# How to score a game of go

Cornhole can be played one-on-one or as teams. Either way, the game consists of "frames" during which the players or teams take turns tossing 4 bags. Your goal is to get the bags to land (and stay) on the board for 1 point, or better yet go into the hole for 3 points.

## Throwing the Bag

You need to throw the bag without stepping past the front edge of the board, and keeping at least one foot within 3 feet of the side of the board, known as the pitcher’s box . Note that you can step past the line as long as your foot does not touch the ground before you release the bag.

## How to Score Cornhole

Each bag that lands on the board is worth one point, and each bag that goes into the hole is worth three points. kinda.

Net or "Substraction" Scoring

This is the tricky part: only one player scores points in each frame. Each frame of a cornhole game is scored with what’s called "cancellation scoring," "net scoring" or "subtraction scoring" that all mean whoever gets more points worth of bags in the frame is the only one who scores, and you subtract the the lower score’s points from theirs.

If you get four bags on the board (4 points) and I get two bags on the board (2 points), you score two points. Similarly, if you get four bags in the hole, for 12 points, and I get 2 bags in the hole and 1 on, that’s worth 7 points so you score 5.

Pushing Bags into the Hole or Off the Board

Note that it doesn’t matter HOW a bag gets into the hole, or off the board. You don’t count things up until after both players have thrown all four of their bags. If you knock your opponent in and go off the board yourself, they get those three points and you get the donut that missed bag earns. But if you knock their bag of while sliding into the hole yourself, congratulations!

If both players score the same number of points, it’s called a " wash " and nobody scores.

## Winning a Cornhole Game

When a player or team has 21 or more points at the end of a frame, they win! That means if you hit 21 or more points during a frame, but your opponent lands or sinks a bag that reduces your total to less than 21, the game continues.

As with most games played in backyards and at tailgates, some folks make up rules. The two most common "house rules" are that you need to win by two, or that you "bust" if you go past 21, and your score goes back to 11 or 15. Some people score bags hanging over the hole as two points. It’s fine to play by house rules , but don’t get too used to them as even at the most casual tournament they simply aren’t part of the game.

## Who’s on which side?

In singles games the players must play from opposite sides of the board. It doesn’t really matter which side, because when they finish a frame they walk to the other board staying in their lane on the same side of the board.

In doubles games the partners stand at opposite ends of the court , in the same lane. That means they’re both on the same side of the boards, looking straight at each other. Since each player throws from the same side for the entire game, that side preference we talked about above can be more important, so you need a way to figure out who picks their side.

## Who picks side and throws first?

Before a doubles game, players flip a coin or spin a bag to determine who gets to throw first and get to either pick 1) the side they play from or 2) which of their opponents each of them will face. Whichever of those things they pick, their opponent picks the other. For example, say the team that wins the coin flip picks their side. The other team gets to pick the matchups, i.e. who each of their players throws against.

Once the game is underway, whoever scored most recently always throws first, even if it was five frames ago.

Now that you know how to play by the rules and keep score,
let’s talk about how to get better and WIN!

Scoring a baseball game with paper and pencil is a tradition that goes back to the early days of the game. Keeping score is a great way to get more involved as a fan. You’ll get really engaged in the game. Moreover, each scorecard is a story of each game that you go to. Scorecards make a great memento of all the baseball games you’ve attended. Unfortunately, with the rise of high tech scoreboards and cell phones that can give updates right in the palm of your hand, keeping score with a game card is becoming a lost art. Here’s how to do it.

Get your card. Most baseball programs come with scorecards. If you don’t want to drop \$4 for a program, print your own from home from this handy website. Write each team’s batting line-up down the left hand side of the card. In addition to the players’ name, include their position number (see below) and jersey number.

Learn the code

There’s a shorthand that has developed to assist in scoring baseball games. You can develop your own style, but here’s the standard method:

• Pitcher- 1
• Catcher- 2
• First Base- 3
• Second base- 4
• Third base- 5
• Shortstop- 6
• Left field- 7
• Center field- 8
• Right field- 9
• Designated hitter- DH
• Strikeout- K
• Looking strikeout (where the batter doesn’t swing)- backwards K
• Walked- BB (base on balls)
• Single- 1B
• Double- 2B
• Tripple- 3B
• Homerun- HR
• F- flyout
• DP- double play

### Follow the game

With your card ready in one hand and a hot dog slathered with mustard in the other, you’re ready to score the game. Each player has a row of squares with baseball diamonds next to their name. We’ll use these squares to track the progress of each batter.

