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10 More Outdoor Games

10 Fun Outdoor Games for Kids

From our provider: ModernMom

The cooler days of fall are a great time for kids to head outside for parties. The following games from Penny Warner’s book, “Kids’ Outdoor Parties” (Meadowbrook Press), are great to get kids outdoors and having fun.

  1. Big Foot Relay. Have the children bring two shoeboxes with them. Tape the lids onto the boxes, then cut a one-inch-wide and four-inch long slit in each top. Have the contestants slip their feet into the slits in the boxes and race.
  2. Batty Bowling. Find a number of silly or odd items that can be knocked over by a ball, such as a plastic milk carton, a candlestick, a stand-up doll, a plastic vase of flowers, a pizza box, a tower of empty cans, an umbrella stand, an empty oatmeal container, and a book. Line them up like bowling pins and let the bowlers try to knock them over with volleyballs, tennis balls, or golf balls.
  3. Name-It Ball. Have players form a circle. Give one player a rubber ball. That player selects a category, such as “candy bars.” He or she then bounces the ball to another player in the circle, who must catch the ball, state an item from the category, such as “Snickers,” and keep the ball moving to the next player. If the player can’t name an item, holds the ball too long, or repeats an item, he or she is out.
  4. Frisbee Tower. Purchase a bunch of mini Frisbees and place them in a pile in the middle of the yard. Have the guests divide the Frisbees among themselves. The first player begins the activity by placing one of his or her Frisbees on the ground. Each of the following players places his or her Frisbee on top of the first Frisbee, and the action continues until someone causes the growing tower to topple.
  5. Blind Walk. Create an obstacle path from one end of the yard to the other. Line up the contestants and let them have a good look at the path. One at a time, blindfold the children and have them walk the path without looking. Note each player’s time on the scoreboard.
  6. Cross Step. Draw a ten-by-ten grid on the sidewalk or patio with chalk. Have each player stand on a different square. One at a time, each player must move to a new square after crossing out the square she or he was formerly standing in. The trick is that players cannot step into a square that is occupied or crossed out. If a player cannot move to a new square, he or she is out. The game continues until one player is left.
  7. Pick Pocket Tag. Put a strip of cloth in each player’s back pocket. Have the players try to grab each other’s strips without having their own strip taken. The player with the most cloth strips wins the game.
  8. Kill the Cockroach. Divide the players into two teams. Line them up, one in front of the other and set an odd object in front of the first players in line. They must kick the object across the yard and the across the finish line to win a point for their team. Kick things like a pillow, empty can, a sock, and so on.
  9. Drag the Body. Divide the group into two teams. Give each team a blanket. Have one player from each team lie down on the blanket. The teams must drag the body on the blanket from one end of the yard to the other. Whoever crosses the finish line first, wins.
  10. Blind Snakes. Set up a number of sprinklers in between a starting line and a finish line. Have the kids try to run from one end to the other without getting sprayed. Have one of the kids control the faucet, turning it on and off at random. Award ribbons to the kids who play the longest without getting wet.

None of these games require a purchase but my web site has other games for outdoor enjoyment.  Check it out. http://www.cysbackyardsports.com

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Clasic Outdoor Games

Here are a collection of games I found on unwired

Classic Games for Simple Outdoor Play

Image: Jonathan LiuImage: Jonathan Liu

When I was a kid, we played outside with the other kids in the neighborhood with most of our free time. We also made the most of recess at school. We kept ourselves quite occupied without any of today’s modern technologies. Listed below are some no-tech games that you may have enjoyed as a kid. I sure did. Some can be done indoors. Some can be done by yourself or with just one friend. But most of them are best when done outside with a group of people. Also, most of these games can be changed or improved by making up your own rules. Use your imagination!

Image via <a href="http://commons.wikipedia.org/wiki/Image:TiuFeiKei%28Hopscotch%29_pattern.JPG" mce_href="http://commons.wikipedia.org/wiki/Image:TiuFeiKei%28Hopscotch%29_pattern.JPG">Wikipedia</a>Image credit: Wikipedia

Hide and Seek: Everyone has played this one. Most parents have played with their kids, since hiding and finding is a common interest of small children. I’ve heard of all kinds of variations on this game. Sometimes you count to twenty, sometimes ten, sometimes one hundred. Sometimes there is a home base that you can run to and tag, becoming “safe,” sometimes you just wait to be found. The general idea is that one person is “it,” that person closes his or her eyes and counts to a certain number without looking and then he or she tries to find the others.
Number of Players: Ideally at least three.
Equipment: None.

Kick the Can: This game is a variation of tag and hide & seek. One person or a team of people are designated as “it” and a can is placed in the middle of the playing area. The other people run off and hide while the “it” covers his or her eyes and counts to a certain number. “It” then tries to find everyone. If a person is tagged by “it”, they go into a holding pen for captured players. If one of the un-captured players manages to kick the can, the captured players are released. The game is over once all the non-”it” players are in the holding pen.
Number of Players: Ideally at least three.
Equipment: A metal can.

