Welcome to the World Bloody Knuckles Association. Bloody Knuckles is an exciting game / obscure sport where opponents test their skills and agility against knuckle-bashing action. Rock paper scissors, dodgeball

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RECEIVE BLOODY KNUCKLES NEWS & ANNOUNCEMENTS

COMING SOON The Official Rules of Playing Bloody Knuckles

These rules are approved, authorized, maintained, and updated by the World Bloody Knuckles Association under the guidance and authority of the WBKA Officers. Updates and amendments are made by the WBKA Commissioners, and will be made available here as a reference for players.
Disclaimer: The World Bloody Knuckles Association warns, playing Bloody Knuckles can be painful and may lead to serious injury. The WBKA accepts no responsibility for accidents or injuries resulting from playing Bloody Knuckles, or any of it's variations.

Introduction

Bloody Knuckles is the exciting game of wacking your opponents knuckles with your knuckles! The object of the game is to wack your opponents knuckles without getting wacked yourself.
The two basic moves include the STRIKE and the DODGE. The STRIKE is the act of wacking the knuckles, and the DODGE is the motion made in attempts to avoid the pain!

On the surface, Bloody Knuckles appears to be a painfully brutal game. After all, you are essentially just rapping each other's knuckles (or trying to avoid it). However, at closer examination, Bloody Knuckles is a true test of one's quickness and reflexes. Surprisingly, physical strength is not a factor in becoming a skilled Bloody Knuckles player. Players of all sizes and sexes have become proficient at playing. In fact, one of the largest draws to Bloody Knuckles is that it's one of the few sports where brawn is a non-issue.

Before you Start
A few things to decide before you play:
• Will you be playing by turn-based Tournament Rules, or free-for-all Street Rules?
• What stakes will you be playing for? Points? Rank? Cash? or, Just for fun? In WBKA Tournaments, player's compete for First, Second, and Third place rankings.
• How many rounds to play? In WBKA Tournaments, a "match" is comprised of three rounds, 5 points per round. The first player to achieve 5 points wins the round.

Safety
• Remove any watches, gloves, jewelry, bracelets, etc prior to game play.
• Never play if you have any wounds or injuries on your hand. Never play against someone with hand wounds or injuries as well.

TOURNAMENT RULES (Turn-Based)

Beginning The Match
The referee will begin the coin toss to determine which player will get to call their first move (Strike or Dodge). The player who wins the coin toss is allowed to decide whether they would like to Strike or Dodge first.

[The Starting Position]
Opponents must stand facing opposite each other with one outstretched arm, slightly bent (we recommend a 120 degree bend). Hand in fist position, players butt their fists up against their opponent's. The player's hands must remain in fist position at all times during play. Players knuckles must be touching, (but not pushing) their opponent's knuckles.
 

The player's inactive arm (or “dead hand”) must rest behind the back or at the player's side during play.

[Beginning Play
]
Play may begin after the players agree to being "ready". The referee will count "1, 2, 3, Break". After the word "Break" is spoken, play may commence.

[Taking Turns]
In turn-based tournament play, players will alternate the roles of Striker and Dodger with each turn. Each player will have chance of landing 5 successful Strikes per round (there are 3 rounds per match). One player Strikes while the other player Dodges. In a turn, a player will have 30 seconds to perform a Strike.

Example (in a nutshell):
The player who was chosen to Strike first during the coin toss will be referred to as Player 1, the other player will be referred to as Player 2.
Player 1 has won the coin toss and has decided to Strike first. The referee has asked both players if they are ready, and the players have confirmed. The referee gives the countdown and the play begins.
Turn #1: Player 1 attempts to Strike while Player 2 attemps to Dodge the Strike.
Turn #2: The players switch roles; Player 2 will Strike and Player 1 will attempt to Dodge Player 2's Strike.
This alternating continues until each player has had 5 chances to Strike their opponent.

[Points]
If either player lands a Strike, the Striking player gets a point. There are no points awarded for Dodging or any other moves.
The player with the highest number of successful Strikes wins the round. Three rounds are most commonly used in most professional level play. The player who wins the most 5 point rounds is the winner of the match.

[Moves]
After “Break” is called by the referee, the Striking player may move.

STRIKE
A Strike is characterized by swiftly drawing your fist upward above the other player's fist and rapidly bringing your lower knuckles (located along the middle of your fingers) upon the hit zone of Player 2's upper knuckles. 1 point is rewarded to Player 1 upon successful completion of this move. The key to the Strike is speed…completing it before your opponent can withdraw her fist from your fist's downward path.

1. 2. 3.

1. Starting Position: knuckles to knuckles
bloody knuckles

2. Draws Fist Up
bloody knuckles

3. Hits Downward
bloody knuckles


Diagram 1 above illustrates the ‘at rest' position of the fists - knuckles to knuckles. When a player attempts a Strike, she must bend her action arm at the elbow, raise her fist above the top of her opponent's knuckles, then bring her fist back down upon her opponent's. The player attempting a Strike cannot bring her fist above her chin level. As players better their skills and begin to develop their own styles, they will learn that a Strike is more successful when the distance between opponents knuckles are shorter. A shorter distance results in a faster execution of the Strike.

