After you have mastered getting your boomerang to return and have caught it occasionally try these games.
Put a marker on the ground, thwo from next to it and try and get the boomerang to land as close as possible. For each throw, count the paces from the marker to where the boomerang lands. The person with the least total number of paces after five throws each is the winner.
Same rules as Accuracy above, but 4 paces are removed from each thrower's total score for each time he/she catches the boomerang. (Remember, as in golf, the lowest scoroe wins.)
Try catching with two hands, left hand only, right hand only, behind your back, under your leg, and in your feet. You can add any other catches that sound fun. The winner is the one who takes the most successful catches.
Throw and catch the same boomerang five times from a throwing position marked on the ground. One minute is the maximum time per thrower for this event. Catches may be taken away form the throw point but the thrower must return there to make the next throw. The thrower's time for this event is taken when he/she returns to the throw point after the last throw. The winner is the one with the shortest time for five catches or the most catches taken in a minute (if no-one completes five catches). Best boomerangs for this event are the shorter range, single circle models.
Similar set up to Fast Catch but this time the winner is the one with the most throws and catches within a set extended time period -- eg five minutes, one hour etc.
Tune and throw your boomerang for maximum hover. The longest time bewteen throw and catch out of three to five throws each wins. Throw and catch must not be more that 50 metres apart. Best performed in light to zero wind. Specialised hovering boomerangs have been developed for this event, but for novices, any boomerang with good hover can be used.
A fun catching game where the first thrower tries to do any trick catch they can think of the other throwers then have to do the same. On each round, anyone who fails to perform the catch successfully gets a letter of the word "Glorp". If the initial thrower in any round drops his catch he doen't receive a letter but then the next person becomes first thrower and sets the trick catch. Once you have all the letters of the word "Glorp" you're out. Last one in wins.
Following are a few links to detailed descriptions and rules for competition events which in many cases will require marking circles on the ground.