Group Games
Yard Games games
Cornhole, bocce, ladder toss, washers, horseshoes, kubb, croquet, and lawn-target formats for patios, parks, tailgates, and backyard groups.
All Yard Games games (59)
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Bags Cancellation Sprint
Play 6 short cornhole frames with cancellation scoring. Highest net frame total wins.
Players: 2-4Time: 15-40 minEnergy: Medium
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Airmail Ladder Race
Throw from 3 agreed distances and score only clean hole shots. First player to clear every distance wins.
Players: 2-8Time: 15-40 minEnergy: Medium
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Partner Switch Bags
Play mini-games to 7, then winners split and pick new partners. Best individual record after four games wins.
Players: 4-12Time: 15-40 minEnergy: Medium
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Around-the-Board Bags
Hit board, left half, right half, and hole in order. First player to clear the ladder wins.
Players: 2-6Time: 15-40 minEnergy: Medium
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Knock-Off Bags
Base mode: 1 to the thrower for knocking the target to the ground, or 1 to the opponent for pocketing their target. Other results score 0. First to at least 11 wins.
Players: 2-4Time: 15-40 minEnergy: Medium
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Short-Board Bags
Move boards closer and play to 15 using standard cancellation scoring.
Players: 2-4Time: 15-40 minEnergy: Medium
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Bocce Bank End
Play bocce where at least one scoring ball each end must use a safe bank off the agreed edge.
Players: 2-8Time: 15-40 minEnergy: Medium
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Long-Jack Bocce Chase
Throw a long pallino each end. Closest legal ball scores, and first side to 7 wins.
Players: 2-8Time: 15-40 minEnergy: Medium
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Pallino Move Bonus
Standard bocce scoring, but a legal pallino move that improves your closest ball earns 1 bonus point.
Players: 2-6Time: 15-40 minEnergy: Medium
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One-Ball Closest Roll
Each player gets one ball toward the target. Closest legal roll wins the round.
Players: 2-10Time: 15-40 minEnergy: Medium
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Lawn Bowling Line Call
Roll toward a target while calling left, center, or right finish lane before release.
Players: 2-8Time: 15-40 minEnergy: Medium
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Bank-and-Stop Bowls
Roll off a safe bank and stop inside a marked landing zone. Most clean bank-and-stop rolls wins.
Players: 2-6Time: 15-40 minEnergy: Medium
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Ladder Rung Callout
Before each bolas toss, call top, middle, or bottom rung. Called rung hits score.
Players: 2-8Time: 15-40 minEnergy: Medium
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Washer Cup Ladder
Start close to the washer box and move back one step after each cup hit. Farthest clean hit wins.
Players: 2-8Time: 15-40 minEnergy: Medium
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Horseshoe Leaner Ladder
Score ringers and leaners across 5 rounds. Highest total wins after everyone throws the same count.
Players: 2-8Time: 15-40 minEnergy: Medium
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Ring Toss Run
Set 3 ring targets at different distances. Clear near, middle, and far in order before anyone else.
Players: 2-8Time: 15-40 minEnergy: Medium
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Ringer or Nothing
Only true ringers or cup hits score. First player to 5 clean scores wins.
Players: 2-8Time: 15-40 minEnergy: Medium
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Ladder Comeback Round
Play ladder toss to 11. Anyone trailing by 4 or more can call comeback before a turn.
Players: 2-8Time: 15-40 minEnergy: Medium
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Kubb King Chase
Play a short kubb game where each team gets 3 baton throws per turn. First team to legally topple the king wins.
Players: 2-12Time: 15-40 minEnergy: Medium
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Kubb Baseline Sprint
Set 5 baseline kubbs per side. Teams race to knock down their assigned line with equal throws.
Players: 2-8Time: 15-40 minEnergy: Medium
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Molkky Point Chase
Play to exactly 25 points using normal numbered-pin scoring. Closest legal exact finish wins.
Players: 2-10Time: 15-40 minEnergy: Medium
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Croquet Gate Sprint
Set a short croquet route with 5 gates. First player through the route and back wins.
Players: 2-8Time: 15-40 minEnergy: Medium
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Lawn Target Decathlon
Run 5 quick target stations with bags, rings, washers, rolls, or discs. Highest total after every station wins.
Players: 2-12Time: 15-40 minEnergy: Medium
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Yard Games Choice Ladder
Advance through three rungs of soft-bag hoop tosses; verified successes earn 1, or 2 on a final double called before the attempt.
Players: 2-16Time: 15-40 minEnergy: Medium
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Yard Games Rotation Relay
Rotate every teammate through two turns of soft-bag hoop tosses; compare total points, or points per scheduled turn for unequal teams.
Players: 2-16Time: 15-40 minEnergy: Medium
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Yard Games Lightning Round
Complete as many soft-bag hoop tosses as the safe resets allow in 60 seconds; each success earns 1, plus 1 during the final 20 seconds.
Players: 2-16Time: 15-40 minEnergy: Medium
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Yard Games Call-It Challenge
Call the target before each of three soft-bag hoop tosses; a called success earns 2 and an uncalled legal success earns 1.