The diagram below illustrates the desired hit zone when performing a Strike. Should your Strike fall short of its target and land on the fingers of you opponent, this is referred to as a “Wif” and is not counted as a point. Similarly, an overshot Strike that lands behind the nuckles onto the hand is called a “Hand” is not counted as a successful Strike either. No points are awarded for Wifs or Hands. If an opponent misses the hand altogether and lands her Strike on her opponent's arm, that's probably a big indicator that he needs to practice more.

bloody knuckles

It may be tempting to raise the elbow of the Strike arm while performing the Strike, but remember that the elbow must remain stationary during this move. The elbow is permitted to move slightly forward or backward during a dodge, flinch or fake – but swinging the elbow away from the body is in bad form as it will result in a poorly angled hand position.

If your opponent successfully Dodges your attempt to Strike, you have “Choked”, and no point is gained.

[STRIKE Restrictions]
When a player draws his fist upward to perform a Strike, he cannot bring his fist above his chin line. Not that you would want to anyway, because the higher you raise your fist to Strike, the longer it takes to perform the Strike. A Strike should be short and swift, and the distance you raise your fist above your opponent's knuckles should be minimal.

Rapping your opponent's knuckles outside of the legal hit zone will result in no points awarded. Consider it a wasted turn.

DODGE
A Dodge is characterized by the reactive motion made to avoid getting your knuckles whacked you your opponent. Player 1 draws his fist upward and brings it back down to strike. Player 2 retracts his fist back causing Player 1 to miss the Strike. No point is awarded. The benefit of the Dodge is not allowing your opponent to complete the Strike to gain a point.

1. 2. 3.

A Dodge is a reactive retraction of the fist in defense of a Strike. Like the Strike, the success of a Dodge depends on the speed of the player and her ability to think quickly under pressure. You'd like to keep your opponent from scoring (and whacking your hand), and the Dodge is the move to prevent it.

From starting position: (fist to fist, knuckle to knuckle) If your opponent attempts a Strike, you will want to pull your fist back toward you, out of the line of fire. If you successfully dodge the Strike, your opponent gets no points (and you don't get hurt!).

1. Knuckles to knuckles
bloody knuckles

2. Draws fist up to attempt a Strike
bloody knuckles

3. Player 2 draws back before Player 1 hits
bloody knuckles

It is important to note, your opponent will try to out wit you by performing a Fake. If you dodge a Fake, the Dodge is considered unsuccessful and called a ‘Flinch'. Unfortunately, no one gets points for Flinching/Faking.

CHOKE
A missed STRIKE (a STRIKE that is successfully DODGED by the opponent) is referred to as a CHOKE.

FAKE
During game play, while opponents knuckles are knuckle-to-knuckle, the Striking player may want to try to jolt the other player into a “Flinch” by either lightly bumping his knuckles into the opponents knuckles or by use of jarring vocal expression. The Fake is a method of intimidation used to cause your opponent to prematurely retract their fist to avoid a (fake) Strike. He does this by pretending to Strike: lightly bumping fists or slightly raising their fist in Strike fashion, but without actually raising their fist up above the other's knuckles. The benefit of trying to fake out your opponent is to keep him guessing as to when the real Strike will be delivered. If your Fake is successful, your opponent will Flinch. A Flinch is a retraction of the fist in anticipation of a Strike.

Another method players incorporate into their Fake is the use of vocal intimidation. Many players will use startling words or sounds to frighten or alarm their opponent. As most players will watch your hands for an indication of which move you are about to use, you can use vocal intimidation to pull you opponent's attention away from your hands. This is an excellent method used to break someone's concentration, and is best followed with a Strike while your opponent is still stunned.

Hand-watching is an important way of studying your player's style and becoming skilled in predicting your opponent's next move. Most players will try to pull your attention away from the hands. One way to develop a resistance to outside influences, distractions, and vocal intimidation is by repeatedly practicing Bloody Knuckles with your friends, and encouraging them to try to ‘break you' away from the game play. Your intense concentration will reverse the intimidation attempts, and your opponent will cower at your mighty skills.

The Fake is the mind game of Bloody Knuckles. Not only is it fun, but it also adds suspense, deceit, and trickery. The Fake is merely a tool for intimidating your opponent. Using a Fake keeps your opponent guessing as to when you will deliver the real Strike.

Even a beginner Bloody Knuckles player can do more than just Strike and Dodge. He can use his hands to confuse or deceive an opponent. He can make his opponent believe he is going to Strike when he is actually going to Fake.

The WAIT
Just as it sounds….when a player does not Strike, Fake, or move at all, the player is playing the waiting game. Very intimidating, and suspenseful.

