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Kubb Rules PDF

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Kubb Rules PDF Details
Kubb Rules
PDF Name Kubb Rules PDF
No. of Pages 2
PDF Size 0.11 MB
Language English
CategoryEnglish
Source gameshire.com.au
Download LinkAvailable ✔
Downloads17
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Kubb Rules

Dear readers, here we are going to share the Kubb Rules PDF for all of you. For the people of Gotland Kubb is considered a very special and interesting game. Gotland is a Swedish island in the middle of the Baltic Sea. Kubb’s roots are lost in the mists of time, but it certainly came from an age when every family had a woodpile beside their house.

With some sturdy logs, a few strong sticks and a good imagination, a new game emerged. Everyone can enjoy Kubb, whether young or old, strong or weak. It is good on grass or at the beach and takes only a few minutes to grasp. Whether you have lots of players or only a few (8 to 16 would be ideal) you will be sure to enjoy an exciting match with your friends.

The aim of the game of Kubb is for one team to knock over the King after having knocked over all the Kubbs on the opposing side of the pitch. Should a team knock over the King before knocking over all the opposing Kubbs, they lose. Here in this article, we have given a direct download link to get the Kubb Rules in pdf format.

Kubb Rules PDF

Tips and Rules:

  • Throws must be underhanded.
  • The batons must spin end over end.
  • Throwing batons overhand, sideways or spinning them side-to-side (helicopter) is not allowed.
  • Try to throw the field Kubbs close together when thrown back to their side, it makes it easier to knock multiple
    Kubbs down.
  • Field Kubbs that right themselves due to the momentum of the impact are considered knocked down.
  • Kubbs are considered knocked down if they end up tilting and relying on a game piece for support.

How to play:

Objective: Be the first team to knock over all the other team’s Kubbs, followed by the King.
Kubb is played between two teams with 1-6 players per team. Batons are divided equally between players.

Set up your Kubb pitch as shown.

The starting team is decided by each team tossing a baton toward the King. The closest baton to the King without touching it goes first (if you touch the King the other team starts).

There are two phases for each team’s turn:

  1. Team A throws the six batons from their baseline, at their opponent’s lined-up Kubbs. These are called Baseline Kubbs.
  2. Kubbs that are successfully knocked down by Team A are then thrown by Team B onto Team A’s half of the pitch, and stood on end. These newly thrown Kubbs are called field Kubbs.
  3. If the field Kubbs don’t land on the pitch then a second attempt is allowed. If the second attempt is also thrown out of play then the opposing team can place the Kubb anywhere on the pitch, as long as it is at least one baton length from a corner marker or the King.
  4. If a thrown Kubb knocks over an existing baseline or field Kubb, then the field kubbs are raised at the location where they rest, and baseline kubbs are raised at their original location.
  5. Play then changes hands, and Team B throws the batons at Team A’s Kubbs, but must first knock down any standing field kubbs. Once a field kubb is knocked down it is removed from play.
  6. If a baseline Kubb is knocked down before all remaining field Kubbs, the baseline Kubb is returned to its upright position.
  7. Again, all baseline Kubbs that are knocked down are thrown back over onto the opposite half of the field and then stood up.
  8. If either team does not knock down all field Kubbs before their turn is over, the Kubb closest to the centreline now represents the opposite team’s baseline.
  9. Then the throwers may step up to that line to throw at their opponent’s Kubbs.
  10. This rule applies only to throwing the batons at the opposite team’s field and baseline Kubbs; fallen Kubbs are thrown from the original baseline, as an attempt to knock over the king.
  11. Play continues in this order until a team is able to knock down all Kubbs on one side, from both the field and the baseline.
  12. If that team still has batons left to throw, they now attempt to knock over the King. If a thrower successfully topples the King, their team has won the game.

Note: If at any time during the game the King is knocked down by a baton or Kubb, the throwing team immediately loses the game.

Kubb Rules PDF

Additional Rules:

  • If when tossing the Kubbs a Kubb lands out of bounds (outside the opposite playing field,) it must be thrown
    again. If it lands out of bounds again the opposing team may place it anywhere on the playing field, but not
    within 12” (1 baton length) of either the king or the corner markers.
  • Multiple Kubbs may be knocked down with 1 baton toss in a combo shot. If a field Kubb and a base Kubb are
    knocked down in a combo shot, as long as the baton hits the field Kubb first and it is the last field Kubb, the base Kubb stays down. If the field Kubb is not the last field Kubb and one is still standing, or the baton hits the base Kubb first, the base Kubb is returned to its original upright position.
  • Batons must be thrown underhand, held by one end of the baton. They may turn end over end, but may not
    twist horizontally (a helicopter spin.) They may not be thrown sidearm or held from the middle as to fly
    perpendicular to the field.

You can download Kubb Rules PDF by going through the following download button.


Kubb Rules PDF Download Link

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