Get ready for Viking Chess! Based on the Swedish game Kubb, Viking Chess is a fun way to help students develop their underhand throwing, accuracy, and target game tactics!

The game is played on an 8m by 5m rectangular field. Each team places five bowling pins, called Towers, along their baseline. A thin pin representing the King is placed in the centre of the field.
Be the first team to knock over the King.
Players should throw their ball using an underhand throw.
Remind players that they must take turns when throwing.
Hand this to a sub and walk away. Printable pages for every build, diagrams, discussion questions, teacher notes, and assessment ideas. All in one ready-to-print package so there's no sub plan to write.
#PhysEdU Plus includes instant access to every printable game sheet in ThePhysicalEducator.com's games database. $49 a year.
Builds allow you to increase the game's complexity, one layer at a time.
Teams set up on their playing field and place their Towers along their baseline.
Team A is given six balls. One player at a time, Team A throws at Team B's Towers, trying to knock them over. If Team A knocks over a Tower, Team B removes that Tower from the game.
Teams cannot interfere with their opponent's throw and must remain behind their baseline.
The first team to knock over all of the other team's Towers wins.
This build introduces Defender pins.
Now, if Team A knocks over one of Team B's Towers, Team B must retrieve the fallen pin and throw it onto Team A's half of the field. The thrown pin becomes a Defender.
Before a team can throw at their opponent's Towers again, they must first knock over any Defenders standing on their own half. A knocked over Defender is removed from play.
The first team to remove all of their opponent's pins from the game wins.
Play the full game. A thin pin representing the King is placed in the centre of the field.
All the rules from Build Two still apply. Teams knock over Towers, throw fallen pins across as Defenders, and must clear Defenders before targeting Towers again.
Once a team has knocked over all of their opponent's Towers and Defenders, they may attempt the King. The first team to knock over the King wins the game.
Teams with standing Defenders on their side may throw from the Defender closest to the centre line.
Print the game sheet, leave it on your desk, and your sub has everything they need: the diagrams, the builds in order, what to say, and what to watch for. This one is $4. #PhysEdU Plus members get all 39, free forever, for $49 a year.
Games that build on the same tactics.