Goal & setup
Last name standing wins.
Field Day is a bracket of short one-on-one games. Each person has multiple name cards, and each card is one path through the bracket. Losing one path does not eliminate a person while another copy of their name is still alive.
Choose the board
For P players and S outside entry slots:
- Name cards per player:
floor(S / P) - Planned byes:
S mod P - Main games:
S - 1 - With third place:
Stotal games - Suggested candidate pool: total games
+ 8
Everyone receives the same number of names. Use a board that gives each player at least two. Eight players on 32 entries—four names each and no byes—is the recommended full setup.
Calculate your exact setup →Prepare the cards
- Make equal name-card sets and any planned bye markers.
- Prepare a visible empty bracket with outside name slots and game junctions.
- Choose short, decisive games and write their equipment, setup, win condition, time limit, and important access or safety note.
- Offer about eight more game cards than the board needs. Repeated games are allowed.
- Hold back one copy of every player's name for the final name round.
Draft the board
Any name. Any game.
- Put the nonreserved names and every candidate game face up where everyone can reach them.
- Randomly choose the first drafter. Use a snake order: first to last, last again, back to first, first again, and repeat.
- On a turn, choose one available card and place it in one legal empty slot.
- Names go only in outside entry slots. Games go only at junctions, including the final and optional third-place game.
- A player may choose their own name, another person's name, or any game.
- Do not deliberately put a name directly against itself while another legal name slot remains. If the last legal placement creates that matchup, it is allowed.
- A legal card cannot move. An illegal placement returns to the pool and costs that turn.
- Continue until every required game and every nonreserved name is placed. Set the unused games aside.
- Release the reserved names and continue the same snake until every entry slot is full.
Host script: “On your turn, place one name or one game. You may choose anyone. Names stay outside, games go at junctions, and a legal card cannot move. We finish with the reserved names.”
Play the bracket
Start outside. Move inward.
- Start any ready outside matchup. Independent games may happen at the same time.
- The two names play the game at their junction.
- The winner moves to the next bracket slot. Only the losing name-card path is out.
- The bracket never reseeds. Continue until the final has a winner.
Players may report obvious results themselves. For a close race or judgment, the host watches or asks an impartial person to decide. If the host is playing, somebody else decides their close call.
Optional third place
Send the two semifinal winners to the final and the two semifinal losers to one third-place game. Third place is recognition only and does not affect the champion.
Scores & exceptions
Keep the bracket moving.
- Scoring
- A game decides only that matchup. Field Day has no cumulative points, bonuses, or comparisons between different games.
- Same-name matchup
- That name advances by bye. If one person reaches both sides of the final, they are champion without playing it.
- Blank or missing player
- The other path advances. If somebody withdraws, cross out their remaining names and treat those paths as byes.
- Tie
- Use the game's sudden death or equal extra attempts. If a tie still remains, flip a coin.
- Substitution
- There are no player substitutions. A player may concede; only that name-card path is lost.
- Unplayable game
- The host replaces it with an unused approved game for both players. Weather, equipment, safety, access, or venue failure is not a player forfeit.
- Dispute
- The host decides ordinary questions. If the host is involved, an impartial person decides. Then play continues.
Host sheet
Prepare once. Keep it moving.
Before the event
- Confirm players, board size, and third place.
- Make the name sets, byes, and game pool.
- Test each game, its equipment, the venue, and weather plan.
- Prepare simple replacement games.
Materials
- Large bracket, name cards, bye markers, and game cards.
- Tape, clips, magnets, adhesive, markers, and paper.
- Timer, randomizer, coin, and game equipment.
- Water, cleanup supplies, and venue-appropriate first aid.
During play
- Point out ready matchups and run games in parallel.
- Write each winner into the next slot immediately.
- Use an impartial observer when needed.
- Replace games that no longer work.
- Confirm champion and optional third place.
Accessibility & safety
The game changes for the people playing.
- Venue and emergency rules always come first.
- No game requires alcohol. Water Pong uses water and does not involve drinking.
- Check whether a game requires running, standing, balance, throwing, bending, fine motor control, seeing, hearing, reading, memory, or quick reactions.
- Adjust a setup for both players or replace the game. An inaccessible game is never a forfeit.
- Keep running, throwing, water, and swing areas separate. Stop when equipment or the area becomes unsafe.
- A player may stop or concede without explaining why.
Starter game cards
Ten games for the pool.
Hosts may adjust ordinary distances and equipment for the group while keeping the same basic game and giving both players the same setup.
01Balance+
Set upBoth players stand on one leg. The raised foot stays above the standing knee and may not touch the standing leg.
WinThe first player whose raised foot drops below the knee or touches the standing leg loses.
Use a flat, clear surface. Replace the game for both players if it does not work for either player.02Water Pong+
Set upGive each player one or three water-filled target cups. Alternate table-tennis-ball throws and remove a cup after a make.
WinFirst to clear the other side wins. At the time limit, more cleared cups wins; flip a coin if still tied.
Water only steadies the cups. Nobody drinks it.03Mini-Golf+
Set upBuild one short course. Each player uses their own ball and plays the same obstacles.
WinLowest total strokes wins.
Keep the course short enough to finish in about five minutes.04Yard-Tool Mini-Golf+
Set upUse Mini-Golf rules with several clean, intact, unpowered yard tools instead of putters. Use every tool once before reusing one.
WinLowest total strokes wins.
Keep everyone outside the swing area. Never turn on powered equipment.05Cornhole Sprint+
Set upUse ordinary cornhole equipment and a distance that works for the group.
WinFirst to three points wins. If both arrive together, keep taking equal turns until one player leads.