Capture the Flag: This game is most fun when played with a large group. Split the group into two teams, each team having a flag or other marker at the team’s base. The object of the game is to run into the other team’s territory, capture their flag and make it safely back to your own territory. You can tag “enemy” players in your territory, sending them to your jail. They can be sprung from jail by a member of their own team running into your territory, tagging them and running back, with one freed person allowed per jail break. It is sometimes played that all the people in jail could hold hands and make a chain back toward their own territory, making it easier for members of their team to tag them. We also played a similar game called Steal the Sticks. It had almost the same rules, but several sticks were used instead of one flag.
Number of Players: A large group.
Equipment: Two flags or other markers.

Parachute: Fun for kids of all ages, this game involves a large round parachute, preferably with handles, with people holding the parachute all around the edges. It helps if someone is in charge telling people what to do. Players can just ruffle the parachute up and down a little bit, they can go all the way up and all the way down, or all the way up and then run underneath, sitting on the edge of the parachute, which can create a bubble of air with everyone inside. Players can also place light objects such as wiffle balls or beanbags on top of the parachute, and make them jump by ruffling the parachute. Also, one person can sit in the middle of the parachute and everyone ruffles it near the ground. If there is a smooth floor and a light child, the child can sit in the middle on top of the parachute and everyone else can walk partway around still holding the parachute edge. Then everyone pulls backward, spinning the child. There are countless variations.
Number of Players: Depends on the size of the parachute, but usually eight to ten.
Equipment: A play parachute. These aren’t as hard to find as you would think.

Traffic Cop: This game works best on a street with little to no traffic, or in a large paved area of some kind. You need bikes, wagons, pedestrians, scooters or whatever is available. One person directs traffic to make sure kids don’t run into each other. It is more fun than it sounds, and helps kids learn about waiting to cross the street and about traffic safety.
Number of Players: A small group.
Equipment: Bikes, wagons, scooters, anything on wheels.

Four Square: This ball game is played on a square court further divided into four smaller squares, numbered one through four. One player stands in each of the squares, with the highest ranked player in number one, lowest in number four. You bounce the ball among the players, bouncing once in the other person’s square before that person catches it. When I played this as a kid, we had countless additional rules to choose from. The person in square one got to choose the rules. Anyone who violates the rules will have to move down in the ranking, or be eliminated with another player rotating in to square four.
Number of Players: Four, unless you take turns.
Equipment: A four square court or sidewalk chalk, a playground ball.

Hopscotch: Use some sidewalk chalk and make a hopscotch grid. Number the squares from one to nine. Pick a rock that is good for tossing. Small ones can bounce too much, and larger ones are hard to throw. Start by tossing the rock onto Square 1. Hop over the rock and hop with a single foot or both feet (to follow the hopscotch pattern) all the way to the end. Turn around and come back, stopping on Square 2. Balancing on one foot, pick up the rock in Square 1 and hop over Square 1 to the start. Continue this pattern with Square 2. And so on. If you toss your rock and miss the correct square, your turn is over. This game can be played with any number of people, but only one person can go at a time. If it’s raining or dark or too cold, you can get indoor hopscotch mats or foam pieces, or just find a pattern on the floor to follow, perhaps using a beanbag instead of a rock.
Number of Players: One at a time.
Equipment: Hopscotch grid, rock or beanbag.

Jump-Rope and Double Dutch: One of the biggest ways I spent my recess time as a young girl was jumping rope. I got quite good at it for my age, both in speed and in skill. It was fun to jump by myself, but it was even more fun to have a long rope and jump with a couple of friends. That’s where jump-rope rhymes come in. They turn a simple exercise into a fun game, to compete against yourself and others. Then there’s double dutch. I was always in awe of the older girls who could do double dutch. The first time I tried it, I got tripped up almost immediately. However, once you understand how to do it, it isn’t as hard as it looks.
Number of Players: One for single jumping, three with a longer rope or for double dutch.
Equipment: One or two jump-ropes.

Chinese Jump-Rope: This game requires three people, or just one or two people with really good chairs. It is easily done inside, assuming a sturdy floor. This game resembles regular jump rope in that you jump. A lot. But you jump in a pattern. Two people (or chairs) put their feet inside the rope and stretch them out, standing far enough apart for the third person to jump between them. The third person, or jumper, faces one of the people holding the rope and jumps in a pattern of left, right, inside, outside and on the ropes. What pattern you use is up to you, but all the players should use the same one. The game is started with the rope around the ankles. Once the jumper does the jump correctly, the rope is moved up to the calves. Then to the knees, then the thighs. Usually it doesn’t get any farther than that. Once you miss, it is someone else’s turn.
Number of Players: Preferably three, but it can be done with one or two.
Equipment: A stretchy-type rope or 5 to 6 meters of rubber bands tied together in a circle.

Jacks: This game can be played on any flat surface, indoors or out. The player scatters the jacks on the playing surface, often by just tossing them out of one hand, as if rolling dice. The ball is then tossed up, is allowed to bounce once, and is caught before the second bounce. The player tries to scoop up jacks and catch the ball with one hand before the ball’s second bounce. The number of jacks to be picked up goes in order. First you pick up one (”onesies”), then two (”twosies”), then three and so on. There are many variations to the rules of this game including things like “pigs in the pen” and “double bounces.” Jacks is one game I wish I had played as a girl, but it was much more common when my mom was a child.
Number of Players: Any, taking turns.
Equipment: A set of jacks and a small rubber ball.

