KLASK

Klask ApS, Big Potato Games, Boardgame Space · Board game · 2014
2 · best 2 10 min Weight 1.1/5
8.2 rating Ludopedia
7.6 rating BGG
STEP BY STEP

Game Objective

Prepare for a magnetic battle of skill and reflexes! In KLASK, your goal is to be the first player to score 6 points. You'll do this by shooting the orange ball into your opponent's goal, or by taking advantage of their slips. Maintain control of your striker, avoid the white magnets, and don't fall into your own goal, because every mistake can be a point for your opponent!

Preparation (Setup)

Setting up KLASK is super fast, so you can get straight to the action:

  1. First, place the KLASK board on a table, between you and your opponent.
  2. Next, place the three white magnets on the white fields in the center of the board. Remember: the magnets must be facing magnetic side up so they don't move.
  3. Insert the two scoring discs into the starting position, marked with "0", in their respective spaces.
  4. Each player takes a black magnetic striker. It has two parts: place the striker section on top of the board and the steering magnet (the thicker part) underneath the board, ensuring the two sections make magnetic contact.
  5. The youngest player starts the game, placing the ball in one of the starting corners of their choice.

The Game Turn

There's no "my turn, your turn" here! In KLASK, the action is constant and simultaneous. Players use the steering magnets under the board to move their strikers and hit the orange ball across the field. The game flows without interruptions, and you are free to move at any time!

The main objective is to score points, and there are 4 ways to do this:

  • Goal! If the ball ends up in your opponent's goal and stays there.
  • Magnetic Trap! If two (or all three) white magnets stick to your opponent's striker.
  • KLASK! If your opponent accidentally pulls their own striker into their own goal. You get the point immediately, even if they manage to get out. If you hear "KLASK", it's a point!
  • Loss of Control! If your opponent loses control of the striker and cannot recover it using the steering magnet.

Attention! You can only score one point at a time. Even if several things happen at the same time (like, you score a goal and your opponent falls into their own goal and attracts two white magnets), you still only get one point.

Important Additional Rules:

  • If only one white magnet sticks to a striker, the game continues normally.
  • You cannot move the white magnets on the board using your steering magnet from underneath.
  • If a white magnet falls off the board, the game continues.
  • If the ball falls off the board, it is placed back in the starting corner closest to where it fell, and the game continues.

End of Game and Scoring

The game ends as soon as a player reaches 6 points. That player is the winner!

Each time a player scores a point:

  • The player who scored advances their scoring disc one point in the scoring space.
  • All three white magnets are returned to their starting positions in the center of the board.
  • The player who did not score the point "serves" from a corner of their choice.

Tips for Winning

  • Stay Calm and in Control: The temptation to attack aggressively is great, but losing control of your striker or falling into your own goal is an easy point for your opponent. Prioritize defense and positioning.
  • Beware of the White Magnets: Use the ball to push the white magnets to your opponent's side, but be careful not to attract two to your own striker. They are a double trap!
  • Take Advantage of Slips: It's not always about scoring a direct goal. Keep an eye out for opportunities to force your opponent to make a mistake – whether by pushing the ball near their goal or surrounding them with the white magnets. An unexpected "KLASK!" can turn the game around!
Rules videos

In English

OFFICIAL RULEBOOK
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