How To Play Kubb
YOUR GAME INCLUDES
- 1 x King (the largest crown block)
- 10 x Kubbs (rectangular wooden blocks)
- 6 x Batons (throwing sticks)
- 4 x Field stakes (to mark the pitch corners)
SETTING YOUR PITCH UP
- Mark out a rectangle: 8m x 5m (or smaller for kids).
- Place 5 kubbs evenly along each 5m baseline.
- The King goes in the centre of the pitch.
TEAMS & STARTING
- Play with 2 teams, 1–6 players per team.
- To decide who starts: each team tosses a baton toward the King.
Closest baton (without touching the King) goes first.
Touch the King? The other team starts.
GAMEPLAY OVERVIEW
Each team takes turns (6 throws each time). A turn has two main phases:
PHASE ONE: Knock Down Kubbs
- On your team’s turn, throw up to 6 batons from behind your baseline at your opponent’s baseline kubbs.
- Any kubbs you knock down are tossed by your opponent into your half of the pitch.
- These are called field kubbs, and they’re stood upright where they land.
- They now belong to you — and you’ll need to knock them down on your next turn before you can aim for your opponent’s baseline again.
PHASE TWO: Clear The Field
- On your next turn, before you can attack your opponent’s baseline kubbs, you must first knock down all the field kubbs standing on your side of the pitch.
- All throws at field kubbs must be made from your baseline.
- Once every field kubb on your side is knocked down and removed from play, you can then aim for your opponent’s baseline kubbs.
- If you’ve cleared your field kubbs and your opponent left any of their own field kubbs standing on their side at the end of their previous turn, you get to move up to a temporary baseline for your remaining throws. (Explained below.)
The Tempoarary Baseline (your earned advantage)
- The temporary baseline is a bonus line you can use if your opponent fails to knock down all of their own field kubbs during their turn.
- It runs through the field kubb on your opponent’s side that’s closest to the King (and therefore closest to your side).
- On your next turn:
- Start by throwing from your baseline to knock down all field kubbs on your side.
- Once your side is clear, you can step up to the temporary baseline (level with that closest standing kubb on your opponent’s side) to throw at their baseline kubbs.
- You can only throw from this closer line after clearing your own field kubbs, and only when aiming for your opponent’s baseline kubbs.
- If there are no field kubbs left on your opponent’s side, there’s no temporary line, and all throws are made from your baseline.
- All throws at field kubbs and the King must always be made from your original baseline.

WINNING THE GAME
- Once a team knocks down all kubbs (field + baseline), they can aim for the King.
- Knock over the King to win!
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Important: If the King is knocked down early, that team loses immediately.
KEY RULES
- Batons must be thrown underhand, spinning end-over-end.
- No overarm, sideways, or side-spinning throws.
- Kubbs that land stacked or leaning are stood up where they rest.
- If a baseline kubb is knocked down before all field kubbs are cleared, it’s stood back up.
- If a field kubb doesn’t land in the pitch, a second throw is allowed.
If it misses again, the opposing team places it anywhere on the pitch - at least one baton length from a corner or the King. - If a thrown kubb knocks over another kubb, field kubbs are stood where they land; baseline kubbs return to their original spots.
FUN VARIATIONS
- Kids Kubb: Smaller pitch (4m x 2m)
- Adults vs Kids: Adults get fewer batons, kids get more.
- Resurrection King: Accidentally knock the King? Just lose your turn.
- Mortal Kubbs: Knocked baseline kubbs are removed from play. No field Kubbs - Fast-paced!
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