Game Rules.
Flame Race: The intent of this game is to move the wooden ball from ‘Start’ to ‘Finish’, but be sure to avoid the holes on the way up! Simply, grab both rings once you place the ball in the flame, and begin to pull. Navigate the course and once completed in the ‘Finish’ you WIN!
Shuffle Board: Commonly played to 15 or 21 as two teams of 2 players. Teammates will stand on opposing sides. Rock, paper, scissors to determine who will slide first (advantage slides second). Players will then take turns sliding their pucks to the opposing end of the board. Once all pucks have been thrown for the round, total all points for each team, and subtract the difference. The remainder is the points gained for the winner of the round. First to predetermined amount wins!
Portable Pong: Classic beer pong without a table, so no bouncing. 2 teams of two. Teammates will stand on opposing sides. Rock, paper, scissors to determine who throws first. Throw the ping pong ball and sink it in one of the 10 cups. Once a cup is hit, remove said cup and place in the holder underneath. First to hit all 10 cups wins!
Bocce Ball: Start by throwing a small ball called the "pallino" onto the playing area. Each team then takes turns rolling their larger bocce balls, aiming to get them as close to the pallino as possible. After all the bocce balls are rolled, the team with the ball closest to the pallino scores points. The scoring works like this: the team with the closest ball gets 1 point for each of their balls that is closer to the pallino than the closest ball of the opposing team. Only one team can score per round. The game continues with new rounds until a team reaches the pre-set winning score, often 12 or 15 points.
Cornhole: Players take turns throwing bean bags at a raised platform with a hole in it. The goal is to get your bean bags into the hole or on the platform. Each bag that goes through the hole earns 3 points, and each bag that lands on the platform earns 1 point. Bags that miss the platform or fall off do not score. After all bags are thrown, the points are tallied for each team. Only one team can score per round, based on which team has the highest score after subtracting their opponent's points from their own. The game continues with new rounds until a team reaches a pre-determined winning score, usually 21 points, but for a quicker round, 11 points.
Washers: Players take turns tossing metal washers at a box or pit with a smaller hole in it. The goal is to get your washers into the hole or as close to it as possible. Each washer that lands in the hole scores 3 points, while washers landing in the box but not the hole score 1 point. After all washers are thrown, the team with the most points wins the round. Points are calculated by subtracting the opposing team's score from your own. The game continues until one team reaches a set winning score, often 21 points.
Connect 4: Players take turns dropping colored discs into a vertical grid. The goal is to be the first to connect four of your discs in a row, either horizontally, vertically, or diagonally. Each disc falls to the lowest available spot in the column you choose. The game ends when one player connects four discs in a row or when the grid is full. If the grid fills up without anyone connecting four discs, the game is a draw.
Tower of Hanoi: You have three pegs and a stack of disks of different sizes. The goal is to move the entire stack from one peg to another, following these rules: you can only move one disk at a time, and you cannot place a larger disk on top of a smaller one. You use the third peg as an auxiliary to help with the moves. The game continues until all disks are moved to the target peg in the correct order, with the smallest disk on top.
Jenga: You have a stack of wooden blocks arranged in rows of three, alternating directions. Players take turns removing one block at a time from the stack and placing it on top, without causing the tower to fall. The goal is to keep the tower standing as long as possible while adding to the stack. The game ends when the tower collapses, and the player who caused the collapse loses.
Puck-It: Each player begins with a pre-determined amount of pucks. Play will begin on the count of 1,2,3,Go! once play has commenced, at the same time, each player will attempt to launch their pucks to the opposing side through the middle slot. The first player with no remaining pucks wins!
Cap n’ Hook: Once play commences, players will attempt to swing the ring onto the hook. The pawn will begin in the middle. Once a player puts the ring onto the hook, move said pawn one place forward. To win, the pawn must be moved off of the playing surface.