Garden Throwing Games Set

Garden Throwing
Games Set
Rules and Instructions for the following games:
1. Smite / Molkky
2. Kubb / Viking Chess
3. Tournament of Knights
4. Irish Skittles
5. Aunt Sally
6. Nine Pin Skittles Games
7. Ten Pin Skittles Games
8. Five Pin Skittles Games
9. Petanque / Boules
10. Squareball
11. CrickSkit
12. Skittle Football
13. Skittle Golf
14. Round the Clock
15. Clock Battle
1. SMITE / MOLKKY
Rules
The object is to be the first (or the first team) to mark 50 points without exceeding them.
The players use a wooden pin (called a mölkky) to try and knock over numbered wooden pins (skittles).
Points are rewarded based on the numbers on the different pins, which are marked from 1 to 12.
Pins are initially placed in a tight group in an upright position about 10 feet away from the throwing area.
Order of Pins:
1st Row: #1, #2
2nd Row: #3, #10, #4
3rd Row: #5, #11, #12, #6
4th Row: #7, #9, #8
Points
If the thrower knocks over ONE pin, the player receives the number of points marked on that pin. (e.g. #1
– #12)
If the player knocks 2 or more pins, the score equals the amount of pins knocked over. (e.g. 3 pins score 3
points)
A pin does not count if it is leaning on the mölkky or one of the numbered pins (they have to be parallel to
the ground to count).
After each throw, the pins are lifted up again in the exact location where they landed. The first one to
reach exactly 50 points wins the game.
Scoring more than 50 will be penalized by setting the player’s score back to 25 points.
A player will be eliminated from the game if they miss all of the target pins three times in a row.
2. KUBB
Game pieces
1 King
10 Kubbs
6 Throwing Sticks ( or casting pins )
4 Corner Pins
"Thor’s Hammer" ( for setting the corner pins )
How To Play
The ten Kubb are placed on end, 5 on each team’s base line.
The objective is for players standing at their base line to topple all 5 of the opposing team’s Kubb with an
underhanded toss of the six Throwing Sticks, and to then topple the King ( which is placed in the center of
the playing field )
Playing area
Playing Field
The Corner Pins define the playing field.
The field is rectangular and usually ranges from 7 to 15 feet wide by 15 to 30 feet long.
The shorter sides of the rectangle become the respective base line of each team while the longer sides
establish the sidelines or inbound playing area.
Kubb Placement
Each team places their five 5 Kubb at even intervals along their respective base line, but no closer than
one Kubb length from either Corner Pin.
They may not be imbedded in the surface to the point that they become difficult to knock over.
The King is placed half way between the two base lines, centered between the two sidelines.
Rules
Teams
The players are divided into two teams, ranging from 1 to 6 players per team.
The Throwing Sticks are distributed equally among the players of the teams
** One player would toss all six Sticks, or a six-member team would only have one each to toss.
Game Play
Sticks are tossed underhand, and may rotate only in a vertical, end-over-end manner and not in a
helicopter-like horizontal or sideways rotation.
Sticks must be thrown from behind the team’s base line.
Each member of the team tosses their Sticks at one of the opposing team’s Kubbs, attempting to knock it
over.
Simple Game: A Kubb is removed for the rest of the game once the opposing team has knocked it over.
** See alternate rules for additional options
** A Kubb is considered toppled if it should come to rest in a tilted manner supported by another game
piece.
The King sits in the middle of the playing field. The first team to successfully knock over all the opposing
team’s Kubbs then has the opportunity to topple the King and win the game.
Toppling of the King prior to having toppled all of the opposing team’s Kubbs constitutes an automatic loss
of the game.
Alternate (preferred) Variations for Game Play
Field Kubbs
The most popular variation has the opposing team collecting their toppled Kubbs, which now become Field
Kubbs. Once all six Sticks have been tossed, the opposing team tosses any of their toppled Kubbs past the
King, and into the opposing team’s playing field.
All Kubbs that are knocked down are then 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.
