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By Jaques of London
Est. 1795
Games RulesGarden Games › Graces

How to Play Graces

The quick answer: Each player uses two sticks to launch a hoop through the air toward their partner, who must catch it on one of their own sticks without using their hands. The first player or team to reach an agreed number of catches wins.

Graces is an outdoor throwing and catching game in which players propel a lightweight hoop using a pair of wooden sticks, then attempt to receive the returning hoop on a stick. It needs no net, no pitch markings, and almost no setup, which makes it a reliable choice for gardens, parks, and beaches.

Its appeal lies in the combination of gentle physical skill and satisfying rhythm: a well-matched pair can keep a hoop in the air for a long time, and improving your throw-and-catch technique is genuinely rewarding across all ages. Children from around six upwards can get to grips with it quickly, while adults find it a relaxing but competitive lawn game.

Players2-4
Ages6+
Time15-30 minutes
Equipment4 lightweight wooden or plastic sticks (2 per player) and 1 or more lightweight hoops

A little history

The origins of Graces are unclear, though it is widely documented as a popular pastime in nineteenth-century Europe and North America, particularly among children and young women. The name is traditionally linked to the notion that playing the game cultivated graceful movement and posture, though no definitive written source confirms this etymology. It appears in period illustrations and instruction books from the early 1800s onward, and sets were commercially produced throughout the Victorian era.

Setting up

  1. Stand facing your partner at a comfortable distance to start, typically 3 to 5 metres apart. Increase the distance as ability improves.
  2. Each player holds one stick in each hand.
  3. If playing in teams of two pairs, agree on which pair launches first.
  4. Agree on the winning score before play begins. Ten catches per side is a common starting target.

How to play

  1. The launching player places the hoop over both sticks, held parallel and close together.
  2. In a smooth outward-and-upward motion, the launcher sweeps the sticks apart, releasing the hoop so that it arcs through the air toward the receiving player.
  3. The receiver must catch the hoop by letting it land on one of their sticks. They may not use their hands to assist the catch at any point.
  4. Once caught, the receiver becomes the launcher and sends the hoop back immediately or after a brief pause, as agreed.
  5. A point is scored each time a clean catch is made, or alternatively only when the receiving player makes a catch, depending on the scoring format chosen before play (see Winning).
  6. If the hoop hits the ground, is dropped, or is touched by a hand, no point is scored for that exchange and the nearest player retrieves the hoop and restarts.
  7. In a four-player game, two pairs play simultaneously or take turns in rotation. Each pair tracks their own score.
  8. Play continues until one player or pair reaches the agreed winning total.

Winning and scoring

The most common format is competitive catching: each clean catch scores one point, and the first player or pair to reach an agreed total, typically 10, 21, or 50, wins the game. In a cooperative format, both players work together to beat their own previous record of consecutive catches without a drop. For team play with two pairs, each pair scores independently and the pair first reaching the target wins. Agree the winning score and format clearly before the first throw.

The fine points

The most common dispute is whether a catch is clean. The standard ruling is that the hoop must come to rest on the stick unaided: if a player steadies or guides the hoop with their free hand or body, the catch does not count. Similarly, if a player moves their stick to prevent the hoop falling after initial contact, most players allow this provided the hand never touches the hoop. On a windy day it is worth agreeing beforehand whether a hoop that catches a gust counts as a failed throw or a failed catch, as this affects who retrieves it.

Distance disputes are best avoided by marking starting positions with a jacket or cone at the beginning of play. Players may drift forward without noticing, which makes catches easier and skews the score. If one player is much younger or less experienced, handicapping by distance rather than by score keeps the game competitive for both sides.

How to win more often

Variations

Multiple Hoops

Two or more hoops are kept in play simultaneously. Both players launch and receive at the same time, requiring sharper reflexes and better spatial awareness. Dropped hoops are retrieved and relaunched without stopping the count on hoops still in play. This works best with experienced players at a slightly shorter distance.

Cooperative Challenge

Rather than competing against each other, both players work together to achieve the longest unbroken sequence of catches they can manage. Each session they attempt to beat their personal best. This format suits mixed-ability pairs and younger children who find the competitive version discouraging.

Moving Target

After each successful catch the receiver takes one step backward before returning the hoop, so the distance between players gradually increases. A drop resets both players to the starting distance. The winner is the player who forces their partner to drop, or the pair that achieves the greatest distance before a drop occurs.

Four-Corner Team Play

With four players, stand in a square rather than two facing pairs. The hoop must be passed around the square in sequence: player one throws to player two, who throws to player three, and so on. Each full circuit scores one point. A drop resets the count to zero. The team attempts to reach an agreed circuit total together.

Graces: frequently asked questions

Can you touch the hoop with your hand at any point?

No. Using your hand to guide, steady, or retrieve the hoop during a catch means the catch does not count. You must catch and control the hoop using the sticks only.

What happens if the hoop hits the ground?

The exchange is void and no point is scored. The nearest player picks up the hoop and the launcher restarts. If you are playing a consecutive-catch cooperative format, the count returns to zero.

How far apart should players stand?

Start at around 3 to 5 metres and adjust to suit ability. There is no fixed regulation distance. Moving further apart as your accuracy improves is the standard approach.

What score should we play to?

Ten is a good starting target for new players and produces a quick game of around 15 minutes. Twenty-one is a popular longer format, and 50 suits experienced players looking for a sustained contest.

Is Graces suitable for young children?

Most children manage the basics from around age six. Younger players do better with a shorter distance and a larger, lighter hoop. The cooperative format often works better than competitive scoring for under-eights.

Can you play Graces with three players?

Yes. Three players stand in a triangle and pass the hoop in rotation. Agree on a fixed direction of play and score one point per clean catch. The player with the highest score when the agreed total is reached overall wins.

Does it matter which stick the hoop lands on?

No. A catch on either stick counts equally. Some players prefer to nominate a target stick before each throw as a skill challenge, but this is an optional rule and not part of the standard game.

What if the throw is clearly uncatchable? Does the receiver lose a point?

In standard rules, only the receiver's failure to make a catchable attempt results in no point. If both players agree the throw was unreachable, treat it as a no-throw and relaunch without penalty. Agree this interpretation before play to avoid disputes.

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