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Team yard games / Your play guide

RampShot

RampShot keeps three people involved in each throw: one aims, one waits for a scoring rebound and one watches for a steal. A direct net shot is valuable, but a controlled bounce to your partner can be the useful choice near the winning total. Use the dedicated set; ordinary cornhole boards will not give the intended rebounds.

4 peopleExactly fifteen after a complete roundA complete RampShot set with two ramps, nets and four supplied balls, measuring tape, paper scorecard and clear level grass with run-off
Four adults play with two low molded RampShot ramps on grass; one throws a small ball while the opposite partner prepares to catch a rebound and a stealer waits safely to the side.
In this guide

The quick version

Partners stand at opposite ramps, 15 feet apart. The shooter gets two balls. A direct net shot earns three; a ramp rebound caught by the partner earns one. An opponent at the shooter’s end can catch a backward rebound to earn a bonus shot. Reach exactly fifteen after both teams have finished the round.

Get ready

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Get the game ready

Set the ramps 15 feet apart, facing each other on level grass. Leave generous space behind both ramps and along the corridor. Place one player from each team at each end. Give each team its two colored balls and choose the first shooter by coin toss.

A round consists of the two players at one end taking their shooting turns, including any earned bonus shots. Their partners at the far end catch. After the round, shooting changes to the other end. Use paper to track team scores and pending bonus shots.

Play the first game

Set three roles

The shooter stands behind the near ramp. Their partner, the catcher, waits behind the far ramp. The opposing player at the shooter’s end is the stealer; the fourth player stands safely aside without interfering. Begin only when everyone is ready.

Throw and catch

Throw the two balls one at a time toward the far ramp. A ball directly entering its net earns three. If it rebounds off the ramp and your partner catches it before ground contact, earn one. A miss, ground bounce or uncaught rebound earns zero. Retrieve after each play is over.

Try a steal

After the throw, the stealer may move forward to catch a rebound returning toward the shooting end. They may not pass the far ramp or interfere with the partner catcher. A legal steal earns no points but adds one bonus shot to that stealer’s upcoming shooting turn in this round. A caught direct miss earns nothing.

Complete both turns

The opposing shooter now takes two shots plus earned bonuses. For this house bookkeeping rule, a steal earned after that player has already shot is taken after the current turn; allow at most two bonus shots per player per round so the round cannot loop indefinitely. After both turns and bonuses, change shooting ends.

Exactly fifteen after a complete round

If a scoring throw would take your team above fifteen, ignore that throw’s points and end that shooter’s turn. Finish the opponent’s turn and any already-earned bonuses. If just one team has fifteen, it wins. If both have fifteen, use a house tiebreak: one new round from the other end, no exact-score limit, most points in that round wins. Repeat tied tiebreak rounds.

Help everyone get started

Walk through a net shot, a partner catch and a backward steal before keeping score. The steal is an extra opportunity, not an immediate point. No diving into the ramp or collision for a catch. The round cap and tied-game finish are house simplifications of the manufacturer’s longer procedure.

Already know the game?

Ideas & Twists

Choose a variation together before you start.

RampShot · See main rules

Suggested house variation

Rebounds only

Direct net shots score zero; a legal partner catch still earns one. Steals still earn bonus shots under the two-shot cap. First to exactly seven after a complete round wins, using the main tiebreak. Now the ramp’s bounce becomes the primary target.

RampShot · See main rules

Suggested house variation

Called route

Before each throw call net or rebound. Only the named route can score, at its normal value; an uncalled route scores zero. Steals remain available. Keep the exact-fifteen finish. Players must choose the right risk for their score before releasing.

RampShot · See main rules

Suggested house variation

One-handed reception

Each partner catcher names left or right before the shooter’s turn and must catch scoring rebounds using only that hand. Stealers still use either hand. Direct net shots remain worth three. Keep the main score and finish; use gentle tosses and let awkward balls fall.

RampShot · See main rules

Suggested house variation

Steal token

Give each team one token per round. Before a throw, its stealer may spend the token to activate stealing on that throw; otherwise they remain safely aside. A legal activated steal earns one bonus shot, which cannot itself be stolen. Use the normal scoring and exact-fifteen finish.

RampShot · See main rules

Suggested house variation

Four-person catch circuit

Remove team scores and stealing. Each person takes two throws while the person opposite catches; rotate the four shooting turns in a fixed order. Count one for each legal partner catch and three for each net shot. Complete three circuits and record the combined total, trying to improve it on a later session.

About this guide

The bonus-shot cap, late-earned bonus bookkeeping and tie procedure are labeled editorial house choices; the manufacturer instead extends tied exact totals to 21 before sudden-death rounds. All variations are house formats. Product-review lifestyle framing and purchasing claims are not carried into the guide.

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How we play

Four letters. One way to show up.

Show up.

Bring the effort or the willingness to join.

Try stuff.

Take the shot, try the Twist, join the round.

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Include people and keep the room moving.

Do it fair.

Call it clean and respect the group.

STUD Sportsmanship

All challenges, rule calls, scoring decisions, and outcomes should be handled in good faith. If a challenge is phrased unclearly or leaves out a detail that later becomes relevant, resolve it according to the original intent of the group and the fair spirit of the activity, not by exploiting loopholes or technical wording. If an unforeseen circumstance, ambiguity, or disputed dynamic arises, participants should work together respectfully to reach the fairest interpretation. Where no agreement can be reached, the matter should be decided by the group, event host, or an agreed neutral third party.

Socialize. Play. STUD.