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Kubb games

Knockdown, king-finale, and resting-control house drills for lawns and park grass.

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All Kubb games (57)

Kubb Twists (56)

Optional one-rule scoring twists for a game your group already plays.

King Announce Rule

Announce the legal king attempt after both sides clear their baselines. Compatible host: King-Only Finale.

  • Announce the legal king attempt after both sides clear their baselines. Compatible host: King-Only Finale.
  • Compatible house host: King-Only Finale. For this house knockdown drill, mark a 3 m-wide lawn lane, a throw line and a target row 6 m away. Put five upright kubbs across that row and leave clear space beyond it; keep the king beside the pitch until the finale. Mark a reset row beside the lane at its 3 m midpoint, outside the active throwing path. Layout: throw line → midpoint reset row beside lane → target row. If the site cannot contain controlled throws, choose another site. This is a scored house drill, not the U.S. Championship rule set. Give each team a separate five-kubb target layout and six underhand batons per turn, alternating team turns. Fallen kubbs remain down for that team until all five are cleared. Once both teams have cleared their targets, remove the baseline kubbs, put the king at the target row and start the king end. Both teams have 5 baseline points after clearing all five, so draw the king-end order. Alternate one baton per team from the original line until a legal king knock or six attempts per team. Each cleared baseline kubb scores 1. A legal king knock in the opened finale scores 5 and ends the match immediately. An early king attempt scores 0; the king is otherwise kept outside the live layout. This zero is a house rule, not the official early-king loss rule. The first team making a legal king knock wins, regardless of earlier points. If neither does so in six finale attempts each, share the result; do not declare a points winner. Selected rule: Keep King-Only Finale’s king off the pitch until both teams have cleared all five of their own baseline targets. Retain its optional cap of three baseline turns per side for this session: if both have not cleared by then, stop as an incomplete practice drill, with no king phase and no match winner. Once both clear, draw the king order and allow at most six alternating single attempts each. Before a king throw the player says “king attempt” and the host confirms the phase is open. An unannounced or early king attempt earns 0 under this house rule; restore any displaced piece after clearance. A legal announced king knockdown earns the stated 5 and ends the match immediately, regardless of earlier points. This is a house finale, not the competition penalty for an early king. Use this one selected card. It overrides only the conditions it explicitly names; all other main-host rules remain. Other optional host twists are off unless this card expressly retains them. Offer turns in a written order and record a voluntary pass as 0 without removing later opportunities. If no legal eligible result remains, award no success point. Safety, access and necessary equipment stops are always available without tokens or penalties. If the host cannot restore a clear, agreed setup, stop with an incomplete session rather than invent a result. Mark a clear pitch away from glass, roads, and crowds. One thrower at a time, keep others behind the line, never throw batons toward people, and pause for anyone near the kubbs. Scored results are tracked as challenge points.
  • Score King Announce Rule as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after King Announce Rule; stop at the agreed finish condition.
One-Turn Frame · Kubb

Give each player one throw per pressure frame. Compatible host: One-Throw Pressure.

  • Give each player one throw per pressure frame. Compatible host: One-Throw Pressure.
  • Compatible house host: One-Throw Pressure. For this house knockdown drill, mark a 3 m-wide lawn lane, a throw line and a target row 6 m away. Put five upright kubbs across that row and leave clear space beyond it; omit the king. Mark a reset row beside the lane at its 3 m midpoint, outside the active throwing path. Layout: throw line → midpoint reset row beside lane → target row. If the site cannot contain controlled throws, choose another site. Play three frames, with exactly one throw per player in each frame. Reset the five kubbs before every throw. The highest number of toppled kubbs wins 1 frame point. A tied best result gives each tied player 1; if everyone misses or has an illegal attempt, nobody scores. Most frame points after three frames wins; ties are shared. Selected rule: Use One-Throw Pressure’s three one-throw frames, not six-baton team turns. Each willing player gets one offered throw in every frame; restore all five targets between players so each faces the same layout. The highest legal knockdown count in that frame earns 1 frame point for that player; tied best players each get 1, while an all-zero frame awards none. Announce a pass before release for 0 without losing a later turn. Keep the three-frame total and shared final tie. The optional trailing-player order change is not selected. Use this one selected card. It overrides only the conditions it explicitly names; all other main-host rules remain. Other optional host twists are off unless this card expressly retains them. Offer turns in a written order and record a voluntary pass as 0 without removing later opportunities. If no legal eligible result remains, award no success point. Safety, access and necessary equipment stops are always available without tokens or penalties. If the host cannot restore a clear, agreed setup, stop with an incomplete session rather than invent a result. Mark a clear pitch away from glass, roads, and crowds. One thrower at a time, keep others behind the line, never throw batons toward people, and pause for anyone near the kubbs. Scored results are tracked as challenge points.
  • Score One-Turn Frame · Kubb as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after One-Turn Frame · Kubb; stop at the agreed finish condition.
Soft-Touch Rule · Kubb

Use controlled soft attempts; a whole-baton target rest earns 2. Compatible host: Soft-Touch Only End · Kubb.

  • Use controlled soft attempts; a whole-baton target rest earns 2. Compatible host: Soft-Touch Only End · Kubb.
  • Compatible house host: Soft-Touch Only End · Kubb. For this house resting-control drill, mark a clear 3 m-wide lawn lane and a 1 m-square soft-ground target 6 m from the throw line. Leave clear space beyond the target and keep all kubbs, the king and other obstacles out of the lane. Use only a site and distance where everyone can keep attempts controlled; shorten the shared distance before play or choose another site when needed. Each player makes three controlled underhand throws, one at a time; inspect and reset after each. Stop if a player cannot keep the action controlled. A hard or uncontrolled attempt scores 0 and requires a reset of the activity before another turn. A soft attempt with the entire baton at rest inside the marked target scores 2; other attempts score 0. This perfect-rest chart replaces knockdown, closest or hole points for this end. Highest total after three attempts per person wins; ties are shared. Selected rule: Run Soft-Touch Only End’s three attempts per person with the lane empty of kubbs and king. The 1 m-square soft-ground target is the entire scoring task: a controlled baton resting wholly inside earns 2, otherwise 0. A hard or uncontrolled attempt earns 0 even if it reaches the square; stop and adjust the activity before anyone continues. Do not encourage a harder throw to reach the target. A participant may use an agreed shorter shared distance before scoring or pass for 0. Do not add knockdown points or treat “soft” as a measured safety certification. Use this one selected card. It overrides only the conditions it explicitly names; all other main-host rules remain. Other optional host twists are off unless this card expressly retains them. Offer turns in a written order and record a voluntary pass as 0 without removing later opportunities. If no legal eligible result remains, award no success point. Safety, access and necessary equipment stops are always available without tokens or penalties. If the host cannot restore a clear, agreed setup, stop with an incomplete session rather than invent a result. Mark a clear pitch away from glass, roads, and crowds. One thrower at a time, keep others behind the line, never throw batons toward people, and pause for anyone near the kubbs. Scored results are tracked as challenge points.
  • Score Soft-Touch Rule · Kubb as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Soft-Touch Rule · Kubb; stop at the agreed finish condition.
Comeback Extra Turn Rule · Kubb

Give the trailing team one extra baton in frame three. Compatible host: Comeback Extra Turn · Kubb.

  • Give the trailing team one extra baton in frame three. Compatible host: Comeback Extra Turn · Kubb.
  • Compatible house host: Comeback Extra Turn · Kubb. For this house knockdown drill, mark a 3 m-wide lawn lane, a throw line and a target row 6 m away. Put five upright kubbs across that row and leave clear space beyond it; omit the king. Mark a reset row beside the lane at its 3 m midpoint, outside the active throwing path. Layout: throw line → midpoint reset row beside lane → target row. If the site cannot contain controlled throws, choose another site. Two teams play three frames with six underhand, end-over-end baton throws each, shared through a written rotation. After frame 2, the trailing side receives one extra baton in its frame-3 turn; neither side qualifies on a tie. Keep knocked targets down until that side finishes all six throws, or all seven in its eligible final turn. Then stop throwing, verify and reset fallen kubbs upright in the side row for counting, and restore the five-target layout before the other side begins. An illegal throw scores 0; restore anything it displaced to its prior state before continuing after clearance. Each toppled baseline kubb scores 1 after its upright reset is checked. Count a target only once in a turn, for at most 5, including the eligible seven-baton final turn. A miss or illegal throw scores 0; no king or closest-rest points apply. Highest total after three ordinary frames and the eligible extra attempt wins; ties are shared. Selected rule: Provide a seventh baton, or after the first six stop all throwing, call clear and retrieve one baton without moving any kubb before the eligible seventh attempt. Determine eligibility from the score after frame 2. Only the side behind gets a seventh baton within its final turn; a tie gives neither side one. Keep fallen targets down through all seven attempts, count each of the five targets once, and use the ordinary 1-per-target chart. There is no new six-baton turn, automatic bonus point or additional target reset. Compare totals after both sides finish frame 3, including that permitted seventh attempt. This is the sole unequal-quota exception. Use this one selected card. It overrides only the conditions it explicitly names; all other main-host rules remain. Other optional host twists are off unless this card expressly retains them. Offer turns in a written order and record a voluntary pass as 0 without removing later opportunities. If no legal eligible result remains, award no success point. Safety, access and necessary equipment stops are always available without tokens or penalties. If the host cannot restore a clear, agreed setup, stop with an incomplete session rather than invent a result. Mark a clear pitch away from glass, roads, and crowds. One thrower at a time, keep others behind the line, never throw batons toward people, and pause for anyone near the kubbs. Scored results are tracked as challenge points.
  • Score Comeback Extra Turn Rule · Kubb as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Comeback Extra Turn Rule · Kubb; stop at the agreed finish condition.
Silent Frame Rule · Kubb

Use gestures for frame-two tactics, with speech available whenever needed. Compatible host: Silent Frame · Kubb.

