Group Games
Friend Field Day games
Park-day station games for adult friend groups: soft relays, four-square lanes, accuracy events, and picnic skill games for parks and big backyards.
All Friend Field Day games (31)
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Station Rotation Olympics
Station Rotation Olympics — teams of 3–5 rotate on a horn.
Players: 6-24Time: 45-120 minEnergy: High
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Soft Relay Medley
Pass a beanbag along a walking or gentle-skipping relay; each clean leg scores 1.
Players: 6-24Time: 45-120 minEnergy: High
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Four Square Adult Court
Four Square Adult Court — king court with underhand-only rule.
Players: 6-24Time: 45-120 minEnergy: High
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Picnic Blanket Islands
Picnic Blanket Islands — blanket islands walking relay.
Players: 6-24Time: 45-120 minEnergy: High
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Cornhole Field Finals
Cornhole Field Finals — cornhole as a medal event.
Players: 6-24Time: 45-120 minEnergy: High
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Spikeball King Pit
Play short gentle roundnet heats with a visible challenger queue; winners stay until defeated.
Players: 6-24Time: 45-120 minEnergy: High
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Water Balloon Optional Soft
Optional water target station.
Players: 6-24Time: 45-120 minEnergy: High
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Team Rope Lane Relay
A rope-based relay without pulling or body contact.
Players: 6-24Time: 45-120 minEnergy: High
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Egg-and-Spoon Optional
Egg-and-Spoon Optional — optional hard-boiled egg balance walk.
Players: 6-24Time: 45-120 minEnergy: High
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Three-Legged Kind Walk
Three-Legged Kind Walk — soft bands; walking only.
Players: 6-24Time: 45-120 minEnergy: High
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Obstacle Soft Course
Cones, pool noodles, crawl-optional flags — no dangerous DIY climbs.
Players: 6-24Time: 45-120 minEnergy: High
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Frisbee Accuracy Gates
Frisbee Accuracy Gates — cone gates for accuracy throws.
Players: 6-24Time: 45-120 minEnergy: High
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Soft Kickball Mini Innings
Short adult kickball innings with a soft-ball rule.
Players: 6-24Time: 45-120 minEnergy: High
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Wiffle Mini Game
Wiffle Mini Game — ghost runners house rule ok.
Players: 6-24Time: 45-120 minEnergy: High
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Scavenger Field Card
Scavenger Field Card — field-day bingo of park-safe finds.
Players: 6-24Time: 45-120 minEnergy: High
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Captain Cheer Draft
Captain Cheer Draft — draft team cheers; perform once.
Players: 6-24Time: 45-120 minEnergy: High
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Hydration Break Olympics
Hydration as a scored check.
Players: 6-24Time: 45-120 minEnergy: High
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Mixed Gear Medley Final
Cornhole → ladder → four square mini in one match.
Players: 6-24Time: 45-120 minEnergy: High
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Team Banner Opening
A clear adult friend-group opener that creates team identity.
Players: 6-24Time: 45-120 minEnergy: High
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Photo Finish Team Flag
Team flag photo at each station for proof of rotation.
Players: 6-24Time: 45-120 minEnergy: High
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Shade Only Mind Events
Trivia and memory tray in shade between physical events.
Players: 6-24Time: 45-120 minEnergy: High
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Ladder Ball Precision
Ladder Ball Precision — ladder ball medal event.
Players: 6-24Time: 45-120 minEnergy: High
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Bocce Picnic Ends
Bocce Picnic Ends — short bocce ends on flat grass.
Players: 6-24Time: 45-120 minEnergy: High
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Linked-Elbow Partner Walk
A cooperative partner walk with no carrying or body-weight stunts.
Players: 6-24Time: 45-120 minEnergy: High
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Comeback Station Choice
Last place team chooses the final station from two safe options.
Players: 6-24Time: 45-120 minEnergy: High
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Volunteer Judge Track
Rotating judges for fair calls earn process points.
Players: 6-24Time: 45-120 minEnergy: High
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Fifteen-Minute Sprint Day
Fifteen-Minute Sprint Day — only three stations when time is short.
Players: 6-24Time: 45-120 minEnergy: High
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Closing Circle Credits
Closing Circle Credits — circle shout-outs for helpers and fair calls.
Players: 6-24Time: 45-120 minEnergy: High
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Park Respect Reset
Full trash and gear reset before leaving scores shared win condition bonus.
Players: 6-24Time: 45-120 minEnergy: High
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Friend Field Day Twists (30)
Optional one-rule scoring twists for a game your group already plays.
Station Map First · Friend Field Day
Walk the full station map before scoring. Compatible host: Station Rotation Olympics.
- Walk the full station map before scoring. Compatible host: Station Rotation Olympics.
- Compatible host: Station Rotation Olympics. Let T=ceil(N/4), where N is the 6–24 roster count. Draw names and deal them around T team lists; this produces teams of 3 or 4, within the stated 3–5 range. Post those actual teams and mark four stations, walkways and a shade/water area. House stations are A: beanbag into a broad hoop from two paces; B: soft ball rolled through a one-pace cone gate; C: three-pace beanbag-on-palm walk; D: copy a visible five-shape card (circle, square, triangle, circle, square). Supply hoops or rope circles, soft bags/ball, flexible cones, paper and pencils. Each station lasts five minutes. Teams rotate A→B→C→D on the horn, with water breaks between rotations. Each teammate gets two offered attempts at each task: two tosses, two rolls, two walks or two copied cards. A clean walk keeps the bag on the palm without using the other hand; a dropped bag ends that attempt. Use a scribe or seated bag transfer over three marked spots for access. Divide the posted teams into waves of at most four. In each wave, start its teams at A, B, C, D in listed order and advance all one station each horn; after four visits every team has visited all four tasks once. Run the next wave on the identical layout. The five-minute active-station clock pauses for required traffic, safety or access stops, with water breaks outside it. At a horn stop new attempts; do not rush someone to preserve a score. A bag’s first landing wholly inside the hoop, a roll through the gate without cone contact, a clean balance route or an exactly copied shape card earns 1 challenge point; a miss or incomplete task earns 0. To compare different team sizes, each station score is team points divided by its recorded roster count, including passes as 0, maximum 2. Sum the four station scores without intermediate rounding. This is a house roster adjustment, not proof of equal skill. For the hoop toss and gate roll only: Keep the throwing hand and all grounded feet behind the marked release line until the prop leaves the hand; a crossed-line attempt uses its turn for 0. A full pass also uses that offered turn for 0 without deduction. A declined offered attempt is 0 and remains in the roster divisor. If the five-minute cutoff or an ended wave leaves anyone without both offered attempts, omit that station for all teams, including any earlier wave; a started but unfinished offered task itself is 0. Sum only comparable complete stations. After all scheduled waves, compare the sum of the completed comparable station means, maximum 8 when all four count. Highest wins and ties share. If every tied team requests one playoff, each selects one willing representative for one beanbag hoop toss from the existing line. A clean first landing wholly inside scores 1 for that playoff, otherwise 0; use it for placement only, never add it to the ordinary total. A second tie or no agreed comparable setup keeps the shared place. Selected rule: Mark the four stations, clear public walkways, separate throwing runouts and a shade/rest area before play. Walk the complete route once without points so everyone knows A→B→C→D and the water-break location; adjust the map before any scored attempt. Use only this selected modifier. It replaces only the schedule, task, eligibility or point condition it explicitly names; keep the remaining host rules and do not stack other optional twists. Friend Field Day is outdoor adult play. Inspect ground, use soft gear, ban reckless contact stunts, hydrate, and yield space to other park users. Stop for heat, injury, or unsafe ground. Scores use challenge points. Optional STUD only if pre-agreed.
- Score Station Map First · Friend Field Day as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Station Map First · Friend Field Day; stop at the agreed finish condition.
Soft Gear Only · Friend Field Day
Use soft moving gear and flexible markers. Compatible host: Station Rotation Olympics.
- Use soft moving gear and flexible markers. Compatible host: Station Rotation Olympics.
- Compatible host: Station Rotation Olympics. Let T=ceil(N/4), where N is the 6–24 roster count. Draw names and deal them around T team lists; this produces teams of 3 or 4, within the stated 3–5 range. Post those actual teams and mark four stations, walkways and a shade/water area. House stations are A: beanbag into a broad hoop from two paces; B: soft ball rolled through a one-pace cone gate; C: three-pace beanbag-on-palm walk; D: copy a visible five-shape card (circle, square, triangle, circle, square). Supply hoops or rope circles, soft bags/ball, flexible cones, paper and pencils. Each station lasts five minutes. Teams rotate A→B→C→D on the horn, with water breaks between rotations. Each teammate gets two offered attempts at each task: two tosses, two rolls, two walks or two copied cards. A clean walk keeps the bag on the palm without using the other hand; a dropped bag ends that attempt. Use a scribe or seated bag transfer over three marked spots for access. Divide the posted teams into waves of at most four. In each wave, start its teams at A, B, C, D in listed order and advance all one station each horn; after four visits every team has visited all four tasks once. Run the next wave on the identical layout. The five-minute active-station clock pauses for required traffic, safety or access stops, with water breaks outside it. At a horn stop new attempts; do not rush someone to preserve a score. A bag’s first landing wholly inside the hoop, a roll through the gate without cone contact, a clean balance route or an exactly copied shape card earns 1 challenge point; a miss or incomplete task earns 0. To compare different team sizes, each station score is team points divided by its recorded roster count, including passes as 0, maximum 2. Sum the four station scores without intermediate rounding. This is a house roster adjustment, not proof of equal skill. For the hoop toss and gate roll only: Keep the throwing hand and all grounded feet behind the marked release line until the prop leaves the hand; a crossed-line attempt uses its turn for 0. A full pass also uses that offered turn for 0 without deduction. A declined offered attempt is 0 and remains in the roster divisor. If the five-minute cutoff or an ended wave leaves anyone without both offered attempts, omit that station for all teams, including any earlier wave; a started but unfinished offered task itself is 0. Sum only comparable complete stations. After all scheduled waves, compare the sum of the completed comparable station means, maximum 8 when all four count. Highest wins and ties share. If every tied team requests one playoff, each selects one willing representative for one beanbag hoop toss from the existing line. A clean first landing wholly inside scores 1 for that playoff, otherwise 0; use it for placement only, never add it to the ordinary total. A second tie or no agreed comparable setup keeps the shared place. Selected rule: Use soft balls, beanbags, foam discs where needed and flexible cone markers. Remove damaged or hard moving gear before opening a station; do not replace an absent soft prop with a hard object to save the schedule. Use only this selected modifier. It replaces only the schedule, task, eligibility or point condition it explicitly names; keep the remaining host rules and do not stack other optional twists. Friend Field Day is outdoor adult play. Inspect ground, use soft gear, ban reckless contact stunts, hydrate, and yield space to other park users. Stop for heat, injury, or unsafe ground. Scores use challenge points. Optional STUD only if pre-agreed.