If a batter hits a single, write 1B outside the diamond and darken the line from home plate to first. If the runner on first advances to second, darken the line from first to second. And so on until the runner gets home. Here’s an example:

If the runner scores, fill in the diamond with your pencil.

If a batter strikes out, write a K in the middle of the diamond. If that batter was the first out, write a “1” with a circle around it. Indicate subsequent outs in the similar fashion.

If the batter makes an out after hitting the ball, you want to record how the play happened. Going back to our Jeter example. Say Jeter hits a grounder to the pitcher and the pitcher fields it and throws it to first base, the out would be recorded by writing “1-3” across the diamond. This indicates that the pitcher fielded the ball first and then threw it to first getting Jeter out.

Easy enough. How about double plays? Let’s say we have Jeter on first base after hitting a single. The scorecard will look like this:

Now, Giambi is up to bat and hits a grounder to the shortstop. The shortstop throws it to second, getting Jeter on the force out. The second baseman throws it to first, getting Giambi out. Here’s how we record it. First, we want to indicate Jeter got out at second on a grounder by Giambi. Do this by darkening the line from first to second only halfway. Write 25 next to that line indicating that it was Giambi that hit the ball that caused Jeter’s out. Jeter’s row will look like this:

On Giambi’s row, we’ll write “6-4-3” across the diamond indicating the fielding sequence. Above that we write “DP” indicating that he caused a double play. Don’t forget to add a “2” with a circle around it indicating that he was the second out. Giambi’s rowwill look like this:

If a batter flys out, write “F” followed by the fielder who caught the ball. So, if the centerfielder catches a fly ball, you would write “F8” inside the diamond of the batter who hit the ball.

If you want to show a runner on base getting tagged out or forced out, draw a line half way to the base they were headed to as well as the fielding sequence of the out. For example, say Jeter was on first after hitting a single. Giambi hits a grounder to third. Third baseman fields and throws it to second getting the force out. This is what Jeter’s row would look like:

At the end of the game, you don’t want a card that looks like this. So pay attention.

### Make it your own

After you get the basics down, start adding your own style to keep track of scores. There isn’t a wrong or right way to do it. The trick is to find a system that will help you easily keep track of the progress of a game.

Every time your internet connection plays hide-and-seek with you, a cute little T-Rex dinosaur appears inside your Google Chrome web browser ready to jump and dodge all barriers.

This is because I call it “The Google Chrome’s No Internet Game!”

I usually play this game to kill my doldrums until my internet connectivity makes a comeback!

## Can I Score 999999 Points In The T-Rex game? Or Say, HACK IT?

If you ask me, I would say, it is almost impossible for a person to score 999999 in this T-Rex game.

With the increasing level, the speed becomes so fast that it becomes almost impracticable to control that miniature dino!

My highest score is around 1982 till now and this is a really bad score I must say!

## Yes, You Can Basically Hack This Game!

Since, this game is mostly built on JavaScript, tweaking some codes inside the console section of the developer tools of your Google Chrome can help you score the max point of this game i.e., 999999!

However, the score will reset to 0 henceforth and will again continue till 999999. This cycle goes on and on every time the score reaches this margin i.e., 999999.

No doubt, the developers have set a maximum score of 999999 as obtaining a score even close to this number normally is almost impossible.

## How To Score 999999 Points In The Google Chrome T-Rex Game?

Disconnect your laptop from the internet and open a new tab inside your Google Chrome web browser. Alternatively, you can also visit chrome://dino/ if you don’t want to disconnect the internet from your computer.

Right-click on the white space of your screen and select ‘Inspect.’

Or, you can also click on the meatballs menu on the top right corner and select ‘Developer tools’ under the ‘More tools’ option.

Inside the console section of the ‘Developer tools’, write these simple codes and press enter.

## What Role These Codes Are Playing?

The first line of code stores the original gameOver() function from the gamer’s code into a static variable ‘dummy.’

The second line of code will overwrite the gameOver() function with an empty function so that the dino surpasses all the obstacles and as a result, the game proceeds endlessly.

## Increase The Speed Of The T-Rex Dino

Undoubtedly, you need to wait a bit longer to let the dino attain greater speed.

In order to achieve the 999999 score instantly, you can increase the speed of the T-Rex by writing this code inside the console section.

You can enter any other number inside the bracket to increase or decrease the speed of the dino accordingly.

As soon as you click on the console area, the game will pause. The moment you are close to the ‘999999 score‘, decrease the speed of the dino.

And, when the score reaches 999999, left-click anywhere on the console window and stop your T-Rex dino. Simply get out of the developer section and capture a screenshot .

