Section 5: Rules of Play
A standard turn
- 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 the turning space. Hop on one foot in each single square. In an unblocked paired row, land with one foot in each square.
- Avoid the target: Do not step in the square containing the marker. If it is a single square, hop over that whole row. If it is half of a pair, land on one foot in the other square.
- Turn: Enter the turning space beyond the last row. You may place both feet down, pause, and turn to face the start.
- Return and retrieve: Travel back down the rows, collect the marker using the procedure below, and continue to avoid its target square for the remainder of that attempt.
- Finish: Leave the numbered court past the starting edge while holding the marker. Both feet may touch down in the start area. A clean outward-and-return trip completes that target.
Picking up the marker
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. Bend down, pick up the marker without touching the ground with a hand or free foot, then hop over the target square.
For a marker in a paired row, land on one foot in the empty partner square on the return journey. Balance there while picking up the marker, then continue toward the start without stepping in the target square. For example, with the marker in square 6, use square 7 on both journeys and retrieve the marker while balancing in square 7 on the return.
With the marker in square 1, retrieve it while balancing in square 2, then hop directly out to the start area. If the court size makes a required pickup or jump unsafe, adjust the layout or agree on a pickup adaptation before continuing.
Footwork and turn order
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. A small balance hop within the permitted square is allowed, provided no line or forbidden area is touched. There is no time limit.
In this version, each turn contains one target attempt, whether successful or unsuccessful. After success, your next turn starts at the next number. After a fault, your next turn retries the same number. Remove the marker before the next player starts.
Common house rules and variations
- 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 the final target.
- Beginner play: Allow two-foot landings, a closer throwing position, or a steadying foot during pickups. Decide which adaptations apply before play.
- No-marker hopping: Hop through the pattern and back without tossing or collecting anything. This is a separate practice variation.
- Claim-a-square: Some groups let players claim a resting square after completing the course. Because ownership and passing rules vary, agree on who may enter claimed squares and ensure every remaining jump is manageable.