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How to Play Beach Quoits

Beach Quoits

Beach Quoits is a fun game that can be played at the beach and in your back yard. It is a similar game to horseshoes except you use rubber rings called quoits and wooden stakes. Beach Quoits can be played with two people, four people, or, if you want to practice, individually. Below is a list of all of the standard rules.





 View These Rules in Microsoft Word

     View Rules for Lehigh Valley Slate and Rubber Quoits

     View Rules for Trenton-style Quoits


STARTING A GAME:

  1. The height of hub from the surface should be 2 1/2" - 3".  A helpful guideline is to stack all four quoits on top of the hub. The tip of the hub should then come to the top of the fourth quoit.
  2. Pitching distance should be 18 feet from Hub to Hub.
  3. Slightly angle the hubs toward each other at a 70 degree angle from the ground.
  4. The start of play is determined by the flip of a coin. A quoit can also be used instead of a coin with heads as the letter side of the quoit up.
  5. One-on-one - You pitch from the same side of the hub when you travel to the opposing hub. Non-diagonally. (see D1 below). The scoring player pitches first in the following inning.
  6. Two-on-two (a.k.a. couples or doubles) - Your partner pitches from the diagonal side of the hub (see D2 below). When a game is won, the players switch to the opposite hub and continue the match.
  7. There are 4 quoits (2 for you and 2 for your partner). Each person chooses two quoits with the same letter.
  8. Pitching turns alternate with each quoit.
  9. Hubs may not be moved once the match has started. However, the hubs may be raised to the proper height prior to pitching the current inning. The ground surrounding the hubs can also be raked or smoothed over at this time.
  10. When pitching a quoit, your forward foot must not extend beyond the hub.

DETERMINING THE SCORE:

  1. The first person or team to reach a score of 21 wins the game.
  2. If the score reaches 11 - 0, this is called a "Shutout Game" and the scoring person or team wins.
  3. When playing a match, the person or team who wins two out of three games is declared the winner.
  4. Every "ringer" (meaning the quoit landed on the hub) is worth 3 points.
  5. Every "leaner" (meaning the quoit is leaning against or on top of the hub, but not a ringer) is worth 1 point. A leaner hanging on the top of the hub wins over a leaner touching the side of the hub.
  6. If there are no ringers and leaners, the person who throws the closest quoit gets one point. If both of the person's quoits are closest, they get 2 points. A set of calipers, ruler, quoit, or stick is useful for determining the nearest quoit.
  7. Any quoit(s) moved prior to the agreed scoring is considered a violation. A resulting 2 points are awarded to the opposing player or team.
  8. Interference due to a wandering dog or small child (which sometimes happens) is grounds for a "re-throw" (a.k.a. do-over) if the quoit is deflected during release or in mid-air.

PITCHING:

  1. See our website videos to learn the proper quoit pitching form at http://www.quoitsdirect.com/Quoit_Techniques.html

D1: One-on-One Positions D2: Two-on-Two Positions
  D1: One-on-One Positions

  D2: Two-on-Two Positions








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