Core Idea 1
Bags Cancellation Sprint
Category: Cornhole + Bags
Play 6 short cornhole frames with cancellation scoring. Highest net frame total wins.
Final frame requires each side to call one board zone before throwing.
STUDboards
Cornhole, bocce, ladder toss, washers, horseshoes, kubb, croquet, and lawn-target formats for patios, parks, tailgates, and backyard groups.
STUD is the poker chip for IRL challenges. STUD use is optional. Groups should agree on rules and any STUD amount before play.
Open the interactive Yard Games Board
Patios, tailgates, parks, lawn-game sets, and mixed-skill groups
Scene: Yard Games. Group size: 2-12. Time: 15-40 min.
Core Ideas are the main ways to play this board.
Core Idea 1
Category: Cornhole + Bags
Play 6 short cornhole frames with cancellation scoring. Highest net frame total wins.
Final frame requires each side to call one board zone before throwing.
Core Idea 2
Category: Cornhole + Bags
Throw from 3 agreed distances and score only clean hole shots. First player to clear every distance wins.
Miss all bags at a distance and move back one step on the ladder.
Core Idea 3
Category: Cornhole + Bags
Play mini-games to 7, then winners split and pick new partners. Best individual record after four games wins.
Last game uses blind-draw partners.
Core Idea 4
Category: Cornhole + Bags
Hit board, left half, right half, and hole in order. First player to clear the ladder wins.
The final hole must be called before the toss.
Core Idea 5
Category: Cornhole + Bags
Score only bags that push an opponent bag off the board or into the hole. First to 11 wins.
A pushed-in opponent bag cancels one of your points.
Core Idea 6
Category: Cornhole + Bags
Move boards closer and play to 15 using standard cancellation scoring.
Every overthrown bag adds 1 point to the other side.
Core Idea 7
Category: Bocce + Bowls
Play bocce where at least one scoring ball each end must use a safe bank off the agreed edge.
A banked ball closest to the pallino breaks all ties.
Core Idea 8
Category: Bocce + Bowls
Throw a long pallino each end. Closest legal ball scores, and first side to 7 wins.
If every ball finishes short of the pallino, replay the end from the opposite side.
Core Idea 9
Category: Bocce + Bowls
Standard bocce scoring, but a legal pallino move that improves your closest ball earns 1 bonus point.
A move that sends the pallino out of bounds gives the bonus to the other side.
Core Idea 10
Category: Bocce + Bowls
Each player gets one ball toward the target. Closest legal roll wins the round.
The round winner chooses the next target distance.
Core Idea 11
Category: Bocce + Bowls
Roll toward a target while calling left, center, or right finish lane before release.
Called lane plus closest ball scores 2 points instead of 1.
Core Idea 12
Category: Bocce + Bowls
Roll off a safe bank and stop inside a marked landing zone. Most clean bank-and-stop rolls wins.
Final roll must finish behind the target line without touching it.
Core Idea 13
Category: Ladder + Ring Toss
Before each bolas toss, call top, middle, or bottom rung. Called rung hits score.
Three correct calls in a row lets the player double the next toss.
Core Idea 14
Category: Ladder + Ring Toss
Start close to the washer box and move back one step after each cup hit. Farthest clean hit wins.
A rim bounce lets the player retry once from the same distance.
Core Idea 15
Category: Ladder + Ring Toss
Score ringers and leaners across 5 rounds. Highest total wins after everyone throws the same count.
Final round gives leaners the same value as ringers.
Core Idea 16
Category: Ladder + Ring Toss
Set 3 ring targets at different distances. Clear near, middle, and far in order before anyone else.
A miss on the far target sends the player back to middle.
Core Idea 17
Category: Ladder + Ring Toss
Only true ringers or cup hits score. First player to 5 clean scores wins.
Closest miss earns the next first throw but no points.
Core Idea 18
Category: Ladder + Ring Toss
Play ladder toss to 11. Anyone trailing by 4 or more can call comeback before a turn.
A called comeback turn scores double, but a zero-point turn loses 1 point.
Core Idea 19
Category: Lawn Targets
Play a short kubb game where each team gets 3 baton throws per turn. First team to legally topple the king wins.