Players: 2-16Time: 15-40 minEnergy: Medium
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Yard Games Team Switch
Complete three team rounds of soft-bag hoop tosses, with an optional willing-player swap before the last; compare points per scheduled turn.
Players: 2-16Time: 15-40 minEnergy: Medium
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Yard Games Memory Grid
Recall a six-position grid of lawn-game words twice; score 1 per correct position, with one teammate clue available before reveal.
Players: 2-16Time: 15-40 minEnergy: Medium
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Yard Games Zone Ladder
Climb scoring zones with equal turns.
Players: 2-16Time: 15-40 minEnergy: Medium
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Yard Games Equal-Turn Sprint
Short race with equal turns for everyone.
Players: 2-16Time: 15-40 minEnergy: Medium
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Yard Games Partner Handoff
Partners alternate legal attempts.
Players: 2-16Time: 15-40 minEnergy: Medium
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Yard Games Soft-Touch Control
Soft controlled attempts only this round.
Players: 2-16Time: 15-40 minEnergy: Medium
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Yard Games Captain Setup Call
Captain locks one safe rule before the round.
Players: 2-16Time: 15-40 minEnergy: Medium
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Yard Games Verify-First Finish
No cheer until the result is verified.
Players: 2-16Time: 15-40 minEnergy: Medium
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Yard Games Comeback Lane
Trailing side gets one legal extra finale attempt.
Players: 2-16Time: 15-40 minEnergy: Medium
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Yard Games Blind Order Draw
Draw turn order before play.
Players: 2-16Time: 15-40 minEnergy: Medium
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Yard Games Kids Track Split
Kids use a simpler track on the same flow.
Players: 2-16Time: 15-40 minEnergy: Medium
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Yard Games Process Sheet Round
Visible score sheet scores 1 process point.
Players: 2-16Time: 15-40 minEnergy: Medium
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Yard Games Boundary Respect
Out past the hard line scores 0.
Players: 2-16Time: 15-40 minEnergy: Medium
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Yard Games Practice Beat Free
One free practice attempt before scoring.
Players: 2-16Time: 15-40 minEnergy: Medium
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Yard Games Honesty Self-Call
Self-called fouls earn 1 honesty point.
Players: 2-16Time: 15-40 minEnergy: Medium
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Yard Games Shared Team Mean
Match uses team average.
Players: 2-16Time: 15-40 minEnergy: Medium
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Yard Games Silent Focus Beat
One round uses gestures only.
Players: 2-16Time: 15-40 minEnergy: Medium
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Yard Games Mirror Match
Copy the prior legal attempt style with equal turns.
Players: 2-16Time: 15-40 minEnergy: Medium
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Yard Games Relay Chain
Each teammate completes one legal attempt in order.
Players: 2-16Time: 15-40 minEnergy: Medium
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Yard Games Target Swap
Targets or prompts swap mid-round once.
Players: 2-16Time: 15-40 minEnergy: Medium
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Yard Games Precision Window
Only attempts inside a tight window score.
Players: 2-16Time: 15-40 minEnergy: Medium
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Yard Games Warm Seat Start
New players get one free orientation turn.
Players: 2-16Time: 15-40 minEnergy: Medium
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Yard Games Shadow Score
Keep a shadow sheet for disputed calls.
Players: 2-16Time: 15-40 minEnergy: Medium
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Yard Games Pace Ladder
Each equal-turn set slightly speeds the table clock.
Players: 2-16Time: 15-40 minEnergy: Medium
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Yard Games Split Field
Two fair sub-fields run the same rules in parallel.
Players: 2-16Time: 15-40 minEnergy: Medium
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Yard Games Guest Guide
A guest sets one safe house rule for the round.
Players: 2-16Time: 15-40 minEnergy: Medium
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Yard Games Carry Token
Bank one legal success as a carry into the next set.
Players: 2-16Time: 15-40 minEnergy: Medium
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Yard Games Quiet Corner
Offer a quiet lane or seat for low-stim play.
Players: 2-16Time: 15-40 minEnergy: Medium
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Yard Games Spotter Assist
One named spotter may stabilize props once per turn.
Players: 2-16Time: 15-40 minEnergy: Medium
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Yard Games Sudden Finish
Ties resolve with one equal-turn sudden finish.
Players: 2-16Time: 15-40 minEnergy: Medium
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Yard Games Shared Trophy
Celebrate co-winners when totals match after verify.
Players: 2-16Time: 15-40 minEnergy: Medium
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Yard Games Reset Ritual
Group reset between sets earns one process point.
Players: 2-16Time: 15-40 minEnergy: Medium
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Yard Games Twists (60)
Optional one-rule scoring twists for a game your group already plays.
Airmail Bounty
Call a clean airmail before the toss. Make it to earn 1 challenge point; miss the board and it counts against you.
- Call a clean airmail before the toss. Make it to earn 1 challenge point; miss the board and it counts against you.
- Before a cornhole toss, call airmail. A clean hole with no board slide earns 1 challenge point. Missing the board completely on that called toss adds 1 penalty point against the thrower.
- Score Airmail Bounty as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Airmail Bounty; stop at the agreed finish condition.
Bag-Off Tax
Knock your own scoring bag off the board and add 1 penalty point against yourself.
- Knock your own scoring bag off the board and add 1 penalty point against yourself.
