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KUGO

KUGO Rulebook

Table of Contents

Table of Contents

  • Components
  • Games
  • 1. Cup Rush
    • Goal
    • Set Up
    • Play
    • Win
  • 2. High Dice
    • Goal
    • Dice Face Values
    • Set Up
    • Play
    • Dice Results
    • Win
    • Variants
  • 3. Kugo Kart
    • Goal
    • Set Up
    • Play
    • Win
  • 4. Flick Pétanque
    • Goal
    • Set Up
    • Play
    • Scoring
    • Win
  • 5. Numskull
    • Goal
    • Set Up
    • Play
    • Scoring
    • Win
  • 6. Flick Golf
    • Goal
    • Set Up
    • Play
    • Win
  • 7. Skittle Race
    • Goal
    • Set Up
    • Play
    • Win
  • 8. Flick Footy
    • Goal
    • Set Up
    • Play
    • Win
  • 9. Castle Catapult
    • Goal
    • Set Up
    • Play
    • Win
  • 10. Cops 'n' Robbers
    • Goal
    • Set Up
    • Play
    • Win
  • 11. Capture the Flag
    • Goal
    • Set Up
    • Play
    • Win
  • 12. Minefield
    • Goal
    • Set Up
    • Play
    • Win
  • 13. Kugo K.O.
    • Goal
    • Set Up
    • Play
    • Win
  • 14. Obliterate
    • Goal
    • Set Up
    • Play
    • Win
  • 15. Outbreak
    • Goal
    • Set Up
    • Play
    • Win
    • Solo Mode
  • Create Your Own
  • More Ways to Play
  • Be Flick Aware!

Components

  • 6 Pucks
  • 2 Blocks
  • 1 Cup
  • 12 Skittles
  • 2 Holes
  • 4 Ramps
  • 27 Dice
  • 4 Place Cards
  • 4 Goals

Games

  1. Cup Rush (2 players)
  2. High Dice (2 players)
  3. Kugo Kart (2-6 players)
  4. Flick Pétanque (1-3 players)
  5. Numskull (2-4 players)
  6. Flick Golf (2-6 players)
  7. Skittle Race (2 players)
  8. Flick Footy (2-4 players)
  9. Castle Catapult (2 players)
  10. Cops 'n' Robbers (2-4 players)
  11. Capture the Flag (2-6 players)
  12. Minefield (2 players)
  13. Kugo K.O. (2-6 players)
  14. Obliterate (2 players)
  15. Outbreak (1-4 players)

1. Cup Rush

Players: 2. Time: 5-10 minutes. The all action, all air, flick cup game!

Goal

Aim your pucks up the ramp and into the cup. Sink all three before your opponent and you win the round!

Set Up

Two players sit on opposite sides of the table.

Place a cup in the centre of your playing area.

Build your ramps on either side of the cup. For a standard game place one ramp leading up to the cup. For extra height and challenge place a block against the cup first then balance a second ramp on top of the block - the higher the ramp the harder the shot!

The farther apart the ramps, the more challenging the game.

Split the pucks evenly between both players and you're ready to go!

Play

No turn-taking, no waiting. Be the first to sink all your pucks into the cup!

Get your pucks ready and shout "3… 2… 1… GO!"

Beat your opponent at all costs, but remember, it's supposed to be fun.

If a puck flies off the table, retrieve it fast.

Win

The first player to sink three pucks into the cup wins the round!

2. High Dice

Players: 2. Time: 5-10 minutes. Stack it high. Knock it out. Gamble or play it safe.

Goal

Score more points than your opponent by knocking dice out of the playing area and choosing whether to keep the face showing or gamble for something better.

Dice Face Values

  • Cog: 1 point
  • Heart: 3 points
  • Diamond: 5 points
  • Skull: Remove the total value of your last scoring die
  • Shield: Protects you from one Skull. Discard after use.
  • Bolt: Doubles your next scoring die then rolls back into play

Set Up

Stack 16 dice into a tower of 4 layers.

Place one puck at each end of the playing area.

Flick a puck to decide who goes first.

Play

Players take turns flicking their puck at the tower attempting to knock dice off the playing area.

Knock a die off? You have two choices:

  1. Keep it - Take the face showing and score it immediately.
  2. Gamble - Roll the die once. You must keep whatever face it lands on regardless of the result.

