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ORIGINAL GAMES & ACTIVITIES

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PLAYER DEFINITIONS

IMPACT LAUNCHER: THE ACT OF STRIKING THE SIDE OF THE LAUNCHER TO PROPEL THE FOAM PROJECTILE THROUGH THE AIR. 

IMPACTOR: PLAYER WHO LAUNCHES THE PROJECTILE TOWARD AN INTENDED TARGET.

BLOCKER: PLAYER THAT PREVENTS FOAM PROJECTILE FROM STRIKING THE INTENDED TARGET.

LAUNCHER: A COMMON 20-OUNCE BEVERAGE OR SIMILAR SIZE PERSONAL CARE PRODUCT PLASTIC CONTAINER.

SEVEN ORIGINAL KORK~OFF GAMES & ACTIVITIES

 KORK~OFF HORSESHOES AND HAND GRENADES  (FOR INDIVIDUAL, SINGLES OR TEAM PLAY)
OBJECTIVE: SCORE 21 POINTS BY HITTING OR LANDING A KORK~OFF PROJECTILE NEAR A 2-LITER BEVERAGE CONTAINER. 
 RULES: FILL A TWO 2-LITER CONTAINERS WITH WATER TO USE AS TARGETS. POSITION THEM NO CLOSER THAN 7 FEET APART. IMPACTORS STAND BEHIND THE FIST CONTAINER AND LAUNCH AT THE SECOND CONTAINER. IMPACTORS ARE ALLOWED 3 KORK~OFF PROJECTILES PER ROUND TO SCORE POINTS. AFTER ALL PLAYERS HAVE IMPACTED 3 TIMES, THE SCORE IS TOTALED, AND THE KORK~OFF PROJECTILES ARE COLLECTED. TO BEGIN THE NEXT ROUND, THE PLAYER SCORING THE MOST POINTS LAUNCH BACK TO THE FIRST 2 LITER CONTAINER. FIRST PLAYER TO 21 POINTS WINS.  
SCORING:3 CHANCES TO SCORE:
                                                            1. PROJECTILE STRIKING 2- LITER CONTAINER BEFORE TOUCHING GROUND = DIRECT HIT PLAYER (3 POINTS).
                                                            2. PROJECTILE STRIKING 2- LITER CONTAINER AFTER TOUCHING GROUND = CONTACT AFTER BOUNCE (2 POINTS).
                                                            3. PROJECTILE LANDING CLOSEST TO 2-LITER CONTAINER WITHOUT TOUCHING THE CONTAINER = (1 POINT).

KORK~OFF GOLF  (FOR INDIVIDUAL, TWO PLAYERS OR TEAM PLAY) 
OBJECTIVE:LAUNCHING A KORK~OFF PROJECTILE WITH INTENT TO LAND IT IN OR BOUNCE IT OUT A BOWL.
RULES:LAYOUT YOUR OWN KORK~OFF GOLF COURSE AROUND THE HOME, OFFICE, SCHOOL, BACKYARD OR LOCAL PARK. POSITION BOWLS IN DIFFERENT LOCATIONS SUCH AS ON CHAIRS, TABLES, AND OTHER SURFACES ABOVE THE GROUND. CREATE HAZARDS TO MAKE YOUR COURSE MORE CHALLENGING. EACH PLAYER BEGINS FROM THE SAME LOCATION. THE POINT AT WHICH THE PLAYERS
KORK~OFF PROJECTILE COMES TO REST AFTER THE FIRST IMPACT; IS THE LOCATION FOR THE NEXT IMPACT.
SCORING: COUNT EACH IMPACT THAT IS REQUIRED TO LAND THE PROJECTILE OR BOUNCE IT OUT OF THE BOWL. THE LOWEST SCORE BEGINS LAUNCHES FIRST AT THE NEXT BOWL. THE LOWEST SCORE AT THE END OF THE GAME WINS.

 KORK~OFF LAUNCH  (INDIVIDUAL, SINGLES OR TEAMS)
OBJECTIVE: MEASURE WHO CAN LAUNCH THE KORK~OFF PROJECTILE THE HIGHEST OR THE LONGEST, OR COMBINATION.
RULES: MEASURE THE DISTANCE THE PROJECTILE TRAVELS.
SCORING:LONGEST DISTANCE WINS. HIGHEST DISTANCE WINS. CONTEST MAY CONSIST OF ONE IMPACT OR SEVERAL IMPACTS. THIS IS DETERMINED BEFORE PLAY BEGINS. 

