RNLI TOURNAMENT
Own Conker
Conker Hardening
Stampsies
Stringsies
CONKER CUP IS PROUD TO LAUNCH THE RNLI SPINOFF TOURNAMENT
The Conker Federation now officially recognises the RNLI as a supporter of conkers
RNLI RULES
1. HOW TO START?
The RNLI Conker Cup requires that players use regulation class 2 conkers and the sanctioned blue or yellow laces. These will be available in the crew room. Each contender should take lace and pick a conker, as this is a tournament no nut tampering will be tolerated. Take the pre-drilled conker and thread onto your lace ensuring one of the 8 approved RNLI knots is used to secure the conker.
2. WHO GOES FIRST?
The competitor with the highest scoring conker strikes first, they are referred to as the striker. If the conkers hold the same scores, or if both are none’rs, then a coin is tossed to determine who strikes first. The other competitor holds out their conker at arm's length, hanging down, ready to be hit, they are referred to as ‘the holder’. The string should be wrapped around their hand to stop it being dropped during a strike.
3. DON'T FLINCH
The holder must keep their conker still as the striker hits it. If it accidentally swings, the second competitor can steady it before they take a strike. If the conker is deliberately moved the striker gets an additional strike.
​
4. STRIKER TAKES AIM
The striker wraps the string of their conker around their hand, draws it back and takes aim before striking. The sanctioned length of the string measured from hand to conker is 20cm.
​
5. HOW MANY HITS?
In turn, each player takes 3 strikes at the opponent's conker. This is in line with the World Conker Championship and is not up for debate.
​
6. DELIBERATE MISS
Each strike must be clearly aimed at the conker, any deliberate misses (often done to avoid an Auto Nut Split of the strikers nut) will result in the holder getting an additional strike.
​
7. GAME LENGTH
Each tournament battle lasts for 3 minutes, this should be timed by a responsible person, if one is not available then other crew memeber will have to do.
​
8. WHEN IS IT OVER?
If a game lasts for more than 3 minutes then the ‘bonkers minute’ will be applied. Each competitor will take it in turns to strike each other’s conker. If neither conker has been smashed at the end of the bonkers minute, then the player who strikes the nut the most times during this period will be judged the winner. Please note that if your conker is destroyed at anytime you are out of the competition.
​
9. RECORDING YOUR WIN
Each contender needs to download a scoring sheet from the link below. Given the nature of crew interaction the winner will be the person with the highest scoring conker at the end of October.
SCORING
THE GAME
Each time your conker wins a battle its value increases, not only that, it also takes the value of the conker it defeated.
NONE-ER
When you start with new conkers they are known as a 'None-ers'. If you win your bout, that 'None-er', becomes a 'One-er'
TWO-ER
If you de-string a 'One-er' then your 'None-er' becomes a 'Two-er'. It scores one for the win and takes the score of the other.
None + Win + One = Two-er
FIFTEEN-ER
If a 'Two-er' defeats a 'Twelve-er', then it becomes a 'Fifteen-er'.
Two + Win + Twelve = Fifteen-er
CONKER RINGS
It can be tricky to keep track of all your conker's scores, particularly if you are running with multiple active nuts. Conker Cup has refined a solution proposed by Peckham Conker Club in the 2021 season... Conker Rings. Very simply, whatever your conker score is, you slide the relevant rings onto the string, that way you (and everyone else) knows how bad ass, or puney your conker is. Conker Rings come in five different rating 01, 05, 10, 20 and 50. The best bit is that if you defeat a conker with conker rings you get to collect them up and add them to yours.