
Kubb is a lawn throwing game where teams knock over wooden blocks, clear field kubbs, and then topple the king to win.
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Turn timer
Keep turns moving with a per-player clock for Kubb.
Two teams alternate throwing batons underhand to topple the opponent's kubbs. Knocked kubbs become field kubbs that must be cleared before attacking baseline kubbs. Clear all kubbs, then topple the king to win. Hitting the king prematurely loses the game.
A Scandinavian lawn throwing game where two teams alternate tossing wooden batons to knock over their opponent's kubbs (small wooden blocks), then clear any field kubbs, and finally topple the central king piece to win. Sometimes called 'Viking Chess,' though it has little in common with chess.
Kubb is a two-team lawn game played on a rectangular pitch (roughly 5 by 8 meters). Each team has five baseline kubbs at their end and a king stands in the center. Teams take turns throwing batons underhand to topple the other team's kubbs. Knocked-down kubbs get tossed back into the opponent's half as "field kubbs" that must be cleared before attacking baseline kubbs again. Once all kubbs are down, a team earns the right to throw at the king; topple the king and you win.
1 King (larger central wooden piece, roughly 30 cm tall).
10 Kubbs (smaller wooden blocks, roughly 15 cm tall), five per team.
6 Batons (round wooden throwing sticks, roughly 30 cm long).
4 Corner stakes or markers to define the pitch.
Mark out a rectangular playing field approximately 5 meters wide by 8 meters long (tournament standard; casual play can adjust).
Place the king in the center of the pitch.
Each team lines up 5 kubbs evenly along their own baseline (the short end of the rectangle closest to them).
Teams stand behind their own baseline when throwing.
A full round consists of each team getting one turn. On your team's turn:
If there are any field kubbs (kubbs that were thrown into your half from a previous round) standing in your half, you must knock them all down before you may throw at baseline kubbs.
Throw batons underhand at the field kubbs. Batons must be thrown vertically (end over end), not sideways or helicopter-style.
If you fail to knock down all field kubbs with your six batons, the opposing team gets a significant advantage: they may move their throwing line forward to the nearest standing field kubb on your side.
Once all field kubbs are cleared, you may throw remaining batons at the opponent's baseline kubbs (the five kubbs at the far end).
After your throwing turn ends, the opposing team picks up every kubb you knocked over (both baseline and field kubbs) and tosses them underhand into your half of the field. These become the new field kubbs that your team will need to clear on your next turn.
Rules for tossing field kubbs:
Kubbs must land within the pitch boundaries and in the opponent's half.
Kubbs must land past the center line (king line).
If a tossed kubb goes out of bounds, the thrower gets one re-throw.
If the re-throw also goes out of bounds, the defending team gets to place that kubb anywhere in their half (as long as it is at least one baton length from the king or corner stake).
After all knocked kubbs are tossed, they are stood upright where they landed. These are the field kubbs for the next round.
A team earns the right to attack the king only after all kubbs on the opposing side have been knocked down (both field kubbs and baseline kubbs) in the same turn. If you have batons remaining after clearing every kubb, you may throw at the king.
Topple the king = you win.
If you knock over the king before clearing all kubbs, you lose immediately. The king is sacred until earned.
The game is won when a team legally topples the king after first clearing all opposing kubbs in the same turn.
A team that accidentally topples the king at any other time loses instantly.
Baton bounces and hits the king: If a baton knocks a kubb into the king and topples it, this counts as hitting the king (if illegal, the throwing team loses).
Kubbs stacking on each other: If a tossed field kubb lands on top of another, both are stood up side by side where the top one landed.
Throwing line advancement: When field kubbs remain standing, the opponent throws from the line of the nearest standing field kubb rather than their baseline.
Kubb has no scoring. The result is winner/loser based on which team legally topples the king.
Record the winning team. No scores are needed. Optionally record rounds played and pitch dimensions.