Easton 3 Game Combo

Model #5-1-30-933F Easton

Badminton, Volleyball, Horseshoes Exclusive E-Z lock attachment system and score-net scoring system!

  • Four tempered steel racquets
  • Official size/ weight cloth ball
  • 2 Shuttlecocks, 1 Pump w/ needle
  • 20' x 1-1/2' 3-ply net
  • 4 Cast horseshoes, Hammerite finish
  • 2 Solid steel stakes
  • Mesh Ball and Carry/Storage Bags

Model #: 5-1-30-933F

Prices subject to change without notice.

To order a replacement part, please visit our Replacement Parts website.

For additional assitance, please call us toll-free at (800) 526-0244 Monday through Friday between the hours of 9:00 a.m. and 5:00 p.m. E.S.T.

COURT
Service lines are 15' 6" from the back court lines. The net is set at 22' from the back court lines.

POSTS
The posts shall be 5' 1" from the ground and shall be placed on the side boundary lines of the court.

NET
The net shall be firmly stretched from post to post. The top of the net shall be 5' in height from the ground at the center; 5' 1" at the posts.

PLAYERS
A doubles game shall have two players to a side; a singles game shall have one player to a side.

TOSS
The side winning the toss shall have the options of:
a) serving first; or
b) receiving; or
c) choosing a particular end of the court.

OBJECT
You win a rally (serve) if you hit the shuttle over the net and onto the floor of the opposing side's court. You loose a rally (serve) if you: a) hit the shuttle into the net;
b) hit shuttle over the net but outside of the opposing side's court;
c) if the shuttle touches you or your clothing;
d) you hit the shuttle before it crosses the net. See more Faults listed under rule 9.

SCORING
A match is comprised of the best of three games. A game starts at "love-all" 0-0. If the serving side wins a rally (serve) they score a point and they serve again but from an alternate service court. If the receiving side wins the rally no points are awarded and the service passes to the next player in line. In singles the next player is the opponent. In doubles it is either the partner of the first server or if both player's have just had a turn at serving the serve goes to one of the opponents. 15 points are needed to win a game. However, if the score reaches 14-14, the side which first reached a score of 14 can choose to play to 15 or to set the game to 17 points. The final score reflects the total points won before setting plus the points gained in setting.

SERVING
Services courts are slightly different for singles and doubles. A shuttle that lands on the line is considered "in". The server and receiver stand opposite one another in diagonal service courts. Always right hand at the start of a game. Once a serve has been made the players may move anywhere on their side of the net. Serves are always underhand in delivery and the receiver must stand still until the serve has been made. In doubles, future serves are then made from alternate service courts to alternate players. In singles, both players shall change service courts after each point scored.

FAULTS
A fault by a player of the side which is "in" puts the server out; if made by a player whose side is "out," it counts as a point to the "in" side. It is a fault:
a) If in serving, the shuttle falls into the wrong service court, or falls short of the short service line, or beyond the long service line, or outside the boundary lines.
b) If the server's feet are not in the service court from which the service is being made, or if the feet of the receiver are not in the service court diagonally opposite until the service is delivered.
c) If, when the shuttle is "in play," a player touches the net or its supports with racket, person or clothing.
d) If the shuttle is hit twice in succession by the same player; is hit more than once; or is held on the racket during the execution of a stroke; or if the shuttle is hit by a player or his partner successively.
e) If the server, in attempting to serve, misses the shuttle, it is not a fault, except if the racket touches the shuttle than a service is thereby delivered.
RULES OF PLAY
Basic Etiquette Horseshoe tradition holds that no contestant should make any remarks, sounds or movements that might distract or interfere with the opponent's play.

In the course of play, no contestant should walk to the opposite stake prior to the completion of the inning and no shoes should be moved until the winner of points has been agreed upon by all contestants, or a decision rendered by a referee.

While not pitching, a contestant should stand on the opposite side of the pit at least 2' behind the opponent.

PLAYING THE GAME
The game of horseshoes is broken down into innings, each consisting of 4 pitched horseshoes, 2 by each opponent. At the beginning of play, the first player is determined by the toss of a coin, or perhaps by a one-pitch contest of closest to the stake. In official Tournament Play, players alternate pitching first, one on even innings, the other on odd innings. However, in backyard play, the scoring player or team is often allowed to go first on the following inning.

