Play: • First player tosses all 3 bolos by standing next to one ladder a

Triple Toss Play: • First player tosses all 3 bolos by standing next to one ladder and tossing onto the other ladder. • Only an underhand toss is allowed. • The second player then tosses all 3 bolos of the other color. • Score is decided once all 6 bolos have been tossed. • The team with the highest score tosses first in the next inning. Scoring: 1 point for each top bar 2 points for each middle bar 3 points for each bottom bar 1 extra point for a team if they get all 3 bolos on the same bar or 1 bolo on each of the 3 bars. How to win: The first team to reach exactly 21 points without going over. If a team goes over 21 points, they go back to their score they had in the last inning. Triple Toss Advanced Play & Fitness Options! Play is same as regular, except try these variations: • Throw with opposite hand or behind back. • Stand on one leg or throw under a leg. • Balance on disc while throwing. • Add “Horseshoe Cancellation Policy”: If a bolo of your opponent lands on the same bar after your throw, it cancels out your points (and your opponent gets those points.) New Scoring (reversed): 3 point for each top bar 2 points for each middle bar 1 points for each bottom bar Options: *1 extra point for a team if they get all 3 bolos on the same bar (or) *1 bolo on each of the 3 bars. *Double points for standing on one leg on balance disc! How to win: Play to exactly 21 points without going over. If team goes over 21, they go back to 11 points. Fitness Options: *Play “half-­‐court” to allow more movement 1. While waiting, jog in place or do jumping jacks. 2. After throws, both must do one lap around the opposite ladder while players score your throws. Washer Toss Play: • Each player alternates throwing each of the 4 washers to the board by standing behind the designated line. • Only an underhand toss is allowed. • The score is decided once all 8 of the washers have been tossed. • The team with the highest score tosses first in the next round. Scoring: • 1 point for each washer that lands on the board • 3 points for each washer that goes through one of the outside holes. • 5 points for each washer that goes through the center hole. How to win: The first team to reach at least 21 points wins the game. Washer Toss Advanced Play & Fitness Options! Play is same as regular, except try these variations: • Throw with opposite hand or behind back. • Stand on one leg or throw under a leg. • Balance on disk while throwing. Add “Horseshoe Cancellation Policy”: If a washer of your opponent goes through same hole after your throw, it cancels out your points. (and your opponent gets those points.) New Scoring, each hole worth a different amount or: • 1 point for each washer that lands on the board • 3 points for each washer that goes through one of the outside holes. • 5 points for each washer that goes through the center hole. How to win: Play to exactly 21 points without going over. If team goes over 21, they go back to 11 points. (*OR back to ZERO for those extreme gamers!) Fitness Options: *Play “half-­‐court” to allow more movement 1. While waiting, jog in place or do jumping jacks. 2. After throws, both must do one lap around the opposite board while players score your throws. Horseshoes Play: • The first team member tosses both horseshoes toward the other pin by standing next to their pin. • Only an underhand toss is allowed. • The other team member tosses their 2 shoes. • The score is tallied. • This in an inning. • The team with the highest score throws first for the next inning. Scoring: • Ringer – 3 points – Any horseshoe that is around the pin by measuring the ends of the shoe being around the pin. • Closest – 1 point – Each horse shoe that is within a horseshoe length of the pin. Each closest shoe counts for each team. How to win: • The first team to 21 points. Horseshoes Advanced Play & Fitness Options! Play is same as regular, except try these variations: • Throw with opposite hand or behind back. • Stand on one leg or throw under a leg • Balance on disc while throwing. Add “Horseshoe Cancellation Policy”: If a horseshoe of your opponent lands on yours after your throw, it cancels out your points (and your opponent gets those points). Scoring: • Ringer – 3 points – Any horseshoe that is around the pin by measuring the ends of the shoe being around the pin. • Closest – 1 point – Each horse shoe that is within a horseshoe length of the pin. Each closest shoe counts for each team. How to win: Play to exactly 21 points without going over. If team goes over 21, they go back to 11 points. (*OR back to ZERO for those extreme gamers!) Fitness Options: *Play “half-­‐court” to allow more movement 1. While waiting, jog in place or do jumping jacks. 2. After throws, both must do one lap around the opposite pit while players score your throws. Bocce Ball Play: • One team sets the jack at the far end of the playing field. • The team that sets the jack tosses first. • Only an underhand toss is allowed. • The teams alternate tossing the balls. • Once all the balls have been tossed, the score is tallied. • Each team has 4 balls. • The team who scored the points sets the jack for the next round. Scoring: • The team with the closest ball to the jack is the ONLY team that can score points in each frame. • The scoring team receives 1 point for each of their balls that is closer to the jack than the closest ball of the other team. How to win: • The first team to 13 points. Bocce Ball Advanced Play & Fitness Options! Play is same as regular, except try these variations: • Throw with opposite hand or behind back. • Stand on one leg or throw under a leg • Play one vs. one with just one ball each and pick a spot to be your jack. • Play with a beanbag and floor spot, if indoors. Scoring: Same as regular How to win: The first team to 13 points. Speed Match Challenges: Cooperative Speed Match: Work with a partner to play to 11 points as quickly as possible. Land on spot = 3 points, partial land on spot = 1 point. Competitive Speed Match: You and partner challenge another pair to a speed match (first pair to 11 points). Fitness Options: 1. While waiting, jog in place or do jumping jacks. 