Viking Chess

Game Overview

Play Area

The game is played on a 8m x 5m rectangular playing field. Each team places 5 bowling pins (called Towers) on their baseline. A thin pin, representing the King, is placed in the centre of the field.

Goal

The goal of the game is to be the first team to knock over the King.

Play

Two teams set up at a playing field.

Team A is given 6 balls and starts the game by underhand throwing their balls (one at a time) at Team B’s Towers, trying to knock them over. 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 set up on their opponents' half. Once a Defender is knocked over, it’s removed from play.

If a team has standing Defenders on their side, they may throw from the Defender closest to the centre line.

The game continues until one team has knocked over all of their opponent’s Towers and Defenders. At that point, they can attempt to knock over the King.

The first team to knock over the king wins the game.

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.
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Game Builds

Build One: Towers

Teams set up on their playing field and place their Towers along their baseline.

Team A is given 6 balls. One player at a time, Team A starts the game by throwing their balls at Team B's Towers, trying to knock them over. If Team A successfully knocks over one of Team B’s Towers, 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.

Build Two: Defenders

In build two, we will introduce the concept of Defender pins.

Now, if Team A successfully 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 then becomes a Defender.

Before a team can throw at their opponent’s Towers again, they must first knock over any Defenders on their opponents' half of the field. If a Defender is knocked over, it is removed from play.

The first team to successfully remove all of their opponent's pins from the game wins!

Build Three: The King

Teams set up on their playing field and place their Towers along their baseline.

Team A is given 6 balls. One player at a time, Team A starts the game by throwing their balls at Team B's Towers, trying to knock them over. If Team A successfully knocks over one of Team B’s Towers, 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.

Safety Considerations

Players should throw their ball using an underhand throw.

Remind players that they must take turns when throwing.

Equipment Requirements

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

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