Play then changes hands. The throwing team must first knock down any standing field kubbs before
attempting to knock down the baseline kubbs. Simple version: These knocked down Field Kubbs are then
removed from the game.
Alternate (Preferred) variation: The toppled field cubs are then tossed back into the opponents half and
play starts again.
** Field Kubbs that right themselves due to the momentum of the impact are considered down.
If either team leaves field kubbs standing, the kubb closest to the king now represents that side’s baseline,
and throwers may step up to that line to throw at their opponent’s kubbs. This rule applies to field and
baseline kubbs only; fallen kubbs are thrown from the original baseline, as are attempts to knock over the
king.
3. TOURNAMENT OF KNIGHTS
Look at the diagram and prepare the
tournament arena. Choose two teams. One
team consists of 1 – 6 players, and each team
receives 6 balls and 3 wooden blocks in their
team’s colour. The blocks represent two
knights and one Lady.
Toss a coin to decide which team is to be the
first throwing team. The first throwing team
will always throw all their balls first. The balls
will be left on the arena until the opposing
team has thrown all their balls. If you choose
to play more than one round, then the teams
will be the first throwing team every other
round.
To start the game
Divide the balls between the team members.
The players will then throw their balls from
baseline 1 and try to get one ball in each of the triangles. When both teams have made all their throws, it
means a joust has been completed. Any balls that may have landed inside the triangles after a joust shall
remain there. The rest will be removed from the arena and will be thrown in the next joust (if
two or more balls belonging to the same team land in one triangle, the team shall remove all but one ball
from the triangle).
Battle position
When you have managed to get one ball in each of the triangles, you have then achieved what is called
the battle position. Once in battle position, you may throw your remaining balls from baseline 2 towards
the opposing team’s blocks. After that, in every new joust, you have three balls to throw towards the blocks
(the three other balls are left in the triangles).
How to win
To win a round, you must knock down the opposing team’s Lady. But before you are allowed to do that,
you must knock down the two knights who are “protecting” her. If by mistake you knock down the Lady
before the knights, then you have “offended” the Lady, with a penalty as a result. This means you will lose
your battle position, and even if the opposing team has not yet thrown, you must immediately remove all
your balls from the arena. The Lady is replaced upright. If a knight is knocked down, it remains fallen. On
your next turn, you must start all over again (from baseline 1) to try to achieve the battle position once
more.
When balls hit each other
When you throw the balls, they often hit other balls on the arena. You are allowed to hit the balls in and
out of the triangles. When the opposing team is in battle position, you may choose to try to throw your
balls so that you knock out their balls from the triangles. You may knock the balls out from all three
triangles; however, you only need to knock out one ball to make the opposing team lose its battle position.
Then they are not allowed to throw towards the blocks until they (from baseline 1) have succeeded in
getting a new ball in the last remaining triangle.
In battle position and choosing from which baseline you wish to throw
When you are in battle position you may choose, from one throw to the next, from which baseline you wish
to throw. For tactical reasons you may choose to throw from baseline 1 to try to knock out the opposing
team’s balls from the triangles (for example, when the opposing team’s only remaining block left standing
is the Lady, and while your team has not succeeded in knocking down any blocks).
4. IRISH SKITTLES
A game consists of five rounds. In
each round, each player throws
four pelters. There is no set way to
throw the pelters, but they must be
thrown in an underarm fashion.
For a score to be valid the pelter
must be thrown over the “short line”,
which is placed 1 metre in front of
the ring. This is to prevent rolling or
“skidding”. Any pelter landing on
or before the short line is deemed a
“Foul throw”. The player cannot
throw that pelter again, but can
continue to throw any remaining
pelters they have in their hand. Any
stander knocked over by a foul
throw is to be removed from the
ring and the score does not count.
It is possible to knock all standers
out of the ring with only 3 pelters. If
this is achieved the standers are all stood up again and the player is allowed to throw their remaining
pelter. Therefore, it is possible to achieve a score of 30 or 35 in one round.
The winner is the individual or team who scores the most points over five rounds.