  • Use gestures for frame-two tactics, with speech available whenever needed. Compatible host: Silent Frame · Kubb.
  • Compatible house host: Silent Frame · Kubb. For this house knockdown drill, mark a 3 m-wide lawn lane, a throw line and a target row 6 m away. Put five upright kubbs across that row and leave clear space beyond it; omit the king. Mark a reset row beside the lane at its 3 m midpoint, outside the active throwing path. Layout: throw line → midpoint reset row beside lane → target row. If the site cannot contain controlled throws, choose another site. Two teams play three frames. In each frame, each team has six underhand, end-over-end baton throws, shared in a written rotation. Complete one team’s six throws before the other team starts. Keep fallen targets down until the turn ends, then, with throwing stopped, stand them in the side reset row for counting. Restore all five targets to their original row for the other team. If an illegal throw displaces a kubb, stop and restore that target to its prior state before the next throw; retrieve only after clearance. During frame 2, use gestures for optional tactical conversation. Always speak for safety, access and score checks; stop the silent rule if communication is unclear. Each toppled baseline kubb scores 1 after its upright reset is checked. Count each target once per six-baton turn, for at most 5; a miss or illegal throw scores 0. No king or closest-rest points apply to the knockdown total. Highest team total after three equal frames wins; ties are shared. Selected rule: Retain Silent Frame’s second frame as the quiet frame. Players may gesture for optional tactics, but safety, access, rules and score checks may always use speech or another clear method. If silence makes a turn unclear, stop the quiet rule without a penalty; nobody loses a throw for requesting explanation. Count and confirm the same five-target knockdowns after each six-baton turn. Frames 1 and 3 use normal conversation. No extra points are awarded for silence. Use this one selected card. It overrides only the conditions it explicitly names; all other main-host rules remain. Other optional host twists are off unless this card expressly retains them. Offer turns in a written order and record a voluntary pass as 0 without removing later opportunities. If no legal eligible result remains, award no success point. Safety, access and necessary equipment stops are always available without tokens or penalties. If the host cannot restore a clear, agreed setup, stop with an incomplete session rather than invent a result. Mark a clear pitch away from glass, roads, and crowds. One thrower at a time, keep others behind the line, never throw batons toward people, and pause for anyone near the kubbs. Scored results are tracked as challenge points.
  • Score Silent Frame Rule · Kubb as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Silent Frame Rule · Kubb; stop at the agreed finish condition.
Measure Challenge Rule · Kubb

Use one disputed target-row check per team before resetting. Compatible host: Measure Challenge · Kubb.

  • Use one disputed target-row check per team before resetting. Compatible host: Measure Challenge · Kubb.
  • Compatible house host: Measure Challenge · Kubb. For this house knockdown drill, mark a 3 m-wide lawn lane, a throw line and a target row 6 m away. Put five upright kubbs across that row and leave clear space beyond it; omit the king. Mark a reset row beside the lane at its 3 m midpoint, outside the active throwing path. Layout: throw line → midpoint reset row beside lane → target row. If the site cannot contain controlled throws, choose another site. Give each side one challenge token. Two teams play three frames. In each frame, each team has six underhand, end-over-end baton throws, shared in a written rotation. Complete one team’s six throws before the other team starts. Keep fallen targets down until the turn ends, then, with throwing stopped, stand them in the side reset row for counting. Restore all five targets to their original row for the other team. If an illegal throw displaces a kubb, stop and restore that target to its prior state before the next throw; retrieve only after clearance. Before resetting a disputed result, a side may challenge whether a toppled target’s original base marker was inside the target row and lane. Stop play and inspect together; do not move the scored objects first. Each toppled baseline kubb scores 1 after its upright reset is checked. Count each target once per six-baton turn, for at most 5; a miss or illegal throw scores 0. No king or closest-rest points apply to the knockdown total. A challenge that changes the recorded call earns 1 bonus point and retains the token; an incorrect challenge spends it. Limit awards to one challenge per disputed result. If a second careful check still cannot resolve the call, use 0 for that disputed kubb and award no bonus point. Highest team total after three equal frames wins; ties are shared. Selected rule: For this selected card, each side may make one challenge in the whole match. That explicit card cap replaces the host’s permission to retain a successful token for another challenge. Before moving the disputed kubb, identify the original base marker whose eligibility in the target row and lane is disputed. Stop throwing and inspect together. Correct the underlying target score either way; if the challenge changes the recorded call, add 1 to that side’s game total, otherwise add 0. Mark its sole challenge used after either result. A second careful unresolved check gives 0 for that kubb and no bonus. Moving the evidence first voids the discretionary challenge, except that safety movement takes priority. Ordinary safety and necessary score clarification are never restricted to one. Use this one selected card. It overrides only the conditions it explicitly names; all other main-host rules remain. Other optional host twists are off unless this card expressly retains them. Offer turns in a written order and record a voluntary pass as 0 without removing later opportunities. If no legal eligible result remains, award no success point. Safety, access and necessary equipment stops are always available without tokens or penalties. If the host cannot restore a clear, agreed setup, stop with an incomplete session rather than invent a result. Mark a clear pitch away from glass, roads, and crowds. One thrower at a time, keep others behind the line, never throw batons toward people, and pause for anyone near the kubbs. Scored results are tracked as challenge points.
  • Score Measure Challenge Rule · Kubb as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Measure Challenge Rule · Kubb; stop at the agreed finish condition.
Team Average Rule · Kubb

Compare total knockdown points divided by the fixed team roster. Compatible host: Team Average Round · Kubb.

  • Compare total knockdown points divided by the fixed team roster. Compatible host: Team Average Round · Kubb.
  • Compatible house host: Team Average Round · Kubb. For this house knockdown drill, mark a 3 m-wide lawn lane, a throw line and a target row 6 m away. Put five upright kubbs across that row and leave clear space beyond it; omit the king. Mark a reset row beside the lane at its 3 m midpoint, outside the active throwing path. Layout: throw line → midpoint reset row beside lane → target row. If the site cannot contain controlled throws, choose another site. Play three frames with one throw per person per frame, rotating every player before repeats. Reset the target between players and count toppled kubbs. Record each person’s score before adding the team total. A toppled kubb scores 1, at most 5 per throw. Add each team’s points and divide by its number of players. Compare exact fractions if rounded averages appear tied. Highest team average after three attempts per person wins; ties are shared. Selected rule: Use Team Average Round’s three one-throw frames per person, resetting all five kubbs between people. Record each player’s legal toppled count, from 0 to 5. Add the team’s three-frame points and divide once by its agreed number of players; a pass is 0 and the player stays in that denominator. For example, 18 points among three players averages 6, not 18. Compare exact fractions before rounding. Tied averages share the result. Do not drop a player or select the host’s optional lowest-frame exclusion with this card. Use this one selected card. It overrides only the conditions it explicitly names; all other main-host rules remain. Other optional host twists are off unless this card expressly retains them. Offer turns in a written order and record a voluntary pass as 0 without removing later opportunities. If no legal eligible result remains, award no success point. Safety, access and necessary equipment stops are always available without tokens or penalties. If the host cannot restore a clear, agreed setup, stop with an incomplete session rather than invent a result. Mark a clear pitch away from glass, roads, and crowds. One thrower at a time, keep others behind the line, never throw batons toward people, and pause for anyone near the kubbs. Scored results are tracked as challenge points.
  • Score Team Average Rule · Kubb as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Team Average Rule · Kubb; stop at the agreed finish condition.
Blind Draw Order Rule · Kubb

Draw and post the whole player order before any scored throw. Compatible host: Blind Draw Order · Kubb.

  • Draw and post the whole player order before any scored throw. Compatible host: Blind Draw Order · Kubb.
  • Compatible house host: Blind Draw Order · Kubb. For this house knockdown drill, mark a 3 m-wide lawn lane, a throw line and a target row 6 m away. Put five upright kubbs across that row and leave clear space beyond it; omit the king. Mark a reset row beside the lane at its 3 m midpoint, outside the active throwing path. Layout: throw line → midpoint reset row beside lane → target row. If the site cannot contain controlled throws, choose another site. Draw player-name slips to set each side’s internal rotation. Two teams play three frames. In each frame, each team has six underhand, end-over-end baton throws, shared in a written rotation. Complete one team’s six throws before the other team starts. Keep fallen targets down until the turn ends, then, with throwing stopped, stand them in the side reset row for counting. Restore all five targets to their original row for the other team. If an illegal throw displaces a kubb, stop and restore that target to its prior state before the next throw; retrieve only after clearance. One complete redraw may be requested by a captain before frame 1 only. After the first attempt, use the recorded order without selective redraws. Each toppled baseline kubb scores 1 after its upright reset is checked. Count each target once per six-baton turn, for at most 5; a miss or illegal throw scores 0. No king or closest-rest points apply to the knockdown total. The group earns 1 separate process point for following the order through all three frames; it does not change the winner. Highest team total after three equal frames wins; ties are shared. Selected rule: Write every participating player once on a slip, draw each side’s internal order and post it beside the scorecard. Carry that order through the six-baton turns and three frames; a pass is an offered 0 and does not cancel later turns. Retain the host’s one witnessed whole-order redraw requested by a captain before frame 1 only. Once any scored throw begins, there is no selective swap or redraw. The group’s one process point for following the order stays separate from both teams’ winning totals. Use this one selected card. It overrides only the conditions it explicitly names; all other main-host rules remain. Other optional host twists are off unless this card expressly retains them. Offer turns in a written order and record a voluntary pass as 0 without removing later opportunities. If no legal eligible result remains, award no success point. Safety, access and necessary equipment stops are always available without tokens or penalties. If the host cannot restore a clear, agreed setup, stop with an incomplete session rather than invent a result. Mark a clear pitch away from glass, roads, and crowds. One thrower at a time, keep others behind the line, never throw batons toward people, and pause for anyone near the kubbs. Scored results are tracked as challenge points.
  • Score Blind Draw Order Rule · Kubb as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Blind Draw Order Rule · Kubb; stop at the agreed finish condition.
Safety Pause Rule · Kubb

Pause freely, then resume only the unthrown attempt after clearance. Compatible host: Safety Pause Round · Kubb.