- Score Soft Gear Only · Friend Field Day as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Soft Gear Only · Friend Field Day; stop at the agreed finish condition.
Walk-Only Relay · Friend Field Day
Choose walking on the same route without changing points. Compatible host: Soft Relay Medley.
- Choose walking on the same route without changing points. Compatible host: Soft Relay Medley.
- Compatible host: Soft Relay Medley. Draw the roster order. Make two-person teams, except put the final three names together when the roster is odd; every 6–24 person roster is included. Post six total legs per team, cycling its written member order: a pair takes three legs each and a trio takes two each. Team quotas are equal; personal leg counts differ between these team sizes. Mark a clear even out-and-back lane three paces each way and a wide exchange box. Use one soft beanbag per team; choose walking or gentle skipping for the whole heat. One teammate carries the bag out, rounds a soft cone and returns to hand it to the next person inside the box. Walking or gentle skipping only; no sprinting, throwing the handoff or contact. A drop is retrieved safely and that leg restarts, with one retry; a second drop ends that leg without a point. Offer a seated pass along three marked tabletop spots as the non-moving role. Cycle the posted order until all six legs have been offered. The final actor returns the bag to the waiting first teammate in the box without starting another leg. A full pass records 0 and hands the next scheduled actor the bag in the box. A needed lane/safety stop voids only that affected leg for a later replacement, retaining earlier results. Each clean completed leg earns 1 team challenge point, maximum 6. Each team receives six offered legs under its actual written order; speed adds nothing. Required care stops never subtract an earlier point or create a second scored result for one leg. After every team has six offered legs, highest clean-leg total wins and ties share. If every tied team requests one playoff, its next listed member gets one offered leg on the same chosen route, clean 1 or otherwise 0 for placement only. Another tie or no agreed comparable route shares. Do not add playoff points to the ordinary six-leg total. Selected rule: Select walking for the entire heat instead of optional gentle skipping. Keep the host’s actual two/three-person team lists, six legs per team, three-pace out-and-back lane and 1 per clean leg. Required stops remain free and unsafe ground still cancels play. Use only this selected modifier. It replaces only the schedule, task, eligibility or point condition it explicitly names; keep the remaining host rules and do not stack other optional twists. Friend Field Day is outdoor adult play. Inspect ground, use soft gear, ban reckless contact stunts, hydrate, and yield space to other park users. Stop for heat, injury, or unsafe ground. Scores use challenge points. Optional STUD only if pre-agreed.
- Score Walk-Only Relay · Friend Field Day as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Walk-Only Relay · Friend Field Day; stop at the agreed finish condition.
Hydration Rotation · Friend Field Day
Visit shade and water after two events without losing points. Compatible host: Station Rotation Olympics.
- Visit shade and water after two events without losing points. Compatible host: Station Rotation Olympics.
- Compatible host: Station Rotation Olympics. Let T=ceil(N/4), where N is the 6–24 roster count. Draw names and deal them around T team lists; this produces teams of 3 or 4, within the stated 3–5 range. Post those actual teams and mark four stations, walkways and a shade/water area. House stations are A: beanbag into a broad hoop from two paces; B: soft ball rolled through a one-pace cone gate; C: three-pace beanbag-on-palm walk; D: copy a visible five-shape card (circle, square, triangle, circle, square). Supply hoops or rope circles, soft bags/ball, flexible cones, paper and pencils. Each station lasts five minutes. Teams rotate A→B→C→D on the horn, with water breaks between rotations. Each teammate gets two offered attempts at each task: two tosses, two rolls, two walks or two copied cards. A clean walk keeps the bag on the palm without using the other hand; a dropped bag ends that attempt. Use a scribe or seated bag transfer over three marked spots for access. Divide the posted teams into waves of at most four. In each wave, start its teams at A, B, C, D in listed order and advance all one station each horn; after four visits every team has visited all four tasks once. Run the next wave on the identical layout. The five-minute active-station clock pauses for required traffic, safety or access stops, with water breaks outside it. At a horn stop new attempts; do not rush someone to preserve a score. A bag’s first landing wholly inside the hoop, a roll through the gate without cone contact, a clean balance route or an exactly copied shape card earns 1 challenge point; a miss or incomplete task earns 0. To compare different team sizes, each station score is team points divided by its recorded roster count, including passes as 0, maximum 2. Sum the four station scores without intermediate rounding. This is a house roster adjustment, not proof of equal skill. For the hoop toss and gate roll only: Keep the throwing hand and all grounded feet behind the marked release line until the prop leaves the hand; a crossed-line attempt uses its turn for 0. A full pass also uses that offered turn for 0 without deduction. A declined offered attempt is 0 and remains in the roster divisor. If the five-minute cutoff or an ended wave leaves anyone without both offered attempts, omit that station for all teams, including any earlier wave; a started but unfinished offered task itself is 0. Sum only comparable complete stations. After all scheduled waves, compare the sum of the completed comparable station means, maximum 8 when all four count. Highest wins and ties share. If every tied team requests one playoff, each selects one willing representative for one beanbag hoop toss from the existing line. A clean first landing wholly inside scores 1 for that playoff, otherwise 0; use it for placement only, never add it to the ordinary total. A second tie or no agreed comparable setup keeps the shared place. Selected rule: Add a required shade/water check after the second station as well as the host’s between-rotation breaks. A break never deducts points or uses an attempt; rest is available sooner whenever needed, not only at the scheduled stop. Use only this selected modifier. It replaces only the schedule, task, eligibility or point condition it explicitly names; keep the remaining host rules and do not stack other optional twists. Friend Field Day is outdoor adult play. Inspect ground, use soft gear, ban reckless contact stunts, hydrate, and yield space to other park users. Stop for heat, injury, or unsafe ground. Scores use challenge points. Optional STUD only if pre-agreed.
- Score Hydration Rotation · Friend Field Day as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Hydration Rotation · Friend Field Day; stop at the agreed finish condition.
Shade Swap · Friend Field Day
Post a shade mind-task substitute before play. Compatible host: Station Rotation Olympics.
- Post a shade mind-task substitute before play. Compatible host: Station Rotation Olympics.
- Compatible host: Station Rotation Olympics. Let T=ceil(N/4), where N is the 6–24 roster count. Draw names and deal them around T team lists; this produces teams of 3 or 4, within the stated 3–5 range. Post those actual teams and mark four stations, walkways and a shade/water area. House stations are A: beanbag into a broad hoop from two paces; B: soft ball rolled through a one-pace cone gate; C: three-pace beanbag-on-palm walk; D: copy a visible five-shape card (circle, square, triangle, circle, square). Supply hoops or rope circles, soft bags/ball, flexible cones, paper and pencils. Each station lasts five minutes. Teams rotate A→B→C→D on the horn, with water breaks between rotations. Each teammate gets two offered attempts at each task: two tosses, two rolls, two walks or two copied cards. A clean walk keeps the bag on the palm without using the other hand; a dropped bag ends that attempt. Use a scribe or seated bag transfer over three marked spots for access. Divide the posted teams into waves of at most four. In each wave, start its teams at A, B, C, D in listed order and advance all one station each horn; after four visits every team has visited all four tasks once. Run the next wave on the identical layout. The five-minute active-station clock pauses for required traffic, safety or access stops, with water breaks outside it. At a horn stop new attempts; do not rush someone to preserve a score. A bag’s first landing wholly inside the hoop, a roll through the gate without cone contact, a clean balance route or an exactly copied shape card earns 1 challenge point; a miss or incomplete task earns 0. To compare different team sizes, each station score is team points divided by its recorded roster count, including passes as 0, maximum 2. Sum the four station scores without intermediate rounding. This is a house roster adjustment, not proof of equal skill. For the hoop toss and gate roll only: Keep the throwing hand and all grounded feet behind the marked release line until the prop leaves the hand; a crossed-line attempt uses its turn for 0. A full pass also uses that offered turn for 0 without deduction. A declined offered attempt is 0 and remains in the roster divisor. If the five-minute cutoff or an ended wave leaves anyone without both offered attempts, omit that station for all teams, including any earlier wave; a started but unfinished offered task itself is 0. Sum only comparable complete stations. After all scheduled waves, compare the sum of the completed comparable station means, maximum 8 when all four count. Highest wins and ties share. If every tied team requests one playoff, each selects one willing representative for one beanbag hoop toss from the existing line. A clean first landing wholly inside scores 1 for that playoff, otherwise 0; use it for placement only, never add it to the ordinary total. A second tie or no agreed comparable setup keeps the shared place. Selected rule: If a physical station needs a shade alternative, substitute the host’s visible-shape copying task for that station for every team: two offered copies per teammate, 1 for each accurate sequence. Post the substitution and give all teams the same task. Unsafe heat may require ending the session, not merely moving a score sheet. Use only this selected modifier. It replaces only the schedule, task, eligibility or point condition it explicitly names; keep the remaining host rules and do not stack other optional twists. Friend Field Day is outdoor adult play. Inspect ground, use soft gear, ban reckless contact stunts, hydrate, and yield space to other park users. Stop for heat, injury, or unsafe ground. Scores use challenge points. Optional STUD only if pre-agreed.
