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By Jaques of London
Est. 1795
Games RulesPlayground Games › Hoppy

How to Play Hoppy

The quick answer: Hoppy is a turn-based hopping game played on a numbered grid drawn on the ground. Players throw a marker into each square in sequence, then hop through the course on one foot, collecting their marker on the return. The first player to complete every square wins.

Hoppy is a traditional outdoor hopping game played on a numbered grid of squares marked on the ground. Each player takes turns tossing a small marker into successive squares and hopping through the course, balancing on one foot and avoiding the marked square on the way out, then bending to retrieve the marker on the way back. The game rewards balance, coordination, and concentration in equal measure.

It is popular because it needs almost no equipment, can be drawn on any hard surface in moments, and accommodates a wide range of ages and abilities in the same game. Playgrounds, back gardens, and driveways are all ideal settings. Children typically play it in small groups during breaks, though adults join in readily enough once the chalk comes out.

Players2+
Ages5+
Time10-30 minutes
EquipmentChalk or paint to mark the grid, one small flat marker per player (a stone, bottle cap, or similar)

A little history

The origins of Hoppy and its many regional relatives are unclear. Hopping and stone-tossing games played on drawn grids appear across numerous cultures and centuries, with references to similar games found in Roman-era writings and in British schoolyard records from the nineteenth century. The exact route by which any particular regional form became standardised is not well documented, and the name "Hoppy" itself is one of several traditional names used across the UK alongside others used in different countries. Traditionally the game has been passed child to child in playgrounds rather than through any written ruleset.

Setting up

  1. Draw the Hoppy grid on a flat, non-slip hard surface such as a pavement, playground, or driveway. The standard layout consists of ten squares numbered 1 to 10.
  2. Arrange the squares as follows: a single square for 1, a single square for 2, a side-by-side pair for 3 and 4, a single square for 5, a side-by-side pair for 6 and 7, a single square for 8, a side-by-side pair for 9 and 10. Each square should be roughly 30-45 cm across.
  3. Mark a throwing line on the ground approximately 30 cm before square 1. All throws are made from behind this line.
  4. Each player selects a distinct marker. Markers must be flat enough to land without rolling significantly.

How to play

  1. Decide the order of play before starting, for example by youngest player going first.
  2. The first player stands behind the throwing line and tosses their marker into square 1. The marker must land fully inside the square, not on a line.
  3. If the throw is successful, the player hops through the entire course. On single squares (1, 2, 5, 8), hop on one foot. On side-by-side pairs (3-4, 6-7, 9-10), land with one foot in each square simultaneously.
  4. The player hops past the square containing their marker without landing in it on the way out.
  5. At the far end of the grid (after square 10), the player turns around and hops back through the course in reverse order.
  6. On the return journey, when the player reaches the square just beyond their marker, they pause, balance on one foot, bend down, and pick up the marker. They then hop over that square and continue back to the start.
  7. Provided the player completes the course without error, they throw again on their next turn, this time aiming for square 2, and so on in sequence up to square 10.
  8. A player's turn ends immediately if any of the following faults occur: the thrown marker lands on a line or in the wrong square; the hopping player steps on a line; the hopping player puts both feet down in a single square (other than the designated paired squares); the player steps into the square containing their marker on the way out; the player loses balance and touches the ground with a hand or second foot.
  9. After a fault the player leaves the grid and waits for their next turn, at which point they retry the same square number.
  10. Subsequent players then take their turns in order, each working through their own sequence of squares independently.

Winning and scoring

The first player to successfully complete the full sequence from square 1 through to square 10, including a clean throw and fault-free hop for each number, wins the game. There is no points system in the standard version: it is a race to complete all ten squares. If a longer game is preferred, players can agree in advance to play a set number of rounds, with the winner being the player who has advanced furthest through the sequence when time is called.

The fine points

The most common dispute concerns whether a marker is on the line or fully inside the square. The standard ruling is that any part of the marker touching a line means the throw has failed and the turn passes immediately. It is worth agreeing this before play begins, particularly with younger players, to avoid arguments mid-game. A second frequent dispute involves the paired squares: players must land both feet at the same moment; landing one foot then the other counts as two separate hops and is a fault. If players cannot agree whether a foot touched a line during hopping, the benefit of the doubt traditionally goes against the hopper.

If a marker is accidentally kicked or displaced during hopping, the turn ends as a fault. A marker that skids after landing but comes to rest on a line is still judged by its final resting position. In wet conditions it is sensible to agree before starting whether the game should be paused, since damp surfaces significantly increase the risk of slipping and also cause markers to skid unpredictably.

How to win more often

Variations

Blind Hoppy

After the marker is thrown successfully, the player must close their eyes before beginning to hop. A watching player calls out warnings if the hopper drifts toward a line. This version is best played on a wide, clearly marked grid and is particularly popular with older children looking to increase the difficulty.

Reverse Order

Players begin by throwing into square 10 and work backwards down to square 1, hopping the course in reverse each time. The hopping pattern remains the same but the direction is flipped, meaning players start in the paired squares and finish at the single square nearest the throwing line. This variation suits players who find the standard game too familiar.

Team Hoppy

Players divide into two equal teams. Each team member completes one square in sequence before tagging the next teammate. The team whose final member completes square 10 first wins. Faults by any player send that player back to the throwing line for a retry before tagging the next teammate, so individual errors cost the whole team time.

Extended Grid

The course is extended to 15 squares by adding a side-by-side pair for 11 and 12, a single square for 13, and a side-by-side pair for 14 and 15. This version suits older players or groups who want a longer game and is well suited to larger playground spaces where the extra squares can be drawn without crowding.

Hoppy: frequently asked questions

What happens if my marker lands on the line?

The throw counts as a fault. Your turn ends immediately and you retry the same square on your next turn. Any part of the marker touching a line is sufficient for the throw to fail.

Can I use both feet on a single square?

No. Single squares (1, 2, 5, and 8 in the standard layout) must be hopped through on one foot only. Putting both feet down in a single square is a fault and ends your turn.

How many players can play Hoppy?

The game works with 2 or more players. Groups of 4 to 6 tend to give the best balance of waiting time and competitive interest. Very large groups can split into two separate grids drawn side by side.

What age is Hoppy suitable for?

Most children manage the basic game from around age 5 upwards, once they can reliably hop on one foot. Younger children can join in with a shortened grid of 5 or 6 squares and a very short throwing distance.

Do I have to hop on the same foot throughout the whole course?

There is no rule specifying which foot you must use, and you may swap feet between turns if you wish. However, within a single turn you should maintain consistent hopping. Putting the non-hopping foot down at any point during a single-square hop is a fault.

What if my marker moves while I am hopping through the course?

If you accidentally kick or displace your marker during hopping, the turn ends as a fault regardless of where the marker ends up. Replace the marker in its original square before the next player throws.

Can a player skip a square they are finding difficult?

No. Squares must be completed in strict numerical order. If a player fails on square 5, for example, they must successfully complete square 5 before advancing to square 6, however many turns that takes.

Is it a fault if I step on the resting square of another player's marker?

In the standard game, only your own marked square is off limits to you. You may hop through squares containing other players' markers without penalty, though in practice most players are careful to avoid disturbing them as a courtesy.

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