Croquet

Objective / The objective of the game is to be the first one to complete the course, going through all the wickets in order.
Setup / The wickets are placed in the formation of the picture to the left. Players start at one end next to the stake and go through the course always going to the wickets on the right. They are numbered on the picture in the order that you will complete the course.
Turns / Color determines order of whose turn it is, and the colors are on the stakes at either end. The color at the top goes first. Each player gets 1 stoke per turn, but can add a bonus stroke for every wicket that you pass through. Players can also hit other player’s ball. When a player hits another player's ball, they have two options. First they can choose to take a bonus stroke. Second they can choose something called roqueting. This is when they place their ball right beside the ball they hit, and put their foot on their ball, and hit their ball in turn driving the opponents ball in any direction they choose. Each ball may be roqueted only once per turn.
Scoring / The first player to complete the course is the winner.
Faults/Fouls / Balls may be struck only with the face of the mallet. Your mallet cannot strike another player’s ball. Balls played out of turn accrue no penalty, the balls are returned to where they were hit.
Tips and Technique / When a player does the complete course, instead of leaving the game, they become "poison". When they hit another ball, that player must start the course over. If the poison player goes through a wicket or hits a stake, they are eliminated.

Horseshoes

Objective / Toss the horseshoe around the stake or as close to the stake as possible. Accumulate a higher point total then your opponents by tossing the horseshoe closer.
Setup / The game can be played 2 vs. 2 or 1 vs. 1. You and your partner will be at opposite ends or pits. The stakes should be 40 feet apart and 15 inches above the ground. You will be throwing against your opponent from the same end.
Turns / One player pitches both shoes in succession to one pit, followed by their opponent. This is formally called an inning. Then partners at the other end will do the same.
Scoring / In horseshoes, there are two ways to score:
  • First is by throwing a "ringers.” This means the open end of the horseshoe completely encircles the stake. Ringers are worth 3 points.
  • Second is to land the horseshoe within the width of a horseshoe from the stake. This is measured using a horseshoe. This is worth 1 point.
All points are counted for this game. There are no cancellations. So if you pitch 2 ringers you score the maximum inning score of 6 points no matter what your opponent pitches.
Faults/Fouls / You cannot step past the stake when you pitch. If you do it counts as a fault and any points are not counted. If you are playing with boxes around the stake, and the shoe lands outside the box and bounces back in the box, then the points are not counted.
Tips and Technique / Your want the horseshoe to turn over end over end in the air. Ideally when it lands, the open end is facing the stake and is also tilted towards the ground. At least you want it to land and stick, as opposed to rolling away, this is accomplished by getting the shoe to land flat and not on its side.

Spikeball

Objective / The game is played like volleyball, except the net is a circle and is on the ground. You are trying to play the ball so that your opponent is unable to return your shot. Volleyball skills are used to play the game.
Setup / The game is played 2 vs. 2. There are no boundaries for this game, once play starts players can move or hit the ball anywhere. It is considered 360 play because there are no sides.
Turns / Serving:
  • A player starts each point by serving the ball down on the net so it ricochets up at their opponents.
  • If the serving team wins the rally then the same person serves to the other partner on the opposing team. If the receiving team wins they the service rotates.
Gameplay:
  • Possession changes when the ball contacts the net.
  • Each team has up to 3 hits to return the ball back off the net.
  • Touches must alternate between teammates just like volleyball you can’t hit it twice in a row.
  • Players may use any part of their body.

Scoring / Rally scoring is used, so either team can score no matter who serves. Points are scored when the ball hits the rim or the ground, or bounce more then once on the net. Games are played to 15 points.
Faults/
Fouls / All touches must be made with an open hand. You cannot catch or grasp the ball during gameplay.
You cannot interfere or touch another player when they are going for the ball.
You cannot play the ball out of turn.
Tips and Technique / Try to position your self opposite of where the ball is when you are not in possession of the ball.
When in possession of the ball use passes with your teammate to try and hit the ball where your opponents are not.

Cornhole

Objective / You are trying to toss the bags into the hole or on the board, while trying to block and prevent your opponent from doing the same. Score more points they your opponents to win.
Setup / Find a nice flat surface on your lawn, in a parking lot, the beach, etc. Set up your boards directly facing each other with 27 feet between the front edges of each board. Your partner will be on the opposite end from you.
Turns / Cornhole can be played with 2 or 4 players. Pick which side of the board you’ll throw from, either the right or the left, and you must stay on that side. You throw one bag, then your opponent, then you, then your opponent, etc. Whichever team scored last will throw first in the next round.
Scoring / After all bags have been thrown, a bag remaining on the board is worth 1 point. A bag that went in the hole is worth 3 points. Add up how many points you earned and compare them to your opponents. Equal points cancel each other out so that only one team can score per round. For example, if you scored 5 points and your opponent scored 3, you will add 2 points to your overall score and your team will throw first in the next round. If you scored 6 points and your opponent scored 6 as well, there will be no points awarded. A game is won when a team reaches 21 points with a lead of 2 or more points.
Faults/Fouls / Your feet may not go past the front edge of the board. Also, a tossed bag may not touch the ground. If it hits the ground and bounces up on the board, remove it before any other bags are thrown. If it’s hanging off the board and touching the ground, remove that as well.
Tips and Technique / Learn to toss the bag in different ways:
  • A low, fast pitch will knock an opponents bag off the board.
  • A high, lofty toss with some backspin will help you clear a barricade of bags without pushing your opponents into the hole.
  • Spin your bag like a pancake and it will land gracefully on the board and slide right into the hole.