Then flick again. Like pool, a successful knock-out earns you another turn. Keep flicking until you miss.

Miss? Your turn ends. Play passes to your opponent.

Dice Results

  • Cog, Heart or Diamond: score the points. Place the die in your scoring line to track order.
  • Bolt: doubles the next scoring die you win. The Bolt die rolls back into the playing area.
  • Skull: removes your last scored points. If you have no points the die rolls back into play.
  • Shield: protects you from one future Skull. Keep it beside you. When a Skull is rolled it is automatically blocked and both the Skull and Shield roll back into the playing area. You may only hold one Shield at a time.

Win

When all dice have been knocked out the player with the highest score wins.

Variants

Play multiple rounds by rebuilding the tower. Most points across agreed rounds wins.

3. Kugo Kart

Players: 2-6. Time: 15-30 minutes. Flick fast. Dodge the skulls. Own the track.

Goal

Be the first player to complete 3 laps of the track.

Set Up

The Track: Place a cup in the centre of the table. Use the components to create obstacles on your track. Divide the track into four equal sections - these are your quadrants. Use the Start/Finish Place card.

Power Dice: Place sets of 3 dice at evenly spaced points around the track.

Players: Each player takes 1 puck as their vehicle and places it behind the Start line.

Play

On your turn flick your vehicle once in any direction. Collisions are encouraged.

Hazard Die: (skull face up). Your turn stops immediately and your puck goes back one quadrant. Hazard dice are never removed.

Hitting players: If you hit another player, both players stay in play. The hit player is pushed naturally unless the target player is carrying a Shield.

Power Die: If you hit or touch a Power Die, roll it and resolve it immediately (only one may be resolved per flick):

  • Cog: Place a new skull hazard die anywhere on the track.
  • Heart: Take an extra flick this turn.
  • Diamond: Move the player directly ahead of you back one full quadrant. If you are in first place target any player of your choice.
  • Skull: Move your puck back one full quadrant to the start of that section.
  • Shield: You are immune to all Power Die abilities and collision effects for the rest of this lap. Place the Shield die on top of your puck as a reminder. Discard it when you cross the lap line whether used or not.
  • Bolt: After your next flick you may move your puck up to 2 puck lengths in any direction ignoring all obstacles. Place the Bolt die beside your puck as a reminder.

The Power Die is removed from the track after use.

Laps: Each time your puck crosses the Start/Finish line in the correct direction you complete a lap.

When any player completes a lap replace all missing Power Dice on the track.

Come off the track: If your puck leaves the playing area place it back where it exited and skip your next turn.

Win

First player to complete 3 laps wins. If multiple players cross the line in the same round, the vehicle furthest along the track wins.

4. Flick Pétanque

Players: 1-3. Time: 5-15 minutes. A flick-twist on a French classic.

Goal

Get your pucks closer to the Target than your opponent's. Score points each round and first to 15 wins.

Set Up

Place a goal block at one end of the table - this is the Target. Each player takes 2 pucks. Turn the number side up and be sure to remember your numbers.

To decide who goes first, each player flicks one puck toward the Target. Closest to the Target starts the game.

Play

The first player flicks a puck toward the Target. Then the opposing player flicks. From this point, whoever is furthest from the Target keeps flicking until one of their pucks is closest to the target.

Once closer, it's the opponent's turn to flick.

Keep going until all pucks have been flicked.

Out of bounds: If a puck leaves the playing area it is out of play for that round.

Moving the Target: If the Target gets knocked and moves, it stays where it lands. If it gets knocked over the round is void - restart with the same player going first.

Scoring

The player with the puck closest to the Target, scores 1 point for every one of their pucks that is closer than their opponent's nearest puck.

Win

First to 15 points wins. Keep going until all pucks have been flicked.

5. Numskull

Players: 2-4. Time: 15-25 minutes. The numbered skittles game of skill, strategy, and sweet revenge.

Goal

Be the first player to reach exactly 50 points by flicking your puck into the skittle cluster and scoring the numbers knocked down.

Set Up

Stand all 12 skittles upright in a tight cluster in the centre of the table, arranged in four rows:

  • Row 1: [ 1, 2 ]
  • Row 2: [ 3, 10, 4 ]
  • Row 3: [ 5, 11, 12, 6 ]
  • Row 4: [ 7, 9, 8 ]

Place a piece of tape or a coin as the flick line at one end of the table. Each player flicks from behind this line.

