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Yackle Ball Game Rules Ages 3 & UP

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Yackle Ball Game Rules

Glows in the Dark  Great for the Beach!                                                                                                                                           

Catching:

Stage 1-Throw the ball straight on with the X facing the person, to allow for a hug catch.

During catch, hold your arms out and wrap them around the ball when thrown to you, the legs

will help complete the catch

Stage 2 - Ball is thrown vertically with the side of the X facing the person without spin.

This allows for a pancake type of catch.

Stage 3 - Ball is thrown vertically with the side of the X facing the person and now add spin.

The higher the skill level of the person catching, the more spin you add.

Air Bounce:

This is opposite of Dribbling. Start in the center of the ball. Vertically throw and spin the ball

into the air and catch it on its return with two hands in the center section. Continue throwing

into the air but now catch the ball on one of the legs with two hands. Finally throw and spin

the ball into the air and catch its leg with one hand. Catching the ball with one hand on a leg

while verically throwing and spinning it into the air - is air bouncing.

Work your way up to running while air bouncing the ball. The ball can be thrown underhand,

overhand or horizontally.

Colors Game: is Best played with others. Ages 3 & up

Object is to catch your color of the Yackle Ball. Begin play by choosing a color that you will catch.

Catch on your color to get 1 point for a two handed catch and 2 points for a one handed catch.

No points scored for touching your opponet's color choice. Beginner level throws underhand

without spinning the ball.As a skil level increases you can add spin when throwing the ball to

increase difficulty of play. First player to reach 20 WINS!

Numbers Game: Ages 4 & up

Write a number 1,2,3,4 on the end of each leg of the ball.
Game object is to add numbers of you catch. First player to reach 21 WINS the game.

Played either by a player throwing the ball into the air and catching it themselves or

players can throw ball to each other to catch a number.

To increase difficulty if number coucht makes you go over 21 then you must subtract it

from your score and continue play until numbers add to exactly 21.

Two Peas and a Pod Played with three players, Ages 4 & up

Two players stand at a comfortable throwing distance apart and the other player stands in between them.

The two outside players throw the ball to each other avoiding the middle player.

They must not drop the ball. The player in the middle has to try and catch the ball.

When the player in the middle catches the ball or an outside player drops it, the player                                                          who last touched the ball goes into the middle and the game  starts over.

Yackle Balls

Scroll to the bottom for the Team Game

 

Throwing the Ball: Everyone wants to throw the ball like a Frisbee and even though it looks pretty cool, it doesn't go very far and it puts a lot of strain on your shoulders. To properly throw the ball...take a running start, then throw it at a 45 degree arch (aim for the sky) and follow through with your arm, like in golf. This lets the ball do the work for you and makes it go its farthest distance. Younger children can use an underhand toss.

Air Bounce: When learning to air bounce start in the center of the ball. Throw and spin the ball into the air towords you and catch it on its return with two hands in the center section. Then begin throwing and catching it on one of its legs with two hands. Finally throw and spin the ball into the air and catch a leg with one hand. Catching with one hand on a leg is called air bouncing. Work your way up to running while air bouncing the ball. Once you are able to air bounce you can play Yackle Ball. You can throw underhand, overhand or horizontally. The aerodynamics is phenomenal!

Repetition Game: Played alone or compete with others while air bouncing the ball, see how many times you can catch it on the same color or rotate between the two colors.

Colors Game: Two players or teams each choose a different color of the ball. Throw the Yackle Ball to each other and catch it on the color you choose. Catch on your color to get 1 point for a two handed catch and 2 points for a 1 handed catch. If you catch the ball on your opponent's color they score 1 point. First person or team to reach 21 wins. Play several matches and as you play a new game, throw the ball faster and faster. Best score of 5 games wins the match.

Group YackleGroup Yackle: This is an extreme coordination building sports activity that is full of excitement and speed. Get the players into an evenly spaced circle. You should use an odd number of players. A group of 3 or larger can play. This game is about control and coordination and is best played with an underhand toss while learning. Remember you're throwing to the person NOT at the person!

Introduce one ball. The first person who begins the pattern is known as the starter. The group is to toss the ball around the circle, in a criss-cross fashion. To make the pattern, the starter throw to the person across from them, the second player throws to the player next to the starter on the side which has more players (see diagram). Each player will throw the ball to the same person in the group. Always keep your eyes on the person throwing to you, not the one you are throwing too. You throw out of the corner of your eye. Repeat the toss keeping the same pattern.

If you can only play with an even number of people a slight modification of the pattern is needed and one player must toss the ball to the player next to them.

After few rounds, introduce a second ball. Always introduce a new ball with the starter person. An observer works best to give the starter more balls. Continue to introduce balls until there is one less ball than players. Timing is everything; introduction of a new ball should be done after the person receiving the Ball from the starter person throws their ball to the next player. The task of the group is to see how many balls they can keep going without dropping any. If you get real goofed up you need to start over again with the starter adding in the balls in the correct timing sequence.

There are variations that can be used to complicate this activity as the skill level of the group increases. Try to expand or contract the circle. Walk around. Change directions. Throw in reverse patterns, throw underhand then overhand and repeat, add music or a handclapping rhythm.