5. AUNT SALLY
Equipment
The basic objective of Aunt Sally is to knock a wooden skittle cleanly off the top of a post by throwing a
stick at it. It's really that simple.
The doll is shaped like a short squat skittle and should be about 5 inches high and 3¼ inches in diameter. It
should be painted bright white.
The swivel is about 3 inches long and lies horizontally. At one end, there is a small round platform for the
doll to sit upon. The other end fixes into the top of a post so that the arm can swing freely revolving
around the post. The height of the post must be adjusted so that the base of the doll is 2 feet, 6 inches
from the ground. Posts are usually metal - a 3/4 inch metal tube (as used for gas pipes) is an ideal post.
The sticks should measure 18 inches long and 2 inches in diameter and be made of hardwood. When each
stick is thrown, the thrower must stand behind a wooden strip, the ochee, that is 2 inches high. The front of
the ochee must be 30 feet from the base of the doll post.
It is normal to hang a backdrop behind the doll to absorb the impact of flying sticks and doll. This could be
made from a leather, canvas or rubber sheet, for instance.
Play
A leg consists of each thrower throwing 6 sticks at the doll. Sticks must be thrown underarm. Each time the
doll is knocked down, it is immediately re-seated for the next throw. The number of successful throws are
counted and the person with the highest score wins the leg.
The critical rule in respect of scoring is that the doll must be struck cleanly. If the doll falls over because a
stick strikes the post or the iron, this doesn't count. The only way to score a point is for the stick to hit the
doll without touching any part of the iron or post.
A game is played over a number of legs. For a singles game, it might be the best of 5 legs.
In singles, if the result at the end of a leg is a draw, one way to settle the leg is by sudden death - each
player throws a stick until one player wins.
6. NINE PIN SKITTLES GAMES
The nine skittles are arranged in a diamond at the end of an alley. A typical diamond size would be 45
inches from the middle of the front skittle to the middle of the rear skittle. Each turn starts with all the
skittles standing and consists of three throws down the alley. If the first or second throw is a "sticker"
wherein no skittles are left standing, they are all reset. So the maximum score in one turn is 27.
Front pin first
In this variant of the game, pins are only counted if the front pin is knocked over first. If the front pin is
missed, any pins that are knocked over are not reset. In Devon Summer League, this rule is played
frequently. In Bristol, this is the form of the game played and "all in" skittles tends to be looked down upon
as involving less skill. In Worcestershire this type of game is also known as king pin.
Nomination
In this variant of the game, the player has to nominate the pin that will be hit first before the throw. Unless
this pin is knocked over the player will not score. The names given to the pins may vary from region to
region, in Wiltshire they are usually referred to as "front pin", "front right quarter", "front left quarter",
"outside right" (or "right winger"), "centre pin", "outside left" (or "left winger"), "back right quarter", "back
left quarter", and "back pin".
Four-pins
In this variant of the game, only four pins (the two coppers, the front and back pins) are put up and must
be hit with the front pin first. It is often used in conjunction with nomination as well.
London Bridge
A variant of nomination but with only the landlord and two coppers set up, i.e. one has to hit a pin with
each ball and nominate which one each time.
Killer or German skittles
A game for any number of people. Each starts with 3 lives. Each bowls only one ball at a time. The first
bowls at a full frame and the skittles are not stuck up until all nine are hit down. Each time a player fails to
hit a single pin (but they can hit as many as they like), he or she loses a life. The winner is the last one left
with a life intact. Usually played for money, e.g. £1 or 50p a game each player - the winner takes all.
Six-ball Westbury
Another game for any number of people. Each player has one hand of 6 balls at a full frame. If all nine
pins are knocked down within the hand then they are reset, meaning that a player may score anywhere
between 0 and 54. The winner is the player with the highest score. Similar to killer in that it is usually
played for money with the winner taking the pot.
7. TEN PIN SKITTLES GAMES
The bowler is allowed ten frames in which to knock down pins, with frames one (1) through nine (9) being
composed of up to two rolls. The tenth frame may be composed of up to three rolls: the bonus roll(s)
following a strike or spare in the tenth (sometimes referred to as the eleventh and twelfth frames) are fill
ball(s) used only to calculate the score of the mark rolled in the tenth.