The first player will then pitch both shoes and then wait while the other contestant does the same. Again, each player must take care not to cross the foul line which is 3' past the stake or risk having the thrown shoe deemed a foul disqualified from scoring.

Both players then move together to the opposite stake to determine the point allocation for that inning. Once points have been determined, players pick up their shoes and then begin the next best inning, now throwing in the opposite direction.

Games length can be limited by either a predetermined number of points or shoes. Official tournament play is either 40 points, or 40 shoes (20 innings). However, in backyard play, it is not uncommon to play to 15 points. In a shoe limit game, the player or team with the highest point total wins. In the case of a tie, a two-inning tie breaker can be played.

SCORING
In each inning, after all four shoes have been thrown scoring is determined in the following manner. In order to be considered for points, a shoe must lie within 6" (approximately the distance between the open ends of the shoe) from the stake - all shoes outside of this area score no points.

Of the shoes within this 6" area around the stake, the closest shoe gets one point. If one player has two shoes closer than any of the opponents', it's worth 2 points.

Leaners are shoes which lean against the stake and worth 1 point are considered closer than any shoe which is not touching the stake but not closer than Ringers.

Ringers are shoes which completely encircle the stake so that the ends can be touched with a straight edge without touching the stake.

Ringers are worth 3 points each. If a player has both a ringer and the closest other shoe it would be worth 4 points.

Cancellation Scoring Anytime the shoes of opposing players are equal distance from the stake or of equal value they cancel each other out and score no points. For example: If both players have ringers they would cancel out and the next closest shoe within 6" from the stake would score 1 point. Or if Player One has 2 ringers and Player Two has 1 ringer - two of the opposing ringers would cancel out and Player One would score 1 ringer for 3 points.

Winner of the Game is either the first player or team to reach the predetermined point total, or the player with the highest point total after the predetermined number of shoes (or innings).

DOUBLES PLAY
Four players can play horseshoes in teams
COURT
The sizing of a volleyball court will depend on the level at which you choose to play, and the equipment used. Dimensions will range from approximately 20' wide, 40' long for lawn or backyard volleyball to 29' 6" wide to 59' long for tournament play. The width of the court is determined by the size of the net used. The service areas shall be a minimum of 6' in back of the end lines. If the playing area does not provide for such a depth, then the serving area shall extend into the court to whatever distance is necessary to provide such a minimum service area.

NET
The net shall be stretched across the center of playing surface, separating the two courts.

PLAYERS
Each team shall consist of no more than six persons, with each side having an equal number.

POSITIONS - Each player must be in his own position before the ball is served. After the server strikes the ball, each player may cover any section of the court.

SERVICE
Each player shall serve in turn and continues to serve until side is out. When serving, the ball must go over the net.

ROTATION - After a team has lost its serve, the team receiving the ball for the first serve shall, before serving, rotate one position clockwise.

VOLLEY
The ball may be volleyed only three times from one team member to another before returning it over the net. During this volley, a player may not hit the ball twice in succession. One or both hands may be used.

FOULS
a) Holding the ball or throwing it.
b) If the ball touches any part, except the hand or the forearms.
c) Touching the net with any part of the body or hands, or reaching over the net.
d) If player plays out of position when ball is being served.

ERRORS
When a player, when the ball is in play:
a) Does not clearly hit the ball or allows the ball to come to rest on any part or parts of the body.
b) Hits the ball out of the boundaries of the court.
c) Allows the ball to hit the floor, or any object outside or over the court (except net), before being legally returned to the opponent's court.
d) Touches the ball twice in succession.
e) Fails to make a good serve.

PENALTY
The penalty for fouls or errors committed shall be "point" or "side out," as the case may be.

SCORING
Only the serving team can score. When the serving team fails to score, it is "side out" and the receiving team shall become the serving team.

GAME
The game shall be played for 21 points or, upon agreement by both teams, 15 points may constitute a game. A match consists of two out of three games.

To find your instruction manual, please visit our Instruction Manuals website.