- Score Shade Swap · Friend Field Day as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Shade Swap · Friend Field Day; stop at the agreed finish condition.
Clear Throw Lane · Friend Field Day
Keep everyone outside the throw and landing lane. Compatible host: Frisbee Accuracy Gates.
- Keep everyone outside the throw and landing lane. Compatible host: Frisbee Accuracy Gates.
- Compatible host: Frisbee Accuracy Gates. Use a soft foam disc and three one-pace-wide cone gates placed in a fan at two, three and four comfortable paces from one throw line. Mark an empty landing/runout area behind every gate; nobody stands there as a receiver. Post gate order 1→2→3. Each person gets two throws at each gate, six total, following the posted sequence whether the earlier gate was hit or missed. A throw counts if the disc passes between the cones without touching either and lands in the clear runout. Retrieve only after all active throws stop. Keep the throwing hand and all grounded feet behind the marked release line until the prop leaves the hand; a crossed-line attempt uses its turn for 0. A full pass also uses that offered turn for 0 without deduction. If a person/animal or required safety stop interrupts an attempt, remove only its unconfirmed result and replace that attempt once conditions permit; it never creates an extra scored attempt. A needed whole-session stop leaves only complete comparable quotas in placement. Each gate clearance earns 1 challenge point, maximum 6; cone contacts, wrong gate and misses 0. Changing distance mid-event voids that gate’s results for everyone until a fair reset. Finish the posted equal quotas and compare challenge totals. Highest wins; ties share unless every tied side requests one short safe accuracy playoff with equal attempts. A second tie shares. Selected rule: Only the active thrower enters the marked lane. There are no receivers behind the gates; spectators wait behind the start. Pause for park users or animals and replay an obstructed attempt without penalty after the lane is clear. This no-receiver rule is not compatible with partner-deflection Kan Jam. Use only this selected modifier. It replaces only the schedule, task, eligibility or point condition it explicitly names; keep the remaining host rules and do not stack other optional twists. Friend Field Day is outdoor adult play. Inspect ground, use soft gear, ban reckless contact stunts, hydrate, and yield space to other park users. Stop for heat, injury, or unsafe ground. Scores use challenge points. Optional STUD only if pre-agreed.
- Score Clear Throw Lane · Friend Field Day as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Clear Throw Lane · Friend Field Day; stop at the agreed finish condition.
Forward Mark · Friend Field Day
Announce a closer line before station one. Compatible host: Ladder Ball Precision.
- Announce a closer line before station one. Compatible host: Ladder Ball Precision.
- Compatible host: Ladder Ball Precision. Use an existing ladder target with soft bolas and a clear hang/runout zone. Post a common comfortable underhand line and house three-frame heat. The chosen rung chart is top 3, middle 2, bottom 1; these are house heat rules, not an assertion that every ladder-ball brand uses the same match format. Each player tosses all three bolas per frame, alternating players by complete frame. Do not retrieve until all throws stop. After every frame, count only bolas still hanging; a knocked-off bola scores 0. Reset the ladder and bolas before the next frame. No one stands beside or behind the target. Keep the throwing hand and all grounded feet behind the marked release line until the prop leaves the hand; a crossed-line attempt uses its turn for 0. A full pass also uses that offered turn for 0 without deduction. If a person/animal or required safety stop interrupts an attempt, remove only its unconfirmed result and replace that attempt once conditions permit; it never creates an extra scored attempt. A needed whole-session stop leaves only complete comparable quotas in placement. Add hanging rung points across three equal frames, nine bolas per player. A bola touching more than one rung counts only the highest rung it wraps, once; a ground-resting bola scores 0. No cancellation or exact 21 finish is used in this house precision heat. Finish the posted equal quotas and compare challenge totals. Highest wins; ties share unless every tied side requests one short safe accuracy playoff with equal attempts. A second tie shares. Selected rule: Mark one standard and one closer throw line, offer the beginner choice before station one and keep each person’s chosen line through all three frames. The same 3/2/1 rung chart applies. Do not combine this selected rule with a same-line-only finale double. Use only this selected modifier. It replaces only the schedule, task, eligibility or point condition it explicitly names; keep the remaining host rules and do not stack other optional twists. Friend Field Day is outdoor adult play. Inspect ground, use soft gear, ban reckless contact stunts, hydrate, and yield space to other park users. Stop for heat, injury, or unsafe ground. Scores use challenge points. Optional STUD only if pre-agreed.
- Score Forward Mark · Friend Field Day as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Forward Mark · Friend Field Day; stop at the agreed finish condition.
Mixed-Skill Partners · Friend Field Day
Choose partners by comfort and experience, with changes available. Compatible host: Linked-Elbow Partner Walk.
- Choose partners by comfort and experience, with changes available. Compatible host: Linked-Elbow Partner Walk.
- Compatible host: Linked-Elbow Partner Walk. Draw names in a circle and post the N neighboring pair entries: first–second, second–third, continuing through last–first. Each person has two offered pair entries. Ask both before every entry; a no-contact side-by-side or solo/seated option is available without explanation, and a full pass earns 0 new points. Keep pair results as shared rows with both names and solo results on their own rows; do not add them into a personal-total championship. Ask both people for an explicit yes to a light elbow link; no gripping, carrying or supporting body weight. Mark one straight three-pace lane and name a non-playing timer. Offer a no-contact side-by-side or solo route without pressure; different timed routes are recorded separately. A resting participant may time/record a current entry and still take their later scheduled pair turns. The seated route moves one soft token across three marked spots on a stable table; it requires no band or body link. Each willing pair gets two walking attempts. Release immediately if either loses balance, feels discomfort or asks to stop. A clean finish reaches the line together with no unsafe pull or balance loss; an ended attempt earns no new point and does not remove earlier points. Record safe completed times only. Each clean finish earns 1 shared pair challenge point, maximum 2. Highest completion total is primary; fastest safe completed time breaks an exact point tie only among pairs using the same lane and linked format. After two offered attempts, most clean finishes wins, then fastest comparable safe finish. Exact remaining ties share; never require a further attempt from someone uncomfortable. Complete both offered attempts for every posted entry before comparing results. If a session ends before that quota, report completed entries without claiming a full-session placing. Distinct route/contact modes have separate results. Selected rule: Before scoring, arrange the neighboring-pair circle by comfort and experience, with an explicit yes for every contact pair. Either person may request a different partner or choose the no-contact/solo route without explanation. After any results exist, revise only unplayed pair slots with all affected people’s consent and check that each person still has two offered pair entries when completed slots are included. If that schedule cannot be made, offer the current slot’s no-contact/solo route or pass; add no third ranked entry and keep earlier results. Keep a distinct two-attempt row for each actual pair and route without transferring or merging unrelated results. Use only this selected modifier. It replaces only the schedule, task, eligibility or point condition it explicitly names; keep the remaining host rules and do not stack other optional twists. Friend Field Day is outdoor adult play. Inspect ground, use soft gear, ban reckless contact stunts, hydrate, and yield space to other park users. Stop for heat, injury, or unsafe ground. Scores use challenge points. Optional STUD only if pre-agreed.
- Score Mixed-Skill Partners · Friend Field Day as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Mixed-Skill Partners · Friend Field Day; stop at the agreed finish condition.
Judge Rotation · Friend Field Day
Rotate a non-playing judge without self-judging. Compatible host: Volunteer Judge Track.
- Rotate a non-playing judge without self-judging. Compatible host: Volunteer Judge Track.
- Compatible host: Volunteer Judge Track. Draw names into two teams whose sizes differ by at most one; every person remains in a team. Post one accuracy heat and its reciprocal judge schedule before play: A’s first listed willing member judges B’s quota, then B’s first listed willing member judges A. Each also takes their own ordinary three-toss quota in their team’s heat. No one judges their own team. For a concrete host use three underhand beanbag tosses per player into a broad hoop from two paces, 1 point per hit. A volunteer judges another team only, never their own; use a neutral host or rotate opposing team members for a two-team group. Keep the throwing hand and all grounded feet behind the marked release line until the prop leaves the hand; a crossed-line attempt uses its turn for 0. A full pass also uses that offered turn for 0 without deduction. Before the event, each judge reads the hit and line rule, watches one other team’s quota and records it visibly. If this activity is repeated at a later station, use each team’s next listed willing judge before repeats; each team is offered one judge shift per station. A disputed line call is replayed once before the result is locked; do not vote on who is a “fair person.” A necessary stop replays only the obstructed toss after the lane is clear; earlier recorded hits remain. Each player’s three ordinary hoop hits earn their usual 1 raw point each, then divide the team’s hit total by its full posted roster, passes included, maximum 3. One completed offered judge shift earns its team 1 process point, maximum 1 per station. A declined shift earns 0 process points; keep event mean and process credit in separate columns before adding them for this activity. After both teams’ full three-toss-per-person quotas and one offered judge shift each, highest event mean plus process point wins, maximum 4; exact totals share. No extra judge shift or added toss breaks a tie. Selected rule: Use a non-playing teammate from another team or a neutral volunteer for each team’s attempts. No one judges their own attempt or their own team under this compatible host’s stricter rule. Rotate next station and preserve equal offered judge shifts. Use only this selected modifier. It replaces only the schedule, task, eligibility or point condition it explicitly names; keep the remaining host rules and do not stack other optional twists. Friend Field Day is outdoor adult play. Inspect ground, use soft gear, ban reckless contact stunts, hydrate, and yield space to other park users. Stop for heat, injury, or unsafe ground. Scores use challenge points. Optional STUD only if pre-agreed.
