For The Recreational Player
- Four Cast Iron Horseshoes
- Ultra Durable Hammerite Finish
- Gold and Silver Color
- 24'' Solid Steel Stakes
- Game Rules/Instructions
- Convenient Carry/Storage Bag
Model #: 1-1-08-964W
Prices subject to change without notice.
To order a replacement part, please visit our Replacement Parts website.
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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
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
To find your instruction manual, please visit our Instruction Manuals website.



