The following rules are a modification of those used for regulation shuffleboard, which is played on a court 52' long.
Lay the four sections of the court as in the drawing at the left of the facing page. The game can be played by two or four persons, and the object is to shoot the disks onto the scoring area with the cues. If four play, two are partners against the other pair. Assuming that A and B are partners against C and D, then A and C stand at one end of the court and B anú D at the other. The equipment is six red disks, six black disks, two cues with red marking, and two cues with black marking. A has the six red disks and C the six black. A leads off, and A and C shoot alternately until each has shot his six disks.
When shooting, a player's cue must not pass beyond the first section of the game court, and the player must not step over the nearest "10 OFF" line. The penalty for either of these faults is that the disk is removed from play for that inning and the player receives no credit for the shot. The penalty for committing both faults on the same shot is the same as the foregoing and a deduction of 5 points from the score.
In addition to shooting his disks onto the scoring area, each player tries to knock his opponent's disks off the good marks and onto the "10 OFF" space. A disk that comes to rest on a line scores the higher number, but a disk resting on a line bounding the "10 OFF" area calls for a deduction of 10 points. After A and C's scores have been chalked up, B and D shoot the disks back. The game is won by the team that first reaches a predetermined total, or else a predetermined number of innings may be played.
Bullboard is played with the bags of sand and the section of the court having the bullboard markings. Shoot from a line some 12' or 15' from the board. The penalty for overstepping the line is 5 points off for the first offense and 10 points each for subsequent foot faults. The object is to land the bags on the numbered board. Each player tosses four bags per inning. After five innings the scores are totaled, and the high man wins.
Landing on a distant X-square means doubling the score for that inning. Landing on a near X square means canceling the score for that inning. Thus if a player lands on a near X with his first bag, his only chance of scoring for that inning would be to land on a distant X as well. In that case he is credited with whatever he makes on the other two bags.
The four sections of the court are laid end to end and the four bounce boxes are set up as shown in the accompanying diagram.
The game is played with three table-tennis balls and two paddles. There are two players, one at each end of the court. The object is to bounce the balls on the court, over the nearer set of boxes and into the far set. Landing in the large box counts 5, and landing in the inner box counts 10. The players alternate, three shots per turn, until each has had seven turns.
No set rules are needed for darts. The players should not step in closer to the target than a chalk line on the floor or a mark on the ground. A good distance for such a line is about 18'. As a matter of safety, everybody (players as well as spectators) should stand behind the line when any player is throwing the darts. A good way to play Is for each contestant to throw six darts each time he is up, and the high score after a predetermined number of innings wins.
Once the four sections have been finished and painted, the next things to make are the sidepieces that hold them together. These sidepieces also serve as rims for some of the games in which the disks or balls must be prevented from sliding or rolling off the court.
There are ten sidepieces of hardwood by 23/4". Four of them are 3' long and six of them are 6' long. They are bolted to the frames of the sections with toggle bolts having shanks 1/4" in diameter. The holes through which the toggle bolts pass are, however, bored This gives enough play so that the sidepieces can be bolted on in either of two positions: first, with their upper edges flush with the playing surface for games in which no rims are required; second, with their upper edges higher than the playing surface. The spacing of the holes has already been referred to, and is shown in the drawings. It is, naturally, important that the holes in the frames and in the sidepieces match accurately and that the spacing is uniform so that any sidepiece will fit on any frame. Rims are not needed in some games-for example, the shuffleboard game-because if a player's aim is poor and he shoots a disk off the court, he should not be aided by rims. But in the modified croquet game, on the other hand, the disks that fell off the court would be out of play unless picked up and put back, so in this game the rims are needed.
After the equipment has been stored away in one section, another is added as a lid, and the two are held together with end boards and toggle bolts.