- Score Judge Rotation · Friend Field Day as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Judge Rotation · Friend Field Day; stop at the agreed finish condition.
Heat Pause · Friend Field Day
Stop high-energy play for heat or fatigue. Compatible host: Hydration Break Olympics.
- Stop high-energy play for heat or fatigue. Compatible host: Hydration Break Olympics.
- Compatible host: Hydration Break Olympics. Mark a shade/water check-in point and put it on every team’s station card. Schedule a check-in between rotations, with additional breaks whenever needed. This is required care, especially in heat, not a drinking-speed or volume contest. Pause all active events, invite every person to check in, rest and access water according to their needs. A teammate or host can confirm someone already resting elsewhere; nobody must prove drinking, disclose a condition or stay in the sun for the check. In heat, cancel high-intensity events or end the session. A full offered team check-in earns 1 shared process point per scheduled break. The point records the care process, not how much someone drinks; taking extra rest never costs points. Resume only if conditions permit and everyone has an appropriate option, or close the session. The shared check-in creates no separate competitive winner. Selected rule: The host stops active events when heat or fatigue rises; anyone may request the stop sooner. Move to an appropriate shade event only if conditions permit, or end the session. Never require a further physical attempt to keep points. Use only this selected modifier. It replaces only the schedule, task, eligibility or point condition it explicitly names; keep the remaining host rules and do not stack other optional twists. Friend Field Day is outdoor adult play. Inspect ground, use soft gear, ban reckless contact stunts, hydrate, and yield space to other park users. Stop for heat, injury, or unsafe ground. Scores use challenge points. Optional STUD only if pre-agreed.
- Score Heat Pause · Friend Field Day as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Heat Pause · Friend Field Day; stop at the agreed finish condition.
Ground Check · Friend Field Day
Move a station away from ground hazards. Compatible host: Obstacle Soft Course.
- Move a station away from ground hazards. Compatible host: Obstacle Soft Course.
- Compatible host: Obstacle Soft Course. On inspected even ground, place three flexible cones in a gentle weaving line, a pool noodle flat on the ground to step over, and two soft flags marking an optional low crawl segment. Give a standing walk-around path beside the crawl; no climbs, jumps or fixed hard obstacles. Post one route for comparable timing. Mark the same start/finish for the timer. A waiting participant times from the start cue to the actor crossing the finish after all selected obstacles, then takes their own later turn. Give each person one unscored walkthrough and two scored clean routes. Weave around each cone, step over the noodle and use the selected crawl or walk-around lane; never sprint or dive. Touching/missing an obstacle means stop and correct it before continuing. A hazard stops the attempt for replay; a requested stop ends it without deduction. Pauses for a person/animal or newly found hazard remove only that affected time before one replacement on a cleared unchanged course; record one result per offered attempt. If the layout changes, keep separate comparable-route results or rerun that complete round for everyone. Record only complete clean times. Use the same chosen route for a timed comparison; different access routes can be celebrated separately without claiming equal difficulty. Fastest clean result from two offered attempts wins within the chosen route; equal times share. If nobody completes, end without a timed winner. Selected rule: Inspect the whole route and runout for holes, sprinkler heads, wet patches and debris. Move the course and repeat the unscored walkthrough after a layout change; do not weave around a known hazard or compare times from unlike routes as one result. Use only this selected modifier. It replaces only the schedule, task, eligibility or point condition it explicitly names; keep the remaining host rules and do not stack other optional twists. Friend Field Day is outdoor adult play. Inspect ground, use soft gear, ban reckless contact stunts, hydrate, and yield space to other park users. Stop for heat, injury, or unsafe ground. Scores use challenge points. Optional STUD only if pre-agreed.
- Score Ground Check · Friend Field Day as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Ground Check · Friend Field Day; stop at the agreed finish condition.
No Contact · Friend Field Day
Keep a reckless or contact throw at zero. Compatible host: Frisbee Accuracy Gates.
- Keep a reckless or contact throw at zero. Compatible host: Frisbee Accuracy Gates.
- Compatible host: Frisbee Accuracy Gates. Use a soft foam disc and three one-pace-wide cone gates placed in a fan at two, three and four comfortable paces from one throw line. Mark an empty landing/runout area behind every gate; nobody stands there as a receiver. Post gate order 1→2→3. Each person gets two throws at each gate, six total, following the posted sequence whether the earlier gate was hit or missed. A throw counts if the disc passes between the cones without touching either and lands in the clear runout. Retrieve only after all active throws stop. Keep the throwing hand and all grounded feet behind the marked release line until the prop leaves the hand; a crossed-line attempt uses its turn for 0. A full pass also uses that offered turn for 0 without deduction. If a person/animal or required safety stop interrupts an attempt, remove only its unconfirmed result and replace that attempt once conditions permit; it never creates an extra scored attempt. A needed whole-session stop leaves only complete comparable quotas in placement. Each gate clearance earns 1 challenge point, maximum 6; cone contacts, wrong gate and misses 0. Changing distance mid-event voids that gate’s results for everyone until a fair reset. Finish the posted equal quotas and compare challenge totals. Highest wins; ties share unless every tied side requests one short safe accuracy playoff with equal attempts. A second tie shares. Selected rule: For this no-contact disc-accuracy host, an active thrower’s body contact, rough blocking or reckless challenge stops that attempt for 0 and uses its offered throw. Do not award a replacement for the offending act. If a bystander, animal or traffic instead obstructs an otherwise safe attempt, void only that interrupted result and replace that offered throw after the whole lane is clear. Keep all earlier confirmed results. This modifier does not apply to consensual linked-elbow or three-legged formats. Use only this selected modifier. It replaces only the schedule, task, eligibility or point condition it explicitly names; keep the remaining host rules and do not stack other optional twists. Friend Field Day is outdoor adult play. Inspect ground, use soft gear, ban reckless contact stunts, hydrate, and yield space to other park users. Stop for heat, injury, or unsafe ground. Scores use challenge points. Optional STUD only if pre-agreed.
- Score No Contact · Friend Field Day as 1 challenge point, separate from the main score.
- Reset and rotate evenly after No Contact · Friend Field Day; stop at the agreed finish condition.
Three-Station Short Day · Friend Field Day
Keep one accuracy, one relay and one mind station. Compatible host: Fifteen-Minute Sprint Day.
- Keep one accuracy, one relay and one mind station. Compatible host: Fifteen-Minute Sprint Day.
- Compatible host: Fifteen-Minute Sprint Day. Prepare three stations in advance: accuracy (three beanbag hoop tosses per person), relay (one three-pace out-and-back beanbag walk per person) and mind (answer 7+6=13, 15−8=7, 3×3=9). Choose one included unscored key/clock facilitator, then split the remaining roster into two teams differing by at most one. Give each team its own identical gear/lane and separate answer sheet. Use those two actual teams, clear lanes, soft gear and a single 15-minute clock. “Sprint day” describes a short schedule, not a requirement to run. Fix each team’s full answerer roster and divisor before opening; the facilitator neither answers the private arithmetic key nor supplies a scored toss/relay turn. Minutes 0–2: full opening, safety walk-through, team names and quotas. 2–5: accuracy; 5–8: walking relay with clean handoffs; 8–11: seated mind cards with 20 seconds per answer. 11–13: water/check scores; 13–15: full closing credits and gear reset. Stop new scored attempts at 11 minutes and close the session at 15. Only these three events are scored. For the relay, each actor carries the bag out/back and hands it to the waiting next name; the last returns it to the first without another leg. A dropped bag ends that offered leg for 0; no running, repeated scoring or overtime. Required stops remain available; the wall-clock schedule does not extend for competitive attempts. For accuracy, offer three hoop tosses per answerer at the same close line, each clean hit 1; divide each team’s raw hits by its full posted answerer roster, maximum 3. For relay, offer one clean walking leg per answerer, each 1, then divide by the same roster, maximum 1. Passes count 0 and stay in both divisors. Each of the three correct locked team arithmetic answers earns 1, maximum 3. Total maximum 7 for either team. If any event cannot offer every rostered answerer its quota by its cutoff, void that entire event for both teams. No extra attempts for early finishers. Keep the throwing hand and all grounded feet behind the marked release line until the prop leaves the hand; a crossed-line attempt uses its turn for 0. A full pass also uses that offered turn for 0 without deduction. Compare totals from comparable completed stations, sharing ties. Keep the opening and closer even if fewer stations finish; required reset continues without competitive points if needed. Selected rule: Use the host’s three exact tasks and 15-minute opening/station/check/closer budget. Keep the opening walk-through and closing reset; do not add a fourth event or sacrifice care time to fit more attempts. Use only this selected modifier. It replaces only the schedule, task, eligibility or point condition it explicitly names; keep the remaining host rules and do not stack other optional twists. Friend Field Day is outdoor adult play. Inspect ground, use soft gear, ban reckless contact stunts, hydrate, and yield space to other park users. Stop for heat, injury, or unsafe ground. Scores use challenge points. Optional STUD only if pre-agreed.
