Mango Lake

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2019 Photos
2023 Photos
2025 Photos

2025 Schedule and Rules

You must be present (in sight) by 12:15pm to participate as we need total participant count prior to team selection.

What to bring

  • Bathing suit or attire suitable for slip and slide and paddle boarding
  • Water shoes
  • Towel
  • We will have a CouplaBeers for everyone and order pizzas, so bring anything else you want to eat and drink

Team Selection @ 12:20PM

Participants blindly pick a red/blue/black/white bandana to form the 4 teams of up to 12 players.  The 4 teams will compete in 8 events with the 1st place team of each event getting 4 points, 2nd place gets 3 points, 3rd place gets 2 points, and 4th gets 1 point (but only if they finish the event).  The team with the most event points will win the competion and be crowned Mango Mayhem Champions.


Event 1: Slatwalk Catwalk

Goal: The first team to reach the finish line wins

Rules: Each team splits up into up into 3 smaller groups of up to 4 players each.  2 of those groups will stand on the starting end of the runway and 1 on the opposite end.  Upon start, first group of players on each team must open their bag and put on the clothes in the bag. Once dressed all 4 players stand on their fence slats (like skis) and must walk in unison to the opposite end of the runway. Once the front of either slat touches the line, the team members must remove their clothes and the 2nd team members must put the items on. Slats will be flipped around and still be touching the line before they then proceed to the 3rd set of players and repeat. The first team to reach the finish line wins.

Assistants: Needed to line the runway and take embarassing photos

Event 2: What-SUP Relay

Goal: The first team to have all players paddle through the course wins when the final players reach the finish line.

Rules: Teams will each get 1 paddle and 3 life vests. You can paddle up to 3 people on the board at once but 1 player MUST be standing (not sitting on another player, they do not have to paddle).  Other players can hand paddle or support the standing player.  All players must wear life vests.

You can paddle around the course in either direction.

Due to the limited area at the boat ramp entrance and cautious entrance to water, race will begin with 1st paddlers from each team in the water standing next to boards. Once the team has begun paddling the next set of players can enter the water to prepare for relay.

Assistants: Needed to yell at cheaters. Hand out wristbands to completed players.

Event 3: Slip Cup Relay

Goal: The first team to have all players complete the course wins when the final player crosses the finish line.

Rules: Each team stands in their starting area. The first player of each team holds their baton. Upon start, run to the flip cup station, drink the beer in the solo cup, then place on the edge of the table and try to flip it upside down (up to 10 tries). Run to the end of the slip and slide and slide. Run behind slip and slide and put on proper color wristband. Run your baton to the starting area and hand off to next player and put on a wristband to indicate you're done.

Assitants: Needed at each flip cup station to fill new cups for each player. At end of slide to make sure players get wristband. Check players have wristbands before handing off baton.

Event 4: Tug It

Goal: Be the fastest to win your tug of war match and avoid the ice bath

Rules: Blue vs Black and Red vs White will face off in traditional tug of war over an ice bath. Team to win in the shortest time will win 1st place and the team they beat will be 4th. The slower winning team will be 2nd and the team they beat will be 3rd.

Event 5: Dizzy Corn Hole Relay

Goal: Score the most corn hole points in least amount of time.

Rules: First player holds the baton/marker. At start, spin around a pool noodle 5 times. Throw 3 corn hole bags to get points. A bag on the board gets 1 point, a bag in the hole gets 3 points (no leaners... counts as 1 point). Player then must retrieve bags AND must write their score on the whiteboard AND put on wristband .  A score of 0 must still be written on the board. Player runs back to start and passes the baton/marker to next player.  That player can not start spinning until they have the baton.

Assistants: Needed at cornhole board to verify score and make sure players write correct score and get wristband.

This is 2 events in 1 - Event points are awarded for both the finishing order and again for total kanjam score.

Event 6: Hose Head-to-Head

Goal: Knock down all the water balls with your hose head apparatus in 1 minute. Team that wins the most rounds wins event.

Rules: Players battle it out 1 per team at a time in head-to-head-to-head-to-head trying to be the first to knock down all the water bottles in 1 minute.  If no player knocks down all the bottles, the player with the most wins the round.  The team that wins the most rounds wins the event. Put on wristband after you have gone.

If 2 or 3 teams tie in a round, they all get the "win".  If all teams tie, no team wins the round.

Event 7: Bite My Weiner Head-to-Head

Goal: Thrust a weiner to your face and take a bite. Team with most bites wins.

Rules: Players compete head-to-head-to-head-to-head in 1 minute rounds. Any player to complete the challenge counts towards team score (1 bite per player max). Put on wristband after you have gone.

If teams are tied after all rounds, the players on the tied teams that did NOT complete the challenge all compete together at once for an additional minute.

Event 8: Hose Hockey 

Goal: Hit your wiffle ball across the goal line. Team that scores all balls in least amount of time wins (or that gets the most goals in 5 minute limit).

Rules: Teams compete 1 at a time. Half the team lines up on 1 side of field with 1 color of ball, other half of team lines up on opposite side with different colored ball.

Balls can only be moved with the hose aparatus. Any unintentional kick should be reset back to previous location.

Balls must stay in the field. If the ball is knocked out of bounds, player must place the ball back at the starting line.

If a player scores a goal, they can remain in the playing field to help their teammates.

Assitants: Needed as line judges to spot out of bounds.

Event 9: Potato Jam Relay

Goal: Score the most KanJam points in least amount of time.

Rules: Each team has 1 kan, 1 frisbee, 1 potato sack. Players line up opposite the kan (called the thrower). 1 player from each team starts at the kan to jam (called the jammer). 1st thrower starts with frisbee and potato sack. Throw the frisbee to the kan and jammer tries to jam it. Thrower gets in potato sack and jumps to kan then gives sack to jammer. Thrower writes their score on the board then returns to kan to jam next player's throw. Jammer gets in the sack holding frisbee and jumps back to the throwing side, stopping to put their wristband on at the bucket, then hands frisbee and sack off to the next player to throw. Repeat the process until the final player crosses the finish line. Players must have their wristband on before passing to next player / crossing finish line.

If the frisbee goes through the slot the team is awarded 5 points and the thrower does not have to hop in the potato sack to the kan (they still have to hop back after they are the jammer). Otherwise regular scoring applies: 3 points if jammer hits frisbee in kan, 2 points if frisbee hits kan without jammer touching it, 1 point if frisbee hits kan after jammer hits it.

Assistants: Needed to verify KanJam points and make sure players write correct score and get wristband

2 events in 1 - Points are awarded for both the finishing order and again for total kanjam score.