Yackle Relay: Indoor or Outdoor play. Played with others.
Divide players into teams of 4 or more and then split each team into equal number of players. Place half the team on one side of play area and the other half of that team facing them. Repeat throughout each team next in line. The first player of each team will start the relay by air bouncing the ball across the play area until they reach their team player on the other side. Now that player will air bounce the ball across the play area until they reach their team player on the reverse side. The first team whose all players have relayed through team members.

Numbers Game: For two or more players.
Write 1, 2, 3, and 4 on the end of each leg. Version 1- While sitting in a circle, air bounce the ball. Use the number you catch to keep score then pass to the next person and repeat. Version 2- Play catch, throw the ball to the next person and that player uses the number caught for their score. Whether you play Version 1 or 2 keep playing until a score of exactly 35 is reached. If you pass 35 you must subtract the number caught from your total score. The first person to reach 35 wins.

Yackle 'It': Two or more players.
Choose a person to be 'IT'. Players stand in a circle within 2 ft around 'IT'. Begin play - 'IT' throws the ball straight up into the air and players run away. When 'IT' catches the ball he/she yells out STOP. Players must freeze, turn to face 'IT' and hold their hands above their head. 'IT' throws the ball to each player one at a time. Yackle Ball must touch the player's hand to remove him/her from game. If 'IT' misses or the player catches the ball, that player stays in the game. Remaining players circle 'IT' and restart play until all players have been removed. Last player is 'IT' for new game.

Touch the Stars: Played alone or with multi players.
Single Player: Stand while throwing the ball as high as you can straight up into the air and catch the ball when it comes back down. Try to get the ball higher with each throw. Count how many times you can touch the stars before dropping the ball.
Multiple players: Play the same as in single play but compete against each other with who catches the ball more times and who throws it the highest. If you drop the ball you must sit out. The last player left is the winner.

Two Peas and a Pod: Played with three players using Night Yackle.
Two players stand at a comfortable throwing distance apart and the other player stands in between them. Outside players must wear their Glow-in-the-dark wrist bands to aid the player throwing the ball. The person who is in the middle does not wear them so to make it harder to see them. The two outside players throw the ball to each other avoiding the middle player. They must not drop the ball. The player in the middle has to try and catch the ball. When the player in the middle catches the ball or someone drops it, the player who last touched the ball goes into the middle and the game carries starts over.

Hot Yackle: Played with an odd number of players.
Form a circle and have someone begin a tossing pattern. They are known as the starter. The group is to toss the ball around the circle in a criss-cross fashion making sure that a player throws the ball to the same person every time. Repeat the toss keeping exactly the same pattern. After a couple of rounds, have the starter person introduce a second ball. Continue to add in additional balls until there is one less ball for the total number of people playing. Timing is everything; introduction of a new ball should be done after a starter person throws an existing ball in play. The task of the group is to see how many balls they can keep going without dropping any. Don't hang on to the ball, pretend that it is hot, very very Hot! Keep passing it around until a player drops a ball. This player then is burned. If a player is burned 3 times they are removed from play. When a player is removed, then remove one ball from play. The last player remaining wins.

Smack 'em' Ball ©: Teams of 6 or more players.
Equal number of players compete on each side. The rectangle playing field is divided into two 2 equal sections by a center-line and a backline of said boundaries.


The object of the game is to eliminate all opposing players by getting them 'OUT'. This may be done by: 1. Hitting an opposing player with a LIVE thrown ball below the shoulders 2. Catching a LIVE ball thrown by your opponent before it touches the ground 3. Getting hit by a live ball rebounding off another player A player who crosses the center line is out.


Beginning Play: 4 balls are placed on the center line. Upon the starting signal, both teams rush to center line and attempt to retrieve as many balls as possible. Players may not physically grab or pull away a ball from another player (The Player who first touches the ball retrieves it) Any ball retrieved from the center line must be returned behind the attack line before it may be thrown at an opponent. A ball that hasn't crossed the attack line is considered a dead ball, any hits or catches are voided plays. Time to smack 'em: The player and the ball must be completely behind the center line. Night Yackle can be thrown over hand vertically or horizontally. Wrist bands must be worn at all times and in full view of players.


PLEASE NOTE: There is NO whipping of the Ball in this game.

Boat War: Played with multiple players at a Lake with groups in their boats.
Each team is in their boat and spaced accordingly: put some boats closer together, a couple medium spacing apart and a couple farther apart. Players are to throw Yackle Ball into a boat of their choice. The ball must make it into a boat or the player that throws the ball must get into the water. Any player in the water cannot get back into their boat until someone from their boat throws the Yackle Ball into a boat on their turn. If all players are in the water from a boat that team is removed from play. The last team with a player still remaining in their boat wins.


Alternate play - use points to keep score: All boats remain in the full time of play. Each throw is scored based on the distance of the boat thrown to. Closest is 1 point, Medium distance is 2 points, and farthest distance is 3 points. Players must alternate the boat that they throw to. If a player misses a boat on their turn they must get into the water, but once someone from their boat gets the ball into a boat the player is back into play. If a player is alone in their boat they may take their turn from in the water next to their boat. When a team reaches 21 points they win.