- Score Three-Station Short Day · Friend Field Day as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Three-Station Short Day · Friend Field Day; stop at the agreed finish condition.
Non-Player Station · Friend Field Day
Offer a meaningful non-physical role with equal participation credit. Compatible host: Team Banner Opening.
- Offer a meaningful non-physical role with equal participation credit. Compatible host: Team Banner Opening.
- Compatible host: Team Banner Opening. Draw the roster order. Make two-person teams, except put the final three names together when the roster is odd; every 6–24 person roster is included. Give each team paper, washable markers and five minutes to make a simple banner and choose a kind name. Mark a gathering area clear of active lanes; handheld paper is enough and no fixed stakes or purchases are needed. During five minutes, teammates choose a name and add one shared symbol. Each team introduces the banner once in 20 seconds, using a willing speaker or a written display; anyone may pass a speaking role. Replace personal or uncomfortable names on request. A complete banner and kind team name earn 1 shared opening point for that team. This is completion credit available equally, not an art contest. Finish after each team’s offered introduction and shared completion check; this opener creates no separate individual winner. Selected rule: Someone sitting out physical play may keep scores, time a heat, take consented photos or join a shade mind task. Offer an actual role and mark its participation complete just as for a physical role. In this banner opener, the team still receives its one shared opening point, never an extra point per helper; do not claim unrelated timed performances are equal sporting results. Use only this selected modifier. It replaces only the schedule, task, eligibility or point condition it explicitly names; keep the remaining host rules and do not stack other optional twists. Friend Field Day is outdoor adult play. Inspect ground, use soft gear, ban reckless contact stunts, hydrate, and yield space to other park users. Stop for heat, injury, or unsafe ground. Scores use challenge points. Optional STUD only if pre-agreed.
- Score Non-Player Station · Friend Field Day as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Non-Player Station · Friend Field Day; stop at the agreed finish condition.
Gear Reset Point · Friend Field Day
Check the full reset before shared credit. Compatible host: Park Respect Reset.
- Check the full reset before shared credit. Compatible host: Park Respect Reset.
- Compatible host: Park Respect Reset. Before anyone leaves, use the station map to assign a gear check, litter sweep and final host walk-through. Bring a collection bag and count the markers, soft bags/balls and score sheets originally set out; no one handles a hazardous object as part of a game. Pause competition. Collect all owned gear and ordinary litter, including every balloon fragment if water play was chosen, then check shade and walkway areas. Ask the host to verify the full reset. Missing gear is located calmly; unsafe litter is reported to the appropriate venue contact rather than picked up for points. The completed group reset earns 1 shared process point after inspection. It is required care regardless of whether the point is recorded and never becomes a race or an individual bonus. The group completes the shared reset together before leaving; cleanup does not create an individual winner. Selected rule: Return every station prop to its bag and inspect the park so it is cleaner than arrival. After host verification award 1 shared process point for the group, not 1 per item or per team race. Required care remains even if points are not kept. Use only this selected modifier. It replaces only the schedule, task, eligibility or point condition it explicitly names; keep the remaining host rules and do not stack other optional twists. Friend Field Day is outdoor adult play. Inspect ground, use soft gear, ban reckless contact stunts, hydrate, and yield space to other park users. Stop for heat, injury, or unsafe ground. Scores use challenge points. Optional STUD only if pre-agreed.
- Score Gear Reset Point · Friend Field Day as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Gear Reset Point · Friend Field Day; stop at the agreed finish condition.
Team Cheer Cap · Friend Field Day
Allow one short considerate cheer after a full rotation. Compatible host: Captain Cheer Draft.
- Allow one short considerate cheer after a full rotation. Compatible host: Captain Cheer Draft.
- Compatible host: Captain Cheer Draft. Make the actual teams below and write three kind starter phrases: “Good game, good company,” “Clear lanes, fair calls,” and “Everyone gets a turn.” Teams draft starters in a drawn order, refreshing the list if needed. Give two minutes to add one original line and choose a spoken, signed or written presentation. Draw the roster order. Make two-person teams, except put the final three names together when the roster is odd; every 6–24 person roster is included. Each team presents its cheer once for at most 15 seconds. No one is required to shout or perform; one willing reader can represent a team. Give each team one ballot for another team in energy (clear coordinated delivery) and kindness (welcoming words), with no personal jokes. A team may abstain in either category; self-votes, multiple marks in one category and votes for a wholly passed presentation are invalid. Record a completed quiet, signed or written presentation as eligible. Each team ballot mark earns its chosen team 1 challenge point in that category. Team size gives no extra ballots; a quiet or signed cheer is eligible for both criteria. A category with no valid marks awards 0. A full presentation pass receives 0 new points, with prior results retained. After every team’s one offered cheer, highest two-category vote total wins and ties share. Selected rule: After a completed station rotation, offer each team one cheer up to 15 seconds at considerate volume. A written/signed cheer or pass is equally welcome. Do not add votes or challenge points to the host’s already completed opening cheer contest. Use only this selected modifier. It replaces only the schedule, task, eligibility or point condition it explicitly names; keep the remaining host rules and do not stack other optional twists. Friend Field Day is outdoor adult play. Inspect ground, use soft gear, ban reckless contact stunts, hydrate, and yield space to other park users. Stop for heat, injury, or unsafe ground. Scores use challenge points. Optional STUD only if pre-agreed.
- Score Team Cheer Cap · Friend Field Day as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Team Cheer Cap · Friend Field Day; stop at the agreed finish condition.
Equal Attempts · Friend Field Day
Compare only completed equal attempt rotations. Compatible host: Station Rotation Olympics.
- Compare only completed equal attempt rotations. Compatible host: Station Rotation Olympics.
- Compatible host: Station Rotation Olympics. Let T=ceil(N/4), where N is the 6–24 roster count. Draw names and deal them around T team lists; this produces teams of 3 or 4, within the stated 3–5 range. Post those actual teams and mark four stations, walkways and a shade/water area. House stations are A: beanbag into a broad hoop from two paces; B: soft ball rolled through a one-pace cone gate; C: three-pace beanbag-on-palm walk; D: copy a visible five-shape card (circle, square, triangle, circle, square). Supply hoops or rope circles, soft bags/ball, flexible cones, paper and pencils. Each station lasts five minutes. Teams rotate A→B→C→D on the horn, with water breaks between rotations. Each teammate gets two offered attempts at each task: two tosses, two rolls, two walks or two copied cards. A clean walk keeps the bag on the palm without using the other hand; a dropped bag ends that attempt. Use a scribe or seated bag transfer over three marked spots for access. Divide the posted teams into waves of at most four. In each wave, start its teams at A, B, C, D in listed order and advance all one station each horn; after four visits every team has visited all four tasks once. Run the next wave on the identical layout. The five-minute active-station clock pauses for required traffic, safety or access stops, with water breaks outside it. At a horn stop new attempts; do not rush someone to preserve a score. A bag’s first landing wholly inside the hoop, a roll through the gate without cone contact, a clean balance route or an exactly copied shape card earns 1 challenge point; a miss or incomplete task earns 0. To compare different team sizes, each station score is team points divided by its recorded roster count, including passes as 0, maximum 2. Sum the four station scores without intermediate rounding. This is a house roster adjustment, not proof of equal skill. For the hoop toss and gate roll only: Keep the throwing hand and all grounded feet behind the marked release line until the prop leaves the hand; a crossed-line attempt uses its turn for 0. A full pass also uses that offered turn for 0 without deduction. A declined offered attempt is 0 and remains in the roster divisor. If the five-minute cutoff or an ended wave leaves anyone without both offered attempts, omit that station for all teams, including any earlier wave; a started but unfinished offered task itself is 0. Sum only comparable complete stations. After all scheduled waves, compare the sum of the completed comparable station means, maximum 8 when all four count. Highest wins and ties share. If every tied team requests one playoff, each selects one willing representative for one beanbag hoop toss from the existing line. A clean first landing wholly inside scores 1 for that playoff, otherwise 0; use it for placement only, never add it to the ordinary total. A second tie or no agreed comparable setup keeps the shared place. Selected rule: Each player has two offered attempts per station. If a wave or rotation stops early, omit that incomplete station for all teams from placement totals; keep earlier comparable complete stations only. Do not reward early finishers with extra scoring attempts. Apply the same rule across earlier/later waves; an incomplete unoffered station is omitted for all, while a genuinely offered pass remains 0 in its fixed roster divisor. Use only this selected modifier. It replaces only the schedule, task, eligibility or point condition it explicitly names; keep the remaining host rules and do not stack other optional twists. Friend Field Day is outdoor adult play. Inspect ground, use soft gear, ban reckless contact stunts, hydrate, and yield space to other park users. Stop for heat, injury, or unsafe ground. Scores use challenge points. Optional STUD only if pre-agreed.
- Score Equal Attempts · Friend Field Day as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Equal Attempts · Friend Field Day; stop at the agreed finish condition.
Practice Turn · Friend Field Day
Offer one unscored practice at unfamiliar gear. Compatible host: Ladder Ball Precision.
- Offer one unscored practice at unfamiliar gear. Compatible host: Ladder Ball Precision.
