Games
Washers
Washers is a game, similar to horseshoes, that involves two teams of two players that take turns tossing washers towards the washer box. In order to score, one must place a washer into the box, into the can that is within the box, or within one foot (shoe size) of the box.
The object of the game is to earn points by tossing metal washers, usually around two inches in diameter, toward a hole, usually denoted by a can or pvc pipe, in a box. Washer boxes vary in size and shape, but a standard for one-hole washers is 16 X 16 X 4 inches, with a cylindrically-shaped cup (4½ inches in diameter and 5 inches in height) located in its upper surface. Boxes are placed approximately 20 feet away from each other, a distance often determined by a string attached to the front of each box. However, if a string is not attached to the box, one may take 10 paces from box-to-box, this will usually denote 20 feet.
The throwing player stands next to or behind one box and tosses washers toward the other, normally underhand. Scoring is similar to horseshoes in that the second team to throw can wash-out/rebut any points that the first team may have scored, then add to their total. Three points are awarded to a non-rebutted ringer (a washer in the cup). One point is awarded to each non-rebutted washer inside the box. Games are normally played to 21 points.
Ladder ball
The items needed to play are two ladders and a set of three bolas per team. Each ladder has three rungs, each rung scoring a different point value. One common method of scoring is to have the rungs be one, two and three points. In one variety the top is worth 1, middle is 2, and bottom is 3.[2] Points are tallied at the end of each round, after all teams have thrown their bolas. The bolas suspended on the ladder score the points for that rung, often with the goal of getting at least 21 points to win.
The balls on the bolas are often golf balls, but may be any uniform weight. They are sometimes plastic balls, tennis balls, rubber balls or a monkey's fist knot. Teams are distinguished by having their own color. For example, Team One may have three bolas with blue string, Team Two may have red string and Team Three may have purple string. Also, the teams may have different colors of balls. Ladder toss may be played with two people (one person per team) or up to six people (three teams of two people).
The rungs may be plastic pipe, wood or other materials. Construction of the game is relatively easy and can be put together with the following:
16’ - ¾” PVC pipe
6 - ¾” PVC Elbow joints
6 – ¾” PVC “T” joints
12’ – 3/8” Nylon rope
12 – Solid core balls (six each of two different colors.)
The game is often played while tailgating at sporting events.[2] There may be various rule sets used.
Table Pong
Beer pong, also known as Beirut, is a drinking game in which players throw a ping pong ball across a table with the intent of landing the ball in a cup of beer on the other end. The game typically consists of two two-to-four-player teams and multiple cups set up, in triangle formation, on each side.[1] There are no official rules, so rules may vary widely, though usually there are six or ten plastic cups arranged in a triangle on each side. Each side then takes turns attempting to shoot ping pong balls into the opponent's cups. If a ball lands in a cup, then the contents of that cup are consumed, and the cup is either placed aside or reinserted into the triangle. If the cup is reinserted and the other team knocks the cup over, it is removed. If the opposing team throws the ball into an empty cup, they must consume the contents of one of their cups. The first side to eliminate all of the opponent's cups is the winner
Bag Toss
Cornhole matches are broken down into innings or frames of play. During each inning, every player throws four bags. A player may deliver the bag from either the left or right pitcher's box, but, in any one inning, all bags must be delivered from the same pitcher’s box. It is possible that both players can throw from the same pitcher's box. Also, the player gets a three foot box to throw in. Each player must deliver the bag within twenty seconds. The time starts when the player steps onto the pitcher’s box with the intention of pitching. The player who scored in the preceding inning pitches first in the next inning. If neither pitcher scores, the contestant or team who pitched last in the preceding inning pitches first in the next inning.
Cornhole can be played as either doubles or singles. In doubles play, four players split into two teams. One member from each team pitches from one cornhole platform and the other members pitch from the other. The first side of players alternate pitching bags until both players have thrown all four of their bags, then the players pitching from the opposing cornhole board continue to alternate in the same manner until all four of their bags are delivered and the inning or frame is completed. In singles play, two players play against each other. Delivery is handled in the same manner as doubles play. Both contestants pitch from the same cornhole platform and alternate their pitches until all of their bags have been pitched, completing the inning or frame.