## How To Make The Game Work Normal Again?

To undo all the changes and make the game work normal again, simply write this code inside the console and press enter.

This code will restore the gameOver() function by transferring the original function to its default state.

## Attention!

Most of you refresh the page to undo the changes. But that will reset the score to zero. You need to take a screenshot before you refresh the page in order to capture a snapshot of your progress.

Voila! It’s time to brag in front of your school friends or office colleagues!

Scrabble is scored by adding the numbers on each letter tile together within the word that is formed on a player’s turn, which includes letters that were played from the player’s rack and letters already on the board. The blank tile acts as a wildcard, allowing the player to choose any letter in the alphabet, but not adding anything to the score of the word. This may sound simple, but once you add in the special squares that can double or triple the score for a character or word and be combined with each other, scoring Scrabble can get a little tricky.

## Basic Rules for Scoring in Scrabble

There are a few basic rules that govern the process of scoring in Scrabble, whether playing online or the traditional way:

• Special squares (double letter score, triple letter score, and so forth) only count the first time a letter is played on them.
• The light blue double letter square doubles the point value for the tile played on it, and the blue triple letter square triples the value for the tile. If a blank tile is played on either of these special squares, it still contributes nothing toward the total word score because a blank tile has a score of zero.
• The pink double word squares double the entire word value and the red triple word scores triple the entire word value. This remains true even if a blank tile covers the double word score or triple word score square. The pink square in the middle of the board used to start the game is a double word score.
• Double letter and triple letter squares are counted first to obtain the initial word score, and then any double word score or triple word score squares are counted.
• A player using all seven letters in their rack gains a bonus 50 points to their score after all other special squares are counted. The 50 bonus points do not count toward double and triple word scores.
• If two or more words are formed on a single turn, each word is scored individually. This means any special scoring squares are counted for both words.
• At the end of the game, all tiles in a player's rack are subtracted from their score and the highest score wins. If two players tie, the person with the fewest points subtracted from their score wins.

## Examples of Scoring Scrabble

Let's look at a few real-world examples to see how the rules work out when playing the game. The basic rule to follow is that light blue and blue come before light pink and red.

The "T" in "thing" covers a double word score and the "G" covers a double letter score. The point value for the "G" is doubled when adding up the word's initial score. This initial score is then doubled to get the final score.

The word "thing" is formed and both the "T" and the "G" are on double word score squares. The letter values are added up to get the word's initial score, this score is doubled for the first double word score and that total is then doubled for the second double word score. The final value is four times the initial word score.

The "T" in "thing" is covering a double word score square, and a player lays down an "S" to create "things." The double word score square under the "T" does not count for the new word because the "T" was not played in that round. If the added "S" on the end of the word is on a double letter or triple letter score the value of the S is doubled or tripled. If the "S" is on a double word or triple word square, the score for the entire word ("things") is doubled or tripled.

The "S" at the end of "things" sits on a special square and is also used to spell out the word "star." When a player creates two (or more) new words, all words are scored independently and then added together to form the total score for the play. So if that added "S" is on a triple letter score, the "S" is tripled for both "things" and "star." Even better, if the "S" is on a double word score, both newly formed words are doubled. This can really create some high scores when used properly.

## What About a Word That Covers Two Triple Word Score Squares?

It is very difficult to lay down letters on two different triple word score squares in the same turn. It takes at least eight letters for the same word to be on two of these red squares, so the player would need to form the longer word around a smaller word. But it can be done, and it follows the same rule as forming a word over two double word scores. After the word’s letters are added together to form the initial value, this score is tripled for the first triple word score and that total is tripled again for the second triple word score. The end result is nine times the initial word’s value.

## What Are Some Strategies Around Special Scoring Tiles?

Scrabble isn’t always won by the person with the best vocabulary or the highest scoring tiles in their hand. Scrabble can also be quite strategic.

At the end of each inning the number of shoes is tallied.

The first task in scoring is counting up the live and dead shoes. Live shoes are shoes that landed within playable boundaries. Dead shoes are those that landed outside the pit area or somehow otherwise break a rule of the game, as well as — and this will make sense in a minute — shoes that are dead ringers.

There are two ways to score a game of horseshoes: counting points (called the count-all method) and the cancellation scoring method. Let’s talk about how to score with count-all rules first.