Marbles: The general rules specify that you draw a circle in the sand or on the sidewalk, and then take turns trying to knock each other’s marbles out of the circle with your one large marble. As with the other games, there are countless variations. I haven’t played this game at length, though, because I always seem to hurt myself flicking the large marble into the ring! You can also use a marble mat which contains different point zones.
Number of Players: At least two.
Equipment: Chalk, large and small marbles.

Red Light, Green Light: With enough room, this game can easily be played inside. One person is the traffic light at one end, and the other players are at the other end. When the traffic light faces the group, he or she says, “Red light!” and everyone must freeze. The traffic light then turns his or her back and says, “Green light!” while the group tries to get as close to the traffic light as possible. The traffic light turns around quickly, again saying, “Red light!”, and if anyone is spotted moving, they have to go back to the starting place. The first person to tag the traffic light wins and gets to be the next traffic light.
Number of Players: A small group.
Equipment: None.

Mother, May I: This game is set up in the same way as Red Light Green Light. One person in the group asks the person in the front, “Mother, may I take <insert number> steps forward?” The person at the front then says, “Yes, you may.” or “No, you may not.” You can vary your requests by including options such as taking baby steps, spinning steps, leaps or whatever strikes your fancy. Again, the first person to tag the person in the front wins and is the next person in the front.
Number of Players: A small group.
Equipment: None.

Simon Says: This game can be played anywhere, even in a car or other small space. One person is Simon and starts by saying, “Simon says, ‘<insert action here>.’” Everyone must then do the action. However, if Simon makes an action request without saying, “Simon says” to begin the request, anyone who does that action is out. The last person still playing in the end will be Simon for the next round.
Number of Players: A small group.
Equipment: None.

Tag: It seems that everyone knows how to play tag, but just in case it wasn’t in your childhood game playing repertoire, here is how you play. A group of kids decides who will start out as being “it.” That person chases the other people around, trying to tag one of them with their hand. The newly tagged person is now “it.” There is often the rule of “no tag-backs” where you can’t tag the person who just tagged you. The game ends when everyone is tired of playing.
Number of Players: Any size group.
Equipment: None.

Shadow Tag: In this fun version of Tag, you tag each other’s shadow with your feet instead of tagging their body. Thus, it must be played on a sunny day. The closer to noon, the greater the difficulty.
Number of Players: A small group.
Equipment: None.

Freeze Tag: This is a variation of Tag where if the person who is “it” tags you, you have to freeze where you are. Another participant can tag you to unfreeze you.
Number of Players: A small group.
Equipment: None.

TV Tag: A variation of Freeze Tag where the person unfreezing the frozen player has to call out a TV show title. That show then can’t be used again during that game.
Number of Players: A small group.
Equipment: None.

Marco Polo: This variation of tag is played in a swimming pool. Whoever is “it” closes their eyes and yells “Marco!” The other players then yell “Polo!” The “it” person has to tag one of the others, and then that person is “it.” Be sure to play in a pool that is not too deep for any of the players.
Number of Players: A small group.
Equipment: A swimming pool.

Blind Man’s Bluff: A favorite game in Tudor and Victorian England, this game is yet another variation on tag. The person who is “it” wears a blindfold and tries to tag the other players. Be sure to play this in an area safe from obstructions and other hazards.
Number of Players: A small group.
Equipment: A blindfold.

Red Rover: Divide everyone into two teams, each forming a long line, holding hands, facing the other team. The two teams should be around 20 or so feet apart. The teams take turn calling out, “Red Rover, Red Rover, let <insert child’s name> come over!” That child leaves their team’s line, runs as fast as they can toward the other line and tries to break through the held hands. If they break through, they get to take someone back to their team. If they don’t, they join the new team. When a team only has one person left, that person tries to break through the other team. If they do not, then their team loses. If they do, they gain a player and play continues.
Number of Players: Any decent size group.
Equipment: None.

Spud: This outdoor game is a lot of fun. Every player gets a number and crowds around the person who is “it” for that round. “It” then tosses the ball straight up and the other players run away. As the ball reaches the top of its toss, “it” calls out the number of one of the other players and then runs away also. The player whose number was called must run back and catch the ball (or chase after it if it is bouncing around). Once that person has the ball, they yell, “Spud!” Then everyone else must freeze. The person with the ball must try to hit one of the players with the ball. If they do, that new person gets a letter (first S, then P, then U, then D) and is now “it.” If they miss, the person who threw the ball is “it” for the next round.
Number of Players: A small group.
Equipment: Playground ball.

Button, Button, Who’s Got the Button?: Played inside or outside, the group sits or stands in a circle and holds their hands together in front of them. One person takes the button and goes around the circle, pretending to put the button in someone else’s hands. They actually deposit the button in one person’s hands, but then continue the rest of the way around the circle, pretending to put it in everyone else’s hands. Then going around the circle, each player tries to guess who has the button now. Before each person’s guess, the group asks together, “Button, button, who’s got the button?” Then the player can state their guess. Once the player with the button is finally guessed, that person distributes the button during the next round. Because a button is used in this game, be sure that all the kids playing are old enough so as to not choke on the button. In another version of this game (and the one that I am more familiar with), one child stands in the middle of the circle, and the button gets passed around the backs of the rest of the group. Those without the button pretend to pass it. When the passing stops, the player in the middle has to guess as to who actually has the button.
Number of Players: Any size group.
Equipment: A button.