Opening Moves (Tournament Rules)
Different styles dictate different opening moves. The first move you make is a good indication of your play style. A successful opening move is crucial to confidence in the game and can secure the advantage for the remainder of the match. An opening move will tell you much about your opponent's strategy and abilities and will give you a sense of how an opponent is going to play the match.

Strike : Opening with an immediate Strike is a good sign that this player is eager, and possibly aggressive. A starting Strike can easily lead to repeated Strikes, as confidence levels become crushed when a losing opponent quickly falls into a bad habit of repeatedly getting hit in the beginning of each of his opponent's Strike round.

Fake : Most matches begin with a volleying of Fakes. This interaction gives players the ability to learn about each other's movements, Faking style, and intimidation methods. It is also an opportunity to wait out your opponent, and show them that you are a worthy opponent with great patience and restraint. Many players start with the Fake in attempts to make their opponent Flinch as a means of intimidation. An intimidated opponent will surely Flinch easily and often.

Wait : Waiting is an anticipatory move demonstrated by an opponent with a ruthless patience (or people who have problems with their decision-making abilities...though it is doubtful that you will intimidate anyone with your inability to make a decision.)

Players may use any combination of these moves at any time throughout the match. Any moves that are not conforming to the standard hand positions (outlined above) are considered to be illegal moves and are forbidden. Should a player execute an illegal move, the referee has the right (but not the obligation) to grant immediate victory over the round (not the match). Alternatively, the infringed upon player has the right but not the obligation to replay the current round if he/she so chooses.

[Between Turns]
After one player has attempted a move, both players must return their fists to the Starting Position: fist to fist, knuckles to knuckles. It is imperative to maintain this knuckle-to-knuckle position at all times except when performing a STRIKE, or DODGE. It is the responsibility and obligation of each opponent to return to starting position with their opponent so they can maintain the game's action, momentum, and excitement.

Once the opponents have returned their fists to Starting Position, players will alternate roles, the referee may proceed with the countdown, and play may resume.

A player who attempts a move prior to both players returning to the Starting Position will lose a point. Follow procedures for continuing play after a False Start.

The winner of the round is the player to gain 5 points.

[Halting Gameplay]
False Start may be any obvious movement made by either player to strike or flinch during the countdown. One false start per match (not per round), receives a warning. Two false starts per match results in a loss of 1 point to the offending player. Three false starts per match results in a loss of 1 round to the offending player.

If a 'return to arena" is called by the referee during countdown (due to false start or other reason), the players must return to starting position and await countdown, or further instructions from the referee.

If the game requires re-start or ‘return to arena', the score must be announced prior to countdown

Play may resume anytime after the players agree as being "ready".

Game play may be cancelled and considered a loss should either opponent bleed, forfeit, or become injured. Any game play continued after forfeiture will result in a game expulsion and game loss to the offending player.

The game may be called off, or paused for the following reasons only: rule clarification, decision clarification, forfeiture, or injury.

[Post Game Play]
Though not required, an exchange of gentlemanly handshakes is recommended at the conclusion of the match after the winner has been determined. This gesture is seen as good sportsmanship to thank your opponent for the match.

The scorekeeper will tally the scores and convey them to the referee who will announce the winner. If your match features an Announcer, the Referee will raise the arm of the winner as it is declared by the Announcer.

[Study Your Opponent]
Bloody Knuckles is also a game of wits...it's crucial to observe your opponent. What motion does she make when attempting a Fake or Strike? What playing style has she used in past matches? Is she a reactive or proactive player? Can I make her lose her concentration through intimidation?

Head Games
Head games are as important to your strategy as is deciding which move to execute. Think beyond selecting your move, it's time to get psychological on your opponent. In many cases, getting into your opponent's head can make or break a match. The objective is to get under your opponent's skin, getting your opponent to doubt her abilities or break concentration, which will quickly give you the upper hand. If you can successfully demoralize, confuse, frustrate, anger, or make your opponent feel inferior, you may be able to interrupt her strategy and drive him into a reactive game, allowing you to take control of the match. This is usually performed through pre-match and in-game banter.

A sample of useful phrases include:
”I once broke a man's hand with my Strike!”

”My morbidly obese grandmother has bed sores bigger than you”

”I pleasured myself with this hand before the match”

”Good thing you're sitting down, cuz you're gonna need that wheelchair to get out of here when I'm done with you”

Referees
It is beneficial to have each player learn to be a referee (when they aren't playing). It would be their responsibility to learn this referee guide. If the match is just being played for fun it is okay for two players to officiate their own match. However, in tournaments or in street play, it is best to have an observer with a solid knowledge of the rules act as a guide and decision-maker to assist players through the game flow, difficult calls, and disputes.

Referee Code of Ethics:
•  Remain impartial and unbiased.
•  Stop the match immediately if any injuries occur.
•  Uphold and enforce the Official Bloody Knuckles Rules.
•  Be fair, but be firm
•  Do not allow players to contest your calls/decisions. If you made a bad call against a player, it is likely that you will make another bad one that might result in their favor.