In count-all scoring, each player has the chance to score a maximum of six points per inning. Live shoes will either be ringers, leaners or close to the stake. Ringers are horseshoes that land around the stake; ringers net you three points, the most points awarded in the game. Leaners are horseshoes that have landed vertically and are leaning against the stake rather than encircling it. Leaners are worth one point. Any horseshoe that lands within 6 inches (15.2 centimeters) of the stake is considered close to the stake and also counts as one point. If both your live shoes land closer to the stake than those of your opponent, you earn two additional points that inning (including if one of those shoes is a ringer). Some play a variation of this scoring method, where only ringers are awarded points. No points are awarded for dead shoes.

These aren’t the only rules of the game, though — there are also cancellation rules. Under cancellation rules you score points the same as in count-all but with a twist. In addition to earning points each inning for the live shoes you throw, you also have the chance to cancel out the points your opponent scores. How? Pitch the same game. For example, say your opponent throws a ringer, which should count as three points. If you, too, throw a ringer in your following turn during the same inning no points are awarded — you cancel out each other’s’ points; this is called a dead ringer. The same cancellation throw rules apply to leaners and shoes close to the stake, as well. No points are awarded for dead ringers or any other tied shots.

Have you ever heard the expression "close only counts in horseshoes" when someone is talking about missing a success by a narrow margin? That idiom is born from the fact that pitched shoes that land close to the stake can still earn points.

### Horseshoes FAQ

##### What size is a regulation horseshoe pit?

Originally Published: Jun 10, 2013

Author’s Note: How to Play Horseshoes

Prior to researching and writing this article, I’d never pitched a horseshoe in my life. But now, who’s up for a game?

It doesn’t matter if you’ve never thrown a single cornhole bag or if you are a professional in the game of cornhole, the same rules apply for everyone. The rules of cornhole, just like the game, are very simple. All you need to do is follow a few simple steps and you will be ready to start playing.

In this blog post, we talk about the official rules and regulations for cornhole, set by the American Cornhole League. Follow these rules when you’re playing in your backyard, at a bar or restaurant, or any other venue.

## Setting Up Your Cornhole Game

Before you get started, make sure you have all the essentials for a game of cornhole.

This includes two to four players, a set of good quality cornhole boards (two boards), eight cornhole bags (two sets of four) and a tape measure.

Next, find a large flat open area to set up your cornhole boards. You can play on any surface, such as grass, concrete/blacktop, sand or carpet. Take one cornhole board and set it facing toward the opposite end of the area, where you will place the other cornhole board.

Before placing the other cornhole board, use a tape measure and measure out 27 feet from the end of the first cornhole board. Place the second cornhole board’s bottom edge to align with the 27 feet you measured out. You are now all set up and ready to play!

## Cornhole Game Play

Every game is broken down into turns, or innings, of play. During a turn each player will throw all 4 of their bags at the cornhole board opposite of them. You will either be playing Singles or Doubles play style. Singles play is Player 1 vs. Player 2. Doubles play is Team 1 vs. Team 2. In doubles play, each team consists of two players.

### Singles Play Style

• Each player chooses a side of the cornhole board they would like to play on for the entirety of the game.
• Players alternate throwing a single bag at the opposite cornhole board until they have each thrown all four of their bags.
• Players now walk to the opposite cornhole board that they just threw at, record the score and pick up all four of their bags.
• Repeat this process for the next turn.

### Doubles Play Style

• Each player on each team will choose a designated spot for the whole game. One player from each team will be at an opposite cornhole board.
• Players at the same board will alternate throwing a single bag at the opposite cornhole board until they have each thrown all four of their bags.
• Players at the opposite cornhole board will record the score, pick up all four bags each and repeat the same process.

### Cornhole Scoring

The object of the game is to try to put the bag through the hole of the cornhole board all four times, during your turn. Let’s be honest though, it’s a lot harder than it sounds! The best method to scoring in cornhole is through canceling out the other players’ throws. This means that if the other player throws a bag and makes it on the board, you want to try to at least do the same. This way, you cancel out that point that they just scored with their throw. We recommend using a cornhole scoreboard to help keep score.

How to score points in cornhole:

A cornhole bag that lands on the board is worth one point. This is called a “woody.” Note, the cornhole bag cannot touch the ground first. A cornhole bag that goes through the hole of the cornhole board is worth three points and is referred to as a “cornhole.” Note, the cornhole bag must go all the way through the hole to count for three points.

#### Cornhole Fouls

There are several fouls you should avoid committing during game play.

• Stepping over the foul line. The foul line exists at the edge of the bottom of the cornhole boards. When you throw, make sure you do not step past the cornhole board.
• A bag that hits the ground before landing on the cornhole board.
• A bag that strikes an object in, or near, the field of play (tree limbs, ceiling).