Capture Yackle Ball: Played with the rules of Capture the Flag.
Divide into two teams of three or more people. Then divide territories for the teams. Streets, trails, creeks and fence lines all make good border markers. Use two Yackle Balls in play. They should be brightly colored. Decide what happens when captured. Either choose to make players 'out' for the rest of the game, converted to the team that caught them, or put in a 'jail' to be rescued by their teammates.


Begin Play: Retreat by team into your territory to hide the Yackle Ball. The ball must be at head height and be visible from 20 yards away on at least one side. Then split into attacker and defender groups within your team. Attackers and defenders can switch jobs as needed. Attempt to sneak across the border, find and capture the enemy Yackle Ball and then race back while Air Bouncing the ball without being caught by an attacker. Defenders on a team need to hide around their team's Yackle Ball or along the border and try to intercept and catch any opposing players who sneak across. Capture enemy players by tagging them while they are on your side of the border.
Win by capturing the enemy Yackle Ball and Air Bouncing the ball back to your side of the border.


If you choose to use jail: Put captured enemy players in 'jail' by picking an area with a clearly defined border to serve as the jail. To rescue teammates a player must sneak across the border, find the jail, tag their teammate, then both must race back across the border. Recapture players by tagging them again before they reach the border.

Jail Time Yackle: Played with multiple players each having their own Yackle Ball.
Choose a player to be the sheriff. Have a designated area, 'prison', where players who have been tagged by the sheriff have to stand. When players have been caught and put in 'prison' they call out, 'Please let me out'. Another player who is still in the game can get a prisoner out by throwing their Yackle Ball to them. The prisoner must catch the ball to be released. But if the player helping a prisoner get out is seen by the sheriff, they are caught and must go to the 'prison' too. Play until everyone is caught or the person sheriff gives up.

Can It!: Played with 2 players using two trash cans.
Place 2 empty trash cans 20 feet apart (adjust closer if needed for skill level). The object of the game is to throw the Yackle Ball into the Trash Can while standing next to the other can on the other side. Receive 1 point for each time you get the ball into the can. 21 points wins the game.

Yackle Golfing : Played with 2 or more players on a made up course.
Design a course by choosing 9 locations or objects that will become a mark. Examples would be a tree, a trash can, a hoop, etc. The locations or objects need to follow one after another and should be far a part to make interesting play. A player begins at the start of the course and must throw Yackle Ball to the first mark. If she/he does not reach it, they will start from where the Yackle Ball landed to try until they reach the mark. If an object is used like a hoop or can the Yackle Ball must go through it or in it to complete that mark. Keep score by how many attempts it takes to reach a mark. The player with the lowest score wins.

Team Play

Yackle Ball (no contact version): Played with 2 teams of 5 or more players each.
The sport is a challenging and exciting match for everyone. The object of the game is to cross the goal line to score a point. The game is best played on a football or soccer field. There are three triads of 15 minutes each with a 2 minute rest between triads. A goal is scored once a player crosses the goal line defined as the end of the field either by receiving the ball past the line or crossing their line while air bouncing. The team with the highest number of points in the allotted time wins the game. Each team has same color shirt or a band for easy identification. Opposing team members must stay 1 arm length away from each other to prevent 'tug-of-war' of the ball.

Player the team member who has procession of the ball

Interceptor A team member that steals, catches or interrupts the ball from an opponent player.

Begin play the call of a color toss off decides starting team. Opponents throw the ball across the field to the starting team from their goal line. Starting team must run to opposite side of field to score. A player either by air bouncing the ball to advance down the field or passes it to a team member. A player has a 2 step allowance before he/she must begin air bouncing.

If a foul or interception has been committed, the team gaining procession of the ball must have one player stand at the violation spot and throw to one of their team members to put the ball back into play. When a goal is made the scoring team throws the ball to the other team to begin play (as did in starting the game)

Start of a new Triad begins with a team player who ended the previous Triad with the ball (from spot ball was last in play) unless Triad ended with scoring a goal then start from goal line.

When a foul or interception has been committed, the team gaining procession of the ball must have one player stand at the violation spot and throw to one of their team members to put the ball back into play. Ball must be thrown to a player within the field boundaries (cannot be behind goal line). When a goal is made a toss to the non scoring team is made to put the ball back in play (as did in starting the game)

Foul - (Ball changes sides, the other team takes possession of the ball at the location the foul occurred. Similar to soccer the other team immediately starts playing towards their goal line on the opposite side of the field.)
     * Roving (Similar to basketball- a player must yackle within 2 steps,
        he/she may not be in motion, run or walk without air bouncing,)
     * A Player drops the ball
     * A Player runs or throws the ball outside of the field boundaries
     * A Player holds ball longer than 30 seconds without air bouncing

Violations (Team member is benched for 2 minutes)
     * Contact of team members not in play
     * Interception of a player by using force contact. Example: shoving,
        tripping, tackling, etc" bumping is allowed
     * Interception of a player by use of tug a war