- If a player knocks their own bag from a scoring position to the ground, add 1 penalty point against that player. If the same toss also pushes an opponent bag off, the penalty point against them is erased.
- Score Bag-Off Tax as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Bag-Off Tax; stop at the agreed finish condition.
Pallino Kiss
Touch the pallino without sending it out to earn 1 challenge point. Move it out and it counts against you.
- Touch the pallino without sending it out to earn 1 challenge 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 challenge point. If the touch sends the pallino out of bounds or ruins the agreed lane, add 1 penalty point against the thrower instead.
- Score Pallino Kiss as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Pallino Kiss; stop at the agreed finish condition.
Long Roll Tax
Cross the marked long-roll line and add 1 challenge point penalty against your player or team. Win the immediately following completed end to erase one.
- Cross the marked long-roll line and add 1 challenge point penalty against your player or team. Win the immediately following completed end to erase one.
- Mark one long-roll line. A ball crossing it adds 1 challenge point penalty to that player or team. Winning the immediately following completed end erases at most one pending penalty from the previous end; all other penalties from that end lock. After equal ends, lowest locked penalties wins. At the end of the scheduled final end, lock every unresolved penalty; no extra recovery end is added. Tied final totals share the result.
- Score Long Roll Tax as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Long Roll Tax; stop at the agreed finish condition.
Called Rung Bonus
Call a ladder rung before throwing. Hit it clean to earn 1 challenge point.
- Call a ladder rung before throwing. Hit it clean to earn 1 challenge point.
- Before a ladder toss, call top, middle, or bottom rung. A clean wrap on the called rung earns 1 challenge point. A wrap on the wrong rung scores normally for the game but earns no challenge point.
- Score Called Rung Bonus as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Called Rung Bonus; stop at the agreed finish condition.
Washer Cup Save
After missing the board, cup the next washer to erase 1 penalty point against you.
- After missing the board, cup the next washer to erase 1 penalty point against you.
- If a player misses the washer box or board completely, add 1 penalty point against them. If their next washer lands in the cup, erase 1 penalty point against that player before final settling.
- Score Washer Cup Save as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Washer Cup Save; stop at the agreed finish condition.
Horseshoe Ringer Bank
A clean ringer earns 1 challenge point. A dangerous overthrow counts against the thrower.
- A clean ringer earns 1 challenge point. A dangerous overthrow counts against the thrower.
- A confirmed horseshoe ringer earns 1 challenge point. A throw that sails beyond the agreed safe back line adds 1 penalty point against the thrower, even if the main game does not score it.
- Score Horseshoe Ringer Bank as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Horseshoe Ringer Bank; stop at the agreed finish condition.
Kubb King Guard
Clear the last field kubb and leave the king standing to earn 1 challenge point.
- Clear the last field kubb and leave the king standing to earn 1 challenge point.
- When a team clears its final field kubb without accidentally knocking the king over, that team earns 1 challenge point. If the king falls early, add 1 penalty point against that team.
- Score Kubb King Guard as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Kubb King Guard; stop at the agreed finish condition.
Molkky Bust Tax
Bust over the target score and add 1 penalty point against you.
- Bust over the target score and add 1 penalty point against you.
- Before play, agree on the exact Molkky target. Any player who goes over the target score adds 1 penalty point against themselves. Hitting the exact target earns 1 challenge point.
- Score Molkky Bust Tax as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Molkky Bust Tax; stop at the agreed finish condition.
Croquet Clean Gate
Call a gate and clear it clean to earn 1 challenge point. Clip the wrong gate and it counts against you.
- Call a gate and clear it clean to earn 1 challenge 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 challenge point. Hitting the wrong gate first adds 1 penalty point against the player.
- Score Croquet Clean Gate as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Croquet Clean Gate; stop at the agreed finish condition.
Target Lane Call
Call the bag zone, rung, hoop, or landing lane before the toss. Hit that called target cleanly to earn 1 challenge point; a miss earns 0.
- Call the bag zone, rung, hoop, or landing lane before the toss. Hit that called target cleanly to earn 1 challenge point; a miss earns 0.
- Earned challenge points count for you. Penalty points against you count against you. Final challenge score closes only in the way your group agreed before play.
- Score Target Lane Call as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Target Lane Call; stop at the agreed finish condition.
Last Bag Cancel
Use the final bag to cancel an opponent score and earn 1 challenge point.
- Use the final bag to cancel an opponent score and earn 1 challenge point.
- In cornhole or a similar toss game, a player earns 1 challenge point when their final throw cancels an opponent score or knocks an opponent piece out of scoring position. A final throw that misses the board or target area adds 1 penalty point against that player.
- Score Last Bag Cancel as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Last Bag Cancel; stop at the agreed finish condition.
Short-Side Save
Recover from a short toss or roll with the next attempt to erase 1 penalty point against you.
- Recover from a short toss or roll with the next attempt to erase 1 penalty point against you.
- If a player's toss or roll finishes short of the scoring zone, add 1 penalty point against them. If their next attempt scores or lands inside the agreed safe zone, they erase that penalty point against themselves.
- Score Short-Side Save as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Short-Side Save; stop at the agreed finish condition.