Play

Players take turns flicking one puck at the cluster. After each flick, stand any knocked skittles back up where they landed before the next player takes their turn.

Scoring

  • Knock over one skittle: score that skittle's number
  • Knock over two or more skittles: score the count, not the sum (knock 3 skittles, score 3 points). If you go over 50, your score drops back down to 25.

Win

First player to reach exactly 50 wins.

6. Flick Golf

Players: 2-6. Time: 30 minutes. Design the course. Master the holes. Win the round.

Goal

Complete 6 holes in the fewest flicks possible.

Set Up

Players take turns designing a hole. Use skittles, goals, ramps, blocks and anything else you can find around the house as obstacles.

Place a hole on its side and a ramp leading to it, as the target. Mark a tee position using the start place card at the start of each hole - this is where all players flick from.

Play

All players complete the hole before moving onto the next one. The player who designed the current hole goes last.

On your turn flick your puck from the tee toward the hole, navigating the obstacles.

Keep flicking from where your puck lands until you pot it in the cup. Count every flick as one stroke.

Out of bounds: If your puck falls off the table, add one penalty stroke to your score and place your puck back at the point it left the table.

Record each player's stroke count at the end of every hole.

Win

Add up all strokes across all 6 holes. Lowest total score wins.

7. Skittle Race

Players: 2. Time: 5-10 minutes. First to clear your lane wins. Stay in your lane or lose ground.

Goal

Knock down all six of your skittles in order before your opponent clears theirs.

Set Up

Each player places 6 skittles of the same colour in their lane as follows, from closest to farthest:

  • Two skittles on the ground, one behind the other
  • A goal block on its side with two skittles side by side on top
  • Behind that, one skittle on the ground one on the cup.

Place a ramp in front of each player.

Each player takes one puck.

Play

Players can race simultaneously for chaos, or take turns for a calmer game.

Flick from behind your ramp and knock down your skittles in order, one at a time.

  • Hit one of your skittles: It stays down move onto the next.
  • Hit two or more skittles: only the one in order is hit, the others must stand back up.
  • Miss a skittle and you must retry it before moving on to the next one.
  • If your puck crosses into your opponent's lane or knocks down one of their skittles, stand their skittle back up.

Win

Whoever knocks down their skittles first and in the right order wins. Play best of three races.

8. Flick Footy

Players: 2-4. Time: 5-10 minutes. Get your aim on and get that puck to the back of the net!

Goal

Flick the ball puck into your opponent's goal. First to three wins.

Set Up

At each end of the table, place one goal with a ramp on its side alongside it to form a wider goal mouth. Each player takes two pucks of the same colour, placed number side up (for 2v2 each player takes one puck).

Place one ball puck KUGO side up in the centre.

Five pucks in total: two per side, one ball.

Play

Players take turns flicking one of their two pucks to strike the ball puck toward the opponent's goal.

Goal: The ball puck must fully cross the goal line. If it's on the line, more than half the puck must be over to count.

Kick Off: After each goal, reset the ball to the centre. The player who conceded takes the next flick.

Ball Out: If the ball leaves the play area, place it one skittle's length from where it went out. The player returning it gets an extra flick immediately after.

Puck Out: If your puck leaves the play area, return it to the edge - your opponent gets an extra flick. If you knock your opponent's puck out, take an extra flick and their puck cannot be used on their next turn.

Win

First player to score three goals wins, or play 15 minutes per half and tally the final score.

9. Castle Catapult

Players: 2. Time: 15-20 minutes. Leap the wall. Land the shot. Conquer the castle.

Goal

Be the first player to knock down all of your opponent's skittles by catapulting your puck over the wall.

Set Up

  • Build a wall down the centre of the table using the components in the box. This divides the table into two sides, your castle and your opponent's.
  • Each player arranges their six skittles on their side however they like. Try groups of 3, 2 and 1 for a varied challenge, or mix it up with 2, 2 and 2 or one big cluster.
  • Each player takes one puck and one ramp.

Play

Decide who goes first.

On your turn, position your ramp anywhere on your side and flick your puck up and over the wall toward your opponent's skittles.

You must clear the wall - shots that go through or around it don't count.

Knocked down skittles are removed from play permanently.

Move your ramp to a new position each turn to find the best angle.

Win

First player to knock down all of their opponent's skittles wins.