- Compatible host: Ladder Ball Precision. Use an existing ladder target with soft bolas and a clear hang/runout zone. Post a common comfortable underhand line and house three-frame heat. The chosen rung chart is top 3, middle 2, bottom 1; these are house heat rules, not an assertion that every ladder-ball brand uses the same match format. Each player tosses all three bolas per frame, alternating players by complete frame. Do not retrieve until all throws stop. After every frame, count only bolas still hanging; a knocked-off bola scores 0. Reset the ladder and bolas before the next frame. No one stands beside or behind the target. Keep the throwing hand and all grounded feet behind the marked release line until the prop leaves the hand; a crossed-line attempt uses its turn for 0. A full pass also uses that offered turn for 0 without deduction. If a person/animal or required safety stop interrupts an attempt, remove only its unconfirmed result and replace that attempt once conditions permit; it never creates an extra scored attempt. A needed whole-session stop leaves only complete comparable quotas in placement. Add hanging rung points across three equal frames, nine bolas per player. A bola touching more than one rung counts only the highest rung it wraps, once; a ground-resting bola scores 0. No cancellation or exact 21 finish is used in this house precision heat. Finish the posted equal quotas and compare challenge totals. Highest wins; ties share unless every tied side requests one short safe accuracy playoff with equal attempts. A second tie shares. Selected rule: Before the three scored frames, each player gets one underhand practice bola with the actual soft gear and line. Retrieve only after all throwing stops and reset the target; no practice rung points enter the heat score. Use only this selected modifier. It replaces only the schedule, task, eligibility or point condition it explicitly names; keep the remaining host rules and do not stack other optional twists. Friend Field Day is outdoor adult play. Inspect ground, use soft gear, ban reckless contact stunts, hydrate, and yield space to other park users. Stop for heat, injury, or unsafe ground. Scores use challenge points. Optional STUD only if pre-agreed.
- Score Practice Turn · Friend Field Day as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Practice Turn · Friend Field Day; stop at the agreed finish condition.
Visible Score Sheet · Friend Field Day
Check visible station totals before the next rotation starts. Compatible host: Station Rotation Olympics.
- Check visible station totals before the next rotation starts. Compatible host: Station Rotation Olympics.
- Compatible host: Station Rotation Olympics. Let T=ceil(N/4), where N is the 6–24 roster count. Draw names and deal them around T team lists; this produces teams of 3 or 4, within the stated 3–5 range. Post those actual teams and mark four stations, walkways and a shade/water area. House stations are A: beanbag into a broad hoop from two paces; B: soft ball rolled through a one-pace cone gate; C: three-pace beanbag-on-palm walk; D: copy a visible five-shape card (circle, square, triangle, circle, square). Supply hoops or rope circles, soft bags/ball, flexible cones, paper and pencils. Each station lasts five minutes. Teams rotate A→B→C→D on the horn, with water breaks between rotations. Each teammate gets two offered attempts at each task: two tosses, two rolls, two walks or two copied cards. A clean walk keeps the bag on the palm without using the other hand; a dropped bag ends that attempt. Use a scribe or seated bag transfer over three marked spots for access. Divide the posted teams into waves of at most four. In each wave, start its teams at A, B, C, D in listed order and advance all one station each horn; after four visits every team has visited all four tasks once. Run the next wave on the identical layout. The five-minute active-station clock pauses for required traffic, safety or access stops, with water breaks outside it. At a horn stop new attempts; do not rush someone to preserve a score. A bag’s first landing wholly inside the hoop, a roll through the gate without cone contact, a clean balance route or an exactly copied shape card earns 1 challenge point; a miss or incomplete task earns 0. To compare different team sizes, each station score is team points divided by its recorded roster count, including passes as 0, maximum 2. Sum the four station scores without intermediate rounding. This is a house roster adjustment, not proof of equal skill. For the hoop toss and gate roll only: Keep the throwing hand and all grounded feet behind the marked release line until the prop leaves the hand; a crossed-line attempt uses its turn for 0. A full pass also uses that offered turn for 0 without deduction. A declined offered attempt is 0 and remains in the roster divisor. If the five-minute cutoff or an ended wave leaves anyone without both offered attempts, omit that station for all teams, including any earlier wave; a started but unfinished offered task itself is 0. Sum only comparable complete stations. After all scheduled waves, compare the sum of the completed comparable station means, maximum 8 when all four count. Highest wins and ties share. If every tied team requests one playoff, each selects one willing representative for one beanbag hoop toss from the existing line. A clean first landing wholly inside scores 1 for that playoff, otherwise 0; use it for placement only, never add it to the ordinary total. A second tie or no agreed comparable setup keeps the shared place. Selected rule: Write every station’s raw points, roster divisor and resulting score on one visible sheet. No late attempts or changed task claims after the next rotation starts. Correct a provable arithmetic/transcription error against the recorded attempts with a note; do not use that exception for new play. Use only this selected modifier. It replaces only the schedule, task, eligibility or point condition it explicitly names; keep the remaining host rules and do not stack other optional twists. Friend Field Day is outdoor adult play. Inspect ground, use soft gear, ban reckless contact stunts, hydrate, and yield space to other park users. Stop for heat, injury, or unsafe ground. Scores use challenge points. Optional STUD only if pre-agreed.
- Score Visible Score Sheet · Friend Field Day as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Visible Score Sheet · Friend Field Day; stop at the agreed finish condition.
Comeback Station Choice · Friend Field Day
Let the trailing team select between two posted safe finales. Compatible host: Comeback Station Choice.
- Let the trailing team select between two posted safe finales. Compatible host: Comeback Station Choice.
- Compatible host: Comeback Station Choice. Before event one, post two safe finale options using existing gear: three beanbag throws into a broad hoop from two paces, or three soft-ball rolls through a one-pace cone gate. Both use 1 point per success. Make two teams differing by at most one and a visible running total. List every name and retain those roster divisors from event one. Compare earlier team stations on the same fixed-per-person scale so their cumulative totals and this finale use the posted chart. After the earlier events, the last-place team chooses one posted option for everyone. If tied for last, those teams choose together; if they disagree, draw between the two options. If all teams tie, draw the option without naming a trailer. Every teammate then gets three attempts at the chosen task. Each successful hoop first-landing wholly inside or roll through the gate without cone contact earns 1 raw point; a miss/pass earns 0. Offer three attempts per actual teammate, then divide that team’s raw finale points by its full posted roster count, including passes. This fixed-divisor finale mean has maximum 3 and is added to earlier team means without rounding or a hidden multiplier. Keep the throwing hand and all grounded feet behind the marked release line until the prop leaves the hand; a crossed-line attempt uses its turn for 0. A full pass also uses that offered turn for 0 without deduction. After all teams’ full offered finale quotas, highest cumulative total of posted station means wins and ties share. If every tied team requests one playoff, each selects one willing representative for one attempt at the already chosen finale task, success 1 or otherwise 0 for placement only. Add nothing to the cumulative mean; another tie or no agreed comparable setup shares. Selected rule: Use the early-posted hoop-toss and soft-ball-gate options, raw 1 per success. Tied trailers agree or draw; if all tie, draw the option. Every actual teammate receives three offered attempts; divide each team’s raw finale result by its full posted roster, passes included, and add that maximum 3 mean to its earlier posted station means. The same selected event applies to both teams, with no hidden multiplier. Use only this selected modifier. It replaces only the schedule, task, eligibility or point condition it explicitly names; keep the remaining host rules and do not stack other optional twists. Friend Field Day is outdoor adult play. Inspect ground, use soft gear, ban reckless contact stunts, hydrate, and yield space to other park users. Stop for heat, injury, or unsafe ground. Scores use challenge points. Optional STUD only if pre-agreed.
- Score Comeback Station Choice · Friend Field Day as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Comeback Station Choice · Friend Field Day; stop at the agreed finish condition.
Final Station Double · Friend Field Day
Double the final station only with equal attempts and a common line. Compatible host: Ladder Ball Precision.
- Double the final station only with equal attempts and a common line. Compatible host: Ladder Ball Precision.
- Compatible host: Ladder Ball Precision. Use an existing ladder target with soft bolas and a clear hang/runout zone. Post a common comfortable underhand line and house three-frame heat. The chosen rung chart is top 3, middle 2, bottom 1; these are house heat rules, not an assertion that every ladder-ball brand uses the same match format. Each player tosses all three bolas per frame, alternating players by complete frame. Do not retrieve until all throws stop. After every frame, count only bolas still hanging; a knocked-off bola scores 0. Reset the ladder and bolas before the next frame. No one stands beside or behind the target. Keep the throwing hand and all grounded feet behind the marked release line until the prop leaves the hand; a crossed-line attempt uses its turn for 0. A full pass also uses that offered turn for 0 without deduction. If a person/animal or required safety stop interrupts an attempt, remove only its unconfirmed result and replace that attempt once conditions permit; it never creates an extra scored attempt. A needed whole-session stop leaves only complete comparable quotas in placement. Add hanging rung points across three equal frames, nine bolas per player. A bola touching more than one rung counts only the highest rung it wraps, once; a ground-resting bola scores 0. No cancellation or exact 21 finish is used in this house precision heat. Finish the posted equal quotas and compare challenge totals. Highest wins; ties share unless every tied side requests one short safe accuracy playoff with equal attempts. A second tie shares. Selected rule: Before station one, announce this finale’s double chart: top 6, middle 4, bottom 2 for hanging bolas after each frame. Everyone uses the same announced start line and three frames. This selected same-line format excludes the optional beginner Forward Mark twist; do not revoke an access setup to force the double—choose another compatible event or share separate results instead. Use only this selected modifier. It replaces only the schedule, task, eligibility or point condition it explicitly names; keep the remaining host rules and do not stack other optional twists. Friend Field Day is outdoor adult play. Inspect ground, use soft gear, ban reckless contact stunts, hydrate, and yield space to other park users. Stop for heat, injury, or unsafe ground. Scores use challenge points. Optional STUD only if pre-agreed.