  • Pause freely, then resume only the unthrown attempt after clearance. Compatible host: Safety Pause Round · Kubb.
  • Compatible house host: Safety Pause Round · Kubb. For this house knockdown drill, mark a 3 m-wide lawn lane, a throw line and a target row 6 m away. Put five upright kubbs across that row and leave clear space beyond it; omit the king. Mark a reset row beside the lane at its 3 m midpoint, outside the active throwing path. Layout: throw line → midpoint reset row beside lane → target row. If the site cannot contain controlled throws, choose another site. Two teams play three frames. In each frame, each team has six underhand, end-over-end baton throws, shared in a written rotation. Complete one team’s six throws before the other team starts. Keep fallen targets down until the turn ends, then, with throwing stopped, stand them in the side reset row for counting. Restore all five targets to their original row for the other team. If an illegal throw displaces a kubb, stop and restore that target to its prior state before the next throw; retrieve only after clearance. Anyone may call stop when a person or loose equipment enters the lane. Do not release a held object. A paused, unthrown attempt restarts free after the host clears the area; an already released object is never thrown again merely because a pause followed it. Each toppled baseline kubb scores 1 after its upright reset is checked. Count each target once per six-baton turn, for at most 5; a miss or illegal throw scores 0. No king or closest-rest points apply to the knockdown total. Pauses never deduct points. The group may record 1 separate safety point for completing the clear-area check before resuming; repeated pauses do not create more points. Highest team total after three equal frames wins; ties are shared. Selected rule: Anyone may call stop for a person or loose equipment near the lane. Hold an unthrown baton and wait while the host checks the whole lane and kubb area. Resume that unthrown attempt free after clearance; a result already released is not replayed merely because a pause followed it. Deduct no points for a needed pause and do not spend a reset token. Retain the host’s single shared safety recognition point for a careful clearance check, separate from game points; more pauses earn no more awards. These protections apply even without this optional card. Use this one selected card. It overrides only the conditions it explicitly names; all other main-host rules remain. Other optional host twists are off unless this card expressly retains them. Offer turns in a written order and record a voluntary pass as 0 without removing later opportunities. If no legal eligible result remains, award no success point. Safety, access and necessary equipment stops are always available without tokens or penalties. If the host cannot restore a clear, agreed setup, stop with an incomplete session rather than invent a result. Mark a clear pitch away from glass, roads, and crowds. One thrower at a time, keep others behind the line, never throw batons toward people, and pause for anyone near the kubbs. Scored results are tracked as challenge points.
  • Score Safety Pause Rule · Kubb as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Safety Pause Rule · Kubb; stop at the agreed finish condition.
Captain Distance Rule · Kubb

Captains alternate choosing one shared line for the whole frame. Compatible host: Captain Distance Call · Kubb.

  • Captains alternate choosing one shared line for the whole frame. Compatible host: Captain Distance Call · Kubb.
  • Compatible house host: Captain Distance Call · Kubb. For this house knockdown drill, mark a 3 m-wide lawn lane, a throw line and a target row 6 m away. Put five upright kubbs across that row and leave clear space beyond it; omit the king. Mark a reset row beside the lane at its 3 m midpoint, outside the active throwing path. Layout: throw line → midpoint reset row beside lane → target row. If the site cannot contain controlled throws, choose another site. Mark both a short line (3 m from the targets) and the original standard line; test control at both before scoring. Two teams play three frames. In each frame, each team has six underhand, end-over-end baton throws, shared in a written rotation. Complete one team’s six throws before the other team starts. Keep fallen targets down until the turn ends, then, with throwing stopped, stand them in the side reset row for counting. Restore all five targets to their original row for the other team. If an illegal throw displaces a kubb, stop and restore that target to its prior state before the next throw; retrieve only after clearance. Captains alternate selecting short or standard before a frame; both teams use that one line for the whole frame. Change no line while an attempt is live. Each toppled baseline kubb scores 1 after its upright reset is checked. Count each target once per six-baton turn, for at most 5; a miss or illegal throw scores 0. No king or closest-rest points apply to the knockdown total. Highest team total after three equal frames wins; ties are shared. Selected rule: Use Captain Distance Call’s marked 3 m and 6 m lines only after a controlled unscored check. Draw which captain chooses frame 1, then alternate the choice in frames 2 and 3. Announce the selected line before either team throws and use it for both six-baton turns in that frame. Lock it until both sides finish; no captain can move a mark during a live attempt. Keep the five-target chart unchanged. A safety problem still stops play and may end the session; a lock is never a reason to continue at an unsuitable site. Use this one selected card. It overrides only the conditions it explicitly names; all other main-host rules remain. Other optional host twists are off unless this card expressly retains them. Offer turns in a written order and record a voluntary pass as 0 without removing later opportunities. If no legal eligible result remains, award no success point. Safety, access and necessary equipment stops are always available without tokens or penalties. If the host cannot restore a clear, agreed setup, stop with an incomplete session rather than invent a result. Mark a clear pitch away from glass, roads, and crowds. One thrower at a time, keep others behind the line, never throw batons toward people, and pause for anyone near the kubbs. Scored results are tracked as challenge points.
  • Score Captain Distance Rule · Kubb as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Captain Distance Rule · Kubb; stop at the agreed finish condition.
Beginner Spot Rule · Kubb

Anyone may choose the controlled closer line with full ordinary points. Compatible host: Beginner Spot Line · Kubb.

  • Anyone may choose the controlled closer line with full ordinary points. Compatible host: Beginner Spot Line · Kubb.
  • Compatible house host: Beginner Spot Line · Kubb. For this house knockdown drill, mark a 3 m-wide lawn lane, a throw line and a target row 6 m away. Put five upright kubbs across that row and leave clear space beyond it; omit the king. Mark a reset row beside the lane at its 3 m midpoint, outside the active throwing path. Layout: throw line → midpoint reset row beside lane → target row. If the site cannot contain controlled throws, choose another site. Offer a marked closer spot 3 m from the targets for anyone who prefers it and can use it with control. Two teams play three frames. In each frame, each team has six underhand, end-over-end baton throws, shared in a written rotation. Complete one team’s six throws before the other team starts. Keep fallen targets down until the turn ends, then, with throwing stopped, stand them in the side reset row for counting. Restore all five targets to their original row for the other team. If an illegal throw displaces a kubb, stop and restore that target to its prior state before the next throw; retrieve only after clearance. Choose a line before a turn and retain the same attempt quota. Wait behind the active thrower’s line; never place someone downrange of another active player. Each toppled baseline kubb scores 1 after its upright reset is checked. Count each target once per six-baton turn, for at most 5; a miss or illegal throw scores 0. No king or closest-rest points apply to the knockdown total. Highest team total after three equal frames wins; ties are shared. Selected rule: Offer Beginner Spot Line’s 3 m mark alongside its 6 m mark without requiring a player to identify as a beginner or justify access needs. Choose the line before that player’s turn, with everyone waiting behind the active line. Keep the same team quota of six offered batons per frame and ordinary 1-per-target chart; using the closer mark neither adds an attempt nor reduces a legal score. A pass is 0 with later opportunities intact. Retain the ordinary three-frame endpoint and shared tie, without calling the two distances competitively equivalent. Use this one selected card. It overrides only the conditions it explicitly names; all other main-host rules remain. Other optional host twists are off unless this card expressly retains them. Offer turns in a written order and record a voluntary pass as 0 without removing later opportunities. If no legal eligible result remains, award no success point. Safety, access and necessary equipment stops are always available without tokens or penalties. If the host cannot restore a clear, agreed setup, stop with an incomplete session rather than invent a result. Mark a clear pitch away from glass, roads, and crowds. One thrower at a time, keep others behind the line, never throw batons toward people, and pause for anyone near the kubbs. Scored results are tracked as challenge points.
  • Score Beginner Spot Rule · Kubb as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Beginner Spot Rule · Kubb; stop at the agreed finish condition.
Final Frame Double Rule · Kubb

Announce frame three as double before the match starts. Compatible host: Final Frame Double · Kubb.

  • Announce frame three as double before the match starts. Compatible host: Final Frame Double · Kubb.
  • Compatible house host: Final Frame Double · Kubb. For this house knockdown drill, mark a 3 m-wide lawn lane, a throw line and a target row 6 m away. Put five upright kubbs across that row and leave clear space beyond it; omit the king. Mark a reset row beside the lane at its 3 m midpoint, outside the active throwing path. Layout: throw line → midpoint reset row beside lane → target row. If the site cannot contain controlled throws, choose another site. Announce before frame 1 that frame 3 will count double. Two teams play three frames. In each frame, each team has six underhand, end-over-end baton throws, shared in a written rotation. Complete one team’s six throws before the other team starts. Keep fallen targets down until the turn ends, then, with throwing stopped, stand them in the side reset row for counting. Restore all five targets to their original row for the other team. If an illegal throw displaces a kubb, stop and restore that target to its prior state before the next throw; retrieve only after clearance. Each toppled baseline kubb scores 1 after its upright reset is checked. Count each target once per six-baton turn, for at most 5; a miss or illegal throw scores 0. No king or closest-rest points apply to the knockdown total. Double only the underlying game points earned in frame 3, not separate process or recognition points. Highest team total after three equal frames wins; ties are shared. Selected rule: Before frame 1, say that frame 3’s ordinary knockdown points count twice. In the last frame, count each of the five targets once per team turn and multiply that frame’s earned game total by 2: three legal knockdowns give 6, not 3 plus 6. Misses and illegal throws stay 0; process and STUD recognition are not doubled. Each side still has six batons. Retain the host’s trailing-side choice of who starts frame 3, decided after frame 2; a tie keeps the previous order. Compare all three frame totals and share a final tie. Use this one selected card. It overrides only the conditions it explicitly names; all other main-host rules remain. Other optional host twists are off unless this card expressly retains them. Offer turns in a written order and record a voluntary pass as 0 without removing later opportunities. If no legal eligible result remains, award no success point. Safety, access and necessary equipment stops are always available without tokens or penalties. If the host cannot restore a clear, agreed setup, stop with an incomplete session rather than invent a result. Mark a clear pitch away from glass, roads, and crowds. One thrower at a time, keep others behind the line, never throw batons toward people, and pause for anyone near the kubbs. Scored results are tracked as challenge points.
  • Score Final Frame Double Rule · Kubb as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Final Frame Double Rule · Kubb; stop at the agreed finish condition.
Partner Confirm Rule · Kubb

Partners confirm toppled-target counts before writing or resetting. Compatible host: Partner Confirm Score · Kubb.

