How to Play Kubb
Kubb is an outdoor throwing game for two teams of one to six players each. One team throws six wooden batons to knock down the opposing team's five kubbs and, ultimately, a central wooden king. Knocked kubbs are relocated to the field, adding a tactical layer that keeps every round different.
It plays well on grass, sand, or gravel and needs no specialist surface. The combination of simple rules, physical skill, and genuine tactical depth makes it a reliable hit at garden parties, festivals, and beach trips alike.

A little history
Kubb is widely associated with Scandinavia, and Sweden in particular, where organised tournaments have taken place since at least the 1990s. Its origins are unclear: folk claims that it dates to the Viking age are unsubstantiated, and historians treat such accounts with scepticism. What is documented is that the game spread across northern Europe through the late twentieth century and gained significant international popularity from the 2000s onwards, with world championship events held annually in Gotland, Sweden.
Setting up
- Mark out a rectangular pitch roughly 8 m long by 5 m wide for adults (reduce to 5 m by 5 m for children or beginners). Drive a corner stake at each corner.
- Place the king upright in the exact centre of the pitch.
- Each team takes a short end of the pitch as their baseline. Line five kubbs at equal intervals along each baseline.
- Determine which team throws first: one player from each side throws a single baton towards the king; the team whose baton lands closest goes first.
- Each team stands behind their own baseline to throw. No player may step over their baseline during a throw.
How to play
- The attacking team throws all six batons, one at a time, underarm and end-over-end (no spinning sideways), aiming to knock over the opposing team's baseline kubbs.
- Any baseline kubbs knocked down are picked up by the defending team and thrown from behind their own baseline into the attacking half of the pitch. These become 'field kubbs'. They must land fully within the pitch; if a kubb lands out of bounds twice, the attacking team may place it anywhere in the opponents' half, up to one baton-length from the king.
- Field kubbs are stood upright where they land. Before the next attack begins, the attacking team must knock down all standing field kubbs before they are allowed to target the opposing baseline kubbs again.
- If any field kubbs remain standing after the attackers have used all six batons, the defending team's baseline advances to the field kubb nearest the king for that round (giving them a shorter throwing line).
- Once all field kubbs in the attacking half are cleared, the attacking team may continue targeting baseline kubbs with any remaining batons in that same turn.
- When the attacking team has knocked down all opposing field kubbs and all opposing baseline kubbs in a single turn, they may attempt to knock over the king with any remaining batons. The king must be knocked down fairly (not accidentally struck before the field and baseline kubbs are cleared).
- If the king is knocked over at any point before all opposing kubbs are cleared, the team that knocked it over loses immediately.
- Roles switch after each attacking turn: the team that defended becomes the attackers and vice versa.
- Batons must be thrown underarm in an end-over-end rotation. Helicopter throws (rotating around a vertical axis) and overarm throws are not permitted under standard rules.
Winning and scoring
The first team to knock down all five of their opponent's baseline kubbs, any field kubbs, and then the king wins the game. The king must be the last piece to fall. If any player knocks the king over before clearing all opposing kubbs, their team forfeits the game immediately, regardless of the score at that moment.
The fine points
The most common dispute concerns thrown kubbs that land out of bounds. The standard ruling is that the throwing team gets two attempts to land the kubb in-bounds. On the second failed attempt, the opposing team places the kubb anywhere in the opponents' half, at least one baton-length from the king. A kubb that hits the king or another standing kubb before hitting the ground is re-thrown without penalty. A kubb that hits the king and knocks it over does not cause a forfeit during the kubb-throwing phase; simply stand the king back up.
Leaning kubbs are another frequent point of contention. A kubb must be completely flat on the ground to count as knocked down; a leaning kubb still in contact with the ground at any angle above horizontal is considered standing. If a baton strikes a standing field kubb and that kubb knocks over a baseline kubb, both count as knocked down. Players may not move to retrieve a baton until all six have been thrown, to avoid interference.
How to win more often
- Prioritise grouping field kubbs tightly together when throwing them into the opponent's half. Clustered kubbs are far easier to knock down in a single baton throw, conserving batons for baseline kubbs.
- When you have field kubbs to clear, aim your first batons at the kubbs nearest the king. Knocking those advances your throw line if they were the kubbs closest to the king, and it also reduces the opponent's advantage on their next turn.
- Save your most accurate thrower for the king attempt. A reliable end-over-end throw at low speed is more accurate than a powerful one.
- Do not rush to throw kubbs far into the opponent's half. A kubb that lands just over halfway but deep in the centre forces the opponent to cluster their throw line and leaves them a long shot at the king.
- When you clear the final field kubb, count the batons you have left before committing to baseline targets. If you have a realistic path to clearing all kubbs and toppling the king in the same turn, prioritise that sequence over knocking down kubbs that hand the opponent useful field positions.
Variations
Children's Kubb
Reduce the pitch to 5 m by 5 m and allow players to step up to a marker halfway along the pitch when targeting field kubbs. Underarm helicopter throws (rotating horizontally) are often permitted for younger players who struggle with the end-over-end action.
Drunk Kubb (Casual Rule Set)
Commonly played at informal gatherings, this version removes the two-attempt rule on out-of-bounds kubbs and allows the opposing team to place any out-of-bounds kubb wherever they choose in the opponents' half, including directly in front of the king. This increases chaos and lengthens the game.
Singles Kubb
Played one-versus-one on a standard or reduced pitch. Each player uses all six batons per turn and also performs the kubb-throwing role alone. The game is more physically demanding and rewards consistent throwing accuracy over team tactics.
Tournament Rules (World Championship Format)
The official pitch is exactly 8 m by 5 m. Strict end-over-end baton rotation is enforced, with referees calling illegal throws that must be re-thrown and count as a used baton. Team size is fixed at six. Time limits per turn are sometimes applied in later rounds to keep the competition moving.
Kubb: frequently asked questions
What happens if the king falls over during the kubb-throwing phase?
Stand the king back up. Knocking the king over while throwing baseline kubbs into the opponent's half carries no penalty. The forfeit rule only applies when a baton knocks the king down before all opposing field and baseline kubbs have been cleared.
Can you throw batons overarm?
No. All batons must be thrown underarm in an end-over-end rotation. A sideways-spinning helicopter throw is also illegal under standard rules. An illegal throw is typically forfeited and does not count.
How many players can play Kubb?
Kubb supports two to twelve players, split into two equal teams. Odd numbers are handled by one player on the smaller team taking an extra turn or by rotating a player in on alternating rounds, depending on your house rule.
What age is Kubb suitable for?
Most sets are marketed from age six upwards. Younger children play well on a reduced pitch of around 5 m by 5 m. Adult supervision is advisable when younger children are around flying batons.
Does a knocked-down kubb that is hit by another tumbling kubb count?
Yes. If a baton strikes a standing kubb and that kubb topples into another standing kubb, both are counted as knocked down. This chain effect is entirely legal and a useful tactic.
What if a thrown kubb lands on top of another kubb?
The kubb is balanced and left where it lands. It must be knocked down before attacking the baseline, the same as any other field kubb. If it falls off on its own, stand it back upright.
Can the attacking team target any baseline kubb they like, or must they go in order?
They may target any of the opposing kubbs in any order. There is no required sequence for baseline kubbs, but all field kubbs in the attacking half must be cleared before any baseline kubbs may be targeted.
How long does a game of Kubb typically last?
Most games between evenly matched adults last 20 to 40 minutes. Beginners' games often run longer, up to an hour, because field kubbs accumulate and clearing them takes time. Tournament formats sometimes use a 30-minute time limit per match.