In this strategic outdoor game, your team works together to knock over the opposing team's Sentinels and Soldiers. achieving the ultimate goal of knocking over The Commander and claiming Center Ground!!! Be alert! Your soldiers might defect giving advantage to your enemy, and your firing position is constantly changing.
Product Details:
- Center Ground, is the thrilling new outdoor game for the whole family! Base Soldiers, Guarding Sentinels, and The Commander battle until one team is victorious. Played with two teams of one to six players, anyone old enough to throw a stick will have loads of fun. Play on the lawn, at the beach, in the snow, gravel, anywhere!!!
- In this strategic outdoor game, your team works together to knock over the opposing team's Sentinels and Soldiers. After successfully knocking over the Commander and claiming Center Ground victory is achieved! Be alert! Your soldiers might defect giving advantage to your enemy, and your firing position is constantly changing.
- To set up the game: Place The Commander in the center of the 12 x 25' playing field. Then, place five Base Soldiers at regular intervals along each baseline.
- To play the game: Batons must be thrown underhand and from behind the baseline to begin the game. "Helicopter" throws are not allowed! To decide which team starts, one person from each team throws a stick as close to The Commander as possible without hitting it. The team with the stick closest to the commander goes first. Since the team to attack first has a slight advantage, only 4 batons (not 6) are thrown from behind the baseline. For their following turns, they may use the full battery of 6 batons. Batons are thrown "UNDERHAND" at the opposing teams' base soldiers. When a Base Soldier is knocked over, it is wounded. After the attacking team is finished throwing their batons, the wounded soldier is strategically tossed over into the attacking team's playing field. Wounded Soldiers defect and become Guard Sentinels for the attacking team. The attacking team stands the defector where it falls and the wounded soldiers become Guardian Sentinels for the attackers.
- Wounded Soldiers are tossed by the team attacked into the area between The Commander and the Standing Soldiers of the attacking team. The team under attack has two chances to toss the defector in the required area. If a wounded soldier fails to land in the required area for a second time, then the attacking team can place the wounded Soldier anywhere on their side of the court, although it must be at least one stick length away from the Commander. Now, the opposing team has its opportunity to become the attackers and strike back! The attacking team throws 6 batons from behind the baseline at the opposing side. If the opposing team has Guard Sentinals, they must be knocked over first. Guard Sentinals that are toppled stay where they are and are out of the game. After all Guard Sentinals are knocked over, then attack the Base Soldiers! As in the first round, Fallen Soldiers are wounded and become defectors, and they must be tossed over to the opposing team's side to become Guard Sentinals. Each team takes turns throwing the 6 batons until one team has knocked over all Guard Sentinals and Base Soldiers of the opposing team. The team that knocks over the opponents' Guard Sentinals and Base Soldiers attacks The Commander to gain the CENTER GROUND!!! The team that first topples all of the Guardian Sentinals and Base Soldiers of the opposing team and then topples The Commander from behind the baseline wins the game!
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