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Park Attractions

HELIUM ATTACK

This is a fun relay race that consists of four phases, balloons, and the option of competing individually. Individuals who enter the game without a team can be randomly chosen and partnered with a team if they wish to compete in a relay. If a person would rather not participate as a relay race contestant, these games can also be played individually. 

TARGET

Balloon target is a blast! Each player's task is to burst as many balloons as possible in different phases of the game. Balloons are attached and hung from different areas, and each area is slightly fogged. Some balloons will be filled with air, while others will not. Players will use water beads and paint ball equipment.

STOMP

Contestants will run to an area, grab a section of balloons, and tie them around one of their legs. Each contestant will then run into a designated section and choose a spot. After all contestants have entered their selected areas, the competition will begin. Contestants will have one minute to choose balloons, tie them to their ankles, and enter their chosen spots. Contestants should practice caution as this race is based on the number of balloons left on each contestant's string. The goal is to step on and pop all of the opposing team’s balloons while avoiding popping your own!

DODGE BALL

The rules are fairly simple. Don’t get hit! If you do, you’re out. The last team with a player still standing wins. Teams will be divided into multiple sides, and a "home base" will be set up for each player or team. Each team's base balloons will be filled with a different color of non-toxic, washable paint.

“H-O-R-S-E”

If you are familiar with the basketball game "H-O-R-S-E," this game's rules and concept are slightly the same, except we will be utilizing balloons instead. Contestants will be supplied with several tools to choose from and will take turns making up a trick with a balloon. These tricks can include something such as hitting the balloon three times in the air and then landing it in a designated area or basket. Or maybe a player wants to hop across an area with a balloon between their knees just to drop it in a hula hoop (without it falling out from between your knees); this too is acceptable. If the opposing player cannot complete the trick, that player will earn a letter. Also, if a player attempts a trick but fails to properly execute it, he or she will also earn a letter, and the next player will have the chance to complete their balloon task. The first player to spell out the word H-O-R-S-E loses. The game will continue until the last player is standing.

PHASE TEN & BINGO

As you know, each game at Infallible Madness has some sort of twist, so in true fashion, phase ten and bingo will also be slightly different. Each phase of the phase ten game will not be based on the traditional point system; instead, it will be based on which player lays down their phases first and the rate at which those phases are laid down. Bingo will remain bingo, but with a twist in between each of its phases. One could easily say, "This is a race worth testing". Once a player has laid out their phase or called for a bingo, that player will be tasked with completing an obstacle to move on to the next phase of the game. The player who finishes first wins! Yep, it's that simple, or is it?

Plays up to 30 people at a time and will have between three and five phases for "Phase Ten" and three and five phases for "Bingo". At each phase,players who have laid down (phase 10) or yelled bingo (after cards have been verified) will move onto the next phase. Each competition will have up to five tables per phase, and each of those tables will seat up to six people. The five phases will be randomly chosen each game, so make sure you are knowledgeable of all phases. You never know which phase(s) will be used in your game.

 

Each phase will begin once the first contestant enters and is seated at a table.

Each phase is held in different sections or areas, and each contestant must find his or her way to the correct phases of the race. Each phase will consist of unique and fun ways to transition to the next section of the phase. These twisted but fun ways will not be disclosed until the day of the competition, and each phase is subject to change at any time.

 

Bingo will utilize headphones during each phase of the game, and those headphones will be issued to each contestant before the game and taken back up at the end of the game. The first person who finishes the race and has successfully completed each phase (Bingo or Phase Ten) will win the competition. The rules for any competition(s) are subject to slight changes for a more successful flow of phase ten and bingo games. 

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These games are not timed, but quickness is your friend when transitioning to each phase of the competition.

Click here for the traditional rules of Phase 10 

TWIST -O- GOTCHA -LEE

Is a game to the finish. The game will consist of four teams of three. Each team will have one person:

  • Roll the dice

  • complete obstacle task

  • and move across the board

 

After each roll of the dice and completed task, each team player will rotate. Each team will be assigned a designated moving piece prior to the start of the game, and this piece will signify different categories. The pieces will include:

  • skateboard

  • bicycle

  • Paper sack bag

  • person

  • rope

 

The skateboard means that the team must skate to each space on the board. The bicycle means players will get to each space by riding a bike. The paper sack means that each player must hop to each station while inside their sack. The person piece means that the player will have no extra items added to their person and can move around the board unrestricted. The rope means that a player will have to move to each space while jumping rope.