Bowling has a unique scoring system which keeps track not only of the current score but also strikes and
spares, which give multiple marks. Effectively, there are three kinds of marks given in a score; a strike (all
ten down in the first ball), a spare (all ten down by the second ball), and an open (missed pins still
standing when the turn ends). A strike earns ten points plus the points for the next two balls thrown (for
example, if a player got a strike then followed with a 7 then 2, their value for the strike would be
10+7+2, or 19). A spare earns ten points plus the points for the next ball thrown (again, if a player gets
a spare then follow it with 7 pins down, their value for the spare would be 10+7, or 17). Open frames
are added normally (example: if a player knocks down 5 on their first ball and 3 on their second the open
frame would be worth 5+3, or 8 points). The maximum score in tenpin bowling is 300. This consists of
getting 12 strikes in a row in one game (one strike each in frames 1–9, and all three possible strikes in the
tenth frame), and is also known as a perfect game.
8. FIVE PIN SKITTLES GAMES
The balls in five pin bowling are small enough to fit in the hand and therefore have no fingerholes. At the
end of the lane there are five pins arranged in a V. In size they are midway between duckpins and ten
pins, and they have a heavy rubber band around their middles to make them move farther when struck.
The centre pin is worth five points if knocked down, those on either side, three each, and the outermost pins,
two each, giving a total of 15 in each frame.
In each frame, each player gets three attempts to knock all five pins over. Knocking all five pins down with
the first ball is a strike, worth 15 points, which means the score achieved by the player's first two balls of
the next frame or frames are added to his or her score for the strike. They are also, of course, counted in
their own frames, so in effect they count double. A player who takes two balls to knock all the pins down
gets a spare, which means the first ball of the next frame counts double. When a bowler bowls two strikes
in succession, within a game, the bowler has scored a "double". The count in the frame where the first strike
was bowled is left blank until the bowler makes his or her first delivery of the next frame. When a double
has been bowled, the count for the first strike is 30 points plus the value of the pins bowled down with the
first ball of the frame following the second strike. When a bowler bowls three strikes in succession, within a
game, the bowler has scored a "triple" (also called a "turkey"). In scoring three successive strikes, the
bowler is credited with 45 points in the frame where the first strike was bowled.[2] As in ten-pin, if either of
these happen in the last frame, the player gets to take one or two shots at a re-racked set of pins
immediately. A perfect score is 450.
9. PETANQUE / BOULES / BOCCE)
Playing the game
Pétanque is played by two, four or six people. In the singles and doubles games each player has three
boules; in triples they only have two. A coin is tossed to decide which side goes first. The starting team
draws a circle on the ground which is 35-50 centimetres in diameter: all players must throw their boules
from within this circle, with both feet remaining on the ground. The first player throws the jack 6-10 metres
away; it must be at least one metre from the boundary.
Order of play
The player who threw the jack then throws their first boule. A player from the opposing team then makes a
throw. Play continues with the team that is not closest to the jack having to continue throwing until they
either land a boule closer to the jack than their opponents or run out of boules.
If the closest boules from each team are an equal distance from the jack, then the team that played last
plays again. If the boules are still equidistant then the teams play alternately until the position changes. If
the boules are still equidistant at the end of the game then no points are scored by either team.
The game continues with a player from the team that won the previous end drawing a new circle around
where the jack finished and throwing the jack for a new end.
Scoring
Points are scored when both teams have no more boules. The winning team receives one point for each
boule that it has nearer to the jack than the best-placed boule of the opposition.
The end is void if the jack is knocked out of play when both teams have boules left to play. It is also void if
neither team has boules to play. If one team has boules and the other does not then the team with boules
receives one point for each of the boules that they have to play.
The first team to reach 13 points wins.