Comeback Frame Call
While trailing by at least 2 points, call a comeback frame and win it to earn 1 challenge point.
- While trailing by at least 2 points, call a comeback frame and win it to earn 1 challenge point.
- A player or team trailing by at least 2 points may call comeback frame before the next frame starts. If they win that frame, they earn 1 challenge point. If they lose the frame by 2 or more, add 1 penalty point against them.
- Score Comeback Frame Call as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Comeback Frame Call; stop at the agreed finish condition.
Partner Block Save
Place a blocker that protects your partner's score to earn 1 challenge point.
- Place a blocker that protects your partner's score to earn 1 challenge point.
- In a toss or lawn-target game, a player earns 1 challenge point when their throw legally blocks an opponent from clearing a partner's scoring piece. A blocker attempt that knocks the partner's score out adds 1 penalty point against the thrower.
- Score Partner Block Save as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Partner Block Save; stop at the agreed finish condition.
Ring Toss Freeze
Hit the called peg after everyone is watching to earn 1 challenge point.
- Hit the called peg after everyone is watching to earn 1 challenge point.
- A player may call a specific peg or target before a ring toss. If the ring lands cleanly on that target, the player earns 1 challenge point. If the called throw misses every scoring target, add 1 penalty point against that player.
- Score Ring Toss Freeze as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Ring Toss Freeze; stop at the agreed finish condition.
Bocce Guard Ball
Place a legal bocce guard that blocks a clear path to the pallino, then still hold point after the next throw to earn 1 challenge point.
- Place a legal bocce guard that blocks a clear path to the pallino, then still hold point after the next throw to earn 1 challenge point.
- A player or team earns 1 challenge point when they roll a bocce ball into a legal guard position that blocks a clear path to the pallino and the team still holds point after the next throw. A guard attempt that knocks your own scoring ball away adds 1 penalty point against that team.
- Score Bocce Guard Ball as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Bocce Guard Ball; stop at the agreed finish condition.
Short Bag Block
Land a short blocker bag that protects the board for 1 challenge point.
- Land a short blocker bag that protects the board for 1 challenge point.
- In cornhole or bag toss, a player earns 1 challenge point when they call a short blocker and land it in front of the scoring lane without sliding off. A blocker that misses the board completely or blocks their own team more than the opponent adds 1 penalty point against that player.
- Score Short Bag Block as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Short Bag Block; stop at the agreed finish condition.
Pallino Guard Call
Call the guard ball near the pallino and earn 1 challenge point.
- Call the guard ball near the pallino and earn 1 challenge point.
- In bocce or bowls, a player earns 1 challenge point when they call a guard ball and leave it in a useful lane near the pallino. A guard that bumps the pallino into an opponent advantage or rolls out of play adds 1 penalty point against that player.
- Score Pallino Guard Call as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Pallino Guard Call; stop at the agreed finish condition.
Landing Zone Call
Call the landing zone before the toss and hit it for 1 challenge point.
- Call the landing zone before the toss and hit it for 1 challenge point.
- Before a toss, the player names a safe landing zone on the board, lane, grass, or target. Landing fully inside that zone earns 1 challenge point. Missing the zone by a full target area adds 1 penalty point against that player.
- Score Landing Zone Call as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Landing Zone Call; stop at the agreed finish condition.
Wind Toss Adjust
Adjust a toss for wind and land the target for 1 challenge point.
- Adjust a toss for wind and land the target for 1 challenge point.
- A player earns 1 challenge point when they call the wind adjustment before a toss and land in the agreed scoring zone. A called adjustment that misses the zone by a clear margin adds 1 penalty point against that player.
- Score Wind Toss Adjust as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Wind Toss Adjust; stop at the agreed finish condition.
Boundary Roll Save
Call a touch or angle that leaves the rolling piece inside the agreed boundary to earn 1 challenge point.
- Call a touch or angle that leaves the rolling piece inside the agreed boundary to earn 1 challenge point.
- A player or team earns 1 challenge point when a rolling piece stops inside the agreed boundary after a called touch or angle. A roll that crosses the boundary or knocks another target out adds 1 penalty point against that player or team.
- Score Boundary Roll Save as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Boundary Roll Save; stop at the agreed finish condition.
Lean Block Toss
Throw a blocker that leans into the scoring lane for 1 challenge point.
- Throw a blocker that leans into the scoring lane for 1 challenge point.
- A player earns 1 challenge point when they call a blocker toss, land it in the agreed lane, and make the next opponent change their shot. A blocker that misses the lane or helps the opponent adds 1 penalty point against that player.
- Score Lean Block Toss as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Lean Block Toss; stop at the agreed finish condition.
Yard Games Call-It Bonus
Call the target, answer, route, or move before the turn; a clean result earns 1 challenge point.
- Call the target, answer, route, or move before the turn; a clean result earns 1 challenge point.
