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 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