Pre-game Setup
Ref 1.0: When the players approach the arena, allow them a few short moments to exchange words. Part of a player's strategy relies heavily on vocal intimidation, but do not them allow to babble on.

Ref 2.0: Perform the coin toss. Predetermine that the player on your right is "heads" and the player on your left is "tails". Convey this to the players before you toss the coin. Call the coin toss winner and allow the user to decide whether to Strike or Dodge first.

Ref 3.0: Position the players so that they are facing each other, with their action arm bent at around 120 degree angle, and fists touching each other. Their dead arms should be at their side or behind their back.

Ref 4.0: Stand behind the players, and hold the opponents fists together, knuckles to knuckles.

Ref 5.0: Introduce the rules and point/round structure. Your introduction should sound something like: “Player 1 , Player 2, shake hands….Are you both familiar with the rules set forth by the World Bloody Knuckles Association? Good. This game will consist of three rounds. Each player has the chance to earn 5 points per round. The player with the most points wins the round. Whoever wins the most rounds wins the game. I will count to three, release your hands and then call break…after I call break Player 1 will attempt to Strike, Player 2 will attempt to Dodge. After this attempt, the players will switch roles - you will immediately bring your fists back together and I'll call "Break", and game play will continue. Any questions?

Beginning the Match
Ref 6.0: After the players agree to the rules, the referee must stand, sit, or squat at eye level with the “arena” and begin the countdown, then call “break”.

Ref 7.0: Should any of the players commit a False Start, follow the procedures outlined in the "Halting Gameplay" section of the official rules.

Maintaining Control
Ref 8.0: The game will move fast, it's important to pay close attention, and call out “Point” every time a player successfully executes a strike. If the players fist do not return to the ‘knuckle-to-knuckle' position after each attempt, you must take the opponents fist back to the proper position.” It will help you to remember the score if you call the score out after each point, starting with the player on your left's score first. It is also good practice to have someone keep score while you officiate.

Ref 9.0: If either player does not return their fist back to the “arena” after each Strike attempt or Dodge, it may be necessary to penalize the offending player. See the "Between Turns" section of the Official Rules above.

Ref 10.0: Between turns, call "Break" quickly when it is obvious that each player is ready to continue playing.

Ending the Match
Ref 11.0: Whichever player has earned the most points wins the round. Declare the player the winner of the round and proceed with the instructions outlined in section Ref 3.0. You do not have to introduce the rules again. Ask the players if they are ready, then proceed with the count down. Call ‘Break' and officiate the game play. The player to win the most of three rounds wins the game. Declare the winner of the match by raising the winner's arm and announcing his success.

Because this game moves so fast, it may be difficult to keep track of how many points each player has. It's a good idea to always read the score aloud after each point is awarded (read player 1's score first, then player 2's second.) Maintaining this consistency throughout the match will help you keep the score. If you have a score keeper, it is unnecessary for you to read out the points after each point is gained.

Penalties
Without fail, there is always some jerk that goes too far and ruins everyone's good time, whether it's by fighting or intentionally playing against the rules. Some players get nervous or anxious and commit multiple False Starts, or exhibit less deliberate (but still penalty worthy) mistakes.

We believe in the Three Strikes rule. For minor offenses like False Starts or not returning your fist to the starting position after making a move (or other actions that impede game play), it is best to issue 2 small penalties (one warning, two warning, third offense equals a loss). Should a player foul a third time, we consider the round a loss to the offending player.

Should a player instigate a fight or engage in other inappropriate behavior, no warnings are given. Immediately revoke the player's membership and forever ban him from any future Bloody Knuckles activities. If the player wishes to contest the charge, they may petition the World Bloody Knuckles Association.

Putting It All Together
So you've made it through the official rules and the Referee's guide, and you're ready to play. Perhaps you're still unclear as to the actual game flow incorporated with moves and actual dialogue. Don't fret, we've included dialogue and narration of an actual match. Although this dialogue seems exhaustive, keep in mind that this match only lasted about a minute.

<The players approach the Arena>

<The Referee arranges the players so that they are standing facing each other. The players exchange a few choice words. >

Referee: “Have you both have read the rules and promise to adhere to the guidelines set forth by the World Bloody Knuckles Association?”

Player 1 & 2: “Yes”

Referee: “Should either of your become injured or decide to quit, you must declare ‘forfeit'. If either of you attempt a move after ‘forfeit' has been declared you will be penalized, do you understand?

Player 1 & 2: “Yes”

<The referee tells the players who's heads and who's tails, then proceeds with the coin toss. The coin reads heads and player 1 is the winner>

Referee: Player 1, you've won the coin toss, do you want to Strike first, or Dodge?

Player 1: Strike first.

Referee: You will be playing 3 rounds, both of you will have the chance to score up to 5 points per round...whoever gets the most points out of 5, wins the round. Please put your fists in the arena, I will count to 3 then call ‘Break' and release your hands. Play may commence when I release them, do you understand?