  • Partners confirm toppled-target counts before writing or resetting. Compatible host: Partner Confirm Score · Kubb.
  • Compatible house host: Partner Confirm Score · Kubb. For this house knockdown drill, mark a 3 m-wide lawn lane, a throw line and a target row 6 m away. Put five upright kubbs across that row and leave clear space beyond it; omit the king. Mark a reset row beside the lane at its 3 m midpoint, outside the active throwing path. Layout: throw line → midpoint reset row beside lane → target row. If the site cannot contain controlled throws, choose another site. Two teams play three frames. In each frame, each team has six underhand, end-over-end baton throws, shared in a written rotation. Complete one team’s six throws before the other team starts. Keep fallen targets down until the turn ends, then, with throwing stopped, stand them in the side reset row for counting. Restore all five targets to their original row for the other team. If an illegal throw displaces a kubb, stop and restore that target to its prior state before the next throw; retrieve only after clearance. Before writing points, both partners confirm the number of toppled baseline kubbs. A solo side checks with the host. Recheck once before moving objects; an unresolved toppled-target call scores 0 for that target. Each toppled baseline kubb scores 1 after its upright reset is checked. Count each target once per six-baton turn, for at most 5; a miss or illegal throw scores 0. No king or closest-rest points apply to the knockdown total. Highest team total after three equal frames wins; ties are shared. Selected rule: At the end of each six-baton turn, stop throwing and have both partners check the number of legal toppled kubbs before moving them for reset. A solo side asks the host for the second check. Recheck a disputed target once while its evidence is still visible; an unresolved call scores 0 for that target. Write the agreed count, then complete the side-row upright reset check and restore the five-target layout for the other side. Confirmation adds no point, attempt or power to veto a necessary safety move. Use this one selected card. It overrides only the conditions it explicitly names; all other main-host rules remain. Other optional host twists are off unless this card expressly retains them. Offer turns in a written order and record a voluntary pass as 0 without removing later opportunities. If no legal eligible result remains, award no success point. Safety, access and necessary equipment stops are always available without tokens or penalties. If the host cannot restore a clear, agreed setup, stop with an incomplete session rather than invent a result. Mark a clear pitch away from glass, roads, and crowds. One thrower at a time, keep others behind the line, never throw batons toward people, and pause for anyone near the kubbs. Scored results are tracked as challenge points.
  • Score Partner Confirm Rule · Kubb as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Partner Confirm Rule · Kubb; stop at the agreed finish condition.
Opposite-Hand Soft Rule · Kubb

Try the other hand only after a controlled check; usual hand and passes remain available. Compatible host: Opposite-Hand Soft Round · Kubb.

  • Try the other hand only after a controlled check; usual hand and passes remain available. Compatible host: Opposite-Hand Soft Round · Kubb.
  • Compatible house host: Opposite-Hand Soft Round · Kubb. For this house knockdown drill, mark a 3 m-wide lawn lane, a throw line and a target row 6 m away. Put five upright kubbs across that row and leave clear space beyond it; omit the king. Mark a reset row beside the lane at its 3 m midpoint, outside the active throwing path. Layout: throw line → midpoint reset row beside lane → target row. If the site cannot contain controlled throws, choose another site. Two teams play three frames. In each frame, each team has six underhand, end-over-end baton throws, shared in a written rotation. Complete one team’s six throws before the other team starts. Keep fallen targets down until the turn ends, then, with throwing stopped, stand them in the side reset row for counting. Restore all five targets to their original row for the other team. If an illegal throw displaces a kubb, stop and restore that target to its prior state before the next throw; retrieve only after clearance. Offer a controlled non-dominant-hand attempt only after an unscored check with suitable equipment. Anyone may use their usual hand or pass if control is poor; do not force a switch. Each toppled baseline kubb scores 1 after its upright reset is checked. Count each target once per six-baton turn, for at most 5; a miss or illegal throw scores 0. No king or closest-rest points apply to the knockdown total. The same chart applies to either permitted hand; no extra difficulty bonus is added. Highest team total after three equal frames wins; ties are shared. Selected rule: Offer Opposite-Hand Soft Round’s unscored non-dominant-hand check before scoring. A participant who cannot control that action may use their usual hand or pass for 0; do not force a switch or require an explanation. Continue the same six-baton team rotation and three frames. Legal knockdowns by either permitted hand earn the full ordinary 1 per target, with each target counted once per turn. No difficulty bonus, extra practice attempt during live play or reduction for the usual hand applies. Use this one selected card. It overrides only the conditions it explicitly names; all other main-host rules remain. Other optional host twists are off unless this card expressly retains them. Offer turns in a written order and record a voluntary pass as 0 without removing later opportunities. If no legal eligible result remains, award no success point. Safety, access and necessary equipment stops are always available without tokens or penalties. If the host cannot restore a clear, agreed setup, stop with an incomplete session rather than invent a result. Mark a clear pitch away from glass, roads, and crowds. One thrower at a time, keep others behind the line, never throw batons toward people, and pause for anyone near the kubbs. Scored results are tracked as challenge points.
  • Score Opposite-Hand Soft Rule · Kubb as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Opposite-Hand Soft Rule · Kubb; stop at the agreed finish condition.
Stack Ban Rule · Kubb

Keep spare batons down and let only the active player rehearse or throw. Compatible host: Stack Ban Swings · Kubb.

  • Keep spare batons down and let only the active player rehearse or throw. Compatible host: Stack Ban Swings · Kubb.
  • Compatible house host: Stack Ban Swings · Kubb. For this house knockdown drill, mark a 3 m-wide lawn lane, a throw line and a target row 6 m away. Put five upright kubbs across that row and leave clear space beyond it; omit the king. Mark a reset row beside the lane at its 3 m midpoint, outside the active throwing path. Layout: throw line → midpoint reset row beside lane → target row. If the site cannot contain controlled throws, choose another site. Two teams play three frames. In each frame, each team has six underhand, end-over-end baton throws, shared in a written rotation. Complete one team’s six throws before the other team starts. Keep fallen targets down until the turn ends, then, with throwing stopped, stand them in the side reset row for counting. Restore all five targets to their original row for the other team. If an illegal throw displaces a kubb, stop and restore that target to its prior state before the next throw; retrieve only after clearance. Only the active player may rehearse or release a baton. Everyone else places spare equipment down behind the line, outside walking paths; no simultaneous practice actions or stacks of people waiting in the swing space. Stop and reset positioning after a violation before the pending turn resumes. Each toppled baseline kubb scores 1 after its upright reset is checked. Count each target once per six-baton turn, for at most 5; a miss or illegal throw scores 0. No king or closest-rest points apply to the knockdown total. An unthrown attempt restarts after clearance; a released illegal attempt scores 0 and is not replayed. Highest team total after three equal frames wins; ties are shared. Selected rule: Before each attempt, ground spare batons behind the line and outside walking paths. Only the active thrower may rehearse or release a baton. If another person starts a practice action or crowds that space, stop and reset everyone’s position. An unthrown attempt resumes free after clearance; a released illegal throw scores 0 and is not replayed. Retain the host’s one separate group safety recognition point for the grounded-gear check, with no effect on knockdown totals. This is a standing safety practice even without the card. Use this one selected card. It overrides only the conditions it explicitly names; all other main-host rules remain. Other optional host twists are off unless this card expressly retains them. Offer turns in a written order and record a voluntary pass as 0 without removing later opportunities. If no legal eligible result remains, award no success point. Safety, access and necessary equipment stops are always available without tokens or penalties. If the host cannot restore a clear, agreed setup, stop with an incomplete session rather than invent a result. Mark a clear pitch away from glass, roads, and crowds. One thrower at a time, keep others behind the line, never throw batons toward people, and pause for anyone near the kubbs. Scored results are tracked as challenge points.
  • Score Stack Ban Rule · Kubb as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Stack Ban Rule · Kubb; stop at the agreed finish condition.
Boundary Dead Rule · Kubb

An out-of-lane baton stays dead even if it returns. Compatible host: Boundary Respect Round · Kubb.

