Living rulebook

Metal

BOCCE/BOULES

Players
2-8
Age
14+
Time
5 MIN
Designer
Jordan Draper

This game will use all of the balls included in the game.

Diagram 1 from the printed BOCCE/BOULES rules

SETUP Place the small ball in the center of a table, or rug. Give each player two matching large balls, or if playing with 5 or more players, one large ball. Everyone should stay in a circle around the edges of the table or rug.

Diagram 2 from the printed BOCCE/BOULES rules

Randomly select a start player. They will roll one of their balls from the edge of the arena, trying to get it as close to the small ball as possible. Continue rolling one ball at a time in clockwise order until everyone has rolled all of their balls. The player whos ball is closest to the little ball is then declared the winner!

As an alternative, you can play with the rule that any rolls that touch the small ball are disqualified and removed from the game, then reset the small ball to the center.

There are many other classic ways to play Bocce/Boules, feel free to try any way you like!

JORDANDRAPER.COM LAYWASTEGAMES.COM

KUBB

Players
2-12
Age
14+
Time
20-30 MIN
Designer
Jordan Draper

This game uses all of the aluminum components and the king pin.

Diagram 1 from the printed KUBB rules

SETUP Split into two teams. Place 5 of the aluminum square pegs on the back line of the table closest to your team evenly spaced, so that you will have two lines on opposite sides of the table. Place the king pin in the very middle.

KING PEGS PIN

Diagram 2 from the printed KUBB rules

Using the 6 cylindrical throwing batons, your team will throw from behind their line of pegs, in an attempt to knock over pegs on the other side of the table. Note that if you accidentally knock over the king pin at any point, your team will lose immediatly. After your team has thrown all 6 batons, any pegs on the back line that were knocked over will be thrown back by the other team, onto their own side, and stood up. On your next turn, you will have to knock over all of these pegs before you can knock over any new pegs on the back line. Pegs that are knocked over for the second time are removed permanently.

TOSS HIT PEGS HERE

Diagram 3 from the printed KUBB rules

The next team to throw may now throw from further forward if they have any pegs thrown on their side. Be careful when you throw pegs, if you knock over the king pin you will lose, and if you throw outside of the red line box shown above, the other team will get to place the peg wherever they want.

NEW THROW LINE

Diagram 4 from the printed KUBB rules

Continue alternating back and forth throwing the 6 batons until one team has knocked over all of their 5 pegs twice, at which point they will attempt to knock over the king pin. The first team to knock over the king pin wins the game! There are many variations and ways to play Kubb, why not look some up online and try them!

JORDANDRAPER.COM LAYWASTEGAMES.COM

CROQUET

Players
2-8
Age
14+
Time
25 MIN
Designer
Jordan Draper

This game uses the golden pegs 1-8, 9 square aluminum pegs, the king pin, large balls, and the golden mallet.

Diagram 1 from the printed CROQUET rules

SETUP Randomly place the 8 golden pins on the table, then set 1 square aluminum peg roughly 2-3 large balls in distance from each of the golden pins to create a gate for each number. Place 1 square aluminum peg behind the opening of gate 1 as the starting post. Place the king pin behind one side of gate 8.

START PIN GATE 8

GATE 1

KING PIN

Diagram 2 from the printed CROQUET rules

OBJECTIVE The first player to make it through all 8 gates and knock over the king pin will be the winner. The youngest player will go first. Give them the mallet. They will take a single hit of their ball, aiming to go through gate 1. Let the hit ball roll until it stops, returning it from the edge of the table if it falls off, to the closest spot. Pass the mallet clockwise to the next player, who then takes their shot. You can go through the gates in either direction. If you knock over any pegs on your turn, your turn will not count (even if you went through a correct gate). Return the knocked over pegs to their original position, and pass the mallet on.

JORDANDRAPER.COM LAYWASTEGAMES.COM

BANGERS!

Designer
Jordan Draper

14+ 2-8 3m

This game will use all of the balls included in the game.

Diagram 1 from the printed BANGERS! rules

SETUP Place the small ball in the center of a table, or rug. Give each player two large balls, or if playing with 5 or more players, one large ball. Everyone should stay in a circle around the edges of the table or rug.