Player 1 & 2: “Yes”

<The Referee holds the players hands knuckles to knuckles, aligns her line of sight with the player's fists, and proceeds to countdown>

Referee: “One, two, three, BREAK”

<Referee releases the players hands>

<Player 1 Fakes by mimicking the initial motions of a Strike>

Player 1: <belts out a jolting scream to jostle Player 2, then quickly pulls her fist up and Strikes her knuckles down upon Player 2's.>

Referee: “Point, Player 1, One to Zero.”

<Both players immediately return their fists to the knuckle-to-knuckle starting position. The players alternate roles, it is now Player 2's turn to Strike and Player 1's turn to dudge. The Ref calls "Break", Player 2 attempts a Strike, but Player 1 quickly retracts her fist and successfully Dodges the Strike.>

Referee: “No Point to Player 2, One to Zero.”

<Fists go knuckle-to-knuckle, the Ref counts down, and Player 1 Strikes.>

Referee: “Point, Player 1, Two to Zero ”

<Both players immediately return their fists to the knuckle-to-knuckle starting position. The Ref calls "Break". Player 2 Fakes against Player 1. Player 2 quickly lands a Strike against Player 1.>

Referee: “Point, Player 2, Two to One ”

<Players return to knuckle-to-knuckle position, the Ref calls "Break", Player 1 executes a rapid Strike.>

Referee: “Point, Player 1, Three to One”

<Both players immediately return their fists to the knuckle-to-knuckle starting position. The Ref calls "Break", Player 2 Fakes, Player 1 Flinches, then returns to knuckle-to-knuckle position. Player 2 then attempts a Strike….Player 1 Dodges it.>

Referee: “No Point for Player 2, Three to One ”

<Both players immediately return their fists to the knuckle-to-knuckle starting position. The Ref calls "Break", Player 1 bumps Fakes against Player 2. Player 1 screams to detract Player 2's attention. Player 1's strategy works causing Player 2 to break concentration. Player 1 lands a Strike.>

Referee: “Point, Player 1, Four to One.”

<Both players immediately return their fists to the knuckle-to-knuckle starting position. The Ref calls "Break", Player 2 plays the Wait and does not make a move. Player 2 Fakes and Player 1 Flinches. Player 2 rises to Strike, but Player 1 Dodges in time to avoid it.>

Referee: “No Point, Player 2, Four to One.”

<Both players immediately return their fists to the knuckle-to-knuckle starting position. The Ref calls "Break", Player 1 Fakes and Player 2 Flinches, then returns to knuckle-to-knuckle position. Player 1 then attempts a Strike, and Player 2 is hit.>

Referee: “Point, Player 1, Five to One. Player 1 has won the first round.”

<All game play stops. The Round Card girls take the stage. The Referee begins for the next round. There is no need to go over the rules again since the players previously agreed to them.>

<The Referee arranges the players so that they are standing facing each other.>

Referee: “Ready?”

Player 1 & 2: “Yes”

<The players put their fists against each other. The Referee holds the players hands knuckles to knuckles, aligns her line of sight with the player's fists, and proceeds to countdown.>

Referee: “One, two, three, BREAK”

<Referee releases the players hands>

………………………………………….

Variations: Street Rules
As with most sports, there are variations of the rules. With Bloody Knuckles, there are Tournament rules, then there are “Street Rules”. It is important to decide which rules you will be playing by before starting the match.

Street Rules vary (from Tournament rules) in several ways. Here are the major differences:

In Street Rules....
1. Gameplay is not turn-based like Tournament play is. Meaning, players are not given turns to attempt specific moves. In Street Rules, STRIKES and DODGES may flow at any time.

2. If an opponent falls victim to a CHOKE or a FLINCH, the other opponent is allowed 1 FREE HIT. A free hit is when an opponent gets to deliver a STRIKE upon the other player's knuckles without the chance that the other player will DODGE it. A player may deliver 1 FREE HIT upon the opponent for every CHOKE or FLINCH. Sometimes, restraining the player's hand may be necessary so he doesn't pull it away during your Free Hit.

Examples:
If Opponent A attempts a STRIKE and Opponent B successfully DODGES it, (causing Opponent A to CHOKE), then Opponent B is allowed to deliver a STRIKE (or FREE HIT) to Opponent A.
OR….

If Opponent A attempts a FAKE, and successfully causes Opponent B to FLINCH, the Opponent A is allowed to deliver a STRIKE (or FREE HIT) to Opponent B.

(In some places, a Free Hit is a punch in the upper arm rather than a Strike to the knuckles. Players should agree upon a defined ‘Free Hit' prior to commencing play.)

A rare occurrence is when both opponents attempt a STRIKE at the exact same moment. Should this “DRAW” happen, both players should return their fists to the Starting Position and resume play. No points are awarded for a DRAW.

Bloody Knuckles is so diverse that you really can make up your own terms for delivering the punishment Strike. Just make sure you agree to which rules you will play by with your opponent.

