Teams: Cornhole is played with two teams, either singles (1 vs. 1) or doubles (2 vs. 2).
Boards: Two boards are placed 27 feet apart, front edge to front edge.
Pitching: Players must throw from behind the "pitcher's box" (a designated area next to the board) and deliver the bags with an underhand motion.
Alternating Turns: Players alternate throws until all eight bags (four per player) have been thrown.
Scoring:
3 points: for a bag that goes through the hole.
1 point: for a bag that lands on the platform.
0 points: for a bag that falls off the board or touches the ground before landing on the board.
Cancellation Scoring: If one team scores 3 points and the other scores 1 point, the net score for the inning is 2 points for the first team.
Winning: The game continues until one team reaches or exceeds 21 points
Objective: Successfully land rings on the pegs or hooks of the target to score points.
Gameplay: Players take turns throwing rings at the target. Each player gets 5 rings per turn.
Scoring: Each successfully landed ring on a hook awards one point
Winning: The player with the highest score after a set number of rounds (however many you choose) wins.
Objective: The main goal is to be the first to reach a predetermined score, often 21 points.
Starting the Game: Players usually toss a coin to determine who throws first, and the winner of the previous game throws first in the following game.
Turns: Players take turns throwing all of their quoits (usually four) at the hob.
Scoring:
Ringer: A quoit that encircles the hob scores three points.
Leaner: If a quoit leans against the hob, it may be worth one point.
Closest Quoit: If there are no ringers or leaners, the quoit closest to the hob is worth one point.
Stealing Points: In some variations, if a player makes a ringer and the opponent then also makes a ringer on top of it, the opponent steals the points.
Winning: The first player to reach the agreed-upon score wins the game.
Bending Backwards:
Players must bend backwards, leading with their stomach and head, to pass under the bar.
No Touching:
Players cannot touch the limbo bar or the ground with any part of their body except their feet.
Lowering the Bar:
After each round, the limbo bar is lowered, making it more difficult to pass under.
Elimination:
Players who touch the bar or fall are eliminated from the game.
Final Winner:
The game continues until only one player remains who can successfully pass under the lowest bar height.
Set-up
The tower is built with 54 wooden blocks, stacked in levels of three, with each level at a right angle to the one below.
Gameplay
Players take turns removing one block from anywhere below the highest completed level of the tower (meaning a level with three blocks).
Only one hand can be used to remove or place blocks, though you can switch hands.
You may touch and tap blocks to see if they are loose, but if you move them, you must either remove that block or return it to its original position.
The removed block is then placed on top of the tower, completing a new level before starting another, with the direction of the blocks alternating with each level.
A player's turn ends when the next player touches the tower or when 10 seconds have passed since placing the block.
Winning
The game ends when the tower falls.
The last player to successfully place a block without causing the tower to fall is the winner.
Game Objective: The goal is to score points by running hoops in the correct order and direction, and then pegging out (hitting the center peg with both balls).
Turns: Players take turns striking their ball with the mallet.
Scoring: A hoop point is scored when a ball passes through the hoop in the correct order and direction.
Extra Shots: Extra shots are earned by scoring a hoop or hitting another ball (roquet).
Croquet Stroke: When a roquet is made, the striker's ball is placed in contact with the roqueted ball, and the striker gets an extra "croquet" shot.
Continuation Stroke: After a croquet stroke, the striker may also get a "continuation" stroke.
Starting Position:
The centre line on the rope aligns with a marked centre line on the ground.
The Pull:
Teams pull on the rope simultaneously, aiming to drag the opposing team's marker over the centre line.
Fouls:
Several actions can lead to a foul, including lowering the elbow below the knee while pulling, wrapping the rope around limbs, or sitting on the ground (except for the anchor).
Winning:
The team that pulls the opposing team's marker over the centre line or forces them to commit fouls wins.
Match Format:
Matches are usually best-of-three pulls, with teams switching ends after each pull.