  • An out-of-lane baton stays dead even if it returns. Compatible host: Boundary Respect Round · Kubb.
  • Compatible house host: Boundary Respect Round · Kubb. For this house knockdown drill, mark a 3 m-wide lawn lane, a throw line and a target row 6 m away. Put five upright kubbs across that row and leave clear space beyond it; omit the king. Mark a reset row beside the lane at its 3 m midpoint, outside the active throwing path. Layout: throw line → midpoint reset row beside lane → target row. If the site cannot contain controlled throws, choose another site. Two teams play three frames. In each frame, each team has six underhand, end-over-end baton throws, shared in a written rotation. Complete one team’s six throws before the other team starts. Keep fallen targets down until the turn ends, then, with throwing stopped, stand them in the side reset row for counting. Restore all five targets to their original row for the other team. If an illegal throw displaces a kubb, stop and restore that target to its prior state before the next throw; retrieve only after clearance. Any baton leaving the marked lane is dead for that frame. Stop if retrieval would cross a live path; retrieve only after the host calls clear. Each toppled baseline kubb scores 1 after its upright reset is checked. Count each target once per six-baton turn, for at most 5; a miss or illegal throw scores 0. No king or closest-rest points apply to the knockdown total. A dead object earns 0 even if it later returns to the target. Highest team total after three equal frames wins; ties are shared. Selected rule: Use Boundary Respect Round’s marked lane and target row. A baton that leaves that lane earns 0 for its attempt even if it returns and knocks down a kubb; restore anything displaced by the dead attempt after all throwing stops. Do not chase it across an active path. Retrieve only after the host calls clear, then continue the original quota without a replacement throw. Retain the group’s one separate safe-retrieval process point; it never adds to a team’s game total. Required retrieval care applies without selecting this card. Use this one selected card. It overrides only the conditions it explicitly names; all other main-host rules remain. Other optional host twists are off unless this card expressly retains them. Offer turns in a written order and record a voluntary pass as 0 without removing later opportunities. If no legal eligible result remains, award no success point. Safety, access and necessary equipment stops are always available without tokens or penalties. If the host cannot restore a clear, agreed setup, stop with an incomplete session rather than invent a result. Mark a clear pitch away from glass, roads, and crowds. One thrower at a time, keep others behind the line, never throw batons toward people, and pause for anyone near the kubbs. Scored results are tracked as challenge points.
  • Score Boundary Dead Rule · Kubb as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Boundary Dead Rule · Kubb; stop at the agreed finish condition.
Fair Call STUD Rule · Kubb

Recognize one calm correction in the other team’s favor per frame. Compatible host: Fair Call STUD · Kubb.

  • Recognize one calm correction in the other team’s favor per frame. Compatible host: Fair Call STUD · Kubb.
  • Compatible house host: Fair Call STUD · Kubb. For this house knockdown drill, mark a 3 m-wide lawn lane, a throw line and a target row 6 m away. Put five upright kubbs across that row and leave clear space beyond it; omit the king. Mark a reset row beside the lane at its 3 m midpoint, outside the active throwing path. Layout: throw line → midpoint reset row beside lane → target row. If the site cannot contain controlled throws, choose another site. Two teams play three frames. In each frame, each team has six underhand, end-over-end baton throws, shared in a written rotation. Complete one team’s six throws before the other team starts. Keep fallen targets down until the turn ends, then, with throwing stopped, stand them in the side reset row for counting. Restore all five targets to their original row for the other team. If an illegal throw displaces a kubb, stop and restore that target to its prior state before the next throw; retrieve only after clearance. A player may calmly correct an unnoticed score in the other side’s favor before the next frame starts. Each toppled baseline kubb scores 1 after its upright reset is checked. Count each target once per six-baton turn, for at most 5; a miss or illegal throw scores 0. No king or closest-rest points apply to the knockdown total. Record 1 separate STUD recognition point for that correction, at most once per frame. It does not reverse the corrected result or change the game winner. Highest team total after three equal frames wins; ties are shared. Selected rule: Before the next frame starts, a player may point out an unnoticed call that wrongly favored their own team. Correct the actual knockdown score first. Record 1 separate STUD recognition point for that correction, at most once across the frame even if several people helped. Keep that recognition beside the player’s name, outside team game totals; it cannot restore the score the correction removed or change the winner. Deliberate false calls do not create a reward opportunity. Safety and ordinary error correction remain available after the recognition cap. Use this one selected card. It overrides only the conditions it explicitly names; all other main-host rules remain. Other optional host twists are off unless this card expressly retains them. Offer turns in a written order and record a voluntary pass as 0 without removing later opportunities. If no legal eligible result remains, award no success point. Safety, access and necessary equipment stops are always available without tokens or penalties. If the host cannot restore a clear, agreed setup, stop with an incomplete session rather than invent a result. Mark a clear pitch away from glass, roads, and crowds. One thrower at a time, keep others behind the line, never throw batons toward people, and pause for anyone near the kubbs. Scored results are tracked as challenge points.
  • Score Fair Call STUD Rule · Kubb as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Fair Call STUD Rule · Kubb; stop at the agreed finish condition.
Reset Token Rule · Kubb

Spend one optional setup reset before the next attempt, without replaying a result. Compatible host: Reset Token Frame · Kubb.

  • Spend one optional setup reset before the next attempt, without replaying a result. Compatible host: Reset Token Frame · Kubb.
  • Compatible house host: Reset Token Frame · Kubb. For this house knockdown drill, mark a 3 m-wide lawn lane, a throw line and a target row 6 m away. Put five upright kubbs across that row and leave clear space beyond it; omit the king. Mark a reset row beside the lane at its 3 m midpoint, outside the active throwing path. Layout: throw line → midpoint reset row beside lane → target row. If the site cannot contain controlled throws, choose another site. Give each side one optional setup-reset token. Two teams play three frames. In each frame, each team has six underhand, end-over-end baton throws, shared in a written rotation. Complete one team’s six throws before the other team starts. Keep fallen targets down until the turn ends, then, with throwing stopped, stand them in the side reset row for counting. Restore all five targets to their original row for the other team. If an illegal throw displaces a kubb, stop and restore that target to its prior state before the next throw; retrieve only after clearance. Before its next attempt, a side may spend the token to review an unclear rule or restore an agreed target marker. The host confirms the reset; it adds no attempt and does not undo a known result. Required safety pauses and equipment fixes are unlimited and never spend this token. Each toppled baseline kubb scores 1 after its upright reset is checked. Count each target once per six-baton turn, for at most 5; a miss or illegal throw scores 0. No king or closest-rest points apply to the knockdown total. Highest team total after three equal frames wins; ties are shared. Selected rule: Give each team one visible token for the match. Before its next attempt it may ask the host to clarify a rule or restore an agreed target marker, then mark the optional token spent. Stop throwing while resolving it. The reset neither adds a baton nor undoes an already known result; unsafe released actions are never replayed through the token. Safety pauses, equipment faults and necessary access help remain unlimited and do not consume it. Resume with the next originally due attempt after clearance. Use this one selected card. It overrides only the conditions it explicitly names; all other main-host rules remain. Other optional host twists are off unless this card expressly retains them. Offer turns in a written order and record a voluntary pass as 0 without removing later opportunities. If no legal eligible result remains, award no success point. Safety, access and necessary equipment stops are always available without tokens or penalties. If the host cannot restore a clear, agreed setup, stop with an incomplete session rather than invent a result. Mark a clear pitch away from glass, roads, and crowds. One thrower at a time, keep others behind the line, never throw batons toward people, and pause for anyone near the kubbs. Scored results are tracked as challenge points.
  • Score Reset Token Rule · Kubb as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Reset Token Rule · Kubb; stop at the agreed finish condition.
Distance Ladder Rule · Kubb

Use the three stopping zones in short, medium, long order. Compatible host: Distance Ladder Marks · Kubb.

  • Use the three stopping zones in short, medium, long order. Compatible host: Distance Ladder Marks · Kubb.
  • Compatible house host: Distance Ladder Marks · Kubb. For this baton stopping drill, mark three nonoverlapping soft-ground rectangles across a clear lane: short from 2–3 m, medium from 4–5 m and long from 6–7 m beyond the throw line, each 1 m wide. Remove hard obstacles and other targets. Use only distances that all participants can reach with control; shorten all three together before play when needed. Each player takes three controlled underhand throws. Name a zone before release. Score the object’s final rest, then retrieve only after the host clears the lane. The whole object must be inside or touching the called zone’s boundary, with none beyond its outer edge. A correct called-zone rest scores 1; all other results score 0. No knockdown, closest or hole points apply. Highest total after three attempts per player wins; ties are shared. Selected rule: Select Distance Ladder Marks’ existing ordered option before any scored attempt. Each person gets exactly three throws: short on attempt 1, medium on attempt 2 and long on attempt 3. The entire baton must rest within the required rectangle to score its 1; a wrong-zone or illegal attempt scores 0 for that attempt and is not repeated. Move to the next required zone even after a miss; there are no extra attempts to complete a failed step. Thus three successes give 3. Remove kubbs and king as the host specifies, retrieve on clearance and share tied three-attempt totals. Use this one selected card. It overrides only the conditions it explicitly names; all other main-host rules remain. Other optional host twists are off unless this card expressly retains them. Offer turns in a written order and record a voluntary pass as 0 without removing later opportunities. If no legal eligible result remains, award no success point. Safety, access and necessary equipment stops are always available without tokens or penalties. If the host cannot restore a clear, agreed setup, stop with an incomplete session rather than invent a result. Mark a clear pitch away from glass, roads, and crowds. One thrower at a time, keep others behind the line, never throw batons toward people, and pause for anyone near the kubbs. Scored results are tracked as challenge points.
  • Score Distance Ladder Rule · Kubb as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Distance Ladder Rule · Kubb; stop at the agreed finish condition.
Process Sheet Rule · Kubb

Post and check every frame’s points; the completed sheet earns one shared process point. Compatible host: Process Score Sheet · Kubb.