Hand-Clap Games: The first hand-clap game most people have played is Pat-a-Cake with their parents. Songs and patterns get much more complicated from there. Usually there are two people involved, doing a series of clap patterns on their own and each other’s hands while singing or chanting a rhythmic song. There are many rhymes listed online, but if you can learn from someone else or see it in a video, that is best, so that you can get the notes of the song and the rhythm of the clapping. From “Miss Mary Mack” to “Miss Susie” to “Say, Say, My Playmate,” there are countless hand clap games to learn.
Number of Players: Usually two, but creativity can allow for a third or fourth person.
Equipment: None.

Crack the Whip: Though often played on ice while wearing skates in the winter, this game is much safer, though possibly less fun, when played on grass. All the players hold hands in a line. The person at one end of the line skates or runs around, changing directions quickly. The tail of the “whip” of players tends to get moved around with a lot more force than players closer to the front. The longer the tail, the harder it is to hold on. If the players at the end fall off the end of the tail, they can attempt to get back on, perhaps in a position closer to the front.
Number of Players: A small group.
Equipment: None.

Musical Chairs: In a circle, arrange chairs facing outward to total one fewer than the number of players. An additional player needs to be in charge of the music. When the music starts, the players walk around the chairs. When the music stops, players sit down in the nearest chair as soon as they can. The one player who does not have a chair is out. One of the chairs is then removed, and the game continues in this manner. The player that sits in the final chair is the winner. This game is traditionally played inside, but it can also be played outside with outdoor furniture and a portable music player.
Number of Players: A small group.
Equipment: Music player or person making music, chairs.

Telephone: This game is one in which most people end up laughing quite a bit, so if you’re in the mood for silliness, give it a go. Players sit in a circle. One person thinks up a sentence or phrase and whispers it to the next person. That person repeats it to the person on their other side. This continues around the circle. When it finally reaches the last person, that person says the sentence out loud. Hilarity ensues. The ending sentence is usually quite changed from the beginning sentence, since errors tend to compound as they go around the circle.
Number of Players: A small group.
Equipment: None.

Freeze Dance: Choose one person to be in charge of the music. When the music starts, everyone else dances, the crazier the better. When the music stops, the dancers must freeze in their position. Anyone caught moving after that is out. Play continues until there is one person left, the winner.
Number of Players: Any number.
Equipment: Music player or person making music.

So round up the kids and their friends, and play some unwired games. They are great fun, and most of them are great exercise. Enjoy what is left of the warm weather! Do you have favorites from your childhood that I didn’t list? Please include them in the comments.

I don’t have any of these games on my web site but you might like to check it out anyway.  http://www.cysbackyard sports.com

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Bocce Rules

Ever wonder what those crazy were doing throwing that big ball at the little one.  They were playing Bocce.  (Horseshoes anywhere) Here is how the game is played

Playing The Italian Game of Bocce

Bocce is played with four or eight large balls and one smaller target or object ball called the pallino or jack.  There are 2 0r 4 balls to a side or team, and they are made in two colors to distinguish the balls of one team from the balls or the opposing team.  The pallino is thrown out by a member of the team having won the coin toss to start the game.  The same player throwing the pallino must deliver the first bocce ball.  The opposing team will then deliver their bocce balls until the point is taken or they have exhausted their 4 balls.  This “nearest ball” rule governs the sequence of the thrown balls.   The side whose bocce is the closest to the pallino is called the “in” ball and the opposing side the “out” ball.  Whenever a team gets “in” it steps aside and allows the “out” team  to bowl.  Complete rules are included with each set that you might purchase.

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You Don’t Need a Team to Improve Your Soccer

By Mike Singleton, for Soccer America Here are more ways players can work on their skills on their own. …

 * 2v2 or 2v1 Games Any 2v2 and 2v1 drills or games will be extremely useful. The entire game can be broken down into 2v2 or 2v1 situations. The more skilled you are at these, the more success you will have in the larger game. Playing combination passes is key!

* Paired Tag Pair players up, giving each pair two balls. One player starts and is given a two-second lead to break away from his/her partner. The chaser (”it”) dribbles after the first player and tries to tag him/her with his/her hand. If tagged, the roles reverse and the player who was previously “it” has two seconds to break away before their partner tries to tag them. Players must always dribble their soccer ball during this activity.

* Marbles Players are in pairs, each with a ball. One player plays out his ball and the partner passes his own ball in an attempt to strike the ball his partner played out. Players should keep track of how many times they hit their partner’s ball. This game should be fast-paced, because players take turns at trying to hit each other’s ball without ever stopping. If Players 2 misses Player 1’s ball, then Player 1 immediately runs to her own ball and tries to hit Player 2’s ball (Player 2 does not get to touch his ball after missing Player 1’s ball). After Player 1 has a chance, then Player 2 immediately tries to hit player 1’s ball right back. etc. This game is continuous and players should keep score. (Hint: If two balls are lose to each other, a player should kick his/her ball hard at the other ball so that when they hit it, it is more difficult for the other to hit their ball back).