Games will not be timed. Enjoy and good luck!

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The board spaces include:

  • Move forward a space

  • Task

  • Move two spaces

  • Move back one space

  • Move back two spaces

  • Skip you (lose a turn)

  • Go to jail

  • Prize

  • Reverse it

  • Free space (no task)

 

If a team lands on a task space, that team must complete that obstacle. If a team lands in jail, he or she will lose any prizes previously won, and someone (from the opposite team) will have to bond the team out of jail for that team to continue with the game. This may be decided by pulling a card from a designated deck. Each card will symbolize each person's game piece. The person or team whose card matches the pulled card will be tasked with bonding said person out of jail, and they have now been awarded their prize for payment. However, if that person later lands on the go to jail card too (after bonding a player out of jail), they will lose their prize, but the prize will then return back to the prize box (no one can win a prize). The team that reaches the finish line first wins the game.

INFLATE THE RACE & COMPETITION

Inflate the race is a team effort and will involve several rounds to the race. Each team will be removing and adding clothing, objects, obstacles, and must enter different stations throughout the game. Each station will consist of different tasks and each team must complete said task together. No tasks and challenges can be completed without the collaboration of each team member and the first team to cross the finish line wins.

 

Below are descriptions for the different stages in each race. Tasks and challenges may include, but are not limited to:

  • Consist of four games: a race, paintball, soft archery and water gel splatter games. 5 teams per race

  • 4-6 players per team

  • 5 different stages and challenges

  • Finish line

  • Adult race

  • Kids & youth race

PAINTBALL & ARCHERY

Each game involves inflatable bunkers in a grass or turf field. The bunkers are placed in different configurations to challenge each player, requiring teams to communicate, move fast, and make agile movements. All games is played with teams of five or ten. The field is set up on a flat surface with inflatable bunkers equally aligned for both teams. This ensures players’ safety and fair conditions for the teams involved. Each team will need to utilize all areas, more agility, and speed to succeed! Extra surprises and twist are also involved in these challenges. 

Competition will include, but not limited to:

  • Two teams 

  • 10-15 players per team

  • 10 min game each phase

  • Best 2 out of three games wins (optional)

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HOW TO PLAY 

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GO TO THE BREAK AREA

Here teams will meet with their teams and decide which bunker each player will go to.

 

 

 

 

 

 

WAIT FOR THE GO SIGNAL

The referee will start a countdown from ten to one after which he or she will yell out GO!

 

 

 

 

 

 

RUN AS FAST AS YOU CAN TO YOUR ASSIGNED BUNKER

At this time, every player from both teams will be both running for cover and shooting.

 

 

 

 

 

 

STAY BEHIND THE BUNKER WHEN SHOOTING

Use the bunker to cover yourself while shooting. They’re flexible and inflatable, so make sure to use this in your favor!

 

 

 

 

 

 

MOVE AROUND

You might only have  few seconds to get from one bunker to other. Both teams should continue to move around and keep low. This will allow each player to get a better view of the field and their opponent(s).

 

 

 

 

 

 

PLACE YOUR GUN IN THE AIR AND SCREAM “I’VE BEEN HIT!”

It is possible to be hit but feel nothing. Referees will give paint checks, and will either keep you in the game or call you out to leave the game.

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Equipment will include but not limited to:

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  • Gun or crossbow 

  • Hopper

  • Goggles

  • Paintballs or arrows

  • Chest Protectors

  • Neck Protectors

 

Warnings:

  • All players should wear their masks at all times. This is especially important while teams are shooting.

  • The game is played on a relatively small field, so always be prepared to take on fire.

  • Stay alert! Always be aware of your surroundings. This is always important when making moves toward an opponent or moving to a new area.

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​A tip to consider: Each player should make sure that his or her loader is secured at all times so that it won’t come off.

