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GENTLEMAN'S GAME

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Own Conker

Conker Hardening

Stampsies

Stringsies

STREET CONKERS

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Own Conker

Conker Hardening

Stampsies

Stringsies

TOURNAMENT

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Own Conker

Conker Hardening

Stampsies

Stringsies

The Conker Federation now officially recognises three versions of the game:

RULES

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.

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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 GAME

 

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 GAME

 

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.

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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.

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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.

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GENTLEMAN'S GAME

 

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.

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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.

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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.

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GENTLEMAN'S GAME

 

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.

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5. HOW MANY HITS?


TOURNAMENT

 

In turn, each player takes 3 strikes at the opponent's conker

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STREET CONKERS

 

In turn, each player takes 3 strikes at the opponent's conker

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GENTLEMAN'S GAME

 

In turn, each player takes 1 strike at the opponent's conker

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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.

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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.

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GENTLEMAN'S GAME

 

This rule is null as gentlemen never deliberately miss.

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7. WHEN IS IT OVER?


TOURNAMENT

 

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.

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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.

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GENTLEMAN'S GAME

 

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'.

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8. GAME LENGTH


TOURNAMENT

 

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.

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STREET CONKERS

 

There is no time limit in street conkers. The bouts last until a conker has been destrung.

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GENTLEMAN'S GAME

 

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 

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9. SWITCHING NUTS?


TOURNAMENT

 

Conkers may be changed between bouts, but not during. Once all three conkers are de-stringed then you exit the competition.

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STREET CONKERS

 

Street bouts are just single games, therefore there is no opportunity to switch out conkers.

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GENTLEMAN'S GAME

 

The Gentleman's Game is always a single match, therefore there is no opportunity to switch out conkers.

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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

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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

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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

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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.

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TWO-ER

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SIX-ER

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FIFTEEN-ER

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Pick up your set of Conker Rings from the conker shop

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