If one pin falls, the score is the number on the pin. When more than one fall, the score is the number of fallen pins.
Ending the game:
If a player misses (has no score) three times in a row, he/she is out of game and acts as the scorekeeper. The game ends when the first player reaches exactly 50 points. If one scores over 50, that players score is lowered to 25.
Roll up to 3 times each turn to rack up the best possible score. Decide which dice combo you're going for. After each turn, write your score in one empty box on the score card.
Players take turn in throwing 5 dices. Each turn consists of maximum of three rolls, so you have to decide, which combo is the most useful for you.
The first roll must be made with all five dice. If the player chooses to roll a second and, if desired, a third time, he may pick up any or all the dice and roll again.
It is the skillful use of these two optional rolls of the dice that can turn an unlucky first or second roll into a high-scoring turn. A score must be entered after the last roll in the appropriate box or a zero entered in a box of the player's choice.
Each player keeps his own score on a YAHTZEE score card to be marked with the player's name.
determine who goes first, each player rolls out all the dice; the player with
the highest total starts the game. The play then continues clockwise.
A TRIP AROUND THE WORLD
Place your buttons on the same coloured circles. This area is called the nest. Each player rolls the dice once. The player who gets the highest number, starts. Player with highest score rolls again. If he gets 1, he can place one button on the track. If he gets 6, he can place one button on the track+ roll again. 2,3,4 and 5 won’t allow you to put buttons on the track. Every player gets three chances to roll at a time. From now, the play continues clockwise. If your button reaches the same ring where somebody else already is, their button gets sent back to the nest. If you’re on the track, roll the dice and move for as many steps as the dice shows. 6 allows you to roll one more time. Player who gets all their buttons to the vertical rings first is the winner. This place is called “home”. If a player gets more points on the dice than he needed, he just bounces back and waits for his next turn.
· Straight dominoes can be played by two to four players.
· Tiles must be mixed up before the players can draw their hand. This is done by a process of shuffling, whereby the tiles are placed face down on a flat surface and one player moves them around randomly without maintaining contact with any specific tiles.
· The players then draw one domino each, to determine who plays first. The player drawing the highest double goes first, or, if no double is drawn, the player with the highest-scoring domino.
· Each player now draws a hand of seven tiles, with the player who did the shuffling drawing last.
· If there are tiles left over, these remain face down to be drawn by players who are unable to put anything down on their turn.
· The first player begins by laying their chosen tile face-up in the middle of the playing area.
· The next player must match one end of one of his dominoes to part of the first tile.
· In some versions, the game starts with 0-0 (next game 1-1 and so on), whoever has it, and for this domino only, tiles are allowed to be joined to all four sides, creating four open lines to which new dominoes can be added.
· From this point, players can add their tiles to whichever line they choose. If a double is played, this is laid perpendicular to the line.
· If a player does not have any dominoes which can be played, they must draw another from the unused tiles. If there are none left, you pass.
· When the first player gets rid of all the dominoes, other players must count their remaining pips. You can play various rounds and add the points at the end.
Wall ball is really easy, just drive the
ball past the holes and into the main hole by pulling the ropes. Have a
competition with your friend on the other side. Or make it even more difficult
by playing 2v2.
The goal of Ring Swing is simply getting the ring right onto the hook. Touching only doesn’t count. Mark the line, players have to swing it from behind there. You can swing for example 10 times and see how many times you get it. Or you can take turns with other players and see who scores first.
players stand or sit about 4m away from each other. You can play this a couple
ways. It can be the first to get three points playing “head to head” (pun
intended). You can also pick 4 contestants and have teams of two. On each team
you will have a shooter who will shoot on their teams basket. The teammate with
the basket on their face can help direct the ball in. Play for example to 10
Connect 4 is a two-player connection game in which the players first choose a color and then take turns dropping one colored disc from the top into a seven-column, six-row vertically suspended grid. The pieces fall straight down, occupying the lowest available space within the column. The objective of the game is to be the first to form a horizontal, vertical, or diagonal line of four of one's own discs. Connect Four is a solved game. The first player can always win by playing the right moves.
You and your opponent toss 4 rope rings at the wooden score board one by one and see if either of you can hit the peg with the highest number. Whoever makes the most points out of 5 rounds is the winner of the game! Mark the area where you have to throw from.
Players take turns firing shots (by calling out a grid coordinate, for example B4) to attempt to hit the opponent's enemy ships. There are five ships.
On your turn, call out a letter and a number that identifies a row and column on your target grid. Your opponent checks that coordinate on their ocean grid and verbally responds "miss" if there is no ship there, or "hit" if you have correctly guessed a space that is occupied by a ship.
Mark each of your shots or attempts to fire on the enemy using your target grid (upper part of the board) by using white pegs to document your misses and red pegs to register your hits. As the game proceeds, the red pegs will gradually identify the size and location of your opponent's ships.
When it is your opponent's turn to fire shots at you, each time one of your ships receives a hit, put a red peg into the hole on the ship corresponding to the grid space or if you play with drinks, take the drink which sits on that spot. When one of your ships has every slot filled with red pegs or there are no more drinks on that ship, you must announce to your opponent that he has sunk your ship. In classic play, the phrase is "You sunk my battleship!" It is, of course, illegal to change the hiding position of your ships once play has begun.
first player to sink all five of his opponent's ships wins the game.