SPEED GOLF

The rules of speed golf are essentially the same as those of regular golf, with three differences. Care to guess how? Players putt with the flag-stick placed in the hole, with 3–6 competitors competing at the same time. Each competitor must complete each hole before moving on to the next one. In between each stop (putting areas), competitors must also complete obstacles before racing through each of the mini-golf courses. The timing starts the moment the player hits their initial shot until the moment the ball enters the cup on their last hole. Each competitor will get as many tries needed per hole to sink the ball in the hole. 

 

How points are calculated:

In speed golf, the player with the lowest cumulative score, the fewest strokes, and the fastest time across the courses wins. For example, if a player shoots a 50 in 10 minutes, the calculated score is 60. If a second player shoots a 65 in 7 minutes, which works out to 72, the second player will be the winner (if he or she crosses the finished line before their competitor). 

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Golf Point System

  • Awarded 10 points for the hole and one

  • Awarded 5 points for two shots taken.

  • Awarded 2 points if players need 3 or more shots to putt ball in the hole.

Obstacle point system

  • Crosses finish line 1st is 10 points

  • Crosses fine line 2nd is 8 points

  • Crossing finish line 3rd is 6 points

  • Crossing finish line 4th–sixth is 4 points

At the end of each competition, all points will be calculated. The player who makes it across the finish line with the highest score wins.

BASEBALL

Will be played according to baseball's original rules, but with a twist. Running to each base will slightly differ. Each base will have its own set of obstacles. At each base, players must complete unique tasks as they race and compete against the opposing team.

  • Base One: Players will roll or hop to get to the next base.

  • Base two: players will navigate through a pit of plastic balls to get to the next base.

  • Base three: players will have the option to run to the next base or use monkey bars or floating steps.

  • Base four is heading to home plate. Players must be lying down on their belly with a board (that has wheels under it) underneath them. Each player must scoot themselves home.

All tasks must be done by both teams, whether the player is hitting or running.

Additional game twist: Teams will not be catching the balls with gloves; instead, players are issued a special set of equipment when playing this game.

Tip: Don't Get Caught

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Click here for baseball traditional rules 

Ten-goal-is

It’s tennis, but with a twist. There are two types of teams and games. One is a singles game, and the other is a doubles game. The singles game will have one player on each end of the court. While the doubles will have two players on each end of the court. There will be no net separating the teams, and to score, a player must hit the ball into a designated area. That area is a goal that’s centered behind each of the players on each end of the court. The game is organized as a single-elimination tournament, with competitors being eliminated after a single loss, and the player who reaches his or her first set score wins. Player must win by two points. However, if after a set is played (after a player has reached the six-point mark) no player is able to pull off a lead causing a tie, a tie breaker will decide the set. This simply means that if a player can score the next point, that player will win the game. Otherwise, the overall tournament winner will be the last competitor without a loss, and a match is won when a player or a doubles team has won

Water attack 

Will utilize the same setup and rules as the paintball and archery games. However, as described in the title, only items filled with water will be used. Those items are as follows: 

  • water guns, 

  • water beads 

  • water balloons

Additional time and/or supplies such as slings, water balloons, water beads and time can be purchased at the beginning of each game. Once the game has started, no player will have access to additional supplies or time for the duration of the game.

Tag

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Tag is a game of elimination. This game, however, has been revised and involves obstacles on the course. The rules are really simple: don’t get caught and make it over the finish line or wall as fast as you can. Players are not safe from being tagged under any circumstances until that player has made it completely up the wall or over the finish line. If a player is caught, he or she is considered tagged and must exit the game. There are no teams (unless previously stated), and the game will continue until only one player is left standing.

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Team rules

These games will consist of four rows, with three to four players per row. Each row will get a five-second head start and will continue until the last row is left standing. Each row will wear a different color cover to distinguish between the different teams, and rows are chosen at random (i.e., by drawing or counting up to a number by one) unless teams have been pre-established and approved before the start of the game. Please speak with the assigned tag-game employees concerning the sign-up sheets and rules for teams.

 

Click here for tag traditional rules.

Additional Park Activities

Include but are not limited to:  
 

  • Putt putt Golf

  • Pickleball

  • Lacrosse

  • Wiffle ball

  • Musical knockout

  • Spades

  • Laser tag

  • Tennis

  • SnookBall

  • Volleyball

  • American Mahjong

  • Croquet

  • Kan-Jam

  • Spike ball

  • Dominoes

  • And so much more

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