* Soccer Tennis With a partner, set up two 10×10 grids that are separated by a net (or a line, couple of bags, string tied to bags – something serving as a net). Just as in tennis, players play the ball (though with their feet) into the other’s grid and the ball must bounce once in that grid. If the receiving player(s) allows the ball to drop twice, the server earns a point. Receiving players can play volleys. Limit your touch count to two- or three-touch.

* SLAM Get a partner or partners and play against a wall (or turn over a bench). Use one-touch to kick the ball against the wall. Turns alternate between partners. Players earn a letter if the ball goes over the bench or goes wide of the bench/wall until they spell “SLAM.” Once they spell “SLAM” they are out of the game.

(Mike Singleton is the Massachusetts Youth Soccer Association’s Head State Coach and Director of Coaching. He is a Region I ODP Senior Staff Coach and a U.S. Soccer and US Youth Soccer National Staff Coach. This article first appeared in Mass Youth e-News.)

Other outdoor games can be found at http://www.cysbackyardsports.com

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Red Rover Game

From time to time I will be giving you game rules pulled from Family Fun Magazine.  Here is one that many of you probably already know but there are always new parents who can benefit from the information.

RED ROVER, RED ROVER

The more the merrier for this outdoor game-perfect foa a gathering of party revelers.

WHAT YOU NEED – Nothing

HOW TO PLAY

1. Divide the kids into two groups and have them line up, holding hands tightly.  The two groups face each other about 20 feet apart.

2. Each side has a caller.  The caller from one side shouts “Red Rover, Red Rover send (name) right over”. If Sally’s name has been called, she runs to the opposite side, aiming for what she thinks will be the weakest connection.  Her goal is to break through the line.  If she succeeds, one person from the opposing side must return with her and join her line.  If she fails. she joins the caller’s side.

3.The caller from the opposite side then shouts, “Red Rover….” and the process continues.  Players can devise sneaky running strategies and use psychological tactics to spice up the game.  Whichever side has the most players at the end of the playing time wins the round.

For a selection of games for the backyard go to: http://www.cysbackyardsports.com

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Bocce ball

When you have seen people playing with multicolored balls attacking a smaller ball have you wondered what the game is and how it is played read on….

Open Bocce

Bocce Ball Set

Open Bocce is the most popular form of bocce by casual players.  The great thing about open bocce is that it can be played almost anywhere there is open space.  This includes grassy surfaces such as a front lawn or back yard, dirt surfaces, sandy surfaces such as the beach, and even paved surfaces like parking lots.  The places that you can play bocce are only limited to your imagination.  Try playing bocce on a surface with hills or slopes to add a new element of strategy to your game.

Bocce is played with eight large balls and one smaller ball (called the pallino).  The game can be played with 2, 4, or 8 players.  Divide the bocce balls evenly between the number of players.  You will notice that your bocce ball set has balls with several different colors or designs.  Ideally, each bocce player will use balls from the set that are unique in design or color from all the other balls in play. This is helpful in distinguishing your bocce balls from those of another player.

Bocce Balls and Pallino
Bocce Balls and Pallino

At random, choose a player to throw the pallino.  After the pallino is thrown, the same player will throw his first bocce ball.  The purpose of the game is to get your bocce balls as close as possible to the pallino.  After the first player has thrown his first bocce ball, he is considered “inside” because his ball is closer to the pallino than any of the competitors balls.  All other players are considered “outside.”  Whenever a player is considered “inside,” he will forfeit his turn throwing bocce balls.  All “outside” players will take turns throwing their bocce balls until they until one of theirs gets closer to the pallino than the “inside” player.

After all players have thrown their bocce balls, the player that is “inside” will be awarded points.  One point will be awarded to this player for every ball that is closer to the pallino than his closest competitor’s ball.  After the points are awarded, the frame is completed.  Start a new frame by electing a new person to throw the pallino and to throw the first bocce ball.  A game is won when a player reaches 13 points.  Play as many frames as necessary until a player reaches this point level. Of course, this point level can be be decreased or increased depending on time constraints between players.

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Ladder Golf – Lasso Golf

Had a comment on  my post of 7/21 concerning an Outdoor Game Festival alerting me to the fun of ladder golf.  They even provided the Rules  of Play which I am passing along to you.

Playing Ladder Golf

A Couple playing a game of Ladder Golf

To set up your game of Ladder Golf a line is drawn 5 paces from the ladder. This is known as the “toss line”. Officially the toss line should be fifteen feet way from the ladder. The five pace rule is to accommodate all members of the family (including children and young teens).

Ladder Golf is played in rounds. Each player or team (if playing as teams) is given three bolas to toss for scoring. The bolas can be thrown in any manner, including bouncing them off the ground. To win, a player or a member of a team needs to score exactly 21 points. When a player goes over 21 points, the points for the round are taken away and the player goes back to the score he or she had before the round began.

Ladder Golf Scoring

In order to earn points while playing Ladder Golf a player needs to throw and successfully wrap their bolas around the rungs of the ladder. Points are earned as follows:

  • Top Rung – 3 points
  • Middle Rung – 2 points
  • Bottom Rung – 1 point

Folks scoring their round in ladder golf

A player can also try and knock the competitors’ bolas off the ladder because when the round is over a player only gets points for the bolas that are still wrapped around the rungs of the ladder.

If there is a tie play will continue until one player or team has two points more than the other player or team.

