A man in red uniform runs across an artificial turf field full of other players in red yellow and red uniforms and holding wiffle bats as he bounces a wiffle ball with a waffle bat in the air.

Wiffle Hurling

 

Download Rules (PDF)  Wiffle Hurling
Game Type:

Sport

Activity Level:

High

Players:

12 per team, 7 on the field at a time with 5 substitutes

Field:

Rectangular pitch anywhere from 20-30 yards wide to 40-50 yards long. Two 8’ x 16’ goals with a semi circle crease with a six yard radius in front

Equipment needed:

12 yellow Wiffle bats, 2 large plastic baseball bats “Fat Bats.” Softball sized Wiffle Ball.

Time:

The game is sixty minutes and can be divided into quarters, thirds, or halves. Overtime is 20 minutes and is sudden death. There are no penalty shootouts; the game either ends in a draw or is replayed.

Rules:

Start of Play –

Two players from opposing teams play Rock Paper Scissors for the ball. The winning team hits off. This face off is played at the beginning of each period. 

Scoring

Players score by hitting the ball past the goal line of the goal. The ball must pass completely over the line.

Moving the Wiffle Ball

Players may move the wiffle ball by 

  1. Passing the ball by hitting it with a wiffle bat to another player
  2. Dribbling the ball to themself by hitting the ball up into the air and back onto the bat
  3. Hitting the ball once if the ball is on the ground

 

Players may catch the ball with their hand but not throw the ball with their hand. Players may not hit the ball more than once while the ball is on the ground. Players may not kick the ball. Players may not hit the ball of their bat, catch it, and then hit it on the bat again. All of these infractions result in a turnover.

Continuation

When shooting, players may take two steps of continuation where they do not dribble the ball. They must shoot the ball after taking two steps- if they land back on the ground or pass the ball to another player it is a turnover at the spot of the last step.

The Crease

The Crease is a semi circular area around each goal. Offensive players are not allowed in the crease, though they can land in the crease if they jump before the crease line during a shot. Goalies may only use their goalie bat in the crease.

Defense

Defenders play similarly to basketball defenders. They may not touch or hit the offensive player or their bat with their hands or their bats. They may not hit the ball while the offensive player has possession of the ball or is dribbling the ball. They may stand in the way of the offensive player, and if the offensive player knocks into them in a fixed position it is an offensive foul.

Fouls

A foul results in a free ball at the site of the foul for the fouled upon team, and three yards of space in all directions to hit the ball. 

In attacking, a player may not knock over another player who has established position on the field. Position is established by having two feet on the ground in the same place for more than one second.

The referee may place a player in the penalty box for up to 5 miuntes for an excessive or intentional foul.

Turnovers

Turnovers result in the other team receiving possession of the ball at the point of the turnover. The new offensive team player plays the ball from that spot and must pass or shoot the ball into play. Defensive players must give the player 4  yards radial distance from the point of turnover.

Out Of Bounds

Goal Line – If a ball is played out of bounds on the goal lines either a corner hit or a goal hit occurs. If the offensive player hits it out of bounds the defense gets a goal hit where the goalie can hit the ball from anywhere in the crease. If the defense hits the ball over the goal line a corner hit ensues. An offensive player hits the ball into play with one foot on the corner of the goal line and the touch line on the side where the ball went out of bounds. The player may not hit the ball to themselves.

Sideline – Out of bounds on the sidelines results in a throw in with two hands on the wiffle ball.

The Goalie

The Goalie has a larger bat that they use for defending the goal. Goalies may not throw the ball and must clear the ball with their bat. Goalies can leave the crease area but outside of the crease area they may not use their bat.

 

 

 

War Poets

 

 

Game Type:

Art Game, Writing Game

Players:

4-10 per team, two judges

Field:

Need a  barrier between the teams- a bench, overturned chairs

Equipment needed:

Paper, writing implements, chalkboard or whiteboard with chalk or dry erase markers

Time:

15-20 min

Rules:

Create a barrier of about three feet in height in between two areas. Draw a line down the middle of the blackboard/whiteboard and write the names of each team on either side. 