A team that clears all field kubbs in one turn earns an extra king attempt.
Core Idea 20
Category: Lawn Targets
Set 5 baseline kubbs per side. Teams race to knock down their assigned line with equal throws.
A clean sweep with no missed batons wins instantly.
Core Idea 21
Category: Lawn Targets
Play to exactly 25 points using normal numbered-pin scoring. Closest legal exact finish wins.
Going over 25 resets that player to 15.
Core Idea 22
Category: Lawn Targets
Set a short croquet route with 5 gates. First player through the route and back wins.
Calling and clearing a tight gate skips the next gate.
Core Idea 23
Category: Lawn Targets
Partners throw a disc toward a safe can target. Deflections or direct hits score by the group's agreed table.
A clean catch after a deflection doubles that throw.
Core Idea 24
Category: Lawn Targets
Run 5 quick target stations with bags, rings, washers, rolls, or discs. Highest total after every station wins.
Each player may replay one station, but the replay score replaces the first score.
STUD Sides are optional side-point challenges. Earned side points count for you, side points against you count against you, and any STUD amount should be agreed before play.
STUD Side 1
Category: Cornhole + Bags
Call a clean airmail before the toss. Make it to earn 1 side point; miss the board and it counts against you.
Before a cornhole toss, call airmail. A clean hole with no board slide earns 1 side point. Missing the board completely on that called toss adds 1 side point against the thrower.
STUD Side 2
Category: Cornhole + Bags
Knock your own scoring bag off the board and add 1 side point against yourself.
If a player knocks their own bag from a scoring position to the ground, add 1 side point against that player. If the same toss also pushes an opponent bag off, the side point against them is erased.
STUD Side 3
Category: Bocce + Bowls
Touch the pallino without sending it out to earn 1 side point. Move it out and it counts against you.
In bocce, a legal ball that touches the pallino and leaves it in bounds earns 1 side point. If the touch sends the pallino out of bounds or ruins the agreed lane, add 1 side point against the thrower instead.
STUD Side 4
Category: Bocce + Bowls
Roll past the agreed back line and add 1 side point against you. Win the next end to erase it.
In bocce or lawn bowls, any roll that crosses the agreed back line adds 1 side point against the thrower. If that player wins the next end outright, erase 1 side point against them.
STUD Side 5
Category: Ladder + Ring Toss
Call a ladder rung before throwing. Hit it clean to earn 1 side point.
Before a ladder toss, call top, middle, or bottom rung. A clean wrap on the called rung earns 1 side point. A wrap on the wrong rung scores normally for the game but earns no side point.
STUD Side 6
Category: Ladder + Ring Toss
After missing the board, cup the next washer to erase 1 side point against you.
If a player misses the washer box or board completely, add 1 side point against them. If their next washer lands in the cup, erase 1 side point against that player before final settling.
STUD Side 7
Category: Ladder + Ring Toss
A clean ringer earns 1 side point. A dangerous overthrow counts against the thrower.
A confirmed horseshoe ringer earns 1 side point. A throw that sails beyond the agreed safe back line adds 1 side point against the thrower, even if the main game does not score it.
STUD Side 8
Category: Lawn Targets
Clear the last field kubb and leave the king standing to earn 1 side point.
When a team clears its final field kubb without accidentally knocking the king over, that team earns 1 side point. If the king falls early, add 1 side point against that team.
STUD Side 9
Category: Lawn Targets
Bust over the target score and add 1 side point against you.
Before play, agree on the exact Molkky target. Any player who goes over the target score adds 1 side point against themselves. Hitting the exact target earns 1 side point.
STUD Side 10
Category: Lawn Targets
Call a gate and clear it clean to earn 1 side point. Clip the wrong gate and it counts against you.
Before a croquet stroke, call the next gate. Passing through the called gate cleanly earns 1 side point. Hitting the wrong gate first adds 1 side point against the player.
STUD Side 11
Category: Cornhole + Bags
Call the bag zone, rung, hoop, or landing lane before the toss to earn 1 side point.
Earned side points count for you. Side points against you count against you. Net side points at the end and settle only in the way your group agreed before play.