Peeps Skeet

One player tosses Peeps into the air, while the other tries to hit the Peep before it lands on the ground.
Supplies
Easter Peeps (the more, the merrier)
Basket, bowl, container (optional)
Nerf gun and ammo (or any type of "missile": balls, frisbees, rolled-up socks)
Piece of paper and pen (optional)
Hula hoop or some other marker (chair, sweatshirt, Easter basket, etc.)
Setup

1. Fill a basket or bowl with Peeps (or just keep them in their packaging).
2. Decide upon your weapon of choice and ammo, and gather the supplies for that.
3. Create a "release" area. Place a hula hoop or marker on the ground. Place your basket of Peeps here.
4. Set up the "shooting" zone. This should be about 10 feet to the side and 10 feet back from the "release" area. If you have more than one set of players, make sure to create an area for each set. Make sure there is plenty of room for each set.
5. Decide which player is going to be the "shooter," and which will be the "releaser."
6. If you are keeping score, set up paper and pen with the releaser.

How to Play

1. The shooter is the one who dictates when the Peeps will be released. When the shooter is ready they should call "Pul!l" The releaser will toss one Peep high into the air with an underhand throw; they will want to toss the Peep out and up, so that they personally are not in the line of fire.
2. As the Peep is released, the shooter aims their weapon at the Peep and attempts to hit the Peep while it is still airborne.
3. Points are given for each Peep knocked from the sky. (Record on the paper if you like).
4. After 10 "pulls," switch positions.
5. Play as long as you like.

Variations

1. Rotate through shooters. Shorten the number of "pulls" per player to 3 each, and let players rotate through one at a time. You can either have one designated releaser, or switch releasers after every shooter (the shooter taking the place of the previous releaser, and that releaser going to the end of the shooter line).
2. Instead of shooting the Peeps from the sky, use a bucket to try and catch the Peeps as they fall. The shooter (now technically a "catcher") must go back to the starting point each time, and cannot run to catch the Peep until they have called "pull."

Tips

1. Make sure the releaser is tossing the Peep high and in front of the shooter. Adjust distance of the releaser from the shooter if necessary.
2. Make sure the releaser does not toss the Peep until the shooter has called "pull."

Stats
Activity Length
5 - 15 minutes
Age
Preschool
School-age
Tween
Teen
Adult
Competitiveness
Either/or (can be played either way)
Difficulty
Easy peasy (fun and simple)
Indoor/Outdoor
Either
Mess Factor
Dustpan, please
Noise Level
Semi-rambunctious
Number of Players
2
3 to 4
5 to 10
Prep Time
5 minutes or less
Team Division
Buddy up (pairs of two)