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

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]]

Base kubb

A kubb which is still in its original position on the [[baseline]]. During the course of play a field kubb may come to be placed on the baseline, but it remains a field kubb. All base kubbs must be [[toppled]] before the [[king]] can legally be attacked.