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Kubb Rules Card

A one-page kubb rules card: how to play, how to score, and how to set it up. Hit print, fold it, and keep it with your set. Want the full walkthrough? See the Kubb rules.

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Kubb

rules card
Players2 to 12 (1 or 2 a side is the sweet spot)
Ages6+
Setup5 min
SpaceAbout 26 x 16 ft regulation, smaller for casual play

What you need

  • Ten kubb blocks (the rectangular wooden ones, five per baseline)
  • One king (the big center block, tallest piece in the set)
  • Six throwing batons
  • Four corner stakes to mark the pitch (most sets include them)
  • A flat stretch of grass or gravel, about 26 x 16 ft for a full pitch

Scoring

  • There are no points in kubb. You win by clearing wood, not counting it
  • Topple every kubb in your opponent's half: all field kubbs first, then the five baseline kubbs
  • Then topple the king with a baton thrown from behind your baseline to win the game
  • Knock the king over before the field is clear, at any point, and your team loses on the spot
  • A baseline kubb knocked down before the field kubbs are cleared does not count and is stood back up
  • Leave field kubbs standing at the end of your turn and your opponents advance their throwing line to the closest one

How to play

  1. Mark the pitch and set the wood. Stake out a rectangle. The World Championship pitch is 8 x 5 m (about 26 x 16 ft), but a 20 x 10 ft pitch is friendlier for beginners and kids. Stand the king dead center, then line up five kubbs along each baseline at even spacing. Each team owns the kubbs on its own baseline.
  2. Toss for first throw. One player from each team throws a baton as close to the king as possible without hitting it. Closest baton wins the first turn. On the first turn only, the opening team throws just four batons instead of six, which keeps the game from being decided before the other side ever throws.
  3. Throw underhand, always. Batons are thrown underhand and vertically, so they tumble end over end. Sideways helicopter spins are not allowed. Stand behind your baseline and take aim at the kubbs on your opponent's baseline. Every standing kubb you topple matters.
  4. Throw the fallen kubbs back. At the start of your turn, gather any of your kubbs the other team knocked down and throw them into your opponent's half. These become field kubbs: your opponents stand each one up right where it landed. If a kubb lands outside their half, you rethrow it once. Miss twice and your opponents get to place it anywhere in their half, as long as it is at least one baton length from the king.
  5. Clear field kubbs before baseline kubbs. Now throw your six batons. You must topple every field kubb in your opponent's half before any baseline kubbs count. Knock a baseline kubb down too early and it just gets stood back up. And if you leave field kubbs standing at the end of your turn, your opponents may throw from behind the field kubb closest to your side instead of their baseline, which is a huge advantage.
  6. Finish the king from the baseline. Once every kubb in your opponent's half is down, field and baseline both, use any leftover batons on the king. King shots are always thrown from behind your baseline, no matter where your throwing line was. Drop the king cleanly and your team wins.

Set it up

There is no single official pitch size. The Kubb World Championship plays on 8 x 5 m, which is about 26 x 16 ft, and that suits most adult games. Beginners and mixed family games run better on roughly 20 x 10 ft, and young kids can shrink it further still. The pitch length is your throwing distance, since batons are thrown from behind the baseline (or the throwing line once field kubbs are in play).