Rules for Games
Guide to the rules for various and popular Garden Games
Rules of the Game of Quoits
Set up the Quoits base on the ground with the five threaded pegs and mark the starting point at three metres from the centre peg. Each player must stand behind the starting point to play.
Each player throws four quoits and each quoit which is caught on a peg scores according to the numbers on the base.
Rules for 9 Pin Quoits.
Outdoor quoits has been played in Pub-based Leagues in many parts of England, Scotland and Wales for many years. Each pub has a quoiting pitch adjoining, with a steel target post set in a 3 feet square wooden edged bed of soft clay. Heavy steel ring quoits are pitched at the post from a pitching point 18 yards away. A great game, but some skill, and strength, is required.
OLD ENGLISH NINE PIN QUOITS
Developing from the long game, which was often set up on a pitch alongside the Pub Nine Pin Skittle Alley, Old English Nine Pin Quoits was a less energetic game suitable for younger (and older) players, and suitable for indoor or outdoor play.
SETTING UP THE GAME OF QUOITS
Set up the base by screwing the central and 4 intermediate posts into their threaded socket. The 4 corner posts go through the base and are screwed into the 4 ball feet.
The starting point is 3 metres from the centre post. Players must stand behind the starting point to play. Any number can play. Toss for start, which passes to the next player each round.
Each player, in turn, tosses 4 quoits at the quoits board.
The target score is 230 (or 90 for a shorter game). However, a feature of the game is that the target score must be reached exactly in the turn, too many and the turn is not counted. First player to reach the target score wins. A match is normally played as the best of 5 games.
Giant Garden Dominoes Rules
This giant version of dominoes is played as follows, usually by two persons, although more can play. Shuffle the dominoes face downwards and then let the players draw for the lead, unless, as is frequently done, the one holding the double six or the highest piece in play takes it. This decided, the leader takes the number of dominoes agreed upon, which may be the whole 28, as after him does the other player. These they look at themselves, but must keep from the view of the other player. The leader then places a domino on the table, and the other player must fit to one of its ends one having the same number of pips as are at that end, e.g. 3 must be fitted to 3. If the player plays double 3 or any other doublet, which is placed crosswise, he is allowed another turn, while if he cannot fit a domino he loses his turn. Conditions are the same if three or four people play.
Rules to 3D Noughts and Crosses.
The game of 3d Noughts and Crosses is for two players, like normal noughts and crosses.
The rules of this game are simple, players take it in turn to play one of their pieces with the aim of 3 ( noughts or crosses) in any direction, side to side, front to back, vertical or diagonal.
It looks easy – just try it!
Rules for Giant Noughts and Crosses.
The game of noughts and crosses requires two players and the rules fopr playing the game are simple. Starting with the grid of nine empty squares, two game players alternate turns placing their nought or cross (which vere they select) pieces in the empty squares.
To win, connect three of your own style pieces (a nought or cross) in a row either across, down or diagonally. If both players have all their pieces in the grid and neither has a line of 3 then the game is a tie.
Basic Rules For Garden Cricket.
In a game of cricket here are two teams, each Cricket team is made up of 11 players.
They play on a large circular Cricket field with a batting area at the centre (22 yards by 3 yards). This centre part of the field is called the pitch. At either end of the pitch is a wicket (28 inches high); the wicket consists of three vertical poles (stumps) and two small horizontal sticks (bails), which rest on top of the stumps.
To begin, one team bats and the other team fields (bowls). All the members of the fielding team are on the field at one time, spread out in various positions across the field. The batting team have two members on the field at any one time, each standing at either end of the pitch. One member of the fielding team acts as a 'bowler' and throws a cricket ball overarm from one end of the pitch towards the wicket at the other end. His aim is to try and hit this wicket. The aim of the batsman is to protect his wicket and to score runs by hitting the ball. There are two ways for a batsman to score.
By hitting the ball out of the field. If the ball bounces before it reaches the edge, then the batsman will score 4 runs. If it does not bounce then six runs are scored.
By hitting the ball within the field and then running to the other end of the pitch. The batsman as this end does the same, so that the two of them cross over. A single run is counted for each time that the batsmen cross each other.
There are many ways that a batsman can be deemed to be out (he retires and is replaced by another member of his team). The four main ways are:
If the bowler hits the wicket that he is defending with the ball.
If the player is caught (a fielder catches the ball hit by the batsman before it hits the ground).
If the ball hits any part of the batsman's body and it is judged by the umpire (referee) that the ball would hit the wicket if it had not hit the batsman. This is known as leg before wicket (LBW)
If the batsman is run out. To achieve this a fielder must hit the wicket with the ball whilst the batsmen are running to the alternative end of the pitch.
When 10 players from the batting team are out, the teams swop over so that the fielders become the batters and the batters become the fielders. The aim of the new batting team is to try and beat the number of runs that the other team have scored.
Rules for playing Scattles
Equipment needed : 12 Numbered Scattles Pins, and a larger Scattles throwing Stick.
Two or more players can take part. The winner is the first player to reach exactly 50 points.
Set up the scattles pins on the ground in a group, about 15 feet, (4 – 5 metres), from the throwing point. The scattles stick is then always thrown from this throwing point.
Toss for start (or youngest player goes first).
First player throws the scattles stick, attempting to knock over one or more scattles pins. If one pin is felled, count the score on that pin. If more than one pin is felled, count the number of pins felled. Then reset the pins in the positions they have fallen. The next player throws, repeating the process.
When all players have had their turn the one with the lowest number of points starts the next round, and so on.
Scores are accumulated, and the first player to reach exactly 50 points wins. However, if a total score goes over 50, then that player’s score goes back down to 25.
If a player fails to knock down any pin in 3 successive turns, they are out of the game.
You will soon discover that Scattles is quite a tactical game. If the scattles pins are scattered too widely it becomes somewhat easier for a following player to fell the exact pin they require.
It is a good idea for one player to keep a written running score for each competitor – it is surprisingly easy to forget your score!
Rules for Playing Garden Bowls
The game can be 2 players (4 bowls each), 3 players (2 bowls each), or 4 players, usually 2 teams, (2 bowls each).
Mark starting points point.
Toss winner rolls the jack to 1 pace from the rink boundary and bowls the first bowl, players bowling in turn. When a full end has been bowled, the winning player or team scores 1 point for each bowl closer to the jack than their opponents nearest.
The Winner of the game of Bowls is one end starts the next game. First to 21 wins the game