Mark the throwing line and keep the landing area clear.06Egg-and-Spoon Race+
Set upEach player balances a hard-boiled or artificial egg on a spoon and starts at point A.
WinFirst to point B with the egg on the spoon wins. If it drops, replace it where it fell and continue.
Use a clear route and an artificial egg when that is safer or easier.07Ring Toss Rally+
Set upGive each player five rings and use the same target line. Alternate throws at one peg or bottle.
WinMost landed rings wins. If tied, take equal sudden-death throws until one player leads.
Move the line or allow seated throws for both players when helpful. New starter draft.08Cup Stack Sprint+
Set upGive each player six matching cups. On go, build a 3–2–1 pyramid, then collapse it into one stack.
WinFirst to finish a standing pyramid and a clean final stack wins.
Use a stable table with room for both players. New starter draft.09Target Roll+
Set upMark a target line and give each player three tennis balls. Alternate rolling from the same start line.
WinThe ball closest to the target line wins, before or after it. Use equal extra rolls for an exact tie.
A shorter lane, seated roll, or simple ramp can be used for both players. New starter draft.10Sponge Transfer+
Set upGive each player a source bucket, sponge, and marked finish container. Move one sponge-load at a time; do not run.
WinFirst to the fill line wins. At five minutes, the higher water level wins; flip a coin if still tied.
Use a clear route and clean spills. New starter draft, not a recovered historical rule.Make your own
Any short one-on-one contest can join the pool. Name the equipment and setup, write one clear way to win, aim for five minutes or less, and note important access or safety needs.
Complete worked example
Eight players. Sixteen entries.
This compact fictional example is easier to read than the recommended 32-entry event, but it uses the same rules.
- Players: Ari, Bea, Chen, Dev, Eli, Fran, Gio, Hope
- Names: two each, 16 total, no byes
- Games: 16 on the board, 24 offered
- Random order: Ari → Bea → Chen → Dev → Eli → Fran → Gio → Hope
See all 32 draft picks +
| Pick | Drafter | Card | Slot |
|---|---|---|---|
| 1 | Ari | Ari | N01 |
| 2 | Bea | Backyard Mini-Golf | R1-M1 |
| 3 | Chen | Chen | N16 |
| 4 | Dev | Cornhole Sprint | Final |
| 5 | Eli | Bea | N02 |
| 6 | Fran | Paper-Airplane Distance | R1-M8 |
| 7 | Gio | Gio | N09 |
| 8 | Hope | Sponge Transfer | SF2 |
| 9 | Hope | Ring Toss | R1-M2 |
| 10 | Gio | Dev | N15 |
| 11 | Fran | Target Roll | QF1 |
| 12 | Eli | Fran | N03 |
| 13 | Dev | Egg-and-Spoon | R1-M7 |
| 14 | Chen | Pattern Match | QF4 |
| 15 | Bea | Hope | N10 |
| 16 | Ari | Three-Cup Water Pong | SF1 |
| 17 | Ari | Cup Stack | R1-M3 |
| 18 | Bea | Eli | N14 |
| 19 | Chen | Beanbag Bullseye | R1-M6 |
| 20 | Dev | Coin Slide | QF2 |
| 21 | Eli | Dice Target 21 | R1-M4 |
| 22 | Fran | Balance | R1-M5 |
| 23 | Gio | Cup Curling | QF3 |
| 24 | Hope | Target Toss Grid | Third |
| 25 | Hope | Eli | N04 |
| 26 | Gio | Hope | N05 |
| 27 | Fran | Ari | N06 |
| 28 | Eli | Dev | N07 |
| 29 | Dev | Chen | N08 |
| 30 | Chen | Fran | N11 |
| 31 | Bea | Gio | N12 |
| 32 | Ari | Bea | N13 |
Picks 1–24 place every open name and game. Picks 25–32 are the reserved-name round. Every person appears twice, and eight games remain undrafted.
| Match | Game | Result | Moves on |
|---|---|---|---|
| R1-M1 | Backyard Mini-Golf | Bea beats Ari | Bea |
| R1-M2 | Ring Toss | Fran beats Eli | Fran |
| R1-M3 | Cup Stack | Ari beats Hope | Ari |
| R1-M4 | Dice Target 21 | Chen beats Dev | Chen |
| R1-M5 | Balance | Gio beats Hope | Gio |
| R1-M6 | Beanbag Bullseye | Gio beats Fran | Gio |
| R1-M7 | Cup Slide replacement | Eli beats Bea | Eli |
| R1-M8 | Paper-Airplane Distance | Dev beats Chen | Dev |
| QF1 | Target Roll | Fran beats Bea | Fran |
| QF2 | Coin Slide | Ari beats Chen | Ari |
| QF3 | Cup Curling | Gio meets Gio — bye | Gio |
| QF4 | Pattern Match | Eli beats Dev | Eli |
| SF1 | Three-Cup Water Pong | Ari beats Fran | Ari / Fran to third |
| SF2 | Sponge Transfer | Eli beats Gio | Eli / Gio to third |
| Third | Target Toss Grid | Fran beats Gio | Fran is third |
| Final | Cornhole Sprint | Eli beats Ari, 3–2 | Eli is champion |
Egg-and-Spoon became unsafe, so the host replaced it with undrafted Cup Slide for both players. Two Gio paths met in QF3, so Gio advanced by bye. No score carried into another game.
Document-only playtest
Can a new host run it?
Before game day, ask someone who did not help write these rules to calculate the setup, explain the snake, check the example, and describe every bye, tie, withdrawal, and replacement. Note the first place they hesitate.
The current open work is practical: test the six-to-twelve-player recommendations, confirm timing for a 32-entry event, refine starter quantities, and decide which printable bracket templates should follow.