Team Play in Ladder Golf

Teams playing ladder golf Team play is defined by having two teams of two players for a game of Ladder Golf. The teammates will alternate rounds of play.

Ladder Golf Etiquette

The only rule is that no touching is allowed when someone is throwing their bolas. Comments, snickering, snide remarks, and anything else that can be done to distract your competitor is encouraged.

All I can ad is a Website address to get the game:

http://www.cysbackyardsports.com/content-categories/cat-391/lasso_golf.html

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Badminton Strategy

Strategy

To win in badminton, players need to employ a wide variety of strokes in the right situations. These range from powerful jumping smashes to delicate tumbling net returns. Often rallies finish with a smash, but setting up the smash requires subtler strokes. For example, a netshot can force the opponent to lift the shuttlecock, which gives an opportunity to smash. If the netshot is tight and tumbling, then the opponent’s lift will not reach the back of the court, which makes the subsequent smash much harder to return.

Deception is also important. Expert players prepare for many different strokes that look identical, and use slicing to deceive their opponents about the speed or direction of the stroke. If an opponent tries to anticipate the stroke, he may move in the wrong direction and may be unable to change his body momentum in time to reach the shuttlecock.

Doubles

Both pairs will try to gain and maintain the attack, smashing downwards when possible. Whenever possible, a pair will adopt an ideal attacking formation with one player hitting down from the rearcourt, and his partner in the midcourt intercepting all smash returns except the lift. If the rearcourt attacker plays a dropshot, his partner will move into the forecourt to threaten the net reply. If a pair cannot hit downwards, they will use flat strokes in an attempt to gain the attack. If a pair is forced to lift or clear the shuttlecock, then they must defend: they will adopt a side-by-side position in the rear midcourt, to cover the full width of their court against the opponents’ smashes. In doubles, players generally smash to the middle ground between two players in order to take advantage of confusion and clashes.

At high levels of play, the backhand serve has become popular to the extent that forehand serves almost never appear in professional games. The straight low serve is used most frequently, in an attempt to prevent the opponents gaining the attack immediately. Flick serves are used to prevent the opponent from anticipating the low serve and attacking it decisively.

At high levels of play, doubles rallies are extremely fast. Men’s doubles is the most aggressive form of badminton, with a high proportion of powerful jump smashes.

Singles

The singles court is narrower than the doubles court, but the same length, with the exception that a serve in the single can reach the end of the court while a serve in the doubles could not. Since one person needs to cover the entire court, singles tactics are based on forcing the opponent to move as much as possible; this means that singles strokes are normally directed to the corners of the court. Players exploit the length of the court by combining lifts and clears with dropshots and netshots. Smashing is less prominent in singles than in doubles because players are rarely in the ideal position to execute a smash, and smashing often leaves the smasher vulnerable if the smash is returned.

In singles, players will often start the rally with a forehand high serve. Low serves are also used frequently, either forehand or backhand. Flick serves are less common, and drive serves are rare.

At high levels of play, singles demands extraordinary fitness. Singles is a game of patient positional manoeuvring, unlike the all-out aggression of doubles.

 

Mixed doubles

In mixed doubles, both pairs try to maintain an attacking formation with the woman at the front and the man at the back. This is because the male players are substantially stronger, and can therefore produce smashes that are more powerful. As a result, mixed doubles requires greater tactical awareness and subtler positional play. Clever opponents will try to reverse the ideal position, by forcing the woman towards the back or the man towards the front. In order to protect against this danger, mixed players must be careful and systematic in their shot selection.

At high levels of play, the formations will generally be more flexible: the top women players are capable of playing powerfully from the rearcourt, and will happily do so if required. When the opportunity arises, however, the pair will switch back to the standard mixed attacking position, with the woman in front.

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Badminton Strokes

Strokes

 

Forehand and backhand

Badminton offers a wide variety of basic strokes, and players require a high level of skill to perform all of them effectively. All strokes can be played either forehand or backhand. A player’s forehand side is the same side as his playing hand: for a right-handed player, the forehand side is his right side and the backhand side is his left side. Forehand strokes are hit with the front of the hand leading (like hitting with the palm), whereas backhand strokes are hit with the back of the hand leading (like hitting with the knuckles). Players frequently play certain strokes on the forehand side with a backhand hitting action, and vice versa.

In the forecourt and midcourt, most strokes can be played equally effectively on either the forehand or backhand side; but in the rearcourt, players will attempt to play as many strokes as possible on their forehands, often preferring to play a round-the-head forehand overhead (a forehand “on the backhand side”) rather than attempt a backhand overhead. Playing a backhand overhead has two main disadvantages. First, the player must turn his back to his opponents, restricting his view of them and the court. Second, backhand overheads cannot be hit with as much power as forehands: the hitting action is limited by the shoulder joint, which permits a much greater range of movement for a forehand overhead than for a backhand. The backhand clear is considered by most players and coaches to be the most difficult basic stroke in the game, since precise technique is needed in order to muster enough power for the shuttlecock to travel the full length of the court. For the same reason, backhand smashes tend to be weak.