10. Cops 'n' Robbers

Players: 2-4. Time: 15-20 minutes. Run fast. Flick faster. Don't get caught.

Goal

Robbers escape by flicking into the Home block. Cops win by hitting the robber's puck.

Set Up

Place a skittle at one end of the table - this is the Home block. Place the skull card in front of it.

Scatter obstacles around the table as hiding spots.

Pick your starting point at the opposite end - this is the bank.

Play

Decide who is the cop and who are the robbers.

The robbers always go first and gets two flicks for every one flick the cop takes.

Robbers use their flicks to dodge, hide behind obstacles, or make a run for the Home block.

Cops use their one flick to chase down and hit the robber's puck.

Skull Card: If a robber lands on the skull card without reaching the Home block, they return to the bank and the cop takes two flicks.

3 or more players: Everyone except one player is a robber. When a cop hits a robber, that robber switches sides and becomes a cop with one flick per turn. Robber who reach the Home block win.

Win

Robbers that hit the Home block - win.

Cop hits the robber's puck - cops win.

11. Capture the Flag

Players: 2-6. Time: 15-30 minutes. Race. Defend. Conquer.

Goal

Knock down your opponent's flag to win the round. First to three rounds wins.

Set Up

Divide the table into two equal sides.

At each end place one ramp and one goal block facing each other.

Place the cup upside down in the centre as neutral ground. Stand one skittle on each block, with two ramps leading to it. These are the flags.

Use other components to create your battlefield. Each player takes one puck, starting near their own flag.

Play

Decide who goes first.

Teams alternate turns, one player at a time.

On your turn you have one flick - use it to attack, defend, or reposition.

Knock down your opponent's flag and your team wins the round.

Knock an opponent's puck off the table and take an extra shot - their puck returns to its starting point next turn.

Knock down your own flag and it resets, but your opponent takes an extra shot.

Choose wisely each turn. Do you push forward to take the flag or hold back to protect your own?

Win

First team to capture three flags (best of five rounds) takes the game.

12. Minefield

Players: 2. Time: 15-30 minutes. Lay your mines. Clear your lanes. Destroy the base.

Goal

Knock down all four of your opponent's skittle defenders and destroy their base before they destroy yours.

Set Up

Base and Defenders

Each player places one goal block as their base at the back of their side. Arrange 4 skittles around it in any configuration - these are your defenders.

Minefield

Each player takes 9 dice and places them anywhere on their side of the table as mines. You must include exactly:

  • 4x Skull
  • 1x Heart
  • 1x Diamond
  • 1x Cog
  • 1x Shield
  • 1x Bolt

Place mines strategically to block your opponent's attack lanes and protect your defenders and base.

Players

Each player takes 1 puck. Flick a puck to decide who goes first.

Play

Players take turns with 1 flick per turn. Flick from anywhere on your side of the playing area.

Hit a Mine: Any contact with a mine triggers its effect immediately. The mine is always removed after triggering.

  • Cog: Remove the mine. Rearrange any or all of your remaining mines anywhere on your side.
  • Heart: Remove the mine. Gain 1 extra flick this turn.
  • Diamond: Remove the mine. Take the diamond die, roll it and place whatever face it lands on anywhere on your side as a new mine.
  • Skull: Remove the mine. Your turn ends immediately. Your opponent takes an extra flick straight away.
  • Shield: Remove the mine. Place one of your previously knocked down skittles back in its original position.
  • Bolt: Remove the mine. Take one extra die from the box and add it to your side as a new mine showing any face of your choice.

Hit a Skittle Defender: The skittle is knocked down and removed from play. All four skittles must be knocked down before the base can be targeted.

Hit the Base: The base can only be hit when all four skittle defenders are knocked down. Any contact with the base destroys it.

Miss: Your turn ends. No effect.

Win

The first player to destroy their opponent's base wins.

13. Kugo K.O.

Players: 2-6. Time: 15-30 minutes. It's chaos in motion. Knock them out before they get you.

Goal

Be the first to knock all your opponents' pucks out of the playing area.

Set Up

Divide the table into two equal sides.

Place a block at each end. Each team places their pucks on their side, an equal distance from the centre line.

Build your arena using the remaining components - use the diagram as a guide or create your own. Keep it mirrored for a fair fight.

Play

Decide which team goes first. Each team agrees on a turn order before the game begins.

Players alternate turns between teams, one flick each.