- Score Final Station Double · Friend Field Day as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Final Station Double · Friend Field Day; stop at the agreed finish condition.
Captain Safety Scan · Friend Field Day
Rotate a captain to check lanes and gear before every event. Compatible host: Station Rotation Olympics.
- Rotate a captain to check lanes and gear before every event. Compatible host: Station Rotation Olympics.
- Compatible host: Station Rotation Olympics. Let T=ceil(N/4), where N is the 6–24 roster count. Draw names and deal them around T team lists; this produces teams of 3 or 4, within the stated 3–5 range. Post those actual teams and mark four stations, walkways and a shade/water area. House stations are A: beanbag into a broad hoop from two paces; B: soft ball rolled through a one-pace cone gate; C: three-pace beanbag-on-palm walk; D: copy a visible five-shape card (circle, square, triangle, circle, square). Supply hoops or rope circles, soft bags/ball, flexible cones, paper and pencils. Each station lasts five minutes. Teams rotate A→B→C→D on the horn, with water breaks between rotations. Each teammate gets two offered attempts at each task: two tosses, two rolls, two walks or two copied cards. A clean walk keeps the bag on the palm without using the other hand; a dropped bag ends that attempt. Use a scribe or seated bag transfer over three marked spots for access. Divide the posted teams into waves of at most four. In each wave, start its teams at A, B, C, D in listed order and advance all one station each horn; after four visits every team has visited all four tasks once. Run the next wave on the identical layout. The five-minute active-station clock pauses for required traffic, safety or access stops, with water breaks outside it. At a horn stop new attempts; do not rush someone to preserve a score. A bag’s first landing wholly inside the hoop, a roll through the gate without cone contact, a clean balance route or an exactly copied shape card earns 1 challenge point; a miss or incomplete task earns 0. To compare different team sizes, each station score is team points divided by its recorded roster count, including passes as 0, maximum 2. Sum the four station scores without intermediate rounding. This is a house roster adjustment, not proof of equal skill. For the hoop toss and gate roll only: Keep the throwing hand and all grounded feet behind the marked release line until the prop leaves the hand; a crossed-line attempt uses its turn for 0. A full pass also uses that offered turn for 0 without deduction. A declined offered attempt is 0 and remains in the roster divisor. If the five-minute cutoff or an ended wave leaves anyone without both offered attempts, omit that station for all teams, including any earlier wave; a started but unfinished offered task itself is 0. Sum only comparable complete stations. After all scheduled waves, compare the sum of the completed comparable station means, maximum 8 when all four count. Highest wins and ties share. If every tied team requests one playoff, each selects one willing representative for one beanbag hoop toss from the existing line. A clean first landing wholly inside scores 1 for that playoff, otherwise 0; use it for placement only, never add it to the ordinary total. A second tie or no agreed comparable setup keeps the shared place. Selected rule: List captains in drawn roster order and use the next name before each station, cycling only after everyone has been offered the role. A captain may pass. The current captain checks lanes/runouts and props; anyone can add a concern or call stop. Move or cancel a station when needed and never deduct points for reporting a hazard; only complete comparable station quotas decide placement. Use only this selected modifier. It replaces only the schedule, task, eligibility or point condition it explicitly names; keep the remaining host rules and do not stack other optional twists. Friend Field Day is outdoor adult play. Inspect ground, use soft gear, ban reckless contact stunts, hydrate, and yield space to other park users. Stop for heat, injury, or unsafe ground. Scores use challenge points. Optional STUD only if pre-agreed.
- Score Captain Safety Scan · Friend Field Day as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Captain Safety Scan · Friend Field Day; stop at the agreed finish condition.
Consent Pairing · Friend Field Day
Require an explicit yes from both partners and offer a no-contact option. Compatible host: Three-Legged Kind Walk.
- Require an explicit yes from both partners and offer a no-contact option. Compatible host: Three-Legged Kind Walk.
- Compatible host: Three-Legged Kind Walk. Draw names in a circle and post the N neighboring pair entries: first–second, second–third, continuing through last–first. Each person has two offered pair entries. Ask both before every entry; a no-contact side-by-side or solo/seated option is available without explanation, and a full pass earns 0 new points. Keep pair results as shared rows with both names and solo results on their own rows; do not add them into a personal-total championship. Ask each pair for an explicit yes; use only loose soft bands that release immediately, never knots or tight binding. Mark a straight three-pace lane on even grass and test a single comfortable step. A no-contact side-by-side walk or seated shared-object route is always available; no forced pairing. A resting participant may time/record a current entry and still take their later scheduled pair turns. The seated route moves one soft token across three marked spots on a stable table; it requires no band or body link. Offer each pair two walking-only attempts. Count together, stop immediately on discomfort or lost balance, and release the band before moving again. No pulling a partner, carrying weight or racing through a wobble. A clean finish reaches the line together without a stop caused by loss of balance; a voluntary stop never creates a deduction. Each clean finish earns 1 shared pair challenge point, maximum 2. An ended attempt earns 0 with earlier points retained. No time or speed bonus. After two offered pair attempts or the chosen no-contact alternative, highest completion total wins and ties share. Complete both offered attempts for every posted entry before comparing results. If a session ends before that quota, report completed entries without claiming a full-session placing. Distinct route/contact modes have separate results. Selected rule: Before each of an entry’s two offered attempts, ask both people; consent can be withdrawn at any time. Use the host’s posted pair schedule or choose the solo three-pace walk without a band, or seated token move across three marked spots, scoring 1 per clean completion. A linked-object option lets both hold separate ends of a soft cloth without tying anyone. Keep route modes separate, maximum 2 for that scheduled entry, with no duplicate point for an alternative after a completed attempt. A stopped/fully passed attempt 0 never removes earlier points. Use only this selected modifier. It replaces only the schedule, task, eligibility or point condition it explicitly names; keep the remaining host rules and do not stack other optional twists. Friend Field Day is outdoor adult play. Inspect ground, use soft gear, ban reckless contact stunts, hydrate, and yield space to other park users. Stop for heat, injury, or unsafe ground. Scores use challenge points. Optional STUD only if pre-agreed.
- Score Consent Pairing · Friend Field Day as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Consent Pairing · Friend Field Day; stop at the agreed finish condition.
Weather Switch · Friend Field Day
Switch or end the session when weather makes play unsuitable. Compatible host: Station Rotation Olympics.
- Switch or end the session when weather makes play unsuitable. Compatible host: Station Rotation Olympics.
- Compatible host: Station Rotation Olympics. Let T=ceil(N/4), where N is the 6–24 roster count. Draw names and deal them around T team lists; this produces teams of 3 or 4, within the stated 3–5 range. Post those actual teams and mark four stations, walkways and a shade/water area. House stations are A: beanbag into a broad hoop from two paces; B: soft ball rolled through a one-pace cone gate; C: three-pace beanbag-on-palm walk; D: copy a visible five-shape card (circle, square, triangle, circle, square). Supply hoops or rope circles, soft bags/ball, flexible cones, paper and pencils. Each station lasts five minutes. Teams rotate A→B→C→D on the horn, with water breaks between rotations. Each teammate gets two offered attempts at each task: two tosses, two rolls, two walks or two copied cards. A clean walk keeps the bag on the palm without using the other hand; a dropped bag ends that attempt. Use a scribe or seated bag transfer over three marked spots for access. Divide the posted teams into waves of at most four. In each wave, start its teams at A, B, C, D in listed order and advance all one station each horn; after four visits every team has visited all four tasks once. Run the next wave on the identical layout. The five-minute active-station clock pauses for required traffic, safety or access stops, with water breaks outside it. At a horn stop new attempts; do not rush someone to preserve a score. A bag’s first landing wholly inside the hoop, a roll through the gate without cone contact, a clean balance route or an exactly copied shape card earns 1 challenge point; a miss or incomplete task earns 0. To compare different team sizes, each station score is team points divided by its recorded roster count, including passes as 0, maximum 2. Sum the four station scores without intermediate rounding. This is a house roster adjustment, not proof of equal skill. For the hoop toss and gate roll only: Keep the throwing hand and all grounded feet behind the marked release line until the prop leaves the hand; a crossed-line attempt uses its turn for 0. A full pass also uses that offered turn for 0 without deduction. A declined offered attempt is 0 and remains in the roster divisor. If the five-minute cutoff or an ended wave leaves anyone without both offered attempts, omit that station for all teams, including any earlier wave; a started but unfinished offered task itself is 0. Sum only comparable complete stations. After all scheduled waves, compare the sum of the completed comparable station means, maximum 8 when all four count. Highest wins and ties share. If every tied team requests one playoff, each selects one willing representative for one beanbag hoop toss from the existing line. A clean first landing wholly inside scores 1 for that playoff, otherwise 0; use it for placement only, never add it to the ordinary total. A second tie or no agreed comparable setup keeps the shared place. Selected rule: Wind, rain or unsafe ground stops the active station. Use the preposted shade copying task for everyone only if that location is suitable, or end the session. Void incomplete incomparable stations; never improvise a hard-gear or slippery-ground workaround to preserve a score. Use only this selected modifier. It replaces only the schedule, task, eligibility or point condition it explicitly names; keep the remaining host rules and do not stack other optional twists. Friend Field Day is outdoor adult play. Inspect ground, use soft gear, ban reckless contact stunts, hydrate, and yield space to other park users. Stop for heat, injury, or unsafe ground. Scores use challenge points. Optional STUD only if pre-agreed.
