Ready to play one, two, or maybe all three of your new shop-made games? Here are some game rules to help you out:
(Looking to print these out? – download the easy-to-print PDF)Kubb (Viking Chess)
Be the first team to knock over all the other team’s kubbs, followed by the king.
- Batons – Always toss underhand form behind the baseline.
- Kubbs – Starts on the baseline and moves to the field after they have been overturned.
- All field kubbs on your opponent’s side must be overturned before any baseline kubbs can be overturned.
- Always toss underhand from permanent baseline (never the temporary baseline – more on that later).
- King – All shots at the king are taken from the permanent baseline.
- The King is always the last piece to be overturned. If it’s accidentally knocked over before the opponent’s kubbs, the team loses.
- 1-6 players per team
- 25′ long x 15′ wide rectangle divided into two fields, A and B.
- 5 Kubbs on each baseline and King in the middle
- Stakes are placed at the corners and in the middle (if desired)
- Teams toss for first turn
- 1 player from each team tosses one baton toward the King.
- The baton closest to the king without touching it goes first. This team is now Team A.
- Team A wins toss and attacks first
- A tosses batons underhand from behind their baseline.
- GOAL: Overturn as many of team B’s kubbs as they can.
- B tosses overturned kubbs to team A
- Kubbs must come to rest in A’s playing field.
- If a baseline kubb is knocked over, it is placed back.
- If any tossed kubbs land out-of-bounds… toss again.
- B attacks, aiming for A’s field kubbs first
- B must overturn all A’s field kubbs first.
- All field kubbs must be knocked over before baseline kubbs.
- A removes any overturned field kubbs
- Are there any of A’s field kubbs left standing? If yes… a temporary baseline is created, which team A can now throw from.
- If more than one field kubb remains, the temporary baseline is at the field kubb closest to the king.
- Continue until A removes all of their opponent’s kubbs
- A gets 1 chance to overturn the King
- King shots are taken from behind the permanent baseline.
- If the King still stands, B gets another chance to win.
- A knocks over the King and WINS!
- Smaller playing field – makes kubbs easier to hit
- 8 batons (not 6) – more chances to overturn kubbs
- Stacking kubbs – if any kubbs hit each other when tossed, stack in towers to make them easier to overturn
- Resurrecting king – if the King is accidentally overturned, the team only loses their team, not the game
- Mortal kubbs – kubbs that are knocked over once in the field are tossed out of the game making the game faster
Be the first team to 21 points without going over!
- Bolas – two golf balls connected by cord makes up 1 bola
- 2 sets of 3 needed, with a different color for each set
- Game ladder – Two ladders with 3 rungs. Each ladder rung represents a different point value.
- Place game ladders 15′ to 25′ apart. The farther apart the ladders are, the more challenging the game will be.
- 2 teams, 1-2 players per team. One player from each team stands next to the ladder when it’s their turn.
- No way to measure the distance? Use the game ladder to make the distance out. Approximately 5-8 ladder lengths apart.
- Decide which pair of opponents goes first. That side takes alternating turns throwing bolos to the opposites ladder until all have been thrown. Then calculate scores.
- The team that earns the most points in a single round, goes first in the next round.
- First team to reach 21 wins.
- Points are calculated at the end of each round for the tossed bolos that stay wrapped around one of the 3 ladder rungs.
- Add up the points and compare the scores. Each team’s points cancel each other out.
- For example, team A scores 3 points and team B scores 5 points. Points are canceled out leaving team B with 2 points. Points are added to their overall score.
- Team scores more than 21 – that round’s points do not count
- Have a tie? – Each player with 21 points goes to overtime until 1 player gains 2 points at the end of the round.
DISCLAIMER: Please use caution and ensure that children and pets are kept away from the playing field. We take no responsibility for anyone not using their heads. And please: don’t drink and dart.
Be the first team to score 21 points by tossing the darts into or closest to the target ring.
- 30″ Target ring, plus an optional 16″ ring (a smaller target for bonus points)
- Place the 30″ ring in a large area with little to no obstructions. (If using the 16″ ring, place it inside of the 30″ ring.)
- Mark a throwing line that is 25′ to 30′ away from the target ring.
- 2 or 4 players divided into 2 teams
- Decide who goes first. Each team alternates tossing 2 darts at the target ring. Once all 4 darts have been thrown, determine the score and continue to the next round.
- The team that scores the most points in the last round tosses first in the next round.
- First team to reach 21 wins.
- 1 point: dart closest to large ring
- 3 points: dart(s) inside 30″ ring
- 5 points: dart(s) inside 16″ ring
QUICK PLAY: First team to 21 points wins.
CLASSIC: Only 1 team can score per round. The team with the most points scores the difference between the 2 teams points.
TOURNAMENT: A team must score exactly 21 points to win. If a team exceeds 21 points, their score is deducted, not added. Play continues until exactly 21 points are scored.
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