skitter
skitter Rulebook
Table of Contents
Table of Contents
Components
- 1 skitter board
- 45 skitts
- 4 big skitts
- 1 sticker sheet
- 1 drawstring bag
- 1 game instruction
The skitter Board
The playing field consists of a playing surface with magnetic colored fields. Players alternate between shooting through the center or over the boards at the opposite colored fields. To start, the big skitts are played to the central negative field and, along with the bumpers, serve as variable obstacles.
Points are counted on a magnetic score track. The round counters are used to mark the round victories. The game can be simplified by using the children's and beginners' line.
The board's key areas are: the firing range and bumper along the sides, the children's and beginner's line marked toward the center, the round counter, the pot (where unused skitts are held), the score track with score skitts, the color fields, and the big skitts on the negative field in the center.
Game Setup
Before Your First Game
Before the first game, apply the included stickers to the game discs (skitts). Make sure to place the stickers on both sides of each disc.
Please also refer to the notes on the sticker sheet and the short instructional video with tips for applying the stickers: play-skitter.com/sticker
If needed, you may attach the safety warning regarding the built-in magnets (pacemakers, credit cards) to the board.
Setup
Place the skitter board between you. Each player takes one score skitt and one big skitt (each in either black or white). Fill the common pot with 20 colorful skitts.
Round Wins
Win a round by being the first to reach 5 points. Keep track of your round wins on your round counter. After winning a round, take one skitt from the pot and place it with the single color side facing up on your round counter. This decreases the number of skitts available in the pot by one each round.
A round ends immediately if no skitts can be taken from the pot. In this case, the player who is leading after the last shot wins the round. If the score is tied, play at least one additional round.
Objective
Win the game by being the first to win 5 rounds. If you have less time, you can agree on a smaller number of rounds, for example, 3 rounds.
Basics
Shooting Technique
When shooting, place your finger inside the skitt. We recommend using the index finger. You can rest your wrist on the board for stabilization. Shoot the skitt forward by a quick finger movement combined with pressure from your finger on the playing surface. Only move your finger from the joint, not from the wrist or elbow.
Small forward and backward movements to aim before shooting can improve your accuracy.
Basics
You always take turns shooting, and each player has only one attempt per turn. Remove your hands from the board when your opponent shoots.
Shoot from the semicircle in front of you (the shooting area). Beginners and children may use the area up to the dashed line. Your goal is to hit the color fields opposite to you, either through the middle or via the banks.
Your shot is completed as soon as your shooting finger has completely left the skitt. As long as your finger still touches the skitt, you may freely guide the skitt through the shooting area and detach it from any of your own magnetic fields if it accidentally sticks there.
If a skitt lies free on the playing field after your shot, return it to the pot or continue playing directly with it. Skitts never lie freely on the field without sticking to magnets.
If a skitt sticks to a color field in your own shooting area after your shot, this counts as an own goal. The skitt remains there.
You are not allowed to shoot skitts at the color fields directly in front of you. If this happens, your shot is invalid, will not be repeated, and you must restore the original state.
Let's Go
Who Starts?
This is determined by shooting on the score track. Place your score skitts (white or black skitts) on the -1 space on your side of the score track. The player who shoots their score skitt closest to space 5 starts the round. You take turns shooting using the shooting technique described earlier. Your finger must leave the skitt at 0. Remove your skitt before your opponent shoots.
The value counted is always the number you reached, regardless of which side of the score track it is on. If you both get the same value, repeat the shoot-off. If your score skitt leaves the score track, this counts as -1. If it lands between two numbers, round down.
In this example, you shoot at space 4. Then you place your score skitt back on space -1. Afterwards, your opponent shoots at space 3. Since you are closer to space 5, you start the game.
Once you've decided who starts, place the score skitts back on 0.
Opening Move
At the beginning, shoot your big skitt (the larger game disc) at the magnet field in the center of the playing field (the minus field) or at the big skitt already placed there. The big skitts serve as the opening move and as a variable obstacle. If you fail to shoot your big skitt onto the minus field, pick it up and try again on your next turn. Once your big skitt sticks in the middle, you may shoot at the opposite color fields on your next turn. If your big skitt sticks to a color field, your opponent receives a skitt placed on the corresponding color field in front of you.
Collecting Points
Scoring
To score, you must first place two skitts on one of the color fields opposite you. From then on, each additional skitt attached to the same color counts as one point. Your score skitt moves forward by one space. The skitts do not have to touch the circle of the color field; a magnetic connection to other skitts is enough to trigger a score.
If, after your shot, you have the same or fewer skitts on a color field than before, you do not get an additional point. However, you also do not lose any points if fewer skitts remain on a color field than before.
If you shoot skitts and as a result fewer remain on a color field than before your shot, you do not receive any penalty points.
Hit on Red
The red color field has a special feature: If you score here (from the third skitt onwards), you can decide whether to move your score skitt one space forward or your opponent's score skitt one space backward. This can help you catch up on larger deficits.
Penalty Points
Each additional skitt that sticks to one of the big skitts or the minus field after your shot counts as a penalty point. You only receive points (positive or negative) if the number of skitts on a field increases due to your shot. It is not possible to have less than -1 points on the score track. If you are at -1 and would receive another penalty point, your opponent instead gains one point.
Skitts that stick to the minus field remain there. If they detach during the game and lie free, you remove them without further effect and return them to the pot. If they land on a color field, they are scored according to the previous rules.