## Length of Game

One of the main differences in regulation game play is that you can go over the score of 21. Many backyard games penalize a player for going over a score of 21. The reason for this difference is that the games go much faster in tournaments when you aren’t penalized for going over.

Cornhole is a very simple game that can be picked up by almost anyone and u nderstanding the official rules and regulations will make your game more enjoyable.

The cornhole rules outlined in this blog serve as a basic guide for how many tournaments run. Often, the way the game of cornhole is played when it comes to backyard games and social settings can differ from official tournament rules, so keep that in mind.

Regardless of how you are playing, the most important thing is to have fun and enjoy yourself!

Now that you know the rules of cornhole, browse our cornhole boards and cornhole bags and get ready to play!

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This is the 8th step out of 10 of the Gamedev Canvas tutorial. You can find the source code as it should look after completing this lesson at Gamedev-Canvas-workshop/lesson8.html.

Destroying the bricks is really cool, but to be even more awesome the game could award points for every brick a user hits, and keep count of the total score.

## Counting the score

If you can see your score throughout the game, eventually you can impress your friends. You need a variable to record the score. Add the following into your JavaScript, after the rest of your variables:

You also need a drawScore() function, to create and update the score display. Add the following after the collisionDetection() function:

Drawing text on a canvas is similar to drawing a shape. The font definition looks exactly like the one in CSS — you can set the size and font type in the font() method. Then use fillStyle() to set the color of the font and fillText() to set the actual text that will be placed on the canvas, and where it will be placed. The first parameter is the text itself — the code above shows the current number of points — and the last two parameters are the coordinates where the text will be placed on the canvas.

To award a score each time a brick is hit, add a line to the collisionDetection() function to increment the value of the score variable each time a collision is detected. Add the following highlighted line to your code:

Calling drawScore() from the draw() function keeps the score up to date with every new frame — add the following line inside draw() , just below the drawPaddle() call:

## Displaying a winning message when all bricks have been destroyed

Collecting the points works well, but you won’t be adding them forever — what about when all the bricks have been destroyed? It’s the main purpose of the game after all, so you should display a winning message if all available points have been collected. Add the following highlighted section into your collisionDetection() function:

Thanks to this, your users can actually win the game when they destroy all the bricks, which is quite important when it comes to games. The document.location.reload() function reloads the page and starts the game again once the alert button is clicked.

## Compare your code

The latest code looks (and works) like this, in case you want to compare and contrast it with yours:

Note: Try adding more points per brick hit, print out the number of collected points in the end game alert box.

## Next steps

The game looks pretty good at this point. In the next lesson you will broaden the game’s appeal by adding Mouse controls.

The first dealer is chosen by a draw for high card, and thereafter the turn to deal proceeds clockwise. The entire deck is dealt one at a time, face down, beginning on the dealer’s left. The players then pick up their cards and arrange them by suits.

#### The Bidding

Each player decides how many tricks they will be able to take. The player to the dealer’s left starts the bidding and, in turn, each player states how many tricks they expect to win. There is only one round of bidding, and the minimum bid is One. Every player must make a bid; no player may pass. No suit is named in the bid, for as the name of the game implies, spades are always trump.

#### The Play

The game is scored by hands, and the winner must make a certain number of points, which is decided before the game begins. Five hundred points is common, but 200 points is suitable for a short game. The player on the dealer’s left makes the opening lead, and players must follow suit, if possible. If a player cannot follow suit, they may play a trump or discard. The trick is won by the player who plays the highest trump or if no trump was played, the player who played the highest card in the suit led. The player who wins the trick leads next. Play continues until none of the players have any cards left. Each hand is worth 13 tricks. Spades cannot be led unless played previously or player to lead has nothing but Spades in his hand.

#### How to Keep Score

For making the contract (the number of tricks bid), the player scores 10 points for each trick bid, plus 1 point for each overtrick.

For example, if the player’s bid is Seven and they make seven tricks, the score would be 70. If the bid was Five and the player won eight tricks, the score would be 53 points: 50 points for the bid, and 3 points for the three overtricks. In some games, overtricks are called “bags” and a deduction of 100 points is made every time a player accumulates 10 bags. Thus, the object is always to fulfill the bid exactly.

If the player “breaks contract,” that is, if they take fewer than the number of tricks bid, the score is 0. For example, if a player bids Four and wins only three tricks, no points are awarded.
One of the players is the scorer and writes the bids down, so that during the play and for the scoring afterward, this information will be available to all the players. When a hand is over, the scores should be recorded next to the bids, and a running score should be kept so that players can readily see each other’s total points. If there is a tie, then all players participate in one more round of play.