- The call must be heard before the attempt and judged the same way for everyone. For Yard Games, keep it within lanes, tosses, rolls, closest-object scoring, and clear yard boundaries. Optional house overlay for an already playable yard games activity. First name that base activity and retain its complete equipment, people, safety, turns, main scoring and finish rules. This card does not supply or authorize a new base game. One board-specific example is a soft-bag toss at an empty marked hoop; success means the bag stopping wholly inside the hoop, and reset means close the lane, collect stopped pieces, and restore the target. Use that example only where the chosen base rules and venue already permit it; otherwise bind the overlay to a legal task in the selected activity before starting. Before each eligible turn, the player names the task and its success criterion aloud; the judge repeats the call. A verified called success earns exactly 1 separate challenge point, at most once per turn. An uncalled result earns no challenge point. Use only turns already allotted by the base game. Keep a separate challenge ledger, starting at 0 and ending with the base activity. Most challenge points wins; unresolved ties are shared. Main scoring is unchanged. If a compulsory rule conflicts, do not use the variation.
- Score Yard Games Call-It Bonus as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Yard Games Call-It Bonus; stop at the agreed finish condition.
Yard Games Clean Reset Point
A player or team earns 1 challenge point for a clean reset after a miss, turnover, or stalled round.
- A player or team earns 1 challenge point for a clean reset after a miss, turnover, or stalled round.
- The reset must help the group continue safely without changing the main score unfairly. For Yard Games, keep it within lanes, tosses, rolls, closest-object scoring, and clear yard boundaries. Optional house overlay for an already playable yard games activity. First name that base activity and retain its complete equipment, people, safety, turns, main scoring and finish rules. This card does not supply or authorize a new base game. One board-specific example is a soft-bag toss at an empty marked hoop; success means the bag stopping wholly inside the hoop, and reset means close the lane, collect stopped pieces, and restore the target. Use that example only where the chosen base rules and venue already permit it; otherwise bind the overlay to a legal task in the selected activity before starting. After an ordinary miss or stalled turn, the active player completes the stated reset. A neutral observer checks every reset step before restart. Award exactly 1 separate challenge point, at most once per allotted turn; do not deliberately create a miss to farm resets. Required safety stops never cost a point or use a replay token. Keep a separate challenge ledger, starting at 0 and ending with the base activity. Most challenge points wins; unresolved ties are shared. Main scoring is unchanged. If a compulsory rule conflicts, do not use the variation.
- Score Yard Games Clean Reset Point as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Yard Games Clean Reset Point; stop at the agreed finish condition.
Yard Games Comeback Window
The trailing side gets one announced comeback window for a bonus challenge point.
- The trailing side gets one announced comeback window for a bonus challenge point.
- Before play, name the task, the window's duration, and the result that earns the point. Use it once and call it before the turn. For Yard Games, keep it within lanes, tosses, rolls, closest-object scoring, and clear yard boundaries. Optional house overlay for an already playable yard games activity. First name that base activity and retain its complete equipment, people, safety, turns, main scoring and finish rules. This card does not supply or authorize a new base game. One board-specific example is a soft-bag toss at an empty marked hoop; success means the bag stopping wholly inside the hoop, and reset means close the lane, collect stopped pieces, and restore the target. Use that example only where the chosen base rules and venue already permit it; otherwise bind the overlay to a legal task in the selected activity before starting. Before play, give each side one comeback window consisting of its next single normally allotted turn after it first trails. Write the eligible task and success criterion beside the score. The trailing side must announce the window before that turn. A verified success earns 1 separate challenge point; otherwise it earns 0. The window expires at the turn’s normal end and cannot add an attempt or extend physical effort. Keep a separate challenge ledger, starting at 0 and ending with the base activity. Most challenge points wins; unresolved ties are shared. Main scoring is unchanged. If a compulsory rule conflicts, do not use the variation.
- Score Yard Games Comeback Window as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Yard Games Comeback Window; stop at the agreed finish condition.
Yard Games Team Swap Rule
Partners or teammates rotate after a score so the matchup stays fresh.
- Partners or teammates rotate after a score so the matchup stays fresh.
- Do not use the swap to isolate weaker or younger players. For Yard Games, keep it within lanes, tosses, rolls, closest-object scoring, and clear yard boundaries. Scored results are tracked as challenge points. Optional house overlay for an already playable yard games activity. First name that base activity and retain its complete equipment, people, safety, turns, main scoring and finish rules. This card does not supply or authorize a new base game. One board-specific example is a soft-bag toss at an empty marked hoop; success means the bag stopping wholly inside the hoop, and reset means close the lane, collect stopped pieces, and restore the target. Use that example only where the chosen base rules and venue already permit it; otherwise bind the overlay to a legal task in the selected activity before starting. Use only with a base activity that permits willing partner or team changes. After a score, wait for the next dead ball or completed turn; exchange one willing player from each side before restarting. Keep earned points with the original team. Maintain the same number of scheduled turns for every participant. If a swap is declined or prohibited by the base rules, skip it without penalty. No challenge point is awarded merely for swapping. This variation adds no challenge points and no separate winner. End it with the chosen round or base activity; keep the base result and all scheduled opportunities unchanged. If a compulsory rule conflicts, do not use the variation.
- Score Yard Games Team Swap Rule as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Yard Games Team Swap Rule; stop at the agreed finish condition.
Yard Games Precision Finish
Use one final legal attempt under the tiebreak criterion agreed before play.
- Use one final legal attempt under the tiebreak criterion agreed before play.