The object of the game is to inhibit the other team’s ability to write a poem. Before the game starts, teams collectively select a theme that they will write a poem about: war, love, loss etc. Teams have five minutes to write individual letters on a piece of paper and crumple them up into artillery. At the end of the five minutes they have a five minute paper fight across the barrier created. A judge stands on either side, notes which balls hit the team, and saves them. At the end of the fight, each judge opens the respective teams’ balls and writes the letter down on the team’s blackboard/whiteboard area. Teams then have to collectively write a poem on their side of the board while not using the letters they were hit with. Teams then each read their poems in a loud dramatic voice.

 

 

 

Taikyoku Shogi: An Interaction of Color

 

 

Game Type:

Experimental Board Game

Players:

2-4 players

Field:

48 x 48 inch matrix board with 1296 squares at 36 squares x 36 squares

Equipment needed:

804 multicolored pieces of 208 distinct colors

Time:

Unknown

 

Game Summary

Taikyoku Shogi: An Interaction of Color is an interpretation of the Japanese game Taikyoku Shogi, the most extreme version of Shogi, casually known as Japanese Chess. This version is inspired by the color theory paintings of Josef Albers, so instead of each piece being a particular animal or person, as in Shogi or chess, every different piece is a particular color.

 

In Taikyoku Shogi, each side has 208 different pieces each with its own special movements. To make things more complicated, pieces “promote” when they reach the opponent’s last third of the board and take on new movements.  

 Taikyoku Shogi itself is an experimental game; only a few boards exist in the world and it is unclear how many times it has ever been played.

Our version does not have rules yet so stay tuned!

 

 

Links

Taikyoku Shogi

 

 

 

 

 

 

Game Rules:
Start of Play

Before play, each team arranges their players on different squares. The offense must place one player in one of the two kickoff center squares and the ball in the other. Defensive players must not place their players in the kickoff center squares or any square adjacent to the offensive player or the ball. 

The offensive team puts one player in the kickoff square and roles the dice. The ball then can move that amount of squares.

Dice Roll and Ball Movement

If the player roles a 1,2, or 3 then they may dribble, pass, or shoot the ball

If the player roles a 4-8 they may pass or shoot the ball

Dribbling = player moves the ball 1,2, or 3 spaces and then moves the kicking player the same amount of spaces so that they end up adjacent to the ball

Passing = moving the ball to another player so that it is adjacent to them. 

NB Offensive teams can double pass, i.e. pass to one player and then pass to another player provided there is enough spaces left to move the ball. The ball must first enter an adjacent square of the first player, then travel to the next player and land on an adjacent square of that player. For example, if an 8 is roled, the first pass travels three spaces to the first player, then five spaces to the second player.

Shooting = moving the ball towards the goal

Dice roll and player movement

Once the offensive team plays the ball, then it can reposition its players by moving them the same amount as the dice role. They can move one player the entire amount or spread the moves between many players

The defense gets to move their players after the offense has repositioned, though they get to move one less than the offense. 

Passing backwards – If the offensive team passes the ball backwards at any point, either on their first or second pass, then they forfeit their repositioning and are not allowed to move their players. The defense still gets to move their players. 

Turnovers

The ball is turned over if-

  1. An offensive player kicks the ball and it lands adjacent to only a defensive player 
  2. An offensive player roles a 1 and there is a defensive player adjacent to the ball
  3. An offensive player kicks the ball to a space with no adjacent players. The defensive team then gets to move one of their players to the ball and takes over possession. 
  4. The ball goes out of bounds
Scoring

A player scores a goal when they roll an amount to get the ball past the end of the board. If the ball ends up on the goal line and no defender can get next to the ball then it is also a goal as the offensive player will definitely score on the next roll. If a defending player can get adjacent with the ball then it is possible to get a turnover on the next roll. 

Defense

The defense gets to move one less than the offensive team. If the offensive team rolls an 8 and gets eight player moves, the defensive team gets seven player moves. Defenders move after the offensive team has moved. 

 

Out of bounds

When a ball goes out of bounds the new team gets to move a player off the field and place the ball on the last square the ball landed on before going out of bounds. That team then rolls the dice. When throwing in, the new team can move their pieces first and then move the ball. The defense can move their pieces once the ball has been moved into play. The throwing in team cannot throw the ball to itself. If after rolling there is no adjacent player to meet the ball,  then it is a foul throw and the other team takes the throw in. 

Goal Posts

If a ball hits a goal post it rebounds back at a distance of the number of spaces left on the roll. 

The goal posts can be moved up or down the field depending on how high scoring you want the game to be.

