What is a target-type game?
A target-type game is a game where you send an object to a target. The object can be a ball, a stone or an arrow. You score by how close it stops, or by whether it hits the target.
The two sides do not touch each other. Each side takes turns. Examples: golf, bowls, curling, ten-pin bowling, archery, boccia and croquet.
The skills: aim, power and direction
Aim
Look at the target and decide where you want the object to stop.
Power
Too little power: it stops short. Too much: it goes past. Practise until the power feels right.
Direction
A tiny turn at the start becomes a big miss at the end. Line your body up with the target.
Other things to watch
Slope of the ground, wind, and how rough or smooth the surface is. They change how far and how straight the object travels.
Tactics: guards and take-outs
Players think ahead. A guard is an object placed in front of the target so the other side cannot get a straight throw. A curl or draw goes round the guard. A take-out is a fast throw that knocks the other side's object away. Choose the safe shot when you are ahead and the bold shot when you are behind.
Many ways to take part
- Play for fun or in a team, at your own level.
- Plan: study the ground and choose the shot, like a captain or a skip.
- Score and measure: keep the score sheet and measure which object is closest.
- Referee: know the rules and be fair.
- Coach and support: give tips and cheer your team.
- Watch and learn: watch matches and notice the tactics.
- Help organise: set up the area and keep it safe.
Everyone can find a role, whatever their age or body. Many target games, such as boccia, are made for all abilities.
Try it
At home or school: draw a target with chalk, with a small centre and two rings. Stand 3 steps away and roll a ball or toss a bean bag five times. Count your points. Then change only one thing (power or direction) and try five more times. Which change helped most?
In the 3D: go to step 6, guess the score first, then press Throw to check.
Key formulas and definitions
- Key idea: closer to the target = more points
- A-P-D: Aim, Power, Direction
- Guard = blocks a straight throw; Curl/Draw = goes round it; Take-out = knocks it away
- Examples: golf, bowls, curling, bowling, archery, boccia, croquet
- Ways to take part: play, plan, score, referee, coach, support, watch, organise
Worked examples
1. In the 3D target the rings give 10, 5, 3 and 1 points. A ball stops in the 5-point ring. How many points do you get?
5 points.
2. You throw 3 times and score 10, 3 and 0. What is your total?
10 + 3 + 0 = 13 points.
3. A friend's ball keeps stopping short of the target. What should they change first?
Power. Short means too little power, so throw a little harder.
4. A guard blocks the straight path to the target. Name two ways to deal with it.
Curl or draw the ball round the guard, or throw a fast take-out to knock the guard away.
5. Name three ways a person who does not play can still take part in a target game.
Keep score, referee or coach, support the team, or help organise the match.
6. Two balls stop 20 cm and 35 cm from the target centre. Which one scores?
The one at 20 cm, because it is closer to the centre.
Common mistakes
- Using the same power every time. Distance and surface change, so change the power.
- Looking at the ball instead of the target while aiming.
- Thinking only the players take part. Scorers, referees, coaches and fans matter too.
- Always playing the bold take-out. Sometimes a safe draw wins more points.