- Verify the result by that criterion; do not reject a legal result afterward because it seemed lucky. For Yard Games, keep it within lanes, tosses, rolls, closest-object scoring, and clear yard boundaries. Scored results are tracked as challenge points. Optional house overlay for an already playable yard games activity. First name that base activity and retain its complete equipment, people, safety, turns, main scoring and finish rules. This card does not supply or authorize a new base game. One board-specific example is a soft-bag toss at an empty marked hoop; success means the bag stopping wholly inside the hoop, and reset means close the lane, collect stopped pieces, and restore the target. Use that example only where the chosen base rules and venue already permit it; otherwise bind the overlay to a legal task in the selected activity before starting. Before the game, name a binary tiebreak criterion for the last normally allotted turn: completion of the declared legal task. At a tied finish, compare those recorded final turns; a sole success takes the challenge tie. If both or neither succeeded, share the challenge result. Do not add an extra shot, strenuous rep, water task, or course delay. This never changes the base-game winner. Use this only to settle the stated challenge tie. Record the comparison separately; it never changes the base-game result. If the comparison is unavailable, equal or prohibited by the base rules, share the challenge tie.
- Score Yard Games Precision Finish as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Yard Games Precision Finish; stop at the agreed finish condition.
Yard Games Streak Bank
A player can bank a clean streak before risking the next turn.
- A player can bank a clean streak before risking the next turn.
- Banked streaks stay; missed unbanked turns reset only the current streak. For Yard Games, keep it within lanes, tosses, rolls, closest-object scoring, and clear yard boundaries. Scored results are tracked as challenge points. Optional house overlay for an already playable yard games activity. First name that base activity and retain its complete equipment, people, safety, turns, main scoring and finish rules. This card does not supply or authorize a new base game. One board-specific example is a soft-bag toss at an empty marked hoop; success means the bag stopping wholly inside the hoop, and reset means close the lane, collect stopped pieces, and restore the target. Use that example only where the chosen base rules and venue already permit it; otherwise bind the overlay to a legal task in the selected activity before starting. Count consecutive completions of the same declared task across the player’s normally allotted turns. Before each next turn the player may bank the current count; add that count to the separate challenge ledger and start a new streak at zero. A miss resets only the unbanked streak. At the base game’s finish, bank any remaining completed streak. Each completed result can be counted once only; no extra turns are created. Keep a separate challenge ledger, starting at 0 and ending with the base activity. Most challenge points wins; unresolved ties are shared. Main scoring is unchanged. If a compulsory rule conflicts, do not use the variation.
- Score Yard Games Streak Bank as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Yard Games Streak Bank; stop at the agreed finish condition.
Yard Games No-Repeat Rule
The same player, target, clue, or move cannot repeat until others have been offered a turn.
- The same player, target, clue, or move cannot repeat until others have been offered a turn.
- Passing counts as a turn; no explanation or substitute action is required. For Yard Games, keep it within lanes, tosses, rolls, closest-object scoring, and clear yard boundaries. Scored results are tracked as challenge points. Optional house overlay for an already playable yard games activity. First name that base activity and retain its complete equipment, people, safety, turns, main scoring and finish rules. This card does not supply or authorize a new base game. One board-specific example is a soft-bag toss at an empty marked hoop; success means the bag stopping wholly inside the hoop, and reset means close the lane, collect stopped pieces, and restore the target. Use that example only where the chosen base rules and venue already permit it; otherwise bind the overlay to a legal task in the selected activity before starting. Before play, identify which rotation this applies to: the active player, chosen target, clue, or move. List the available legal choices. Offer each listed choice or participant once before repeating it. A pass counts as the offer being used, without explanation or substitute action. Skip this variation if the base game requires a particular repeat or order; never alter compulsory serve, batting, hand, or safety order. No automatic challenge penalty is added. This variation adds no challenge points and no separate winner. End it with the chosen round or base activity; keep the base result and all scheduled opportunities unchanged. If a compulsory rule conflicts, do not use the variation.
- Score Yard Games No-Repeat Rule as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Yard Games No-Repeat Rule; stop at the agreed finish condition.
Yard Games Announced Bonus Zone
One announced zone or prompt scores double once.
- One announced zone or prompt scores double once.
- Announce before attempts begin. Mark the bonus target at the selected yard-game station before attempts begin. State which legal landing or completed target earns the one-time double score. Lanes away from roads and glass; one thrower at a time. Scored results are tracked as challenge points.
- Score Yard Games Announced Bonus Zone as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Yard Games Announced Bonus Zone; stop at the agreed finish condition.
Yard Games Equal Attempt Cap
Everyone gets the same attempt count before totals.
- Everyone gets the same attempt count before totals.
- Extra attempts outside the cap score 0. Lanes away from roads and glass; one thrower at a time. Scored results are tracked as challenge points.
- Score Yard Games Equal Attempt Cap as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Yard Games Equal Attempt Cap; stop at the agreed finish condition.
Yard Games Neutral Verify Rule
A neutral player verifies disputed results.
- A neutral player verifies disputed results.
- Replay if the group cannot agree. Lanes away from roads and glass; one thrower at a time. Scored results are tracked as challenge points.
- Score Yard Games Neutral Verify Rule as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Yard Games Neutral Verify Rule; stop at the agreed finish condition.