Opening Moves
Different styles dictate different opening moves. The first move you make is a good indication of your play style. A successful opening move is crucial to confidence in the game and can secure the advantage for the remainder of the match. An opening move will tell you much about your opponent's strategy and abilities and will give you a sense of how an opponent is going to play the match.

Strike
Opening with an immediate Strike is a good sign that this player is eager, and possibly aggressive. A starting Strike can easily lead to repeated Strikes, as confidence levels become crushed when a losing opponent quickly falls into a bad habit of repeatedly getting hit.

Fake
Most matches begin with a volleying of Fakes between opponents. This interaction gives players the ability to learn about each other's movements, Faking style, and intimidation methods. It is also an opportunity to wait out your opponent, and show them that you are a worthy opponent with great patience and restraint. Many players start with the Fake in attempts to make their opponent Flinch as a means of intimidation. An intimidated opponent will surely Flinch easily and often.

Dodge
Opening with a Dodge tells your opponent that you are afraid to play and clearly have no knowledge of the rules, as a dodge is a reactive move in defense of a strike. Withdrawing your hand before your opponent even attempts a Strike or Fake, can imply an attempt to impede or delay game play (and you'll look like an idiot!). (See ‘Playing Styles – Frightened Rabbit')

Wait : Waiting is an anticipatory move demonstrated by an opponent with a ruthless patience (or people who have problems with their decision-making abilities...though it is doubtful that you will intimidate anyone with your inability to make a decision.)

Players may use any combination of these moves at any time throughout the match. Any moves that are not conforming to the standard hand positions (outlined above) are considered to be illegal moves and are forbidden. Should a player execute an illegal move, the referee has the right (but not the obligation) to grant immediate victory over the round (not the match). Alternatively, the infringed upon player has the right but not the obligation to replay the current round if he/she so chooses.

Evolving Your Style
Once the game has started and ‘Break' has been called, you have to make a choice. Will it be Strike, Fake, or Wait? How do you decide? Though the variety of playing styles is vast, the most common styles include:

Berserker Style
Berserkers are the ruthless thugs of Bloody Knuckles. These players repeat a chaotic barrage of relentless Strikes. They play to win, and win fast – with no time for attempting Fakes or playing mind games. The style of the Berserker is intimidation enough to secure a win. Beware of the Berserker…this player gains as much satisfaction from hurting her opponent as she does from winning. Berserkers are usually heavy handed, which makes for a hard and steady Strike, but slow on the Dodge, and not likely to exhibit a complex Fake style.

War Horse Style
A “War Horse” sees the game for what it is and loves to play it…a true crowd pleaser. Just like in a Roman coluseum, the War Horse will play the crowd, and use this for intimidating their opponent. This player studies their opponent, then proceeds with calculated moves. A War Horse loves to get into prolonged volleys of Strikes, Dodges, and knuckle-to-knuckle showdown of Fakes and Flinches.

Hitman Style
This player displays a deadly patience as an art form. She will resist striking until her opponent has developed a false sense of confidence. A Hitman must be skilled at dodging Strikes…as she spends most of the match waiting for the perfect opportunity to Strike. She'll play down her abilities, luring you into a false sense of security. You will know a hitman by her emotionless face and waiting game…do not be fooled.

Victim Style
Many new players get cold-feet and are likely to often Choke, Shirk, Flinch, clam up, or just plain shut down altogether. Victim style is the ‘Pool-shark' of Bloody Knuckles. A Victim will pretend to be an inexperienced player, then crush their opponent when the cocky opponent thinks he owns the game.
A truly inexperienced and easily scared player (AKA ‘Frightened Rabbit') is usually one who is attracted to the Bloody Knuckles lifestyle, but doesn't have the dedication to play. They are easily intimidated and are often frozen or paralyzed with fear of an oncoming Strike. A Frightened Rabbit is known by many names including: Pisser, Stiff, or Coward.

Mixing It Up
Unless you have a specific playing style or strategy, you will probably use a combination of moves until you find what works best for you. In fact, hardly any players user only one move, it is nearly impossible to win a game by Striking or Dodging alone. Many players will develop and practice several distinct strategies.

By planning a Proactive Strategy, you can nearly eliminate hesitant opponents with slow reactive reflexes. The downside of Proactive Strategies is that they can rely heavily on successfully executing numerous Strikes in a short amount of time. Few things are as disconcerting as performing a series of failed Strikes (Chokes), one after another, to a player who as mastered her Reactive Strategy.

The Reactive Strategy acts as a lure to an eager opponent. A Reactive player will at least severely limit the use of a Strike until absolutely sure he can successfully execute it. Hence, a “Dodge Exclusive” player only reacts to her opponent's moves. On the surface, such a strategy seems to give an opponent a serious advantage.

Your opponents are studying you, just as you are studying them, so never stop working on your strategy. No matter how intricate your strategy is, remember that it can be unraveled if you repeat it often enough. To keep from being predictable, change it up, devise a backup plan, rotate your moves, and keep them guessing!