2. After throws, both must jog/run to retrieve balls and return to throw as quickly as possible. Kan Jam Play: • The first 2 players from each team stands beside the 2 kans. • The player with the Frisbee tosses it towards the other kan. • The teammate by that Kan is the “deflector” and can hit the Frisbee to either hit the kan or go inside the can. • The Frisbee can only be deflected once, cannot be caught, and cannot be carried. • The score is tallied. • The person who was the deflector is now the thrower and does the same towards the other kan. • The score is tallied. • It is now the other team’s turn to repeat the above stages. • The other team cannot interfere with a throw or deflection. Scoring: • Dinger – 1 point – A Frisbee that hits the outside of the can by being deflected. • Deuce – 2 points – A direct hit of the can by the Frisbee. • Bucket – 3 points – A Frisbee that goes through the slot or in the top of the bucket by being deflected. • Instant Win – A Frisbee that goes directly into the slot or top of the bucket. How to win: • The first team to 21 points after even innings. • OR and Instant Win throw by a team. Kan Jam Advanced Play & Fitness Options! Play is same as regular, except try these variations: • Throw with opposite hand or behind back. • Try forehand or backhand throw only (both teams agree on which throw will be used) • Stand on one leg while you throw or throw under a leg • Balance on disc while throwing. • Place Kans farther or closer to modify difficulty level. Scoring: Same as regular How to win: Instant win throw OR Play to exactly 21 points! If team goes over 21, they go back to 15 points Fitness Options: *Play “half-­‐court” to allow more movement 1. After throws, both players do one lap around opposite Kan while players score throws or retrieve discs. 2. Complete 10 jumping jacks or line hops before throws. Disc Bonk Play: • Play with 2 teams of 2 players. • 1 player from each team stands at opposing poles (the fault line). • Each throw must be catchable & thrown from behind own pole. • Throwing team is trying to knock the ball off the pole • Receiving team is trying NOT to let the disc or ball hit ground. • The score is tallied (either team can score on any throw). • It is now the other team’s turn to repeat the above stages. • Teams take turns throwing the disc at opposite pole. • The other team cannot interfere with a throw or deflection. Scoring: *Points can go either way on any throw for Receiving or Throwing Teams. •
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Catchable disc hits ground (not caught) = 1 pt. for Throwers Catchable disc is caught by receiving team = 1 pt. for Receivers Balls hits ground (not caught by receiving team) = 3 pts. for Throwers BOTH Ball & catchable disc hit ground = 4 pts. for Throwers Catchable disc caught by receiving team before it passes their pole = 1 pt. for Throwers (*can’t guard the pole! Gotta let it pass) How to win: • The first team to 21 points after even innings. Teamwork is key: • Who is going to catch the disc? • Who will focus on the ball? Disc Bonk Advanced Play & Fitness Options! Play is same as regular, except try these variations: • Throw with non-­‐dominant hand. • Try forehand or backhand throw only (both teams agree on which throw will be used) • Stand on one leg while you throw or throw under a leg • Balance on disc while throwing. • All players must hold an object (ball, beanbag, etc.) in 1 hand at all times. • Place the sets farther or closer to modify difficulty level. Scoring: Same as regular except you may play where points are not scored by the receiving team for catching the disc. How to win: Play to exactly 21 points! • If team exceeds 21 points, they drop back to 15 points Fitness Options: *Play “half-­‐court” to allow more movement 1. After throws, both players do one lap around opposite poles while players score throws or retrieve discs. 2. Complete 10 jumping jacks or line hops before throws. *Teamwork is key: Who is going to catch the disc? Who will focus on the ball? Baggo Toss Play: • Teammates stand across from each other at opposite boards. • Each team plays with 4 bags. Opponents alternate tosses until all 8 bags thrown. • Throw by standing behind the designated line. • Only an underhand toss is allowed. • The score is decided once all 8 bags are thrown. • Toss again if any interference occurs. • Opponents may call “Foot Foul” & must be honored. • The last team to score on previous round tosses first on the next round. Scoring: • 3 points for each bag in the hole (That’s a BAGGO!) • 1 point for each bag on the board is an “Ace” • Score is the DIFFERENCE in team totals. •
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Example: Team 1 gets 3 pts. and Team 2 gets 2 pts. Score for round is 1point for Team #1 (3 minus 2 = 1) Bags pushed in by an opponent count as a BAGGO The game is over if the score reaches 11 to Zero (SKUNK) If a bag ever touches the ground or is tossed out of turn, it doesn’t count. How to win: The first team to reach at least 21 points wins the game. Baggo Toss Advanced Play & Fitness Options! Play is same as regular, except try these variations: • Throw with opposite hand or behind back. • Stand on one leg or throw under a leg. • Balance on disc while throwing. Add “Horseshoe Cancellation Policy”: If a bag of your opponent goes through same hole after your throw, it cancels out your points (and your opponent gets those points). Scoring: Same as regular How to win: Play to exactly 21 points without going over. If team goes over 21, they go back to 11 points. (*OR back to ZERO for those extreme gamers!) Fitness Options: *Play “half-­‐court” to allow more movement 1. While waiting, jog in place or do jumping jacks. 2. After throws, both must do one lap around the opposite board while players score your throws.