Yard Games Soft Reset Token
One clean reset can restart an interrupted turn.
- One clean reset can restart an interrupted turn.
- Resets never erase safety stops. Lanes away from roads and glass; one thrower at a time. Scored results are tracked as challenge points.
- Score Yard Games Soft Reset Token as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Yard Games Soft Reset Token; stop at the agreed finish condition.
Yard Games Role Rotate Call
Caller, scorer, and starter roles rotate each round.
- Caller, scorer, and starter roles rotate each round.
- Nobody is stuck judging alone. Lanes away from roads and glass; one thrower at a time. Scored results are tracked as challenge points.
- Score Yard Games Role Rotate Call as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Yard Games Role Rotate Call; stop at the agreed finish condition.
Yard Games Low-Impact Option
Any player may choose the lower-impact version first.
- Any player may choose the lower-impact version first.
- Lower-impact completion scores the same. Lanes away from roads and glass; one thrower at a time. Scored results are tracked as challenge points.
- Score Yard Games Low-Impact Option as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Yard Games Low-Impact Option; stop at the agreed finish condition.
Yard Games No-Shame Pass Rule
Passing never reduces future fair turns.
- Passing never reduces future fair turns.
- Celebrate participation. Lanes away from roads and glass; one thrower at a time. Scored results are tracked as challenge points.
- Score Yard Games No-Shame Pass Rule as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Yard Games No-Shame Pass Rule; stop at the agreed finish condition.
Yard Games Banked Streak Rule
Bank a clean streak before risking the next attempt.
- Bank a clean streak before risking the next attempt.
- Unbanked misses reset only the current streak. Record points from verified target results before the next throw or roll. A later miss does not remove points already banked. Lanes away from roads and glass; one thrower at a time. Scored results are tracked as challenge points.
- Score Yard Games Banked Streak Rule as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Yard Games Banked Streak Rule; stop at the agreed finish condition.
Yard Games First Clean Bonus
First clean legal result of the round earns +1.
- First clean legal result of the round earns +1.
- Must be verified before the next turn. Lanes away from roads and glass; one thrower at a time. Scored results are tracked as challenge points.
- Score Yard Games First Clean Bonus as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Yard Games First Clean Bonus; stop at the agreed finish condition.
Yard Games Boundary Zero Rule
Boundary breaks score 0 for that attempt.
- Boundary breaks score 0 for that attempt.
- Set boundaries before play. Lanes away from roads and glass; one thrower at a time. Scored results are tracked as challenge points.
- Score Yard Games Boundary Zero Rule as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Yard Games Boundary Zero Rule; stop at the agreed finish condition.
Yard Games Captain Fair Call
Captain names one fair scoring clarification pre-round.
- Captain names one fair scoring clarification pre-round.
- Cannot add unsafe or money rules. Lanes away from roads and glass; one thrower at a time. Scored results are tracked as challenge points.
- Score Yard Games Captain Fair Call as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Yard Games Captain Fair Call; stop at the agreed finish condition.
Yard Games Partner Assist Cap
One invited assist is allowed per trailing player.
- One invited assist is allowed per trailing player.
- Assists cannot take over the whole turn. Lanes away from roads and glass; one thrower at a time. Scored results are tracked as challenge points.
- Score Yard Games Partner Assist Cap as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Yard Games Partner Assist Cap; stop at the agreed finish condition.
Yard Games Tempo Cap Rule
One slow-down call must be honored.
- One slow-down call must be honored.
- No shaming for pace requests. Lanes away from roads and glass; one thrower at a time. Scored results are tracked as challenge points.
- Score Yard Games Tempo Cap Rule as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Yard Games Tempo Cap Rule; stop at the agreed finish condition.
Yard Games Clean Credits Rule
Group reset scores 1 shared process point.
- Group reset scores 1 shared process point.
- Leave the space better than found. For the shared reset point, wait for moving equipment to stop, retrieve on the host's call, and restore the target station. Keep the lane clear of roads, glass, and waiting players. Lanes away from roads and glass; one thrower at a time. Scored results are tracked as challenge points.
- Score Yard Games Clean Credits Rule as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Yard Games Clean Credits Rule; stop at the agreed finish condition.
Yard Games Finale Double Cap
Announced final equal-turn set scores double.
- Announced final equal-turn set scores double.
- Fouls still score 0. Lanes away from roads and glass; one thrower at a time. Scored results are tracked as challenge points.
- Score Yard Games Finale Double Cap as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Yard Games Finale Double Cap; stop at the agreed finish condition.
Yard Games Open Table Invite
Anyone waiting may join the next equal-turn set.
- Anyone waiting may join the next equal-turn set.
- Wait for the next set to add a player; do not interrupt an attempt already in progress. Lanes away from roads and glass; one thrower at a time. Scored results are tracked as challenge points.
- Score Yard Games Open Table Invite as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Yard Games Open Table Invite; stop at the agreed finish condition.
Yard Games Soft Landing Rule
A safe miss scores 0; respond without blame.
- A safe miss scores 0; respond without blame.
- Encourage the player as they reset safely for the next attempt. Lanes away from roads and glass; one thrower at a time. Scored results are tracked as challenge points.
