A bullet is a method of throwing a baton in a way that it does not rotate and is thrown in a spear like style directly at kubbs.
Category: Glossary
The terms below are official glossary items in the U.S. National Kubb Championship ruleset. Some of the glossary terms are expanded upon from the World Championship Rules, and were converted from Swedish to English. In addition to official terminology, there is also local, regional, translated, and game notation. Slang terms that are widely accepted and used during game-play and discussion.
Inkastare
This is the player that is throwing a kubb back into play. The kubb then becomes a field kubb. Inkastare’s are allowed two attempts to legally throw the Kubb into play. If they fail to throw the kubb into play on a second attempt it becomes a penalty kubb.
Eric Anderson‘s Inkastare Training Tips
* Inkastare Training Tip 1 – The 3, 4, 3
* Inkastare Training Tip 2 – Envision and create. The artist and the boxer
* Inkastare Training Tip 3 – Don’t give up
* Inkastare Training Tip 4 – Can’t crash the plane? Start at one meter
* Inkastare Training Tip 5 – The big mistake
* Inkastare Training Tip 6 – Cutting the kubbs
* Inkastare Training Tip 7 – Value your kubbs like a baton
* Inkastare Training Tip 8 – Don’t be afraid to throw kubbs deep
* Inkastare Training Tip 9 – The Save
* Inkastare Training Tip 10 – Around the Pitch
Vertical plane
The line that intersects the horizon that the [[Throwing area]] must travel on during a throw.
[[category:glossary]]
Field marking stakes
Pins staked into the ground used to mark the [[Pitch]] boundaries. There are 4 [[Corner stakes]] denoting the [[Sideline]] and 2 [[Center stakes]] denoting the [[Centerline]].
Supporting area
The area that touches the ground that supports a player. This is generally the surface area of your feet or shoes, but can include medical devices, such as a cane or a wheelchair.
[[category:Glossary]]
Throwing area
An hourglass shaped area that a baton must stay within during the throw to be considered legal.
[[Image:Throwing_Area.jpg|300px]]
Phase
Common sections of a given turn, there are four phases of a game; the beginning throw phase, the kubb tossing phase, the kubb raising phase, and the baton tossing phase.
[[Image:Kubb phase illustration.png]]
Punishment Kubb
Teams are allowed one fault per kubb while throwing [[field kubb]]s (the kubb comes to rest in such a manner that it cannot be raised in bounds). If the second throw of the kubb is also judged to be a fault then the kubb is referred to as a punishment kubb and the defending team can place it anywhere in their half of the pitch provided that it is no closer than one baton length to the king or any field marking pin.
Footprint
The potential area of the ground that a kubb will take up when raised. The footprint of the kubb is important when determining which end a kubb is forced to be raised on due to in bounds/out bounds, obstructions, or kubb raising strategies.
[[File:Kubb_footprint_example.jpg]]
Token
A natural marker used to note a [[toppled]] kubb that may have come to rest righted, or to denote a [[field kubb]] that was placed on the [[baseline]] (ex. Grass clippings, twig, or a rock)