Goalies

There are technically no goalies, you may put any amount of players in the backfield who will defend the goal at the expense of your offense

A woman in a straightjacket costume being chased away by a man in a gold jacket on a baseball field.

Straitjacket Softball

 

 
Download Rules (PDF) Straitjacket Softball
Game Type:

Sport

Activity Level:

Low

Players:

At least 9 per side

Field:

Softball or Baseball Diamond

Equipment needed:

3 XXX large sweaters or sweatshirts. Flour or rope

Time:

1 – 2 hours

Rules:

Straitjacket Softball is like softball except the bases are people in straitjackets. These people, hereby called Straightjacketers, are either on the offensive or defensive team. If on defense there is more action and strategy on the field; if on offense you need less players to play, and there are less offensive players sitting on the bench while batting.

The Base Circles 

Create three base circles where the center is the normal distance between the bases, i.e. sixty feet. The Straightjacketers will be confined to these circles. The base circles can vary in diameter. The larger the base circle diameter the more agency the Straightjacketers have. 

The lines can be created by throwing down flour or by laying down a rope circle. Flour is generally better as people may trip on rope, but rope is reusable. 

Straightjacketer play 

Straightjacketers can run away or towards base runners and fielders provided they are in the circle. They may not impede the ball in anyway, nor impede a fielder who is making a play on the ball. If a straightjacketer is unintentionally hit with a ball, the ball is in play. 

If a defensive straightjacketer runs out of a circle on a play, the baserunner is automatically safe.

If an offensive straightjacketer runs out of a circle on a play, the baserunner is automatically out.

If an offensive straightjacketer impedes a fielder the batter is automatically out and all baserunners return to their original bases. 

 

 

Salute The Commander in Foreign Affairs Game Show

Salute the Commander

 

 

Game Type:

Interactive Game, Theater Game, Party Game

Age:

18+

Players:

1-2 per team

Equipment needed:

Computer, internet connection

Time:

5-10 min

Rules:

Setup: Players log into an online chat website such as Chat Roulette

Players must be dressed in some sort of military attire

Start of Play –

Players compete to get their random online chat partners to imitate their movements. Players advance to the next round if they get one partner to imitate them in the time limit, usually one minute. Rounds continue until one player/team remains.

Context: Party Game

Do not play this game if you are not able to see adult content!

 

Reverse Gagaball

 

 

Game Type:

Sport

Players:

1-10 per side

Field:

Any flat open space

Equipment needed:

At least one plush ball of about ten inches diameter

Time:

10-20 min

Rules:

Once the game begins, players try to hit each other above the waist with the ball, using their feet or any other body part below the waist. They may never use their hands. If a player is hit above the waist, they are out and must leave the play area. The game continues until only one player remains, who is declared the winner.

 

Duels can be played to a certain amount of points.

With large groups of people multiple balls can be used. 

 

Context: 

Camp, after school, gym

 

 

 

RandoBounce

 

 
Game Type:

Sport, Warm up game

Activity Level:

Low

Players:

At least two players

Field:

Flat field

Equipment needed:

Any type of hard American football, i.e. not a nerf football

Time:

10-30 min

Rules:

In RandoBounce, players have to bounce an American football to their partner who must catch it in the air. 

 

Players first must bounce the ball one time to their partner. If they succeed, then they have to successfully bounce the football twice on the ground and then have their partner catch it. If they complete a two bounce pass then they must try to complete a three bounce pass, and so on and so on.

 

Groups of 3 or more may play by congregating in a circle and trying to see how many bounces they can achieve. 

 

Context: Afterschool, camp

 

 

Cereals in yellow plastic grocery bags on the ground outside.

 

Photowalking Project- Cologne Media Academy

Theme: Sexy Shopping

 

Photo Walking

 

 

Game Type:

Art Game

Players:

2-4 per team

Field:

City Streets, Outdoors

Equipment needed:

Ideally one digital SLR camera per player with respective memory card. A smart phone will suffice as well. 

Time:

30 min – 1 hour

Rules:

Teams compete to take pictures while continuously walking. Beforehand players agree on time of walk, area of walk, and memory card size. Players continuously walk around an area taking pictures. They may never stop walking, even when taking a picture. Players may delete photographs while walking if they desire. At the end of the agreed upon time players must be back at the start of the game. Players may play for best photograph, selection of photographs or best overall memory card. Themes can be added to create more direction to the activity, for example- eating or the color green.