  • Post and check every frame’s points; the completed sheet earns one shared process point. Compatible host: Process Score Sheet · Kubb.
  • Compatible house host: Process Score Sheet · Kubb. For this house knockdown drill, mark a 3 m-wide lawn lane, a throw line and a target row 6 m away. Put five upright kubbs across that row and leave clear space beyond it; omit the king. Mark a reset row beside the lane at its 3 m midpoint, outside the active throwing path. Layout: throw line → midpoint reset row beside lane → target row. If the site cannot contain controlled throws, choose another site. Use columns Frame / Side A game points / Side B game points / Running totals / Both checked, plus a separate Process box. Two teams play three frames. In each frame, each team has six underhand, end-over-end baton throws, shared in a written rotation. Complete one team’s six throws before the other team starts. Keep fallen targets down until the turn ends, then, with throwing stopped, stand them in the side reset row for counting. Restore all five targets to their original row for the other team. If an illegal throw displaces a kubb, stop and restore that target to its prior state before the next throw; retrieve only after clearance. Both sides check the row before resetting; correct errors before the next frame. Each toppled baseline kubb scores 1 after its upright reset is checked. Count each target once per six-baton turn, for at most 5; a miss or illegal throw scores 0. No king or closest-rest points apply to the knockdown total. The group receives 1 process point for a complete checked sheet, excluded from the game winner. Never rush a check to keep that recognition. Highest team total after three equal frames wins; ties are shared. Selected rule: Use a visible sheet with Frame, A points, B points, both running totals and Both checked columns, plus a separate Process box. After each side’s turn, confirm the legal toppled count before resetting evidence. At each frame end, both sides check addition; correct an error before starting the next frame. Award the group 1 process point once for a complete checked sheet, not per row or to the higher-scoring team. Rushed or unchecked rows must be corrected before it qualifies. Only knockdown totals decide the winner. Use this one selected card. It overrides only the conditions it explicitly names; all other main-host rules remain. Other optional host twists are off unless this card expressly retains them. Offer turns in a written order and record a voluntary pass as 0 without removing later opportunities. If no legal eligible result remains, award no success point. Safety, access and necessary equipment stops are always available without tokens or penalties. If the host cannot restore a clear, agreed setup, stop with an incomplete session rather than invent a result. Mark a clear pitch away from glass, roads, and crowds. One thrower at a time, keep others behind the line, never throw batons toward people, and pause for anyone near the kubbs. Scored results are tracked as challenge points.
  • Score Process Sheet Rule · Kubb as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Process Sheet Rule · Kubb; stop at the agreed finish condition.
Two-Team Rotation Rule · Kubb

Continue a posted team rotation across frames before repeating players. Compatible host: Two-Team Rotation · Kubb.

  • Continue a posted team rotation across frames before repeating players. Compatible host: Two-Team Rotation · Kubb.
  • Compatible house host: Two-Team Rotation · Kubb. For this house knockdown drill, mark a 3 m-wide lawn lane, a throw line and a target row 6 m away. Put five upright kubbs across that row and leave clear space beyond it; omit the king. Mark a reset row beside the lane at its 3 m midpoint, outside the active throwing path. Layout: throw line → midpoint reset row beside lane → target row. If the site cannot contain controlled throws, choose another site. Two teams play three frames. In each frame, each team has six underhand, end-over-end baton throws, shared in a written rotation. Complete one team’s six throws before the other team starts. Keep fallen targets down until the turn ends, then, with throwing stopped, stand them in the side reset row for counting. Restore all five targets to their original row for the other team. If an illegal throw displaces a kubb, stop and restore that target to its prior state before the next throw; retrieve only after clearance. Keep each team’s order across frames so everyone throws before anyone repeats. A person may pass and retain their next place in the next cycle. Each toppled baseline kubb scores 1 after its upright reset is checked. Count each target once per six-baton turn, for at most 5; a miss or illegal throw scores 0. No king or closest-rest points apply to the knockdown total. Each team earns 1 separate process point when it completes its first full roster rotation; this does not change the game winner. Highest team total after three equal frames wins; ties are shared. Selected rule: Post each side’s willing roster and carry the next-player position through all three frames; resetting a frame does not return the order to its first name. Every player gets an offered turn before anyone repeats. A pass is 0 and advances the queue without removing a later opportunity. Each team receives its existing single separate process point after its first complete offered roster rotation; do not award it every cycle or add it to game totals. Retain the host’s once-only post-frame-2 swap of two willing trailing teammates’ future positions; nobody changes teams or replays a turn. Use this one selected card. It overrides only the conditions it explicitly names; all other main-host rules remain. Other optional host twists are off unless this card expressly retains them. Offer turns in a written order and record a voluntary pass as 0 without removing later opportunities. If no legal eligible result remains, award no success point. Safety, access and necessary equipment stops are always available without tokens or penalties. If the host cannot restore a clear, agreed setup, stop with an incomplete session rather than invent a result. Mark a clear pitch away from glass, roads, and crowds. One thrower at a time, keep others behind the line, never throw batons toward people, and pause for anyone near the kubbs. Scored results are tracked as challenge points.
  • Score Two-Team Rotation Rule · Kubb as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Two-Team Rotation Rule · Kubb; stop at the agreed finish condition.
No Crowding Rule · Kubb

Keep the spectator area behind the line; crowding stops every attempt. Compatible host: No Crowding Edge · Kubb.

  • Keep the spectator area behind the line; crowding stops every attempt. Compatible host: No Crowding Edge · Kubb.
  • Compatible house host: No Crowding Edge · Kubb. For this house knockdown drill, mark a 3 m-wide lawn lane, a throw line and a target row 6 m away. Put five upright kubbs across that row and leave clear space beyond it; omit the king. Mark a reset row beside the lane at its 3 m midpoint, outside the active throwing path. Layout: throw line → midpoint reset row beside lane → target row. If the site cannot contain controlled throws, choose another site. Two teams play three frames. In each frame, each team has six underhand, end-over-end baton throws, shared in a written rotation. Complete one team’s six throws before the other team starts. Keep fallen targets down until the turn ends, then, with throwing stopped, stand them in the side reset row for counting. Restore all five targets to their original row for the other team. If an illegal throw displaces a kubb, stop and restore that target to its prior state before the next throw; retrieve only after clearance. Mark and maintain a waiting area behind the throw line. Pause immediately if someone crosses into the action area; nobody earns a throw by pressuring them to move faster. Each toppled baseline kubb scores 1 after its upright reset is checked. Count each target once per six-baton turn, for at most 5; a miss or illegal throw scores 0. No king or closest-rest points apply to the knockdown total. Record 1 separate shared safety point after the group completes the waiting-area check; it is not added to either team’s winning total. Highest team total after three equal frames wins; ties are shared. Selected rule: Mark a waiting area behind the active throw line, outside swing and walking space, before frame 1. Everyone except the active thrower waits there. Anyone may call stop if a person enters the throwing or target area; resume only after the host clears both spaces. Never rush someone to preserve a throw. Paused unthrown attempts restart free, while already released attempts are not automatically replayed. Retain one shared safety point for the waiting-area check, separate from game totals. Clear-lane care is required even without this card. Use this one selected card. It overrides only the conditions it explicitly names; all other main-host rules remain. Other optional host twists are off unless this card expressly retains them. Offer turns in a written order and record a voluntary pass as 0 without removing later opportunities. If no legal eligible result remains, award no success point. Safety, access and necessary equipment stops are always available without tokens or penalties. If the host cannot restore a clear, agreed setup, stop with an incomplete session rather than invent a result. Mark a clear pitch away from glass, roads, and crowds. One thrower at a time, keep others behind the line, never throw batons toward people, and pause for anyone near the kubbs. Scored results are tracked as challenge points.
  • Score No Crowding Rule · Kubb as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after No Crowding Rule · Kubb; stop at the agreed finish condition.
Partner Switch Rule · Kubb

Declare each two-frame pair result before switching willing partners. Compatible host: Partner Switch · Kubb.

  • Declare each two-frame pair result before switching willing partners. Compatible host: Partner Switch · Kubb.
  • Compatible house host: Partner Switch · Kubb. For this house knockdown drill, mark a 3 m-wide lawn lane, a throw line and a target row 6 m away. Put five upright kubbs across that row and leave clear space beyond it; omit the king. Mark a reset row beside the lane at its 3 m midpoint, outside the active throwing path. Layout: throw line → midpoint reset row beside lane → target row. If the site cannot contain controlled throws, choose another site. Form pairs for a two-frame stint; an unpaired player may join as scorer and enter at the next switch, or everyone may agree a solo side before that stint. For actual partner changes, use at least three willing participants: with three, use one pair and the agreed solo side; four can form two pairs. A separate scorer may sit out only with five or more, leaving at least two pairs to compete. Fewer than three may use a different practice format rather than a partner-switch contest. Every pair or agreed solo side plays two frames. In each frame, each side has six underhand, end-over-end baton throws, shared in a written rotation. Complete one team’s six throws before the next side starts. Keep fallen targets down until the turn ends, then, with throwing stopped, stand them in the side reset row for counting. Restore all five targets to their original row for the next side. If an illegal throw displaces a kubb, stop and restore that target to its prior state before the next throw; retrieve only after clearance. Track each partner’s turns and alternate partners within the pair. After two frames, declare that stint’s result before changing partners; give each new pair one unscored practice turn. Each toppled baseline kubb scores 1 after its upright reset is checked. Count each target once per six-baton turn, for at most 5; a miss or illegal throw scores 0. No king or closest-rest points apply to the knockdown total. Keep points on the pair’s scorecard for this stint. Compare pair totals after each two-frame stint and equal turns. The highest total wins that stint; tied pairs share it. Start a new scorecard after switching partners. There is no overall winner across changing pairs. Selected rule: Use Partner Switch with at least three willing participants. With three, use one pair and the host’s agreed solo side, then bring the solo player into a new pairing after two frames. Four or more can form two or more pairs. Agree the number of two-frame stints before starting. In every stint give each side its six-baton quota per frame, alternate partners and record individual offered turns. An odd player may use the host’s agreed solo side so everyone plays every stint. Only with five or more may a scorer instead sit out while at least two pairs compete. In that case plan one stint per roster member and rotate the scorer role once per person, giving everyone the same number of offered stints. Equal side quotas do not promise equal individual throws when a solo side is used. After two frames declare the pair/solo result, keep earned points with that completed side, then switch willing partners and give each new pair one unscored six-baton practice turn. Start a fresh scorecard. Do not name an overall individual winner from changing pair totals. Use this one selected card. It overrides only the conditions it explicitly names; all other main-host rules remain. Other optional host twists are off unless this card expressly retains them. Offer turns in a written order and record a voluntary pass as 0 without removing later opportunities. If no legal eligible result remains, award no success point. Safety, access and necessary equipment stops are always available without tokens or penalties. If the host cannot restore a clear, agreed setup, stop with an incomplete session rather than invent a result. Mark a clear pitch away from glass, roads, and crowds. One thrower at a time, keep others behind the line, never throw batons toward people, and pause for anyone near the kubbs. Scored results are tracked as challenge points.
  • Score Partner Switch Rule · Kubb as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Partner Switch Rule · Kubb; stop at the agreed finish condition.
Three-Frame Cap Rule · Kubb

Play three frames, then one equal fourth frame only for tied leaders. Compatible host: Three-Frame Mini Match · Kubb.

