China, Japan, South Korea, North Korea, Mongolia, Hong Kong-China, Macao-China, Taiwan-China
China, Japan, South Korea, North Korea, Mongolia, Hong Kong-China, Macao-China, Taiwan-ChinaDetailed Images
Kubb is played between two teams, which may consist of only one person per team.
There are two phases for each team's turn:
Team A throws the six batons (called Kastpinne/Kastpinnar in Swedish) from their baseline, at their opponent's lined-up kubbs (called Baseline kubbs). Throws must be under-handed, and the batons must spin end over end. Throwing batons overhand, sideways or spinning them side-to-side (helicopter) is not allowed.
Kubbs that are successfully knocked down by Team A are then thrown by Team B onto Team A's half of the pitch, and stood on end. These newly thrown kubbs are called field kubbs. The key objective is to keep them close to each other (as to be able to hit more than one with a single throw of the batons (Kastpinnar)). The player that tosses the kubbs is called the inkastare.
If a kubb is thrown out of play, i.e., outside the boundary markers or not beyond the middle line (Note: after being raised, at least half of the kubb must be in the field of play to be considered in play), then one more attempt is given. If this also goes out, the kubb becomes a "punishment kubb" and can be placed anywhere in the target half by the opposing team as long as it is at least one baton length from a corner marker or the King. If a thrown kubb knocks over an existing baseline or field kubb, then the field kubbs are raised at the location where they rest, and baseline kubbs are raised at their original location.
Play then changes hands, and Team B throws the batons at Team A's kubbs, but must first knock down any standing field kubbs. If a baseline kubb is knocked down before all remaining field kubbs, the baseline kubb is returned to its upright position. (Field kubbs that right themselves due to the momentum of the impact are considered knocked down. Also kubbs are considered knocked down if they end up tilting and relying on a game piece for support.) Again, all kubbs that are knocked down are thrown back over onto the opposite half of the field and then stood.
If either team does not knock down all field kubbs before their turn is over, the kubb closest to the centerline now represents the opposite team's baseline, and throwers may step up to that line to throw at their opponent's kubbs. This rule applies only to throwing the batons at the opposite team's field and baseline kubbs; fallen kubbs are thrown from the original baseline, as are attempts to knock over the king.
Play continues in this fashion until a team is able to knock down all kubbs on one side, from both the field and the baseline. If that team still has batons left to throw, they now attempt to knock over the king. If a thrower successfully topples the king, his team has won the game.
If at any time during the game the king is knocked down by a baton or kubb, the throwing team immediately loses the game.
In tournaments, winners are typically determined by playing best out of three.
For informal play between players of widely differing abilities, such as an adult and a child, it is permissible to shorten the length of the pitch. Another option is for both players to play on the same team and keep switching sides during play.
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