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Outdoor Games

How to play Hopscotch

Toss a marker onto the next numbered square, hop the course without touching its square, and retrieve it on the way back.

1+ players10–20 minAge 5+

By K.R. · Sources and editorial process

Game-night tools

What you need

A chalk hopscotch course numbered 1 to 10 and a flat stone or beanbag marker

Set up the game

  1. Draw a course with single squares alternating with side-by-side pairs. Number spaces in order from the start toward a turn-around area beyond 10.
  2. Use a level, traffic-free surface and a marker that does not bounce far. Set a turn order and explain that a failed run ends that turn.

Toss, hop, and retrieve the marker

  1. Starting at 1, toss your marker into your target square without touching a line or landing outside it. If the toss misses, your turn ends.
  2. Hop from the start through the course, skipping the marked square. Land on one foot in singles and two feet in side-by-side pairs; do not land on a line or use a hand for balance.
  3. Turn around beyond the far end and return. Pause on the square before the marker, pick it up while balanced, and hop over the marked square to the finish.
  4. On a successful round, advance your target to the next number on your next turn. On a fault, retry the same target on your next turn. First to finish target 10 wins this house format.

A round with the marker on 3

Lee tosses the marker fully inside square 3, hops into 1 and 2, skips 3, continues to 10 and turns. On the way back, Lee stops in 4, picks up the marker from 3 without putting a foot on its line, hops to 2 then 1, and succeeds. Next turn Lee aims for 4.

Mark a usable course

The exact painted layout is less important than a shared numbering path and clear landing spaces. Children with different mobility can use larger squares or a step instead of a hop when the group chooses an accessible adaptation; agree on the same aim for all players before starting.

Beginner decisions

  • Use a soft marker that stays in the square, then aim for the middle so a line touch does not end the turn.
  • Pause on a legal square before picking up the marker; rushing this step causes more misses than the outward hops.

Common rule mix-ups

  • Landing in the square holding the marker.
  • Using a different hopping pattern for side-by-side squares without agreeing on it before play.

Questions about this game

Must the course be ten squares?

No. Drawings vary by place; this guide uses 1 to 10 so the target and finish are clear.

What happens after a fault?

In this chosen format, retry the same target next turn. Some groups make players restart from square 1.

Sources and edition notes

Traditional hopscotch with a ten-space alternating single/pair course and retry-same-target house rule. Local diagrams and penalties vary; no universal governing manual applies.

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