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

How to Play Hopscotch

The quick answer: The aim of Hopscotch is to be the first player to complete the full course. Players throw a marker onto numbered squares, then hop through the grid on one or two feet, skipping the marked square on the way out and retrieving the marker on the way back.

Hopscotch is a simple hopping game played on a numbered grid drawn on the ground. One player at a time throws a small marker onto a square, hops through the course avoiding that square, turns around, and hops back to collect the marker. It requires no special equipment, scales from one player practising solo to a lively group, and a full game takes no more than half an hour.

Its appeal is its immediacy: all you need is chalk and a flat surface. Children sharpen balance, coordination, and counting skills without noticing they are doing so. The game is equally at home on a playground, a patio, or a quiet pavement, and the rules are simple enough to explain in under a minute.

Players1+
Ages5+
Time15-30 minutes
EquipmentChalk to draw the grid; one small flat marker per player (a stone, coin, or beanbag works well)

A little history

Hopscotch has been played by children across Europe and beyond for several centuries, and versions of the game appear in records from at least the 17th century in Britain. Its origins are unclear, and a precise single point of invention has not been established. The name itself is well documented in English by the early 18th century. Variants of the hopping-grid concept exist in many cultures under different names, suggesting parallel development rather than a single source.

Setting up

  1. Find a flat, hard surface with enough clear space for the grid.
  2. Draw the standard 10-square grid: a single square labelled 1, then two side-by-side squares labelled 2 and 3, then a single square labelled 4, then two side-by-side squares labelled 5 and 6, then a single square labelled 7, then two side-by-side squares labelled 8 and 9, then a single wide square at the top labelled 10.
  3. Mark a throwing line on the ground roughly 60 cm before square 1. All throws are made from behind this line.
  4. Each player chooses or is given a distinct marker that can be told apart from the others.
  5. Decide the order of play: youngest first, a coin toss, or any agreed method.

How to play

  1. The first player stands behind the throwing line and tosses their marker onto square 1. The marker must land fully within the square: touching a line counts as a miss.
  2. If the throw is good, the player hops through the entire course. Hop on one foot on single squares (1, 4, 7, 10) and land with one foot in each side-by-side pair (both feet down simultaneously on 2-3, 5-6, and 8-9).
  3. Skip the square containing the marker entirely: hop over it or around it without touching it or its lines.
  4. At square 10, the player may rest with both feet down, then turns around and hops back through the course in reverse order, again skipping the marked square.
  5. On the return journey, when the player reaches the square immediately before their marked square, they balance on one foot, pick up the marker without putting the other foot down or touching any line, then complete the hop back to the start.
  6. If the player completes the course cleanly, they throw for square 2 on their next turn, then square 3 on the turn after that, and so on up to square 10.
  7. A player loses their turn and must wait for the next round if they: throw the marker onto the wrong square or onto a line; step on the marked square; step on any line during the course; put both feet down on a single square; lose balance and touch the ground with a hand or extra foot.
  8. When a player loses their turn, they restart on the same square number next time: they do not go back to the beginning.
  9. Play passes to the left after each turn, and continues in rotation until someone completes all 10 squares.

Winning and scoring

The first player to throw successfully onto each square from 1 through to 10 and complete the full hopping course for each throw wins the game. There is no points system in the standard version: it is a race to finish all ten rounds cleanly. In a solo practice session, the player simply tries to complete all ten rounds without a fault.

The fine points

The most common dispute is whether a marker is on the line or inside the square. The standard ruling is that the entire marker must lie within the boundary: if any part of it touches or crosses a line, the throw is void and the turn passes. On uneven ground, where chalk lines are not perfectly straight, players should agree before the game starts whether a slight overlap is acceptable, but the strict rule is clear inside the square only.

A second frequent argument concerns whether a player touched a line while hopping. Designate a standing referee or agree that a majority call from watching players settles it. On the square containing the marker, a player must not let any part of their foot touch that square; grazing the edge with a toe counts as a step and the turn ends. Players who reach square 10 and pause should keep both feet within the square: stepping outside the top boundary before turning counts as a fault under strict rules, though many informal games allow a short step outside at the far end.

How to win more often

Variations

Blind Hopscotch

Players close or cover their eyes when they throw the marker, adding a significant luck element to placement. The hopping rules remain identical, and a player who lands the marker off the grid entirely loses their turn. This variation works well for mixed-age groups because it levels the skill advantage of older players.

Home Square

In this popular variant, once a player has successfully completed a square, they mark it with their initial or a small symbol. Only the owner of that square may land on it with two feet; all other players must hop over it as if it were their own marked square. As the game progresses the course becomes increasingly demanding for everyone except the leading player, who effectively has more resting spots than their opponents.

Reverse Hopscotch

Play begins with the marker thrown onto square 10 and works down to square 1. Nothing else about the hopping rules changes, but players find the longer initial throw considerably harder, making the early rounds more competitive and reducing the advantage of a confident short-range throw.

Extended Grid

The grid is extended to 15 or even 20 squares by repeating the single-double-single pattern beyond square 10. This suits older children and adults who find the standard course too quick to complete and want a longer, more demanding game. The winning condition remains the same: complete all squares in order.

Hopscotch: frequently asked questions

What happens if the marker lands on a line?

The throw is void. The player's turn ends immediately, and they must retry the same square on their next turn. No hopping takes place on that turn.

Do you have to start again from square 1 if you make a mistake?

No. When you lose a turn through a fault, you return to the same square number on your next go. You only lose the progress of the current throw, not the squares you have already completed.

Can you play Hopscotch alone?

Yes. Solo play is very common and is an excellent way to practise balance and coordination. The player simply tries to complete all ten squares without a fault, which makes a satisfying personal challenge.

How many players can play at once?

There is no upper limit, but with more than about six players the waiting time between turns becomes long. Two to four players tends to give the most enjoyable pace for a standard 10-square grid.

Is it a fault if you put both feet down on a single square?

Yes. Single squares (1, 4, 7, and 10) must be hopped on one foot only. Putting both feet down on a single square ends your turn.

What counts as a good surface for Hopscotch?

Any flat, hard surface that takes chalk works: tarmac, concrete, or paving slabs are all ideal. Avoid gravel, grass, or very uneven surfaces where chalk lines cannot be drawn clearly and where landing safely is more difficult.

Can a player rest at square 10 before turning back?

Yes. Square 10 is the only square where a player may pause with both feet down to rest and rebalance before turning around and hopping back through the course.

At what age can children start playing Hopscotch?

Most children can manage the basic game from around age 5, though the ability to balance on one foot reliably usually develops between 4 and 6. Younger children can participate on a shorter, simplified grid with fewer squares.

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