How to play Kriks Krak

Each side has nine pegs. One of these is the King and is often craftily shaped and carved with ornate runes. Five pegs are plainly adorned, of the same size as the king about two hand spans tall and about half a span in width on each of its four sides. These are the Fyrd. Two of the pegs are broader at the base and tapered slightly like a steep square pyramid. They are the Karls, harder to knock over on account of their geometry. They are usually placed near to the king. The last peg is the Runt, a slimmer and shorter piece about a span in height and one third of a span in width. It is customary to place the Runt before the King because it provides a greater risk to knocking over the King. The only other pieces in the game are eight Spars and a set of five round counters or discs and six Tombs, small pyramid shaped pieces the size of the Runt and about the width of the Karls on the base. The Spars look like very short spear hafts and indeed that is what they usually are made of. Old spear hafts that have been cut into lengths of two hand spans each . They are for the weapons for striking down the pegs and hopefully for achieving a good Krak at the end of the game. The counters are for keeping a tally. It is a best of five Sorties or rounds. The Tombs are for marking out the Field as is explained below.

Before the game can start, one of the Kings has to be placed in a position that is the same distance from each of the two team captains. Each then pitches a Spar as close to the King as possible without touching it or knocking it over. The latter two actions automatically award the Advantage to the other side, even if they haven't yet thrown. Otherwise the team with their Spar nearest the King will take the Advantage.

The team with the Advantage uses their own preferred player to pace out the ten pace width and their own thirteen paces for the depth of the Field. Four of the Tombs will be used to mark out these boundaries. The other side will then pace out their depth of thirteen paces, using the remaining two Tombs to mark their boundaries.

The Field is therefore a rectangle of twenty six paces by ten upon which battle would be done.

The next part of the set up is for the pieces to be placed. The team with the Advantage can either chose to set up first or can nominate the other side. In practice, it is generally the latter action. The pieces are thrown into the field from the boundary (known as the Baggage Line). The King is pitched first; then the two Karls; then the four Dwarfs; and finally, the Runt. The pieces are stood up where they lie by pivoting towards the Baggage Line from the base. This represents the first army drawing up its battle line.

The other team then does the same.

At this point it is customary for the wagering to begin and this iss permitted up until the point that the first peg is knocked down.

The movement phase of the game commences when the side that set out their Army first began their Attack (The Team in Play). This comprises one of each of the players on this side throwing at least one Spar each in an attempt to knock down the opposing side's pegs. Every player has to throw at least one Spar but if there are more Spars than players the surplus can be thrown by any one on the team.

Any pieces knocked over can be placed by the Team in Play anywhere on their side of the field as these pieces have been captured and now form part of the Team in Play's army. If during play, the only piece remaining to the other team is the King and there are Spars still to be pitched, the Team in Play can make an attempt on the King. If the piece is knocked down, this is termed a Krak and that round of the game is completed. The team achieving the Krak places a counter on the Baggage Line to signify the win. It is a best of three games and so if one team goes three Kraks up then that side has the victory and the Battle is over.

If the King is knocked over by the opposing team at any time before all other pieces have been removed, this is a Kriks and victory on that round goes to the other side regardless of the position at the time of the offence.

If the both Kings are still standing at the end of a team's round, play passes to the other team . They retrieve the Spars from wherever they have landed and standing on their Baggage Line, attempt to knock down the opposing army's pieces in the way described above.

The sequence is repeated until victory is achieved by one side having three victory discs on the Baggage Line. The game starts again from the placing of the pieces /in the set up phase. Wagering can recommence whenever a new round starts and must cease once the first piece is knocked down.

It is customary for the teams and anyone watching to scuff over any remaining pieces and the Tombs at the end of the game.

Images of the game to follow.