Selecting a Persona
Some players and teams enjoy wearing costumes, uniforms, or playing Bloody Knuckles in an ‘alter ego' to enhance their game play or to conceal their identity. The World Bloody Knuckles Association allows and encourages use of costumes and uniforms as long as they do not interfere with actual game play.

Wearing a disguise, or playing under an alias are often good ideas for players who enjoy rousing, ruffling, or insulting their opponents before or after a match. Quickly changing out of the disguise will throw your opponents off as they are hunting you down in the parking lot after the match.

Variations: Double Fisted Street Style
With this version of Bloody Knuckles, players will use both their left and right hands. Players butt both fists against each other and proceed with the same moves as regular Street Style. Players may Strike with one fist, or with both. One point is awarded whether the player Strikes with 1 fist or two. Players who Strike with both fists are confident in their game. Double Fisted Street Style is a fun way to spice up the game, and adds a whole new variable to the gameplay.

Variations: Slaps (or 'Slap Hands')
The standard way of playing Bloody Knuckles consists of one player's fist attempting to strike another player's fist. In Slap Hands, players use both hands in an opened palm position in a turn-based exchange of attempting to Slap the other player's hand(s).

In Bloody knuckles, both players are allowed to freely Strike and Dodge simultaneously. However, in Slap Hands, one player will have the responsibility of only Striking and Faking…the other can only Dodge. When the turn is over, players reverse roles.

[Starting Position]
To play, players must decide who will go first (coin toss can be used to decide). Assuming Player 1 will be the ‘Striker', (or ‘Slapper')….Player 1 turns her open hands so that both palms are facing upward. Player 2 lays her open palms so that they are barely touching Player 1's palms.

[Objective]
Player 1 will attempt to quickly flip her own hand(s) over to slap the top of Player 2's hand(s) before Player 2 can Dodge the Slap(s). Player 1 may attempt the Slap with just one hand or both hands simultaneously.

[Alternating Roles]
If Player 2 successfully Dodges Player 1's attempt, then the players reverse roles…Player 2 will now start out with her hands under Player 1's hands, and Player 1's role will be to Dodge the oncoming Strikes (Slaps) from Player 2.

The Striking player may attempt to Fake her opponent. She does this by randomly touching or lightly jolting the palm of her opponent. If her opponent Flinches (in over anticipation of an oncoming Strike) by pulling her hands back, the Player 1 is allowed a FREE HIT. A Free Hit may be a free slap on the hands or punch to the arm. Players should agree on the ‘Punishment' prior to game play (whether it be a hand slap or arm punch.)

Variations: Bloody Knuckles – The Drinking Game
The Drinking Game version of Bloody Knuckles is a punishment-based game where shots are doled out to an offending player every time he commits a punishable move. Players should agree on which moves will be punishable prior to playing. Most often players who commit an unsuccessful Strike (Choke), or Flinch must drink a shot for each offense.

Variations: Bloody Knuckles – The Card Game
The card game is the most versatile of all the Bloody Knuckles variations. It is highly adaptable to almost any card game, and players can customize and configure the rules with an unlimited array of punishments. You're limited only by your imagination!

The premise of the game is…whoever loses the card game (or hand) is subjected to a punishment inflicted upon their knuckles (like slamming the butt of the deck of cards onto the losing player's knuckles).

The first step in playing is choosing a card game to play. Keep in mind that it's more fun to select a quick card game like Blackjack, rather than a long, drawn out one like War, or Go-Fish.

Next, you'll want to decide on a punishment structure. For example, the Ace, 2, 3, 4, 5, and 6 cards may represent a low level punishment, whereas the 7 through 10 cards could represent a medium punishment, and a Jack, Queen, and King could represent a high level punishment.

Then you'll have to choose a punishment for each level (low, medium, and high). Typically, all of the punishments should involve the knuckles, as the game is called Bloody Knuckles. An example of a low level punishment may be a sharp strike to the loser's knuckles; their hand laying flat on the table. A medium punishment could be to have the loser lay her hand (palm side down) against the table…under the loser's hand could be an undesirable object like a fast food sauce packet or an egg. The winning player would then smash the loser's knuckles against the table, causing him much dismay. These are only examples, feel free to make your own. The punishment choices are endless, so be creative with it!

Once you and your opponent have agreed on all parameters of your game – it's now time to play. Let's assume you're playing BlackJack and you're using the example variables listed above. Play a round of Blackjack. When the winner and loser have been determined, reshuffle the deck and have the loser draw a card. If he draws an ace, 2, 3, 4, 5,or 6, then inflict the low level punishment. If he draws a 7 through 10 card, inflict the medium punishment. If he draws a jack, queen, or king, inflict the high level punishment.

Variations: Bloody Knuckles - The Coin Came
The game requires some kind of coin and two people. The first person to go flicks the coin so it spins/twirls on its side. The other player must touch it without causing it to stop spinning and fall on the heads or tails side. Then the person who spun the coin tries touching it. This turn taking continues until the coin falls. Whichever player's touch causes the spinning coin to stop and fall flat on the table is the loser

Example: The first person spins it, the second person touches it, then the first person touches it. The first person is safe since they touched it without the coin falling. Now, if the coin falls before the second person can touch it again, the second person loses. The second person must touch the coin before it falls. However, if when they touch it, it falls, they lose anyway.