 

Position of the shuttlecock and receiving player

The choice of stroke depends on how near the shuttlecock is to the net, whether it is above net height, and where an opponent is currently positioned: players have much better attacking options if they can reach the shuttlecock well above net height, especially if it is also close to the net. In the forecourt, a high shuttlecock will be met with a net kill, hitting it steeply downwards and attempting to win the rally immediately. This is why it is best to drop the shuttlecock just over the net in this situation. In the midcourt, a high shuttlecock will usually be met with a powerful smash, also hitting downwards and hoping for an outright winner or a weak reply. Athletic jump smashes, where players jump upwards for a steeper smash angle, are a common and spectacular element of elite men’s doubles play. In the rearcourt, players strive to hit the shuttlecock while it is still above them, rather than allowing it to drop lower. This overhead hitting allows them to play smashes, clears (hitting the shuttlecock high and to the back of the opponents’ court), and dropshots (hitting the shuttlecock so that it falls softly downwards into the opponents’ forecourt). If the shuttlecock has dropped lower, then a smash is impossible and a full-length, high clear is difficult.

 

Vertical position of the shuttlecock

When the shuttlecock is well below net height, players have no choice but to hit upwards. Lifts, where the shuttlecock is hit upwards to the back of the opponents’ court, can be played from all parts of the court. If a player does not lift, his only remaining option is to push the shuttlecock softly back to the net: in the forecourt this is called a netshot; in the midcourt or rearcourt, it is often called a push or block.

When the shuttlecock is near to net height, players can hit drives, which travel flat and rapidly over the net into the opponents’ rear midcourt and rearcourt. Pushes may also be hit flatter, placing the shuttlecock into the front midcourt. Drives and pushes may be played from the midcourt or forecourt, and are most often used in doubles: they are an attempt to regain the attack, rather than choosing to lift the shuttlecock and defend against smashes. After a successful drive or push, the opponents will often be forced to lift the shuttlecock.

 

Other factors

When defending against a smash, players have three basic options: lift, block, or drive. In singles, a block to the net is the most common reply. In doubles, a lift is the safest option but it usually allows the opponents to continue smashing; blocks and drives are counter-attacking strokes, but may be intercepted by the smasher’s partner. Many players use a backhand hitting action for returning smashes on both the forehand and backhand sides, because backhands are more effective than forehands at covering smashes directed to the body.

The service is restricted by the Laws and presents its own array of stroke choices. Unlike in tennis, the servers racket must be pointing in a downward direction to deliver the serve so normally the shuttle must be hit upwards to pass over the net. The server can choose a low serve into the forecourt (like a push), or a lift to the back of the service court, or a flat drive serve. Lifted serves may be either high serves, where the shuttlecock is lifted so high that it falls almost vertically at the back of the court, or flick serves, where the shuttlecock is lifted to a lesser height but falls sooner.

 

Deceptions

Once players have mastered these basic strokes, they can hit the shuttlecock from and to any part of the court, powerfully and softly as required. Beyond the basics, however, badminton offers rich potential for advanced stroke skills that provide a competitive advantage. Because badminton players have to cover a short distance as quickly as possible, the purpose of many advanced strokes is to deceive the opponent, so that either he is tricked into believing that a different stroke is being played, or he is forced to delay his movement until he actually sees the shuttle’s direction. “Deception” in badminton is often used in both of these senses. When a player is genuinely deceived, he will often lose the point immediately because he cannot change his direction quickly enough to reach the shuttlecock. Experienced players will be aware of the trick and cautious not to move too early, but the attempted deception is still useful because it forces the opponent to delay his movement slightly. Against weaker players whose intended strokes are obvious, an experienced player will move before the shuttlecock has been hit, anticipating the stroke to gain an advantage.

Slicing and using a shortened hitting action are the two main technical devices that facilitate deception. Slicing involves hitting the shuttlecock with an angled racquet face, causing it to travel in a different direction than suggested by the body or arm movement. Slicing also causes the shuttlecock to travel much slower than the arm movement suggests. For example, a good crosscourt sliced dropshot will use a hitting action that suggests a straight clear or smash, deceiving the opponent about both the power and direction of the shuttlecock. A more sophisticated slicing action involves brushing the strings around the shuttlecock during the hit, in order to make the shuttlecock spin. This can be used to improve the shuttle’s trajectory, by making it dip more rapidly as it passes the net; for example, a sliced low serve can travel slightly faster than a normal low serve, yet land on the same spot. Spinning the shuttlecock is also used to create spinning netshots (also called tumbling netshots), in which the shuttlecock turns over itself several times (tumbles) before stabilizing; sometimes the shuttlecock remains inverted instead of tumbling. The main advantage of a spinning netshot is that the opponent will be unwilling to address the shuttlecock until it has stopped tumbling, since hitting the feathers will result in an unpredictable stroke. Spinning netshots are especially important for high level singles players.

The lightness of modern racquets allows players to use a very short hitting action for many strokes, thereby maintaining the option to hit a powerful or a soft stroke until the last possible moment. For example, a singles player may hold his racquet ready for a netshot, but then flick the shuttlecock to the back instead with a shallow lift. This makes the opponent’s task of covering the whole court much more difficult than if the lift was hit with a bigger, obvious swing. A short hitting action is not only useful for deception: it also allows the player to hit powerful strokes when he has no time for a big arm swing. The use of grip tightening is crucial to these techniques, and is often described as finger power. Elite players develop finger power to the extent that they can hit some power strokes, such as net kills, with less than a 10 cm racquet swing.

