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Playground Games
1–10 players
both
court, marker
10 essential rules
Hopscotch is a playground game of tossing, hopping, and balancing. Players throw a small marker into a numbered square, travel along the court without touching that square, and collect their marker on the way back. The challenge grows as the target moves farther from the start.
Throw: Stand behind the starting line and toss the marker into your current target square. Begin with square 1 and advance in numerical order. Let the marker settle before entering. It must rest completely inside the correct square without touching a line.; Travel outward: Follow the rows toward ...
Keep going: A successful player immediately throws for the next target and continues until a fault ends the turn. Agree on this instead of the standard one-attempt format.; Shorter courts: Use six or eight numbered squares. Specify the paired rows and turning area, then make the highest number th...
You may choose either foot for a one-foot landing and choose again after a normal two-foot landing. During consecutive one-foot hops, stay on the same foot.
For a marker in a single square, stop on the return journey in the row immediately before reaching that square. Keep the normal footing for that row: one foot in a single square, or one foot in each square of a pair.
The standard game requires just two items: Court: A clearly marked hopscotch court with numbered squares, a starting edge, and a turning space. Use the arrangement described in Playing Area.; Marker: One small, flat object to toss into the target square. A smooth flat stone, beanbag, or similar o...
The front boundary of square 1 is the throwing line. Throw from behind it without touching it.
No referee is required. Players can judge throws and landings together.
You may choose either foot for a one-foot landing and choose again after a normal two-foot landing. During consecutive one-foot hops, stay on the same foot.
Progress is measured by completed targets rather than by adding the printed square numbers. Finishing target 1 gives one completed target; finishing target 2 gives two, and so on.
An ordinary fault ends the current attempt. The player removes the marker, leaves the court safely, and waits for their next turn to retry the same target.
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