In order to score, the bags must either be tossed into the hole or land on the board. A bag that falls through the hole is worth a value of three points. The bag can be tossed directly into the hole, slide into the hole, or be knocked into the hole by another bag. A bag that lands on the board and is still on the board at the end of the inning is worth one point. If a bag touches the ground and comes to rest on the board, it is removed from the board prior to continuation of play and not worth any points. Usually, cancellation scoring is used. In cancellation scoring, bags that fall in the hole and bags that land on the board that are pitched by opponents during a frame cancel each other out. That is, if one player scores four points and the other player scores three points, the first player receives one point for the inning. In case of a tie, the team who ties the game, must go first.[1]
A cornhole match is played until the first player or team reaches or exceeds twenty-one points at the completion of an inning. However, many play by the rule that states if a player or team goes over twenty-one, they go back to score of 13. The match usually can not end in the middle of an inning. Thus, if a team that pitches first reaches or exceeds twenty-one points, the game does not end until the other side is allowed to pitch all of their bags and the inning is completed. Also, close games must be won by 2 points. For example, if at the end of an inning one team is winning 21-20, the match must continue until one of the two teams ends an inning up by at least 2 points in the score (the match would end, for example, if one team ended the inning winning by a score of 23-21, but not by a score of 21-20)
Kubb
Team A throws the six sticks (called Kastpinnar or just pinnar), from their baseline, at their opponent's lined-up kubbs (called Baseline kubbs). Throws must be under-handed, and the sticks must spin end over end. Throwing sticks overhand, or sideways or spinning them side-to-side (Whirligiging) is not allowed.
Kubbs that are successfully knocked down by Team A are then thrown by Team B onto Team A's half of the pitch, and stood on end. These newly thrown kubbs are called field kubbs. Deciding where in the opponent's half to throw the field kubbs is a very important part of the strategy - as a rule of thumb, the more one have to return, the further back one should throw them. However, the key objective is to keep them close to each other (as to be able to hit more than one with a single throw of the pinnar).
If a kubb is thrown out of play, i.e. outside the boundary markers or not beyond the middle line (Note: all the kubb must be out to count as being out of play), then one more attempt is given. If this also goes out, the kubb can be placed anywhere in the target half by the opposing team as long as it is at least one pinnar length from a corner marker or the King. If a thrown kubb knocks over an existing baseline or field kubb, or hits a field kubb that was also just thrown, then the kubbs are stacked upright at the location of where they hit.
Play then changes hands, and Team B throws the sticks at Team A's kubbs, but must first knock down any standing field kubbs. If a baseline kubb is knocked down before the remaining field kubbs, the baseline kubb is returned to its upright position. (Field kubbs that right themselves due to the momentum of the impact are considered knocked down. Also kubbs are considered knocked down if they end up tilting and relying on a thrown pinnar for support). Again, baseline kubbs that are knocked down are thrown back over onto the opposite half of the field and then stood. Some players prefer to remove field kubbs that have been knocked down, while others leave them lying in the field of play. At this point markers (e.g. coins) can be placed on the remaining baseline kubbs so they are not confused with nearby field kubbs. In New Zealand, knocking down a baseline kubb before all field kubbs are down would result in the throwing team forfeiting the rest of their turn.
If either team does not knock down all field kubbs before their turn is over, the kubb closest to the king now represents the opposite team's baseline, and throwers may step up to that line to throw at their opponent's kubbs. This rule applies only to throwing the pinnar at the opposite team's field and baseline kubbs; fallen kubbs are thrown from the original baseline, as are attempts to knock over the king.
Play continues in this fashion until a team is able to knock down all kubbs on one side, from both the field and the baseline. If that team still has sticks left to throw, they now attempt to knock over the king. If a thrower successfully topples the king, they have won the game.
If at any time during the game the king is knocked down by accident, even by a newly thrown kubb, the offending team immediately loses the game.
Victors are typically determined by playing best out of three.
For informal play between players of widely differing abilities, such as an adult and a child it is permissible to shorten the width of the arena on the child's opponent's side, making it easier for the child to hit the kubbs, and it is also permissible to move the king closer to, but not behind, the child's line. Also, one team may get more sticks than the other.
Beer Frisbee
Players take turns throwing the frisbee to knock the beer bottle off the opponents pole.
Players must stay behind their pole (which creates an invisible "goaltending" and "fault" line) during defense and offense.
Players must wait for frisbee to pass the bottle and pole before catching (no goaltending).
The receiving team must catch the frisbee each time to avoid awarding the throwing team one point. (either team member may catch the frisbee)
The throwing team must throw the frisbee so it is "catchable". Meaning more than 3" off the ground at the point it crosses the invisible line; not too high so that it is uncatchable or that a jump is needed; too far to either side where more than one step is required to catch it.
Throws that are outside the "catchable area" are considered a "scratch". No points are awarded and the next player throws. (Catchable area is no more than one step to make the catch)
The receiving team must catch the bottle if it is knocked off by the throwing team before it hits the ground to avoid awarding the throwing team 2 points. (either team member may catch the bottle)
Most possible points per throw is 3 if bottle and frisbee hit the ground. 0 points if bottle is knocked off, but frisbee and bottle are caught before they hit the ground.
At all times a drink must be in one of your hands.