Further rules
1. A boule hitting a boundary is dead and is removed from that end.
2. On a piste marked with strings a boule is dead if it completely crosses the string.
3. The circle can be moved back in the line of the previous end if there is not room to play a 10m end.
4. The boule can be thrown at any height or even rolled
depending on the terrain.
5. Boules are thrown underarm, usually with the palm
of the hand downwards which allows backspin to be put
on the boule giving greater control.
6. The Jack is considered dead if it is moved out of the
boundaries of the playing area – a jack moved within
the boundaries is still active.
10. SQUAREBALL
Items required to play:
6 – Bocce Balls :: 3 of each color. Other balls may be used, but Bocce Balls tend to work the best.
1 – Minimum 10′ x 25′ Playing Area. A larger area makes for safer and more enjoyable game play.
4 – 7′ ropes/strings/straps. Used to create the square target area.
1 – 13′ rope/string/strap. Used to mark the throwing box.
8 – stakes To hold down the rope/string/strap to the ground.
Objective
Trap your opponent’s balls in a triangle formed by your three balls, and generally score more points than
your opponent.
The first player to reach or exceed 15 points wins the game and is declared the winner.
Rules
Create a Playing Area as shown below. The Square should be 7 feet by 7 feet, and should be 12 feet
from the throwing area. See the graphic below.
There are two players or two teams.
To see who will throw first, each player should toss one ball into the square. The player who throws the
ball nearest to the front edge will play first.
The game is played in rounds. Players alternate tossing 1 ball at a time from the Standing Area into the
Square.
Once all six balls have been tossed, the round is over and the points for that round are tallied.
The player with the highest score for that round subtracts his or her opponent’s score for that round from his
or her score and adds the difference to his or her total score. See more on scoring in the next section.
Only one player earns points each round. If both players score the same number of points neither player
adds points to his or her total score.
The player that won the previous round tosses first.
If your ball does not land in the square it is out-of-bounds and out-of-play for that round.
Scoring
There are 5 main ways to score.
•
3 Points – For each enemy ball captured in your Triangle.
•
2 Points – For each ball that ball that avoids capture from the enemy’s Triangle and V’s.
•
2 Points – For landing a single ball between 2 enemy balls. Only works if enemy lands 2 in the
square to your 1. The “2 vs 1″ rule.
•
1 Point – For each enemy ball captured in one of your V’s
•
1 Point – For each ball landed in the Square.
Points are Scored by Cancellation
At the end of each round, each player or team will count their points. The difference of the two scores is
the number of points earned for the round.
For example: In a given round Player A scores 5 points and Player B scores 2 points. Player A will add 3
points to his or her total score.
Ways NOT to Score
Neither player lands any balls in the square
11. CRICKSKIT
Played like the game of Molkky but following the rules of cricket. A standard Molkky arena is set up with
two extra ‘Wicket’ skittles (from the ‘Tournament of Knights’ game) placed 1 metre back following the
molkky triangle (see diagram). The bowler has 3 throwing sticks (or balls) to throw at the ‘wickets’
Rules
Players toss a coin to decide who bats first and who bowls first. Whoever is batting first plays first. The
BATTER has one throw at the Mollky skittles using the Molkky throwing stick. They score exactly as in the
rules for Molkky and the knocked down skittles are replaced where they fall. A pin does not count if it is
leaning on the mölkky or one of the numbered pins (they have to be parallel to the ground to count).
The batter starts with TEN wickets.
If the Batter knocks down more than one skittle – the amount they score is the number of skittles felled.
If the Batter knocks down one skittle only – the amount they score is the number on the skittle felled.
If the Batter fails to knock over ANY skittles, they lose one of their wickets.
Once the batter has thrown, all skittles are restood where they fell and the bowler then has THREE throws
of their sticks (or balls) to attempt to knock over the wickets.
If the bowler knocks over BOTH wickets using only one or two balls his go is over and the batter loses two
wickets. The third ball is not thrown. Knocked down wicket skittles are replaced where they fall also.
If the bowler knocks over any scoring skittles the total score on the skittles is added to the batters score ..
even if more than one skittle is knocked over. All felled skittles are then restood where they fall.