Jenga is played with
2 or more players. Build the tower by putting three blocks in every layer. Once
the tower is built, let`s start the game. Try to take a block out by tapping
the short side of it, or by pulling it out, your decision. You can’t remove the
blocks of the three highest rows. Once you pull your block out, place it on the
top of the tower, same way as you built it. Take turns doing that until someone
makes the Jenga Tower fall.
is played with 2 or more players. Build the tower by putting three blocks in
every layer. Once the tower is built, let`s start the game. Try to take a block
out by tapping the short side of it, or by pulling it out, your decision. You
can’t remove the blocks of the three highest rows. Once you pull your block
out, complete the task that has been written on it and place the it on the top
of the tower, same way as you built it. Take turns doing that until someone
makes the Jenga Tower fall.
Checkers is played on a standard 64 square board. Only the 32
dark colored squares are used in play. Each player begins the game with 12
pieces, or checkers, placed in the three rows closest to him or her.
The object of the game is to capture all of your opponent’s checkers or position your pieces so that your opponent has no available moves. Basic movement is to move a checker one space diagonally forward. If a jump is available, you must take the jump, as described in the next question and answer.
If one of your opponent’s checkers is on a diagonal next to one of your checkers, and the next space beyond the opponent’s checker is empty, then your checker must jump the opponent’s checker and land in the space beyond. Your opponent’s checker is captured and removed from the board.
After making one jump, your checker might have another jump
available from its new position. Your checker must take that jump too. It must
continue to jump until there are no more jumps available. Both men and kings
are allowed to make multiple jumps. If, at the start of a
turn, more than one of your checkers has a jump available, then you may decide
which one you will move. But once you have chosen one, it must take all the
jumps that it can. You can also jump backwards.
When one of your checkers reaches the opposite side of the board, it is crowned and becomes a King.
A King can
move backward as well as forward along the diagonals.
A King can also jump backward and forward. It must jump when possible, and it must take all jumps that are available to it.
Form two teams. Get the people step on
the mat, standing behind each other. They’re holding the rest of the mat over their
heads. The goal is to move as quickly as possible to beat the other team. Make
a start line and a finish line and get the race going!
Each player will
need their own nail in the stump. Make sure they’re deep enough that you can't
pull it out by hand and it wouldn’t fly out when hit. This is usually 2 good
taps. Do a wiggle test to make sure it's not going to fly out. Try to make sure
all the nails are in even depth. Try not to get the nails into cracks, a crack
may make driving the nail easier...it might also make it bent. Take turns
trying to hit your nail. You only have one try per round. If you manage to get
your nail in first, you’re the winner! If the game is too easy for you, try to
play with the other end of the hammer.
JUNK IN THE TRUNK
First you have to attach the belt with the box
around the player’s waist and put 8 ping pong balls in the box. When the
one-minute timer begins, the player then starts jumping and wiggling and
shaking in order to get all of the balls out of the box. When
the time is up, count the leftover balls and hand the belt to the next player.
The other option is to have a competition between two players, who does is
quicker. In that case, you don’t need a timer. There's really only one rule that needs to be adhered to
in order to play Junk in the Trunk. The player cannot touch the box, balls, or
belt with hands or any other body part. The balls must come out of the box as a
direct result of body movements. (No laying down and rolling around, either)
is played 2vs2. All players except the receiver must begin the point at least
2m from the net, receiver can stand wherever he/she wants. Team A starts a
point by hitting the ball down onto the net so it ricochets up towards team B.
Teams have up to 3 alternating touches to return the ball to the net without it
touching the ground. After the serve players can move or hit the ball in every
direction. If a team can’t return the ball onto the net with their 3 touches,
their opponent scores 1 point. A shot that hits the ground, rim or bounces more
than once on the net is no good, so the other team gets a point. If team A gets
a point, they get to keep serving, but they have to take turns after each
serve. So nobody can serve twice in a row. First team to hit 21 points wins!
TRUTH OR DARE
Truth or Dare rules are really easy. Shuffle the deck and place them face down in the middle of the table. Before picking up a card a player has to decide, Truth or Dare. In order to avoid playing around with the questions, the next player picks the card up and reads out either Truth or Dare part. And so on.FOOTGOLF
Make your own footgolf course where ever you want. First, place all the 10 goals around the area, make sure to add obstacles to make it more interesting. Choose a starting location and make sure every player has a football. From now on, the normal golf rules apply, so you have to get your ball through the goal with the fewest possible shots. The one furthest from the goal shoots first. If his shot is unsuccessful and after the shot he is still the one furthest from the goal, he goes again. And so on. When all the players have successfully gotten their ball through the first goal, then you can move onto the next course. You don't necessarily need to create a tee area, for example you can start from a 5 metre radius of the previous goal. Whoever finishes the game with fewer shots, wins!
If you want more, you can also try to invent FOOTCROCKET.
Ladder golf's idea is to throw bolas (two balls tied together) so they would keep hanging from the rungs.
The top rung gives you 3 points, middle rung gives you 2 points and bottom rung gives you 1 point. If you manage to get all three to the same rung, you get 1 bonus point. If you manage to get one bola on each rung, you also get 1 bonus point.
Your GOAL is to get exactly 21 points! If you get more, you go back to 0.
Is is allowed to kick other players' bolas off the ladder.