You also receive a penalty point for skitts that accidentally fly off the playing field due to your shot.
Clearing Color Fields
If you shoot a second skitt onto a color where your opponent has already placed two or more skitts, you clear all skitts from both fields of that color. Return them to the pot. To score again on that field, you must first hit it twice again. You keep the points you earned previously.
End of a Round
As soon as you reach 5 points, you win the round. This is marked with an upside-down skitt in your player tray. Your opponent starts the next round.
If there is a tie before the final round, determine again who starts by using the score track.
FAQs
...a skitt that was already attached becomes detached by your shot and is left loose on the playing field? Nothing, simply remove the skitt from the field without scoring.
...a skitt is moved from one color field to another by your shot? This skitt stays where it lands and counts for scoring if there are already two or more skitts on that color field.
...you dislodge a big skitt during play? If you knock a big skitt loose with your shot, you must pick it up and place it again on the minus field in the center on your next turn. You lose that turn. It does not matter if you place it on the minus field itself, on the other big skitt, or on skitts already in the center – what matters is that at the end of your next shot, the big skitt is magnetically attached in the center again. If you do not succeed, you must try again on your following turn.
...a big skitt lands on a color field during play? Again, you must pick up the big skitt and try to place it on the minus field on your next turn. Additionally, your opponent receives one skitt on the corresponding color field in front of you, which may result in a point if there are already two or more skitts there.
...a skitt sticks to a color field in front of you after your shot? This is a classic own goal and happens from time to time. Score your shot according to the previous rules.
...a skitt flies off the playing field during your shot? Put the skitt back into the pot and receive one penalty point.
...you accidentally dislodge one or more skitts from a color field in front of you with your shot? You are not allowed to shoot skitts off the color fields directly in front of you. Your shot is invalid, will not be repeated, and you must restore the game state to how it was before your shot.
...multiple effects are triggered by your shot? You may choose the order in which the effects are resolved.
...after your shot, a connection between two fields is created? This rare situation is called a chain and should be celebrated! You may score the connecting skitt for both color fields. This skitt therefore counts as one point on each of the now connected color fields. After scoring, remove the newly shot connecting skitt and return it to the pot. If one of the color fields must be cleared, the chain results in a point on the first field and the clearing of the second field. Remove the newly shot skitt and, in addition, the previously single skitt from the cleared field. The color fields do not remain connected permanently.
Flipping for Advanced (Additional Rule)
Flipping is recommended for advanced players and tournaments. After clearing a color field, you block this field on both sides by placing an upside-down ("flipped") skitt on it. The color field temporarily becomes a minus field. A hit on this field counts as one penalty point. Only when you hit an unblocked color field opposite you can you remove the blockade again by taking away the flipped skitt and returning it to the pot.
This rule prevents you from immediately playing on a color just cleared.
Additional rules to observe:
- Blocking occurs simultaneously for both players directly after clearing a field. Removing the blockade is done independently.
- After hitting an opposite color field, you may remove the blockade. If multiple fields are blocked, you choose which field to unblock; the others remain blocked.
- After receiving a penalty point for hitting a blocked color field, you remove both the blockade and the skitt that caused the penalty point. This also applies to "own goals."
- If your shot removes a blockade, that field is considered unblocked. If the blockade then lands on another previously unoccupied color field, this field becomes blocked. If there are already skitts there, you must remove one skitt and the blockade. If the blockade lands on the minus field, it is removed without further scoring.
- If you forget to unblock after a hit and remove your hands from the board, your opponent may shoot while your color field remains blocked until you unblock it after your next hit.
- If all three color fields opposite you are blocked at the same time before your shot, you immediately lose the game.
Introductory Variant: Trio
Trio is a simple variant, popular especially for children aged 4 and up, and in educational and therapeutic settings.
Goal
The first player to occupy all the opposite color fields with at least one skitt scores a point. The first to reach five points wins the game.
Rules
- Determine the starting player as in the base game.
- Exposed skitts are removed from the playing field in this variant as well.
- Big skitts are not used in Trio.
Handicaps
Players alternate shooting from the children's or beginner's shooting area. Each skitt that adheres to a color field or the minus field stays in place. Hits on the minus field do not incur penalty points; they remain as obstacles. If there are more than three hits on the minus field, it is cleared.
Once you occupy all three color fields opposite you with at least one skitt, you score a point and move your score skitt forward by one.
The entire playing field, including the minus field, is cleared. The player who lost this point starts a new game. The game continues until someone reaches five points.
Handicap 1: Reduce Distance
If your first shots lack sufficient power or precision, simply move your shooting area forward into the children's/beginner's zone (up to the dashed line).
This is an excellent way not only for children but also beginners to achieve success and improve shooting technique quickly. It is also recommended that, with noticeable skill differences, the stronger player shoots from the semicircle and the weaker player shortens the distance by using the beginner's area.
Handicap 2: Change Finger and/or Hand
Additionally, the stronger player can play using a different finger or the non-dominant hand. This creates exciting matches despite performance differences, allowing everyone to play at their own level.
Future Game Variants
skitter is continuously developed. The basic variant described here is just one of many ways to play skitter. Further rule-based variants and tutorial videos will be made available free of charge via the social media channels and website.
Stickers for the single-color skitts are already included with the game, and the corresponding rules will be published soon.
Expansion materials, such as mission cards, are also planned.