  • Play three frames, then one equal fourth frame only for tied leaders. Compatible host: Three-Frame Mini Match · Kubb.
  • Compatible house host: Three-Frame Mini Match · Kubb. For this house knockdown drill, mark a 3 m-wide lawn lane, a throw line and a target row 6 m away. Put five upright kubbs across that row and leave clear space beyond it; omit the king. Mark a reset row beside the lane at its 3 m midpoint, outside the active throwing path. Layout: throw line → midpoint reset row beside lane → target row. If the site cannot contain controlled throws, choose another site. Two teams play three frames. In each frame, each team has six underhand, end-over-end baton throws, shared in a written rotation. Complete one team’s six throws before the other team starts. Keep fallen targets down until the turn ends, then, with throwing stopped, stand them in the side reset row for counting. Restore all five targets to their original row for the other team. If an illegal throw displaces a kubb, stop and restore that target to its prior state before the next throw; retrieve only after clearance. Each toppled baseline kubb scores 1 after its upright reset is checked. Count each target once per six-baton turn, for at most 5; a miss or illegal throw scores 0. No king or closest-rest points apply to the knockdown total. Highest total after three equal frames wins. If the optional fourth-frame tiebreak was announced before play, use it for tied teams; otherwise share the result. Any tie remaining after the fourth frame is shared. Selected rule: Announce this cap before frame 1: play three frames of six batons per side. If the leaders are tied after frame 3, those sides play exactly one fourth frame with the same five-target layout, quota and chart. Share any tie remaining after frame 4; there is no fifth frame. If frame 3 has a sole leader, end immediately without a tiebreak. No score is doubled merely because a frame is last. Other optional host twists are off. Use this one selected card. It overrides only the conditions it explicitly names; all other main-host rules remain. Other optional host twists are off unless this card expressly retains them. Offer turns in a written order and record a voluntary pass as 0 without removing later opportunities. If no legal eligible result remains, award no success point. Safety, access and necessary equipment stops are always available without tokens or penalties. If the host cannot restore a clear, agreed setup, stop with an incomplete session rather than invent a result. Mark a clear pitch away from glass, roads, and crowds. One thrower at a time, keep others behind the line, never throw batons toward people, and pause for anyone near the kubbs. Scored results are tracked as challenge points.
  • Score Three-Frame Cap Rule · Kubb as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Three-Frame Cap Rule · Kubb; stop at the agreed finish condition.
Soft Zone Finale · Kubb

The last baton’s points double only if it rests wholly inside the announced soft zone. Compatible host: Short-Lane Precision · Kubb.

  • The last baton’s points double only if it rests wholly inside the announced soft zone. Compatible host: Short-Lane Precision · Kubb.
  • Compatible house host: Short-Lane Precision · Kubb. For this house knockdown drill, mark a 3 m-wide lawn lane, a throw line and a target row 6 m away. Put five upright kubbs across that row and leave clear space beyond it; omit the king. Mark a reset row beside the lane at its 3 m midpoint, outside the active throwing path. Layout: throw line → midpoint reset row beside lane → target row. If the site cannot contain controlled throws, choose another site. Before play, move the target and line to a shared shorter distance of 3 m if the site and equipment allow controlled attempts. Mark a far boundary beyond the target and a soft landing zone at the target; this is a house distance, not a safety guarantee. Two teams play three frames. In each frame, each team has six underhand, end-over-end baton throws, shared in a written rotation. Complete one team’s six throws before the other team starts. Keep fallen targets down until the turn ends, then, with throwing stopped, stand them in the side reset row for counting. Restore all five targets to their original row for the other team. If an illegal throw displaces a kubb, stop and restore that target to its prior state before the next throw; retrieve only after clearance. A baton crossing the far boundary is dead and cannot score; stop immediately if the site fails to contain attempts. Each toppled baseline kubb scores 1 after its upright reset is checked. Count each target once per six-baton turn, for at most 5; a miss or illegal throw scores 0. No king or closest-rest points apply to the knockdown total. Highest team total after three equal frames wins; ties are shared. Selected rule: Before frame 1, select this finale and mark a soft-ground rectangle across the full 3 m lane, 1 m deep with the target row through its middle; mark the far boundary at its back edge and retain clear space beyond. Use the host’s shared 3 m short distance only if controlled attempts can be contained. Retain the host’s final-attempt zone gate in every frame. In frame 3 only, double the newly toppled target points earned by each side’s sixth and last baton if the entire baton stops inside that rectangle. A final baton outside earns 0; a legal rest inside with no new knockdown also earns 0. Earlier target points are not doubled and no target counts twice. This selected last-attempt chart overrides the ordinary turn maximum only for its extra doubling value. Do not add the separate full-frame double card. Use this one selected card. It overrides only the conditions it explicitly names; all other main-host rules remain. Other optional host twists are off unless this card expressly retains them. Offer turns in a written order and record a voluntary pass as 0 without removing later opportunities. If no legal eligible result remains, award no success point. Safety, access and necessary equipment stops are always available without tokens or penalties. If the host cannot restore a clear, agreed setup, stop with an incomplete session rather than invent a result. Mark a clear pitch away from glass, roads, and crowds. One thrower at a time, keep others behind the line, never throw batons toward people, and pause for anyone near the kubbs. Scored results are tracked as challenge points.
  • Score Soft Zone Finale · Kubb as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Soft Zone Finale · Kubb; stop at the agreed finish condition.
Finale Order Rule · Kubb

After frame two, the trailing side chooses who starts the ordinary final frame. Compatible host: Baseline Clear.

  • After frame two, the trailing side chooses who starts the ordinary final frame. Compatible host: Baseline Clear.
  • Compatible house host: Baseline Clear. For this house knockdown drill, mark a 3 m-wide lawn lane, a throw line and a target row 6 m away. Put five upright kubbs across that row and leave clear space beyond it; omit the king. Mark a reset row beside the lane at its 3 m midpoint, outside the active throwing path. Layout: throw line → midpoint reset row beside lane → target row. If the site cannot contain controlled throws, choose another site. Two teams play three frames. In each frame, each team has six underhand, end-over-end baton throws, shared in a written rotation. Complete one team’s six throws before the other team starts. Keep fallen targets down until the turn ends, then, with throwing stopped, stand them in the side reset row for counting. Restore all five targets to their original row for the other team. If an illegal throw displaces a kubb, stop and restore that target to its prior state before the next throw; retrieve only after clearance. Each toppled baseline kubb scores 1 after its upright reset is checked. Count each target once per six-baton turn, for at most 5; a miss or illegal throw scores 0. No king or closest-rest points apply to the knockdown total. Highest team total after three equal frames wins; ties are shared. Selected rule: Announce the order option before the first throw. After frame 2, let the side behind on game points choose whether it or the other side takes the first complete team turn in frame 3. Make that choice before either final turn starts. On a tie keep the previous order. Each side still gets six batons under the ordinary five-target chart. Only the order changes; do not add a double-frame rule. Compare the normal three-frame total and share a final tie. Use this one selected card. It overrides only the conditions it explicitly names; all other main-host rules remain. Other optional host twists are off unless this card expressly retains them. Offer turns in a written order and record a voluntary pass as 0 without removing later opportunities. If no legal eligible result remains, award no success point. Safety, access and necessary equipment stops are always available without tokens or penalties. If the host cannot restore a clear, agreed setup, stop with an incomplete session rather than invent a result. Mark a clear pitch away from glass, roads, and crowds. One thrower at a time, keep others behind the line, never throw batons toward people, and pause for anyone near the kubbs. Scored results are tracked as challenge points.
  • Score Finale Order Rule · Kubb as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Finale Order Rule · Kubb; stop at the agreed finish condition.
Kubb Announced Bonus Zone

One announced zone or prompt scores double once.

  • One announced zone or prompt scores double once.
  • Announce before attempts begin. Name the bonus target kubb before any baton is thrown. Explain which legal knockdown earns the one-time double score; the announcement does not relax the safe throwing rule. One thrower at a time; keep others behind the line; never throw batons toward people. Scored results are tracked as challenge points.
  • Score Kubb Announced Bonus Zone as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Kubb Announced Bonus Zone; stop at the agreed finish condition.
Kubb Equal Attempt Cap

Everyone gets the same attempt count before totals.

  • Everyone gets the same attempt count before totals.
  • Extra attempts outside the cap score 0. One thrower at a time; keep others behind the line; never throw batons toward people. Scored results are tracked as challenge points.
  • Score Kubb Equal Attempt Cap as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Kubb Equal Attempt Cap; stop at the agreed finish condition.
Kubb Neutral Verify Rule

A neutral player verifies disputed results.

  • A neutral player verifies disputed results.
  • Replay if the group cannot agree. One thrower at a time; keep others behind the line; never throw batons toward people. Scored results are tracked as challenge points.
  • Score Kubb Neutral Verify Rule as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Kubb Neutral Verify Rule; stop at the agreed finish condition.
Kubb Soft Reset Token

One clean reset can restart an interrupted turn.

