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planetkubb.com is a domain that was created on 2012-02-13,making it 12 years ago. It has several subdomains, such as tadkubbler.planetkubb.com start.planetkubb.com , among others.

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Kubb Kubb Menu About Kubb Kubb Scoresheet & Game Notation Kubb Glossary Kubb Slang Ask Kubb Club & Team Sites Chippewa Valley Kubb League Coulee Region Kubb Crooked Lake Trolls Goofy Kubbers Kalamazoo Kubb KubBernard Kubbchucks Kubbicorns Kubboholics Kubbsicles Kubb Snipers Leinenkubbels Minneapolis Kubb The Ringers Rubiks Kubbs Sweden’s Sons Tad Kubbler @Kubb @ KubbLive Kubb Game Notation Download the Kubb Scoresheet PDF Structure The notation system starts with a character system for recording all actions in the game. As such, the characters all map to a single action. F indicates a field kubb was hit. I indicates a kubb was thrown in. Many of the actions also accept an integer modifier. So 2F means two field kubbs were hit. Some actions allow a 0 modifier, like 0i for indicating no kubbs were thrown in. The notation system also allows placing a player token in front of the action separated by a colon (:). The player token is any set of letters (a-z, A-Z). So, j:2F means player j hit two field kubbs. It is recommended to keep the player tokens short so it is easier to score during the game. The colon is optional on the Scoresheet. An example of the basic anatomy of the Kubb notation is shown below. Notation Keys This entire table should probably be removed and replaced with better documentation using a list of notation. As we add more information to it it just gets too hard to read. Notation Modifier Action Notes n. Indicates the turn number of the move. Must be the first thing in the turn. This is an optional item but must be the first thing in the notation, and it must be followed by a period. Kubb Tossing Phase I 0-10 (default 1) throw in ( I nkast) Indicates the number of kubbs thrown in R 0-10 (default 1) R ethrow Indicates the number of kubbs rethrown because they landed out of bounds. P 0-10 (default 1) P enalty Indicates the number of punishment kubbs thrown (kubbs thrown out of bounds twice). If during the process of rethrowing a kubb another kubb is knocked out and requires a rethrow the rethrow number should just be adjusted to reflect the additional kubb knocked out. Y 0-10 (default 1) rescue kubb attempt Indicates an attempt at rescuing a Kubb that failed. Q 0-10 (default 1) rescue Indicates rescued kubb. Provisional N 0-5 (no default) N eighbor Indicates number of inbounds kubbs fully elevated off the playing surface by another kubb once the kubb tossing phase has concluded. Advantage Line A 0-4 (no default) A dvantage Indicates the team is throwing from an advantage line. This should only be indicated in the beginning of the turn notation, following the number of kubb throwing phase. This indicator can have a modifier indicating the number of meters (rounded to the nearest integer, 0-4) of the advantage line. An advantage line on the baseline is 4A, an advantage line in the middle of the side is 2A and an advantage line that gives no advantage (field kubb placed on the baseline) is 0A. Baton Tossing Phase – miss Miss, baton did not knock anything down. B 0-10 (default 1) B aseline Base kubb knocked down. An integer can be placed in front of this to indicate multiple base kubbs knocked down. For example, 2b indicates two base kubbs down. F 0-10 (default 1) F ield Knocking a field kubb down. An integer can be placed in front of this to indicate multiple kubbs knocked down. For example, 3F indicates three field kubbs down. K K ing King hit. Attacking team has now won the game. = king miss Missed King Shot. Attacking team threw at the king but missed. X unthrown Unthrown baton. If the team wins or loses the game in mid turn any unthrown batons are marked so statistics are not impacted by unthrown batons. E E rror Illegal King hit, attacking team loses. Z illegal Illegal throw. This could be called for a helicopter” throw, foot over the line or any other reason that makes a baton illegal. W W in Used to indicate a win without a king shot by the a given team. This notation would be most common during a tournament when a match has exceeded it’s allowed time and the tournament director calls a winner of the game. Use W to indicate that winner, even though no king is ever taken down. The W would be indicated in the turn of the team winning. If the game is halted and the winner declared is the defending team use X to indicate unthrown batons until the next turn to indicate W. G resi g n This is used to indicate that one side resigned the game and gave the win to the other side. No king hit is ever recorded in the game. This would most likely occur in a tournament if the other team did not show up for the game, or if they simply resigned the game midway through. (…) comment Parenthesis can be used to place comments anywhere in the notation. Anything in the between the left and right parenthesis is not interpreted as part of the notation. This is typically used to make a comment. For example, 5FB (Unbelievable hit!). (space) Separator between actions. A number before the notation indicates multiple. So one baton hitting three field kubbs is 3F”. Combinations are also possible, for example a field kubb that then takes a base kubb down is FB”. If there were two field kubbs that then take a base kubb that would be 2FB”. Only F and B have a number applied to them. Examples Here we will look at a number of sample turn notations and describe what they reflect. Let’s first start with a mythical game that only has one turn, a perfect game. B B B B B K This is the simplest notation possible for this perfect game. Here are a number of other ways to express this that all mean the exact same thing, but show some variety in notation. 0 B B B B B K 1. B B B B B K 1. 0 B B B B B K # Perfect game! 1. jt:B jt:B gv:B gv:B jt:B gv:K # Perfect game, Garrick takes the king! 0 jt:B jt:B gv:B gv:B jt:B gv:K # Perfect game, Garrick takes the king! 0 jtB jtB gvB gvB jtB gvK # Perfect game, Garrick takes the king! All of these examples are exactly the same thing as the very first perfect game above. There are some differences in information though. The very first example just clarifies that this team threw 0 kubbs in before the turn. The 2nd, 3rd and 4th examples clarify that this if the very first turn of the game. The 3rd example clarifies there were 0 kubbs thrown in before the turn, and adds a note exclaiming the perfect game! The 4th and 5th examples add player identification so we know who threw what. The 6th example also uses player identification but omits the optional separator in the notation. This is valid, but harder to parse for both people and computers. Let’s look at some other examples. 7. 3 2F F - B B = # Missed king shot! Here we know that it is the 7th turn of the game. The team attacking threw 3 Kubbs in. They are throwing from the baseline. They hit 2 field Kubbs in the first throw and cleaned the 3rd Kubb up in the second throw. They then missed a throw. After that, on the 4th baton, they hit a base Kubb followed by another base Kubb hit in the 5th baton. At this point they have a shot at the King, and they miss. We do not know what players threw what batons, there is no player notation here. 14. jt:2I A jt:2F jt:B gv:= gv:K X X # Missed king shot but batons left over to win. Two batons spare! Here we know it is the 14th turn of the game. JT on the attacking team threw 2 kubbs to start and they are throwing from an advantage line (the defending team left field kubbs). The first throw from JT knocks the 2 field kubbs that he threw to start with. JT then hits a baseline Kubb. At this point GV takes a king shot and they miss. They still have three batons, so GV shoots at the king again and hits this time, winning the game. They still had two batons left that go unused. 5. i - - Q X X X # OMG! They hit the king! Here we know it is the 5th turn of the game and the attacking team threw in 1 kubb. They are throwing from the baseline. They miss on batons 1 and 2. They then throw the 3rd baton and have a disaster, they accidentally knock the King over...

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