free printable
Bottle Bash Rules Card
A one-page bottle bash rules card: how to play, how to score, and how to set it up. Hit print, fold it, and keep it with your set. Want the full walkthrough? See the Bottle Bash rules.
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rules card Bottle Bash
Players4 (teams of 2)
Ages12+
Setup5 min
SpaceAbout 20 to 40 ft between poles
What you need
- Two poles, usually ski-pole-style stakes, pushed into the ground (sets include these)
- Two bottles or empty cans to balance on top of the poles as targets
- One flying disc (frisbee)
- Four players split into two teams of two
- An open, flat area about 20 to 40 ft long with nothing breakable nearby
Scoring
- Pole hit, bottle stays on: usually 1 point to the throwing team if the defenders fail to catch the disc
- Bottle knocked off the pole and not caught before it lands: 2 points to the throwing team (some groups score 3)
- Disc thrown but the defenders cleanly catch it (and the bottle if it fell): no points for the thrower
- Defenders drop a catchable disc: the throwing team scores even on a miss in many house rules, so always set this first
- Knee or waist-height rule: throws below the agreed height do not count as scoring throws
- First team to the target score (commonly 11, 15, or 21) wins, often win-by-two
How to play
- Set up the two poles. Push the two poles into the ground directly across from each other, roughly 20 to 40 ft apart. A common starting distance is about 20 ft, but tune it to your space and skill. Balance an empty bottle or can on top of each pole.
- Split into teams and pick sides. Make two teams of two. Each team takes one pole and defends it. The two teammates stand on either side of their own pole, ready to catch. Decide who throws first with a quick disc flip or coin toss.
- Throw to knock down the bottle or pole. On your turn, throw the disc at the other team's pole, trying to knock the bottle off or hit the pole itself. Throws have to stay above a certain height (often knee or waist level) to count, which keeps people from rifling it dangerously low. Teammates alternate throws.
- Defend by catching everything. The defending team tries to catch the incoming disc and, if it gets knocked off, the falling bottle before either touches the ground. Catching saves you points. Dropping a catchable disc or letting the bottle hit the dirt costs you.
- Score the play. Tally points based on what got hit, what got caught, and what got dropped (full breakdown in the scoring section). Then the defending team becomes the throwing team for the next round.
- Play to the target score. Teams trade throwing and defending each round, adding up points. The first team to reach the agreed target, commonly 11, 15, or 21, wins. Many groups play win-by-two.
Set it up
Set the two poles about 20 to 40 ft apart, with around 20 ft being a friendly starting point. Push them in straight and directly across from each other. Move them closer for kids or tight yards, and farther apart once everyone's aim sharpens up. There is no single regulation distance, so pick a gap, mark it, and keep the poles fixed for the whole game.