The game continues until the batter has no wickets left with the batters score being noted.
The batter and bowler then swap roles – the batter starting a new ‘innings’. Once over the batter with the
highest score over the two innings wins.
CRICKSKIT PLAYING AREA
Wicket Skittles
1 metre
12. SKITTLE FOOTBALL
11 skittles are placed in a line with a larger ‘goal’ skittle at either end. Players take turn to throw three
throwing sticks (or balls) at the active skittle to gain possession and then move play forward towards their
‘Goal’. Field length should between 10 and 15 ft. Sticks must be thrown vertically as in Molkky and Kubb.
Rules
The 11 skittles must be placed in a straight line a skittle-height apart from each other (Molkky skittles are
perfect) with the two ‘Goal’ skittles again one normal-skittle-height to the side of these (see diagram).
If Molkky skittles are used lay them in order 1-11. Player 1 has to score goals at the ‘1’ end, Player 2 has
to score goals at the ‘11’ end.
Play starts with the central skittle (the number 6) being the skittle with possession. Toss a coin to see who
plays first and agree a time for each ‘half’. A good starting time is 10 minutes per half. Or you can play
the first person to score three goals if you prefer not to have a time limit.
Order of Play
Player 1 throws the first stick at the skittle in possession (the 6 skittle). Once the skittle is down that player
owns possession on that skittle. If they knock the possession skittle down without using all their sticks, they
then aim for the skittle immediately next to the one in possession towards their own ‘goal’ (the 5 skittle).
Again if this is knocked down, they have possession on that skittle and can again aim for the next skittle
towards their goal (the 4 skittle).
Once all 3 sticks have been thrown, the skittles are all replaced in their starting positions and Player 2
takes his turn.
Player 2 must aim firstly for the skittle currently with possession to gain possession themselves. Only when
that skittle is knocked over can they then try to move play towards their own goal.
If either player fails to hit the possession skittle in their three throws, possession stays with the player who
knocked it over and they then do NOT have to knock it over again ... they can move straight to the next
skittle towards their goal at the start of their turn.
Once the last skittle is knocked over (the 1 or 11 skittle) the player may go for the goal skittle. They have
all remaining balls of their turn to try to knock over the Goal skittle. If they succeed, a Goal is scored and
all skittles are immediately replaced and play starts again at the middle skittle with the player who did
NOT score the goal playing first.
If the Goal attempt fails then the next player starts their turn trying to regain possession from the 1 or 11
skittle and play continues as normal.
Should any skittle be knocked over by another skittle in one throw, it is immediately replaced before the
next throw is taken and play continues as if it had not been knocked over. If the throwing stick knocks over
2 or more skittles in the same throw, this is a foul and the players turn is over – play continues from the last
possession skittle.
1
P1 Goal
2
3
4
I I
5
6
7
one skittle height apart
8
9
I I
10
11
P2 Goal
Fouls
If at any time a player knocks over his OWN goal skittle a goal is counted for the opposing player, all
skittles are restood and play starts again at the middle skittle with the player who knocked over the skittle
and lost the point playing first.
Skittles MUST be knocked down consecutively when advancing towards the goal. If ANY skittle other than
the immediate next skittle is knocked over then the player has committed a FOUL and their turn is over and
a penalty awarded:
BACKWARDS FOUL: If the player knocks down a skittle further AWAY from their goal then their turn is
over, all skittles are restood and possession is handed to the opponent on the skittle knocked over. The
opponent does NOT have to knock over the skittle felled. They can immediately start advancing towards
their own goal from the NEXT skittle in line. EG: Possession is on skittle 3 – player 1 hits the 3 then the 2 so
aims at 1 but misses and knocks over the 4. Possession changes from skittle 2 to skittle 4 and player 2
starts their turn aiming at skittle 5.