  • One clean reset can restart an interrupted turn.
  • Resets never erase safety stops. One thrower at a time; keep others behind the line; never throw batons toward people. Scored results are tracked as challenge points.
  • Score Kubb Soft Reset Token as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Kubb Soft Reset Token; stop at the agreed finish condition.
Kubb Role Rotate Call

Caller, scorer, and starter roles rotate each round.

  • Caller, scorer, and starter roles rotate each round.
  • Nobody is stuck judging alone. One thrower at a time; keep others behind the line; never throw batons toward people. Scored results are tracked as challenge points.
  • Score Kubb Role Rotate Call as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Kubb Role Rotate Call; stop at the agreed finish condition.
Kubb Low-Impact Option

Any player may choose the lower-impact version first.

  • Any player may choose the lower-impact version first.
  • Lower-impact completion scores the same. One thrower at a time; keep others behind the line; never throw batons toward people. Scored results are tracked as challenge points.
  • Score Kubb Low-Impact Option as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Kubb Low-Impact Option; stop at the agreed finish condition.
Kubb No-Shame Pass Rule

Passing never reduces future fair turns.

  • Passing never reduces future fair turns.
  • Celebrate participation. One thrower at a time; keep others behind the line; never throw batons toward people. Scored results are tracked as challenge points.
  • Score Kubb No-Shame Pass Rule as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Kubb No-Shame Pass Rule; stop at the agreed finish condition.
Kubb Banked Streak Rule

Bank a clean streak before risking the next attempt.

  • Bank a clean streak before risking the next attempt.
  • Unbanked misses reset only the current streak. Record the points from confirmed knockdowns you choose to bank before the next baton throw. A later miss does not erase those banked points. One thrower at a time; keep others behind the line; never throw batons toward people. Scored results are tracked as challenge points.
  • Score Kubb Banked Streak Rule as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Kubb Banked Streak Rule; stop at the agreed finish condition.
Kubb First Clean Bonus

First clean legal result of the round earns +1.

  • First clean legal result of the round earns +1.
  • Must be verified before the next turn. One thrower at a time; keep others behind the line; never throw batons toward people. Scored results are tracked as challenge points.
  • Score Kubb First Clean Bonus as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Kubb First Clean Bonus; stop at the agreed finish condition.
Kubb Boundary Zero Rule

Boundary breaks score 0 for that attempt.

  • Boundary breaks score 0 for that attempt.
  • Set boundaries before play. One thrower at a time; keep others behind the line; never throw batons toward people. Scored results are tracked as challenge points.
  • Score Kubb Boundary Zero Rule as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Kubb Boundary Zero Rule; stop at the agreed finish condition.
Kubb Captain Fair Call

Captain names one fair scoring clarification pre-round.

  • Captain names one fair scoring clarification pre-round.
  • Cannot add unsafe or money rules. One thrower at a time; keep others behind the line; never throw batons toward people. Scored results are tracked as challenge points.
  • Score Kubb Captain Fair Call as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Kubb Captain Fair Call; stop at the agreed finish condition.
Kubb Partner Assist Cap

One invited assist is allowed per trailing player.

  • One invited assist is allowed per trailing player.
  • Assists cannot take over the whole turn. One thrower at a time; keep others behind the line; never throw batons toward people. Scored results are tracked as challenge points.
  • Score Kubb Partner Assist Cap as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Kubb Partner Assist Cap; stop at the agreed finish condition.
Kubb Tempo Cap Rule

One slow-down call must be honored.

  • One slow-down call must be honored.
  • No shaming for pace requests. One thrower at a time; keep others behind the line; never throw batons toward people. Scored results are tracked as challenge points.
  • Score Kubb Tempo Cap Rule as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Kubb Tempo Cap Rule; stop at the agreed finish condition.
Kubb Clean Credits Rule

Group reset scores 1 shared process point.

  • Group reset scores 1 shared process point.
  • Leave the space better than found. For the shared reset point, wait for the baton to stop, call the lane clear for retrieval, and stand the target kubbs back in their agreed positions. One thrower at a time; keep others behind the line; never throw batons toward people. Scored results are tracked as challenge points.
  • Score Kubb Clean Credits Rule as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Kubb Clean Credits Rule; stop at the agreed finish condition.
Kubb Finale Double Cap

Announced final equal-turn set scores double.

  • Announced final equal-turn set scores double.
  • Fouls still score 0. One thrower at a time; keep others behind the line; never throw batons toward people. Scored results are tracked as challenge points.
  • Score Kubb Finale Double Cap as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Kubb Finale Double Cap; stop at the agreed finish condition.
Kubb Open Table Invite

Anyone waiting may join the next equal-turn set.

  • Anyone waiting may join the next equal-turn set.
  • Wait for the next set to add a player; do not interrupt an attempt already in progress. One thrower at a time; keep others behind the line; never throw batons toward people. Scored results are tracked as challenge points.
  • Score Kubb Open Table Invite as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Kubb Open Table Invite; stop at the agreed finish condition.
Kubb Soft Landing Rule

A safe miss scores 0; respond without blame.

  • A safe miss scores 0; respond without blame.
  • Encourage the player as they reset safely for the next attempt. One thrower at a time; keep others behind the line; never throw batons toward people. Scored results are tracked as challenge points.
  • Score Kubb Soft Landing Rule as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Kubb Soft Landing Rule; stop at the agreed finish condition.
Kubb Dual Scorer Check

Have two scorers agree on the totals before making them final.

  • Have two scorers agree on the totals before making them final.
  • If a result is disputed, replay only that attempt. One thrower at a time; keep others behind the line; never throw batons toward people. Scored results are tracked as challenge points.
  • Score Kubb Dual Scorer Check as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Kubb Dual Scorer Check; stop at the agreed finish condition.
Kubb Skill Band Split

Split players into two skill groups that use the same winning condition.

  • Split players into two skill groups that use the same winning condition.
  • Recognize the result in each group separately. One thrower at a time; keep others behind the line; never throw batons toward people. Scored results are tracked as challenge points.
  • Score Kubb Skill Band Split as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Kubb Skill Band Split; stop at the agreed finish condition.
Kubb Prop Budget Cap

Each side must use only the announced equipment.

  • Each side must use only the announced equipment.
  • An attempt using equipment outside that allowance scores 0. One thrower at a time; keep others behind the line; never throw batons toward people. Scored results are tracked as challenge points.
  • Score Kubb Prop Budget Cap as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Kubb Prop Budget Cap; stop at the agreed finish condition.
Kubb Kind Coach Line

Each trailing player may receive one coaching tip per set.

  • Each trailing player may receive one coaching tip per set.
  • The coach gives advice; the player must make the attempt. One thrower at a time; keep others behind the line; never throw batons toward people. Scored results are tracked as challenge points.
  • Score Kubb Kind Coach Line as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Kubb Kind Coach Line; stop at the agreed finish condition.
Kubb Weather Pause Token

Pause the clock once for weather or noise.

  • Pause the clock once for weather or noise.
  • When play resumes, each side must still have the same number of turns remaining. One thrower at a time; keep others behind the line; never throw batons toward people. Scored results are tracked as challenge points.
  • Score Kubb Weather Pause Token as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Kubb Weather Pause Token; stop at the agreed finish condition.
Kubb Floor Clear Bonus

Clear the play area completely after play to earn 1 shared process point.

  • Clear the play area completely after play to earn 1 shared process point.
  • The group loses this bonus if anything unsafe is left behind. One thrower at a time; keep others behind the line; never throw batons toward people. Scored results are tracked as challenge points.
  • Score Kubb Floor Clear Bonus as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Kubb Floor Clear Bonus; stop at the agreed finish condition.
Kubb Last Call Equalizer

The trailing side chooses who starts the final set of equal turns.

  • The trailing side chooses who starts the final set of equal turns.
  • Only the starting order changes; the attempt rules stay the same. One thrower at a time; keep others behind the line; never throw batons toward people. Scored results are tracked as challenge points.
  • Score Kubb Last Call Equalizer as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Kubb Last Call Equalizer; stop at the agreed finish condition.
Kubb Observer Vote Cap

Observers may settle one tie by a respectful majority vote.

  • Observers may settle one tie by a respectful majority vote.
  • Players may decline the vote and replay instead. One thrower at a time; keep others behind the line; never throw batons toward people. Scored results are tracked as challenge points.
  • Score Kubb Observer Vote Cap as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Kubb Observer Vote Cap; stop at the agreed finish condition.
Kubb Hydration Break Mark

Announce a water break during the set, then resume scoring after the break.

  • Announce a water break during the set, then resume scoring after the break.
  • Use the break for water, not to delay play for an advantage. One thrower at a time; keep others behind the line; never throw batons toward people. Scored results are tracked as challenge points.
  • Score Kubb Hydration Break Mark as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Kubb Hydration Break Mark; stop at the agreed finish condition.
Kubb Rookie Shield

First-time players may discard one foul without score loss.

  • First-time players may discard one foul without score loss.
  • Shield is once per gathering. One thrower at a time; keep others behind the line; never throw batons toward people. Scored results are tracked as challenge points.
  • Score Kubb Rookie Shield as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Kubb Rookie Shield; stop at the agreed finish condition.
Kubb Spotlight Pass

Winners pass the next starter role to another side.

  • Winners pass the next starter role to another side.
  • Winners must make this handoff once. One thrower at a time; keep others behind the line; never throw batons toward people. Scored results are tracked as challenge points.
  • Score Kubb Spotlight Pass as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Kubb Spotlight Pass; stop at the agreed finish condition.
Kubb Memory Note Rule

Write one rule clarification on a visible card.

  • Write one rule clarification on a visible card.
  • Use the written clarification to settle disagreements about the rule during the round. One thrower at a time; keep others behind the line; never throw batons toward people. Scored results are tracked as challenge points.
  • Score Kubb Memory Note Rule as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Kubb Memory Note Rule; stop at the agreed finish condition.