The rectangles of this hopscotch represent the first eight grades of school.
Players take turns hopping through the school grades.
1. Each player must choose a marker (flat stone, bottle cap, etc.) As you read the rules below, it should be apparent what qualities make a good marker.
2. The first player tosses her marker into square number one.
3. The player then hops into that rectangle, bends down and picks up the marker, and hops through the rest of the rectangles in order.
4. In the second round, the player throws the marker into rectangle number two, hops from one to two, picks up the marker, and so on through all eight grades.
5. When a player steps on a line, or the marker touches a line, or the player touches down with both feet, or fails to throw her marker into the correct rectangle, she is out for that round. On her next turn, she can begin at that grade again.
6. After players complete all eight grades, they hop three more rounds, first hopping through the eight rectangles with the marker on a raised foot, then with the marker balanced on top of their heads, then blindfolded for the final round.
Games of hopscotch lend themselves to social distancing. There is just one active player at a time, and oither players can watch and wait their turn safely.
Hopscotch can be played anywhere that it’s possible to make marks on the ground using chalk or a stick. It is an old folk game with many variations. In the games I’ll post on this blog, a country of origin is given, indicating where a particular diagram and set of rules were recorded by folklorists or anthropologists. A country can have more than one variety of hopscotch, and different forms of hopscotch hop across national boundaries.
El caracol (the snail) from Argentina
Begin drawing this spiral hopscotch at the center. The more squares you add, the longer each player’s turn will last.
1. Players hop to the center and back out again. The center square is a rest stop where players can pause and put two feet on the ground
2. A player’s turn ends when she steps on a line or puts two feet on the ground (except at the center square).
3. After a player finishes one round successfully, she writes her name on one of the squares (but not the center square). Afterwards, that square belongs to her and no one else can hop into it. They have to hop over it.
4. The game ends when no one can hop to the center square, or when all the squares are owned.
5. The player who owns the most squares at the end of the game is the winner.
...and with any folk game, players can agree to change the rules.