FORWARDS FOUL: If the player knocks down a skittle further TOWARDS their own goal than the next
immediate skittle their turn is over, all skittles are restood and possession is handed to the opponent on the
skittle the same amount of steps towards their goal as the offending player was towards theirs. The
opponent does NOT have to knock over the skittle felled. They can immediately start advancing towards
their own goal from the NEXT skittle in line. If this moves the player beyond their end skittle they may
immediately throw for the goal skittle. EG: Possession is on skittle 4 – player 1 hits 4 so aims for 3 but
misses and hits the 1 skittle. This is 2 skittles too far so possession moves 2 skittles from the one being aimed
at (which is 3) to skittle 5 and player 2 starts by aiming at skittle 6.
Sample game
Player 1 hits the 6 and then the 5 then misses – so they have possession on the 5
Player 2 misses twice then hits the 5 – so they have possession on the 5
Player 1 then hits the 5 then the 4 and the 3
Player 2 aims at the three but misses all three – so player 1 retains possession on the 3
Player 1 hits the 2 then the 1 but misses the goal so possession is on the 1
Player 2 aims at the 1 and hits it, then the 2 and the 3
Player 1 hits the 3 but misses the 2 and hits the 1
** 1 x Forward Foul** so possession moves to the 3
Player 2 hits the 4, 5 and 6
Player 1 aims for the 6 but hits the 7
** Backwards Foul** possession moves to the 7
Player 2 aims for the 8 but misses all three
Player 1 hits the 8, aims at 7, misses and knocks over the 10
**Backwards Foul** possession moves to 10
Player 2 misses twice, and hits the 11
Player 1 hits the 11 but fails to move forwards
Player 2 hits the 11 so has 2 shots at goal but misses both
Player 1 aims at 11 but misses all 3 shots
Player 2 has 3 shots at goal and scores on the first.
1-0 to player 2.
13. SKITTLE GOLF
A golf course is set up by alternate players of either 3, 4 or 5 skittles. Each player has up to 8 sticks (or
balls) to knock over all the skittles . The first and last skittle must be a minimum of 1 metre apart and a
maximum of 3 metres. All players must agree on the layout before play on the ‘hole’ commences. Play is
over either 9 or 18 holes and all players must stand within a 1 metre square to throw.
Rules
First, the ‘Hole’ layout must be placed and agreed. The first ‘hole’ must be a par 3 (3 skittles), the second a
par 4 (4 skittles) and the third par 5 (5 skittles). Then repeat this pattern for 9 holes – 3,4,5,3,4,5. The
skittles may be placed anywhere but the skittles must be at least 1ft apart and no more than 3m. Players
must take it in turn to lay out the holes as they wish but all players must agree on the layout before play
commences.
The closest skittle of the hole must also be at least 2m from the throwing area.
Each player takes it in turn to throw up to 8 sticks (or balls) at the targets – they do NOT have to be hit in
order.
Scoring
The players score for the hole is however many throws it takes to knock over all the skittles.
It is possible, and allowed, to knock more than one skittle with one throw and therefore score less than the
total number of skittles – if the player uses 1 ball less than the number of skittles, they have achieved a
birdie and if they knock all skittles down with 2 less throws than skittles, this is an Eagle..
If the player fails to knock down all skittles using their 8 balls they score the maximum 8.
Once all players have completed the hole, scores are noted and the next hole is set up.
The winner is the player with the least amount of throws after 9 (or 18) holes.
Optional Bunkers
As well as laying out the skittles for the hole, players are given three ‘bunkers’ to place. These are
represented by rings of thin rope and can be any size. The player laying out the hole may also lay out
these three bunkers.
Any player whos throwing stick (or ball) lands with any part of it inside one of the bunkers must add ONE
point per foul to their score for that hole when it is finished.
So for example a player who knocks down all the skittles with 6 throws, but has 3 sticks resting in bunkers
scores 9 for that hole.
Optional Hazards
As a fun extra ..... In addition to the 3 bunkers players may take 3 other hazards and place them on the
hole layout (maybe 3 extra ‘Hazard’ skittles, branches, dustbins, or any other item found around the
playing area). Any player whos throw hits one of these hazards must also add one point per hazard hit to
their score for the hole. These optional hazards must be placed at least 1ft away from a playing skittle.
