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Viking Chess

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!

Learning Targets

I can underhand throw with accuracy.
I know the cues for underhand throwing.
I understand how to select a target based on my skill and the game situation.

Game Overview

Play Area

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.

Goal

Be the first team to knock over the King.

Play
  • Two teams set up at a playing field. Team A is given six balls and starts the game by underhand throwing them, one at a time, at Team B's Towers.
  • If Team A knocks over a Tower, Team B retrieves the fallen pin and throws it onto Team A's half of the field, where it becomes a Defender.
  • Before a team can target their opponent's Towers again, they must first knock over any Defenders standing on their own half.
  • Once a Defender is knocked over, it is removed from play.
  • If a team has standing Defenders on their side, they may throw from the Defender closest to the centre line.
  • Play continues until one team has knocked over all of their opponent's Towers and Defenders. At that point they may attempt the King.
  • The first team to knock over the King wins.

Equipment

  • 10 bowling pins (5 per team).
  • 1 thin pin (King).
  • 6 tennis balls.
  • Cones to mark the field.

Safety

Players should throw their ball using an underhand throw.

Remind players that they must take turns when throwing.

Printable Game Sheet

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.

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Game Builds

Builds allow you to increase the game's complexity, one layer at a time.

1
Build
1

Towers

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.

Discussion Questions

  • What did your team do to knock over more Towers with your six throws?
  • Did you all aim at the same Tower or spread your throws out? Which worked better?
2
Build
2

Defenders

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.

Discussion Questions

  • Where did you choose to throw your fallen pin onto your opponent's half, and why?
  • How did having Defenders in front of you change the way your team threw?
3
Build
3

The King

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.

Discussion Questions

  • How did knowing the King was waiting at the end change the order you attacked things in?
  • Was there ever a moment where you wanted to go for the King early? What stopped you?

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