Knocked Out: Any puck that leaves the playing area is out of the game, whether hit by an opponent or accidentally flicked off by its own player.

Revival: If your puck hits the opponent's home block, one of your knocked out teammates comes back. Place the revived puck back at their starting position.

Win

The team with the last puck still on the table wins.

Variant: Forget teams, just play until the last puck stands victorious.

14. Obliterate

Players: 2. Time: 15-20 minutes. Flick, fall, and fight back, reclaim your skittles to stay in the game.

Goal

Knock down all of your opponent's skittles to win.

Set Up

Divide the table into two halves using blocks in a line, leaving gaps between them. Each player places 6 skittles at their end, use the diagram as a guide or set up however you like.

Play

Decide who goes first. Players take turns with one flick per turn, placing their puck anywhere in their half before shooting.

Capturing: Knock down one or more of your opponent's skittles and place them at the back of your half. These are your captured skittles.

Reclaiming: During your turn if you knock down one of your captured skittles sitting at the back of your opponent's half, without hitting any of their standing skittles first, you win it back and return it to your side. If you hit one of their standing skittles before hitting a captured one, you capture their skittle, but yours stays captured.

Win

First player to knock down all of their opponent's skittles wins.

15. Outbreak

Players: 1-4. Time: 15-20 minutes. The virus is loose. Contain the strands. Destroy the heart. Save the world.

Goal

Eliminate all six virus strands and destroy the Virus Heart before any strand reaches 6 dice. Reach 6 and the team loses immediately.

Set Up

Virus Heart

Place four skittles in a square. Balance the cup on its side on top. Place a goal block in the cup opening. Place two ramps pointing outward as the crown.

The Strands

Place 6 pairs of dice around the Virus Heart evenly spaced like spokes on a wheel, each pair showing a matching face: Heart, Skull, Cog, Diamond, Shield and Bolt. Only the outermost die of each strand can be targeted.

Boss Die

Set aside one die to control virus growth each round.

Players

Place pucks anywhere on the table edge.

Flicks per round:

  • 1 player: 4 flicks
  • 2-3 players: 2 flicks each
  • 4-6 players: 1 flick each

Play

Round Structure

Each round is played across two phases:

  1. Virus Phase
  2. Player Phase.

Virus Phase

Roll the Boss Die. Add 2 matching face dice to the outer end of that strand. If the strand is cleared it revives immediately. Any strand reaching 6 dice loses the game instantly.

Player Phase

Flick at the outermost die of any strand. Only the outermost die can be hit.

Hit - Remove the die and roll it for its ability:

  • Cog: Move die to any adjacent strand. Cannot be the 6th die.
  • Heart: Remove die. Gain 1 extra flick.
  • Diamond: Leave die in place. Remove 2 dice from any one strand.
  • Skull: Remove die. Take it plus any other die, roll the Boss Die and place both on that strand.
  • Shield: Remove die. Any player repositions their puck anywhere.
  • Bolt: Remove this die and the next inner die on the same strand.

Miss: Turn ends, no ability triggers.

Accidental hit: Replace die exactly where it was, turn ends.

Last strand: When there is only one virus strand left, all dice faces simply remove the die except the Skull which still triggers fully.

Attacking the Virus Heart

Once all strands are cleared flick directly at the Virus Heart. Topple the cup to win. Any failed strike or miss and you must roll a die and place it back on any strand - the Virus Phase still rolls next round.

Win

Players win: All strands are cleared and any player successfully topples the Virus Heart.

Players lose: Any strand reaches 6 dice at any point during the game including during the heart attack phase.

Solo Mode

Playing alone? Take 4 flicks per round. The same total flick count as two players keeps the balance consistent.

A solo win feels well earned.

Create Your Own

Become a KUGO Creator! KUGO was built for creativity. Every game in this booklet was designed using the same pucks, ramps, goal blocks, cup and skittles you're holding right now, so who's to say yours can't be next?

If you come up with something brilliant, share it with us at @kugo.game and we might just add it to our ever-growing games library at www.kugo.games!

More Ways to Play

Scan to play more games online! We continue to create more games and upload them to our website. Visit www.kugo.games to see even more games.

Be Flick Aware!

KUGO pucks are solid wood and built to hit things, just make sure those things are skittles. Clear the table of glassware and breakables before play, and keep pets, bystanders, and anything you'd rather not replace well out of range.