14. ROUND THE CLOCK
Skittles numbered 1-12 plus a smaller bullseye skittle are placed randomly within a circular area. Players
take it in turn to throw 3 sticks/balls in order to knock the skittles down in order 1-12.
Rules
All skittles must be numbered 1-12 (A Molkky set is ideal for this purpose) and placed at random within a
3m square area. Each skittle must be at least 1ft from another skittle and they all must be more than 2m
from the throwing line. Also in the square a bullseye skittle is placed. This should be smaller than the other
skittles (the pin from an Aunt Sally game is ideal). One or several players may make up the layout.
All players must agree on the layout before the game commences.
Players take turns to throw 3 sticks (as in Kubb) or balls at the skittles. The objective being to knock them
down in order from 1 to 12.
During the throw, any other numbered skittles may be knocked down but they do not count unless they are
the skittle the player is aiming at. Any felled skittles stay down for the whole turn of the player. However,
should the player need to aim for a skittle that has already been knocked down on a previous throw they
cannot and their turn is over.
After each turn, every skittle is restood in the place it fell and the next player takes their turn .. continuing
from the last number they were aiming for at the end of the last turn.
Once a player has knocked down the 12 skittle they can then go for the bullseye. However to win, they
must knock over the bullseye skittle WITHOUT knocking over any other skittles. Should they knock over the
bullseye and other skittles fall on the same throw, then their turn is over, all skittles are restood and the
opposing player takes their turn. On their next turn they can aim straight for the bullseye still.
The first player to legally knock over the bullseye is the winner.
Fouls
Should the player need to aim for a skittle that has already been knocked down on a previous throw they
cannot and their turn is over. On their next turn they can continue from this same skittle though.
A ‘CLUMSY’ - If a player knocks down two or more consecutive skittles in one throw – including the target
skittle - then the target skittle is counted but no others. Their turn is then over as their next skittle is already
down.
A ‘BACKJACK’ – If a player fails to hit the target
skittle with all three throws, they must go back 1
skittle on their next turn. This is only when going
for the numbered skittles – it is NOT applicable
when going for the bullseye.
15. CLOCK BATTLE
Like Round the clock except players throw at different skittles in the same arena.
Skittles numbered 1-12 plus a smaller bullseye skittle are placed randomly within a circular area. Player 1
owns odd numbered skittles and Player 2 owns even numbered skittles.
Play is usually over a number of rounds – decided before play commences. EG: First to 5 rounds.
Rules
All skittles must be numbered 1-12 (A Molkky set is ideal for this purpose) and placed at random within a
3m square area. Each skittle must be at least 1ft from another skittle and they all must be more than 2m
from the throwing line. Also in the square a bullseye skittle is placed. This should be smaller than the other
skittles (the pin from an Aunt Sally game is ideal).
Players may either take it in turns to lay out all skittles in each round or they may take it in turns to place
each skittle within a single game. This must be decided before laying out commences.
All players must agree on the layout before the game commences.
Players take turns to throw 3 sticks (as in Kubb) or balls at the skittles. The objective being to knock their
own numbered skittles down in order.
After each turn, knocked down skittles stay knocked down (except in the case of a foul throw – see below)
and the next player takes their turn .. aiming for the lowest numbered standing skittle in their set.
Once a player has knocked down their last skittle they can then go for the bullseye.
The first player to legally knock over the bullseye is the winner.
Fouls
An ‘OWN GOAL’: Should a throw knock down an opponents skittle (or skittles), regardless of how many of
their own are hit, the skittle(s) stay down and is eliminated from the opponents game. The offending player
may however continue with any remaining throws.
A ‘CLUMSY’: If a player knocks down two or more of their own skittles in one throw (including the target
skittle) then the target skittle is counted but no others. Their turn is then over and skittles which were NOT
the target are restood where they fall.
A ‘BLOWOUT’: If a player misses their target skittle but
knocks over another of their own skittles then their turn is
over and ALL of their own felled skittles are restood
where they fell. They must then restart at the beginning
with the first of their set of skittles.