- Score Weather Switch · Friend Field Day as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Weather Switch · Friend Field Day; stop at the agreed finish condition.
Photo Consent · Friend Field Day
Use opted-in people photos or gear-only proof. Compatible host: Photo Finish Team Flag.
- Use opted-in people photos or gear-only proof. Compatible host: Photo Finish Team Flag.
- Compatible host: Photo Finish Team Flag. Give each team a paper flag and a rotation card with four station boxes. Before any photos, ask permission from identifiable people; a gear-only image with the flag can prove a visit. No posting or public sharing is required. Use the existing station roster or, standalone, draw names into teams of 3 or 4 by dealing around ceil(N/4) lists. A waiting participant or station host may sign; no hidden outside photographer is required. At each completed station, the recorder checks the station box and offers a flag/gear photo or consented team photo. Keep other park users out of frame. For someone declining any photo, a station judge’s signed visit box supplies the same proof without pressure. A verified complete four-station rotation earns the team 1 process point; photos are proof, not a beauty or speed score. Award the same point for the signed no-photo alternative. After all four visits are checked, close the rotation proof and retain event results; this shared completion task has no separate photo winner. Selected rule: Ask before framing anyone and again before any sharing; other park users stay out of frame. A flag/gear-only image is enough to prove a rotation. The host’s signed station box is the no-photo equivalent and receives the same process credit. Use only this selected modifier. It replaces only the schedule, task, eligibility or point condition it explicitly names; keep the remaining host rules and do not stack other optional twists. Friend Field Day is outdoor adult play. Inspect ground, use soft gear, ban reckless contact stunts, hydrate, and yield space to other park users. Stop for heat, injury, or unsafe ground. Scores use challenge points. Optional STUD only if pre-agreed.
- Score Photo Consent · Friend Field Day as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Photo Consent · Friend Field Day; stop at the agreed finish condition.
Host and Judge Split · Friend Field Day
Assign judges and scorekeeping to others when the host competes. Compatible host: Volunteer Judge Track.
- Assign judges and scorekeeping to others when the host competes. Compatible host: Volunteer Judge Track.
- Compatible host: Volunteer Judge Track. Draw names into two teams whose sizes differ by at most one; every person remains in a team. Post one accuracy heat and its reciprocal judge schedule before play: A’s first listed willing member judges B’s quota, then B’s first listed willing member judges A. Each also takes their own ordinary three-toss quota in their team’s heat. No one judges their own team. For a concrete host use three underhand beanbag tosses per player into a broad hoop from two paces, 1 point per hit. A volunteer judges another team only, never their own; use a neutral host or rotate opposing team members for a two-team group. Keep the throwing hand and all grounded feet behind the marked release line until the prop leaves the hand; a crossed-line attempt uses its turn for 0. A full pass also uses that offered turn for 0 without deduction. Before the event, each judge reads the hit and line rule, watches one other team’s quota and records it visibly. If this activity is repeated at a later station, use each team’s next listed willing judge before repeats; each team is offered one judge shift per station. A disputed line call is replayed once before the result is locked; do not vote on who is a “fair person.” A necessary stop replays only the obstructed toss after the lane is clear; earlier recorded hits remain. Each player’s three ordinary hoop hits earn their usual 1 raw point each, then divide the team’s hit total by its full posted roster, passes included, maximum 3. One completed offered judge shift earns its team 1 process point, maximum 1 per station. A declined shift earns 0 process points; keep event mean and process credit in separate columns before adding them for this activity. After both teams’ full three-toss-per-person quotas and one offered judge shift each, highest event mean plus process point wins, maximum 4; exact totals share. No extra judge shift or added toss breaks a tie. Selected rule: Before the host team’s attempts, name a neutral observer or another team’s non-playing recorder; the host cannot judge their own team. Rotate roles next station and preserve everyone’s offered attempt and judge-shift counts. Use only this selected modifier. It replaces only the schedule, task, eligibility or point condition it explicitly names; keep the remaining host rules and do not stack other optional twists. Friend Field Day is outdoor adult play. Inspect ground, use soft gear, ban reckless contact stunts, hydrate, and yield space to other park users. Stop for heat, injury, or unsafe ground. Scores use challenge points. Optional STUD only if pre-agreed.
- Score Host and Judge Split · Friend Field Day as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Host and Judge Split · Friend Field Day; stop at the agreed finish condition.
Recognition Circle · Friend Field Day
Recognize helpers after placements without changing medal points. Compatible host: Closing Circle Credits.
- Recognize helpers after placements without changing medal points. Compatible host: Closing Circle Credits.
- Compatible host: Closing Circle Credits. After competitive placements are checked, gather in shade outside active lanes. Prepare thanks for a helper, a fair caller and a strong teammate, with permission to name them publicly. Keep optional STUD recognition under the existing pre-agreement. Offer every person one brief shout-out or pass. Read helper credits after medal results; let a volunteer read a written thank-you for anyone preferring silence. Close the circle before the park reset. This is a social closer with no new competitive points. Any optional recognition happens after results and does not alter medal totals. Close with helper recognition after the event results; this circle adds no competitive winner. Selected rule: After recorded placements, name a helper, fair caller and strong teammate with permission. Keep each thanks brief, offer a pass and add no medal or competitive point for applause or being named. Use only this selected modifier. It replaces only the schedule, task, eligibility or point condition it explicitly names; keep the remaining host rules and do not stack other optional twists. Friend Field Day is outdoor adult play. Inspect ground, use soft gear, ban reckless contact stunts, hydrate, and yield space to other park users. Stop for heat, injury, or unsafe ground. Scores use challenge points. Optional STUD only if pre-agreed.
- Score Recognition Circle · Friend Field Day as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Recognition Circle · Friend Field Day; stop at the agreed finish condition.
Clean Reset Credit · Friend Field Day
Collect every marker, bag, fragment and score sheet before leaving. Compatible host: Park Respect Reset.
- Collect every marker, bag, fragment and score sheet before leaving. Compatible host: Park Respect Reset.
- Compatible host: Park Respect Reset. Before anyone leaves, use the station map to assign a gear check, litter sweep and final host walk-through. Bring a collection bag and count the markers, soft bags/balls and score sheets originally set out; no one handles a hazardous object as part of a game. Pause competition. Collect all owned gear and ordinary litter, including every balloon fragment if water play was chosen, then check shade and walkway areas. Ask the host to verify the full reset. Missing gear is located calmly; unsafe litter is reported to the appropriate venue contact rather than picked up for points. The completed group reset earns 1 shared process point after inspection. It is required care regardless of whether the point is recorded and never becomes a race or an individual bonus. The group completes the shared reset together before leaving; cleanup does not create an individual winner. Selected rule: Use the original gear count and station map to find all markers, bags, ordinary litter, balloon fragments and paper. The host inspects before the single shared 1 process point. No one handles hazardous litter or leaves a missed item because the scoring clock ended. Use only this selected modifier. It replaces only the schedule, task, eligibility or point condition it explicitly names; keep the remaining host rules and do not stack other optional twists. Friend Field Day is outdoor adult play. Inspect ground, use soft gear, ban reckless contact stunts, hydrate, and yield space to other park users. Stop for heat, injury, or unsafe ground. Scores use challenge points. Optional STUD only if pre-agreed.
- Score Clean Reset Credit · Friend Field Day as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Clean Reset Credit · Friend Field Day; stop at the agreed finish condition.
Optional STUD Pre-Agree · Friend Field Day
Agree optional STUD before station one. Compatible host: Ladder Ball Precision.
- Agree optional STUD before station one. Compatible host: Ladder Ball Precision.
- Compatible host: Ladder Ball Precision. Use an existing ladder target with soft bolas and a clear hang/runout zone. Post a common comfortable underhand line and house three-frame heat. The chosen rung chart is top 3, middle 2, bottom 1; these are house heat rules, not an assertion that every ladder-ball brand uses the same match format. Each player tosses all three bolas per frame, alternating players by complete frame. Do not retrieve until all throws stop. After every frame, count only bolas still hanging; a knocked-off bola scores 0. Reset the ladder and bolas before the next frame. No one stands beside or behind the target. Keep the throwing hand and all grounded feet behind the marked release line until the prop leaves the hand; a crossed-line attempt uses its turn for 0. A full pass also uses that offered turn for 0 without deduction. If a person/animal or required safety stop interrupts an attempt, remove only its unconfirmed result and replace that attempt once conditions permit; it never creates an extra scored attempt. A needed whole-session stop leaves only complete comparable quotas in placement. Add hanging rung points across three equal frames, nine bolas per player. A bola touching more than one rung counts only the highest rung it wraps, once; a ground-resting bola scores 0. No cancellation or exact 21 finish is used in this house precision heat. Finish the posted equal quotas and compare challenge totals. Highest wins; ties share unless every tied side requests one short safe accuracy playoff with equal attempts. A second tie shares. Selected rule: Any optional STUD amount is agreed before station one and settled between people only after the result. Declining never changes a person’s points, attempts or placement. Use only this selected modifier. It replaces only the schedule, task, eligibility or point condition it explicitly names; keep the remaining host rules and do not stack other optional twists. Friend Field Day is outdoor adult play. Inspect ground, use soft gear, ban reckless contact stunts, hydrate, and yield space to other park users. Stop for heat, injury, or unsafe ground. Scores use challenge points. Optional STUD only if pre-agreed.
- Score Optional STUD Pre-Agree · Friend Field Day as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Optional STUD Pre-Agree · Friend Field Day; stop at the agreed finish condition.