It is also possible to reverse this style of deception, by suggesting a powerful stroke before slowing down the hitting action to play a soft stroke. In general, this latter style of deception is more common in the rearcourt (for example, dropshots disguised as smashes), whereas the former style is more common in the forecourt and midcourt (for example, lifts disguised as netshots).

Deception is not limited to slicing and short hitting actions. Players may also use double motion, where they make an initial racquet movement in one direction before withdrawing the racquet to hit in another direction. This is typically used to suggest a crosscourt angle but then play the stroke straight, or vice versa. Triple motion is also possible, but this is very rare in actual play. An alternative to double motion is to use a racquet head fake, where the initial motion is continued but the racquet is turned during the hit. This produces a smaller change in direction, but does not require as much time.

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Badminton Racquets

Equipment

Badminton racquets

 

Racquets

Badminton racquets are light, with top quality racquets weighing between 79 and 91 grams including the strings.[10][11] They are composed of many different materials ranging from carbon fibre composite (graphite reinforced plastic) to solid steel, which may be augmented by a variety of materials. Carbon fibre has an excellent strength to weight ratio, is stiff, and gives excellent kinetic energy transfer. Before the adoption of carbon fibre composite, racquets were made of light metals such as aluminium. Earlier still, racquets were made of wood. Cheap racquets are still often made of metals such as steel, but wooden racquets are no longer manufactured for the ordinary market, due to their excessive mass and cost.

There is a wide variety of racquet designs, although the Laws limit the racquet size and shape. Different racquets have playing characteristics that appeal to different players. The traditional oval head shape is still available, but an isometric head shape is increasingly common in new racquets.

 

Strings

Badminton strings are thin, high performing strings in the range of about 0.65 to 0.73 mm thickness. Thicker strings are more durable, but many players prefer the feel of thinner strings. String tension is normally in the range of 80 to 130 N (18 to 36 lbf). Recreational players generally string at lower tensions than professionals, typically between 18 and 25 lbf (110 N). Professionals string between about 25 and 36 lbf (160 N).

It is often argued that high string tensions improve control, whereas low string tensions increase power.[12] The arguments for this generally rely on crude mechanical reasoning, such as claiming that a lower tension string bed is more bouncy and therefore provides more power. This is in fact incorrect, for a higher string tension can cause the shuttle to slide off the racquet and hence make it harder to hit a shot accurately. An alternative view suggests that the optimum tension for power depends on the player:[10] the faster and more accurately a player can swing their racquet, the higher the tension for maximum power. Neither view has been subjected to a rigorous mechanical analysis, nor is there clear evidence in favour of one or the other. The most effective way for a player to find a good string tension is to experiment.

 

Grip

The choice of grip allows a player to increase the thickness of his racquet handle and choose a comfortable surface to hold. A player may build up the handle with one or several grips before applying the final layer.

Players may choose between a variety of grip materials. The most common choices are PU synthetic grips or towelling grips. Grip choice is a matter of personal preference. Players often find that sweat becomes a problem; in this case, a drying agent may be applied to the grip or hands, sweatbands may be used, the player may choose another grip material or change his grip more frequently.

There are two main types of grip: replacement grips and overgrips. Replacement grips are thicker, and are often used to increase the size of the handle. Overgrips are thinner (less than 1 mm), and are often used as the final layer. Many players, however, prefer to use replacement grips as the final layer. Towelling grips are always replacement grips. Replacement grips have an adhesive backing, whereas overgrips have only a small patch of adhesive at the start of the tape and must be applied under tension; overgrips are more convenient for players who change grips frequently, because they may be removed more rapidly without damaging the underlying material.

Shuttlecocks with feathers

A shuttlecock with a plastic skirt

Shuttlecock

A shuttlecock (often abbreviated to shuttle and also commonly known as a bird) is a high-drag projectile, with an open conical shape: the cone is formed from sixteen overlapping goose feathers embedded into a rounded cork base. The cork is covered with thin leather or synthetic material.

Synthetic shuttles are often used by recreational players to reduce their costs as feathered shuttles break easily. These nylon shuttles may be constructed with either natural cork or synthetic foam base, and a plastic skirt.

Additionally, nylon shuttlecocks come in three varieties, each variety for a different range of temperatures. These three varieties are known as green (slow speed), blue (middle speed), and red (fast speed). The colours, and therefore speeds, are indicated by coloured strips fastened around the cork. In colder temperatures, a faster shuttle is used, and in hotter climates, a slower one is chosen.

Shoes

Badminton shoes are lightweight with soles of rubber or similar high-grip, non-marking materials.

Compared to running shoes, badminton shoes have little lateral support. High levels of lateral support are useful for activities where lateral motion is undesirable and unexpected. Badminton, however, requires powerful lateral movements. A highly built-up lateral support will not be able to protect the foot in badminton; instead, it will encourage catastrophic collapse at the point where the shoe’s support fails, and the player’s ankles are not ready for the sudden loading, which can cause sprains. For this reason, players should choose badminton shoes rather than general trainers or running shoes, because proper badminton shoes will have a very thin sole, lower a person’s centre of gravity, and therefore result in fewer injuries. Players should also ensure that they learn safe and proper footwork, with the knee and foot in alignment on all lunges. This is not only a safety concern, as proper footwork is critical in order to move effectively around the court.

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