- Score Yard Games Soft Landing Rule as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Yard Games Soft Landing Rule; stop at the agreed finish condition.
Yard Games Dual Scorer Check
Have two scorers agree on the totals before making them final.
- Have two scorers agree on the totals before making them final.
- If a result is disputed, replay only that attempt. Lanes away from roads and glass; one thrower at a time. Scored results are tracked as challenge points.
- Score Yard Games Dual Scorer Check as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Yard Games Dual Scorer Check; stop at the agreed finish condition.
Yard Games Skill Band Split
Split players into two skill groups that use the same winning condition.
- Split players into two skill groups that use the same winning condition.
- Recognize the result in each group separately. Lanes away from roads and glass; one thrower at a time. Scored results are tracked as challenge points.
- Score Yard Games Skill Band Split as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Yard Games Skill Band Split; stop at the agreed finish condition.
Yard Games Prop Budget Cap
Each side must use only the announced equipment.
- Each side must use only the announced equipment.
- An attempt using equipment outside that allowance scores 0. Lanes away from roads and glass; one thrower at a time. Scored results are tracked as challenge points.
- Score Yard Games Prop Budget Cap as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Yard Games Prop Budget Cap; stop at the agreed finish condition.
Yard Games Kind Coach Line
Each trailing player may receive one coaching tip per set.
- Each trailing player may receive one coaching tip per set.
- The coach gives advice; the player must make the attempt. Lanes away from roads and glass; one thrower at a time. Scored results are tracked as challenge points.
- Score Yard Games Kind Coach Line as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Yard Games Kind Coach Line; stop at the agreed finish condition.
Yard Games Weather Pause Token
Pause the clock once for weather or noise.
- Pause the clock once for weather or noise.
- When play resumes, each side must still have the same number of turns remaining. Lanes away from roads and glass; one thrower at a time. Scored results are tracked as challenge points.
- Score Yard Games Weather Pause Token as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Yard Games Weather Pause Token; stop at the agreed finish condition.
Yard Games Consent Prompt Swap
Any player may exchange one prompt for a PG option they are more comfortable with.
- Any player may exchange one prompt for a PG option they are more comfortable with.
- The swap does not use up the player's turn. Lanes away from roads and glass; one thrower at a time. Scored results are tracked as challenge points.
- Score Yard Games Consent Prompt Swap as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Yard Games Consent Prompt Swap; stop at the agreed finish condition.
Yard Games Floor Clear Bonus
Clear the play area completely after play to earn 1 shared process point.
- Clear the play area completely after play to earn 1 shared process point.
- The group loses this bonus if anything unsafe is left behind. Lanes away from roads and glass; one thrower at a time. Scored results are tracked as challenge points.
- Score Yard Games Floor Clear Bonus as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Yard Games Floor Clear Bonus; stop at the agreed finish condition.
Yard Games Last Call Equalizer
The trailing side chooses who starts the final set of equal turns.
- The trailing side chooses who starts the final set of equal turns.
- Only the starting order changes; the attempt rules stay the same. Lanes away from roads and glass; one thrower at a time. Scored results are tracked as challenge points.
- Score Yard Games Last Call Equalizer as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Yard Games Last Call Equalizer; stop at the agreed finish condition.
Yard Games Observer Vote Cap
Observers may settle one tie by a respectful majority vote.
- Observers may settle one tie by a respectful majority vote.
- Players may decline the vote and replay instead. Lanes away from roads and glass; one thrower at a time. Scored results are tracked as challenge points.
- Score Yard Games Observer Vote Cap as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Yard Games Observer Vote Cap; stop at the agreed finish condition.
Yard Games Hydration Break Mark
Announce a water break during the set, then resume scoring after the break.
- Announce a water break during the set, then resume scoring after the break.
- Use the break for water, not to delay play for an advantage. Lanes away from roads and glass; one thrower at a time. Scored results are tracked as challenge points.
- Score Yard Games Hydration Break Mark as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Yard Games Hydration Break Mark; stop at the agreed finish condition.
Yard Games Rookie Shield
First-time players may discard one foul without score loss.
- First-time players may discard one foul without score loss.
- Shield is once per gathering. Lanes away from roads and glass; one thrower at a time. Scored results are tracked as challenge points.
- Score Yard Games Rookie Shield as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Yard Games Rookie Shield; stop at the agreed finish condition.
Yard Games Spotlight Pass
Winners pass the next starter role to another side.
- Winners pass the next starter role to another side.
- Winners must make this handoff once. Lanes away from roads and glass; one thrower at a time. Scored results are tracked as challenge points.
- Score Yard Games Spotlight Pass as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Yard Games Spotlight Pass; stop at the agreed finish condition.
Yard Games Memory Note Rule
Write one rule clarification on a visible card.
- Write one rule clarification on a visible card.
- Use the written clarification to settle disagreements about the rule during the round. Lanes away from roads and glass; one thrower at a time. Scored results are tracked as challenge points.
- Score Yard Games Memory Note Rule as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Yard Games Memory Note Rule; stop at the agreed finish condition.



















