Diagram 2 from the printed BANGERS! rules

When everyone is ready to start, someone will say “go” and you will roll balls in real time, trying to hit the small ball. The first person to hit the small ball three times will win the game, however there are some rules that must be followed: 1 - You may only roll balls from the very edge of the table or rug. It is not allowed to start rolling a ball from more than a few inches from the edge of the playing surface. 2 - It is allowed to grab large balls that have been rolled as long as they are close to the edge of the table or rug, or they have come to a complete stop. 3 - If the small ball rolls off of the edge of the table or rug, the game will pause immediately. The player who last hit the small ball will then have their score reset to 0. Place the small ball back in the center, and say “go” again to continue playing. Bangers! is a game of speed and dexterity. If the game is too easy, or over too quickly, try playing on a much larger table or arena.

JORDANDRAPER.COM LAYWASTEGAMES.COM

NOT POOL

Players
2-8
Age
14+
Time
15 MIN
Designer
Jordan Draper

This game uses the 12 golden pegs, king pin, large balls, and the golden mallet.

Diagram 1 from the printed NOT POOL rules

SETUP Randomly place the 12 golden pins and king pin on the table or flat floor surface, standing up. Give each player a large ball, and randomly select a start player.

Diagram 2 from the printed NOT POOL rules

OBJECTIVE To have the most points when the game ends. Pins are worth their number value, and the player who collects the king pin will double the points of their highest collected pin. The starting player takes the mallet and hits their ball with the aim of knocking over the lowest number pin on the table. If you manage to knock over the lowest number pin, you will collect it and keep it for points. Let your ball come to a complete stop after taking your shot. If it falls off of the table place it back at the edge where it fell off (there is no penalty for this). You may take an extra shot if you knock over a pin on your turn. If you don’t manage to knock over the lowest pin on your turn, you will pass the mallet to the player on your left, and it will be their turn. If you hit over the wrong pin, you must return one of your collected pins to the box; it will not be worth any points at the end of the game. Then stand up the incorrectly knocked pin. It is allowed to knock over two pins in sequence on your turn, such as the 4 and the 5 pin. This will still only grant you one additional turn after. Continue taking turns in this way until all 12 pins have been knocked over and collected, after which you will attempt to knock over the king pin, which acts as a x2 multiplier for one of the pins collected by the player who knocks over the king pin. Add up the point values of all of your collected pins, and the player with the most points is the winner!

JORDANDRAPER.COM LAYWASTEGAMES.COM

TEAM MEETING

Designer
Jordan Draper

14+ 2-? 10

This game uses all of the components except for the square aluminum pegs and king pin.

Diagram 1 from the printed TEAM MEETING rules

SETUP Place all 12 of the golden pins central to all players. Split up into teams, however you like. Place all other components to the side for now.

DRAFT PHASE During the draft phase, both teams will take turns taking one golden pin at a time until the sum of all of their pins equals exactly 20. If your sum ever goes beyond 20, you must trade one pin your team has for a new one that brings the sum to 20 on your next turn. Once both teams have a sum of 20 from their golden pins, set the rest to the side and proceed to the next phase.

ACTION PHASE During the action phase, you will attempt to knock over all of the pins your team drafted. Start by placing all of the opposite teams pins on your side of the table or floor, spaced far apart, on an imaginary straight line. The opposite team will do the same with your pins.

Diagram 2 from the printed TEAM MEETING rules

The team that does not have the lowest number golden pin will go first. They can pick a number of items equal to their highest number drafted pin left, minus their lowest number drafted pin left (these will be on the opposite side of the table). For example, if your team has an 11, 8, and 1 pin, you will get to pick 10 items to use (11-1 = 10). You may pick from any combination of balls and throwing pins, distributing them to your team members evenly. Your team will now throw aluminum pins, or roll metal balls at the opposite side of the table, attempting to knock over the lowest number pin. It is allowed (and sometimes strategic) to roll any number of balls, or throw any number of batons, all at once. If a pin that is not the lowest number is knocked over, stand it back up immediately. Once you have used all of your items, it is the other teams turn, using the same method. Note that once you have knocked over a pin, you will have less items to throw on your next turn. If you only have one pin left, you will get a single item to use. It is allowed to hit balls with the hammer, however it is not allowed to roll aluminum batons, they must be thrown. You must throw or roll your items from the opponents peg line on your side of the table. The first team to knock over all of their pins is the winner! If the game is too easy, try playing with a longer table or very far apart on the floor.

JORDANDRAPER.COM LAYWASTEGAMES.COM