Difficulty can be increased by making players shoot manually, or at a particular focal length.

 

 

A judge or panel of judges then fires up the images on a computer and/or projector and makes their selections. 

 

 

Penintathlon

 

 

Game Type:

Experimental Sport

Players:

Individual competition

Time:

One Year

Rules:

Penintathlon is the ultimate individual competition. It takes place over one year where athletes compete in 50 different individual sports. They will compete in 45 established sports and 5 experimental sports. Obviously this has never been played before but it should; the ideology is that the Penintathlete will have to concentrate on extremely general skills in order to succeed and will be excellent not only in fundamentals but in extreme adaptation and quick mastery of rulesets. 

The individual sports can vary year by year, and are drawn from this ever-expanding list:

 

  1. One v One Basketball
  2. Table Tennis
  3. Tennis
  4. High Jump
  5. Long Jump
  6. Running-100m
  7. Running-1600m 
  8. Discus
  9. Javelin
  10. Shot Put
  11. Swimming-Freestyle 100m
  12. Biathlon
  13. Darts
  14. Snooker
  15. Bowling
  16. Mixed Martial Arts
  17. Sumo Wrestling
  18. Fencing
  19. Skiing- Downhill
  20. Skiing- Slalom
  21. Squash
  22. Golf
  23. Miniature Golf
  24. Karate
  25. Taekwondo
  26. Greco-Roman Wrestling
  27. Badminton
  28. Archery
  29. Croquet
  30. Cycling-Track
  31. Cycling- Mountain Biking
  32. Bocce
  33. Kayaking
  34. Surfing
  35. Running- 400m hurdles
  36. Running-Steeplechase
  37. Arm Wresting
  38. Disc Golf
  39. Weightlifting
  40. Soccer Golf
  41. Log Rolling
  42. Cross Country Skiing
  43. Sailing
  44. Caber Toss
  45. Cliff Diving
  46. Chess
  47. Chess Boxing
  48. Go
  49. Swimming- 400m medley
  50. Racewalking
  51. Luge
  52. Diving
  53. Gymnastics
  54. Rhythmic Gymnastics
  55. Speed Skating
  56. Ski Jumping
  57. Soccer- Penalty Shootout
  58. Breaking
  59. Skateboarding
  60. Trampoline
  61. Oil Wrestling

 

EXPERIMENTAL SPORTS

 

  1. Rugby Ones
  2. Laundry Badminton
  3. Free Bowls
  4. Basquetball
  5. He e Holua – Lava Sledding

A green field full of players with hoola hoops on their heads.

 

Opener

 

 
Dowload PDF Opener
Game Type:

Sport

Players:

5-7 per side

Field:

Rectangular pitch approximately 50-60 yards long and 20-30 yards wide. There is a Center Line and two end zones on either end of the field that span the width of the field and are around 7 yards in depth.

Equipment needed:

One bicycle helmet and hula hoop per player. Zip ties, duct tape

Time:

2 halves, 30 min per half

Rules:
Kickoff 

The kicking team stands at the goal line of their end zone and kicks off to the receiving team who must all be standing in their own end zone.

Scoring 

Players must throw the ball completely through the hoop of one of their teammates in the opposing team’s end zone. The player throwing the ball does not need to be in the end zone, only the person whose hoop the ball travels through. This player must have at least one foot in the end zone, but must be completely behind the goal line.

Moving the Ball 

Players can move the ball by passing it to another player. They may not run with the ball. They can pivot with one foot while in possession of the ball. Players may pass the ball in the air or may make a bounce pass with one bounce to another player. Players may not kick the ball or roll the ball on the ground.

Defense 

Defenders cannot touch the opposing players except for incidental contact. Defending players may not put their hands through their opponent’s hoops.

Fouls 

A foul results in a free throw for the offensive side, or loss of possession at the point of the foul. In a free throw the defense must move back 8 meters from the site of the free throw in every direction.

Turnovers 

An intercepted pass results in a turnover. If a ball hits the ground in an endzone the defensive team recovers possession. All offensive players must back up 4 yards from the endzone line. The defensive team restarts play with one player passing the ball into play with one foot on the end zone line.

Out Of Bounds 

Sideline or endline

One or two handed throw ins are legal.