 KORK~OFF GOAL (INDIVIDUAL, SINGLES OR TEAMS)
OBJECTIVE: IMPACTOR LAUNCHES 1 KORK~OFF PROJECTILE AT A TIME TOWARDS A GOAL THAT IS BEING GUARDED. 
RULES: IMPACTOR AND BLOCKER DETERMINE THE GOAL SIZE & NUMBER OF LAUNCHES. PLAY TO 18 POINTS. PLAYERS STAND FIVE FEET OR MORE FROM EACH OTHER. AFTER EACH ROUND IS COMPLETED, PLAYERS SWITCH POSITIONS.
SCORING: FOR EACH PROJECTILE ENTERING THE GOAL, SCORE 1 POINT FOR THE IMPACTOR. FOR EACH PROJECTILE PREVENTED FROM ENTERING THE GOAL OR MISSED GOAL SCORE 1 POINT FOR THE BLOCKER. ONE POINT MUST BE AWARDED FOR EACH IMPACT.

KORK~OFF RAPID FIRE GOAL (INDIVIDUAL, SINGLES OR TEAMS)
OBJECTIVE:  SAME AS KORK~OFF GOAL, EXCEPT IMPACTOR CONTINUES TO LAUNCH PROJECTILES AS RAPIDLY AS POSSIBLE. 

 KORK~OFF RUGBY-FOOT-SOCCER (TEAMS OF 2 TO 11 PLAYERS)
OBJECTIVE: MOVE A LOADED LAUNCHER DOWN THE PLAYING FIELD TOWARD THE GOAL AND LAUNCHING A PROJECTILE SO IT TOUCHES THE GROUND PAST THE GOAL LINE. PLAYERS CAN COMBINE THREE SPORTS INTO ONE EXCITING GAME.
RULES: PLACE GOALS AT OPPOSITE ENDS OF A PLAYING FIELD. PLACE A LOADED LAUNCHER AT MID-FIELD. THE OFFENSIVE TEAM ATTEMPTS TO ADVANCE THE LOADED LAUNCHER TOWARDS THE OPPONENTS GOAL WITHOUT BEING STOPPED BY PASSING, KICKING OR RUNNING WITH IT. RUNNING WITH THE LAUNCHER AND BLOCKING FOR YOUR TEAMMATES IS ALLOWED. THE DEFENSE TEAM ATTEMPTS TO STOP THE OFFENSE BY TACKLING, INTERCEPTING OR PUSHING THE PLAYER HOLDING THE LOADED LAUNCHER OFF THE PLAYING SURFACE. THE POSSESSION OF THE LAUNCHER CHANGES IF THE OFFENSIVE TEAM S' PROGRESS HAS STOPPED, A LOADED-LAUNCHER HITS THE GROUND, A PROJECTILE IS CAUGHT IN THE AIR OR AN IMPACT IS MADE. PLAY CONTINUES AFTER THE DEFENSIVE TEAM STEPS 10 FEET AWAY FROM LAUNCHER. PASSING IN ANY DIRECTION OR HANDING THE LAUNCHER FROM ONE PLAYER TO ANOTHER BY ANY MEANS IS ALLOWED. ANY PLAYERS CAN SCORE OR PREVENT THE KORK~OFF PROJECTILE FROM CROSSING THE PERSPECTIVE GOAL OR END LINE AND HITTING THE GROUND. AFTER EACH SCORE THE LAUNCHER CHANGES POSSESSION.
SCORING: SCORE ONE POINT AFTER THE KORK~OFF PROJECTILE TOUCHES THE GROUND PAST OPPONENTS GOAL LINE. PLAY TO 3 POINTS.

KORK~OFF SOAKER (TWO OR MORE)
OBJECTIVE: BOUNCE A WET KORK~OFF PROJECTILE OFF AN UNSUSPECTING PERSON. 
RULES: POUR A SMALL AMOUNT OF WATER INTO A LAUNCHER. LOAD LAUNCHER AND SNEAK UP ON AN UNSUSPECTING PERSON. BE SURE TO LAUNCH THE PROJECTILE BEFORE BEING NOTICED (DO NOT BOUNCE THE PROJECTILE OF THE PERSONS FACE). AFTER YOU HAVE BOUNCED THE PROJECTILE OFF THE PERSON, QUICKLY TURN AND RUN A WAY YELLING YOU SOAKER!!! YOU SOAKER!!! 
SCORING: SCORE ONE POINT FOR EACH PERSON A WET PROJECTILE BOUNCES OFF.

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