HOW TO PLAY AND SCORE
Rules vary depending on the type of battle your are engaged in. Conker Cup has compiled a comprehensive guide for each of the games.
1. WHO GOES FIRST?
TOURNAMENT
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.
STREET CONKERS
In street fights it is the person with the biggest conker that goes first. If the conkers are the same size it is the bigger, or more intimidating person to strike first
GENTLEMAN'S CONKERS
The person with the most seniority, this can either be age, rank or social standing
2. HOW TO START?
TOURNAMENT
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.
STREET CONKERS
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.
GENTLEMAN'S CONKERS
The competitors stand back to back. they then walk five steps before turning around and walking four back. Then then shake hands and wish each other luck. The holder then holds out their conker at arm's length, hanging down, ready to be hit.
3. DON'T FLINCH
TOURNAMENT
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.
STREET CONKERS
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 holder is disqualified and gets a dead leg from the striker.
GENTLEMAN'S CONKERS
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... This is not an issue as gentlemen don't move their conkers.
4. STRIKER TAKES AIM
TOURNAMENT
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.
STREET CONKERS
The striker wraps the string of their conker around their hand, draws it back and takes aim before striking. In street fights there is no determined length for either striker or holders strings.
GENTLEMAN'S CONKERS
The striker wraps the string of their conker around her hand, draws it back and takes aim, they proclaim 'What, what' before striking. A distance of 8 inches from knuckle to nut is observed.
5. HOW MANY HITS?
TOURNAMENT
In turn, each player takes 3 strikes* at the opponent's conker
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*Conker Cup recently aligned to the World Conker Champions' triple strike pattern
STREET CONKERS
In turn, each player takes 1 strike at the opponent's conker
GENTLEMAN'S CONKERS
In turn, each player takes 1 strike at the opponent's conker
6. DELIBERATE MISS
TOURNAMENT
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.
STREET CONKERS
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 striker being disqualified and getting a dead arm from the holder.
GENTLEMAN'S CONKERS
This rule is null as gentlemen never deliberately miss.
7. STINGSIES & STAMPSIES
TOURNAMENT
Stringsies and stampsies are NOT allowed in tournaments. If the conkers become tangled, players simply untangle them and continue on with the game. If a player drops their conker, then they are allowed to pick it up and again continue on with the game.
STREET CONKERS
In street conkers anything goes... ANYTHING*
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*Nothing criminal you punks
GENTLEMAN'S CONKERS
This rule is null and void, gentlemen would never take advantage of an opponent in that way.
8. WHEN IS IT OVER?
TOURNAMENT
The bout is over when one of the conkers is ‘de-stringed’, If both nuts are de-stringed at the same time, the bout is drawn.
STREET CONKERS
The bout is over when one of the conkers is ‘de-stringed’, If both nuts are de-stringed at the same time, the bout is drawn.
GENTLEMAN'S CONKERS
The bout is over when one of the conkers is ‘de-stringed’, If both nuts are de-stringed at the same time, the bout is drawn. Both played shake hands and say 'Ruddy good show'.
9. GAME LENGTH
TOURNAMENT
If a game lasts for more than 3 minutes then the ‘bonkers minute’ will be applied. Each competitor takes turns to strike the other’s conker. If neither conker has been smashed at the end of the minute, then the player with the most strikes will be judged the winner.
STREET CONKERS
There is no time limit in street conkers. The bouts last until a conker has been destrung.
GENTLEMAN'S CONKERS
If a game lasts for more than 3 minutes then players retire for a gin and tonic. Whilst tonic is interchangeable, the gin must be 'Conker Gin' www.conkerspirit.co.uk
10. SWITCHING NUTS
TOURNAMENT
Three conkers are selected at the beginning of the tournament. Conkers may be changed between bouts, but not during. If any conker is de-stringed then you exit the competition.
STREET CONKERS
Street bouts are just single games, therefore there is no opportunity to switch out conkers.
GENTLEMAN'S CONKERS
The Gentleman's Game is always a single match, therefore there is no opportunity to switch out conkers.
CONKER SCORING AND REVOLUTIONARY CONKER RINGS
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 a new conker it is known as a 'none-er'. If you win your bout again another none-er, then your conker becomes a 'one-er'
THREE-ER
If you de-string another one-er, then your one-er becomes a 'three-er'. It scores one for the win and take the score of the conker it defeated
FIFTEEN-ER
If a three-er defeats a twelve-er then it becomes a sixteen-er
Zero + Win + Zero = One-er
One + Win + One = Three-er
Three + Win + Twelve = Sixteen-er
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.
Pick up your set of Conker Rings from the conker shop