Once someone loses, he or she must push her or her fist flat against the tabletop so that the knuckles that connect your fingers to your palm are facing forward. The winner takes the coin, and while keeping the coin flat against the table (not standing on it's edge), flicks it. The goal is for the coin to hit the loser's exposed knuckles with enough force to cause bleeding. Once this is done, the winner spins the coin again, and a new round starts. The overall loser is whoever quits first due to excessive boredom or pain.

Most coins can be used. Nickels hurt the most because of their sharp edges. Quarters, dimes, and pennies are smoother and hurt less, but are usually either too heavy or too small.

Variations: Strip Bloody Knuckles
As you can see, the popularity of the game has expanded into a variety of formats. One of the more notable variations is the strip version. True, every game has a strip version...so why not Bloody Knuckles! Much like strip card games, players must remove an article of clothing if they lose or commit an undesirable move. It is up to the players to decide which offenses should result in clothing removal prior to playing. Some choose to play where a piece of clothing is removed when one player loses a round, whereas others play where clothing is removed when a player Flinches, gets struck, or Chokes. Removing clothing everytime a player commits an offense (as mentioned above) makes for a very quick game.

If your opponent agrees to play with you and is not familiar with the fair practice of both players wearing the same number of clothes, OR if you aren't a very good Bloody Knuckles player, it may be a good idea to double up on socks and undies to give yourself an unfair advantage. Normally, the WBKA doesn't condone cheating. But seeing as how this is a variant of Bloody Knuckles, which the WBKA does not govern, authorize, or officiate - we can make an exception. More importantly noting that the only reason for playing any strip game is to see your opponent naked…we recommend arming yourself with as many pieces of clothing as possible. Do not find yourself naked with sore knuckles and a bruised ego.

Nothing is nearly as romantic as a volley of Bloody Knuckles before a night of naked festivities.

Teams, Leagues, & Clubs
If you already (or soon will) play on a Bloody Knuckles team or club, you will have plenty of opportunities to practice your moves and perfect your style. This will also give you the opportunity to study your opponent's distinct skills, patterns, and strategies. Teams and clubs provide the best environment for honing your game, and the best way to do this is practice, practice, practice. Do not become discouraged if you lose many of your matches at first…this is the perfect time to learn the rules, feel the game flow, and test your moves and intimidation techniques. A string of losses helps players to thicken their skin, literally – your calloused knuckles will build a protective barrier of scar tissue with little to no feeling in them…not to mention that your knuckles will show the signs of being a seasoned player.

If you're not already playing in a Bloody Knuckles group, try recruiting your friends. Surprisingly enough, people shy away when invited to play Bloody Knuckles. Persistence is the key; here are some ideas for convincing your friends to play:

- It's a scientific fact that alcohol negatively affects a person's decision-making abilities. We've found a tremendous amount of willing players by using this method. Please note that this method is best used with friends. In fact, in our studies we've discovered that combining alcohol and Bloody Knuckles with strangers will almost always lead to an undesired Strike to the face, to which you will probably be too inebriated to Dodge.

-Tell your family that you have a chance of competing in the Bloody Knuckles X-Games event this year and need someone to practice with. Not only will your family believe you based on the ridiculous sports already being played in the X-Games, but they will also imagine the sponsorship deals you will receive as a Professional Bloody Knuckles player, which would hopefully lead to you being able to move out of the house and stop being such a worthless human being. Again, the possibilities are endless!

Anyone can start a Bloody Knuckles team…all you need is two or more players (having a third player as referee is optional). Once you have rounded up your friends and started a team, it is a good idea to register your team on the Official World Bloody Knuckles Association website. This will give your team worldwide exposure and will provide a point of contact to free agents in your area looking for a team to join.

Organize tournaments in your city and invite other Bloody Knuckles groups to come play. Many establishments welcome organized events to take place in their businesses. Call your local bars and Community Halls to schedule your event, then call your local newspapers, television, and radio stations to promote your event. Posting flyers in music stores, coffee shops, and bars will increase exposure to your event. Make sure you contact the WBKA about your event so that it can be posted on the official website. Eventually, you and your team will want to compete in the Annual World Bloody Knuckles Association Tournament, where players and teams duke it out for rank, trophies, and cash.

Perhaps you do not have any friends, or your family members all died in a fire. In this case, an attempt to recruit strangers may be necessary for those players anxious to play. Homeless people make great candidates…not only are they willing to do almost anything for money, but most of them are mentally ill enough to willingly participate! Also try searching the Official Bloody Knuckles Website Discussion Forum for other players looking for teammates in your area.

Maybe you're not interested in joining a team, or making friends…perhaps you've decided to be a free agent; a Bloody Knuckles rogue, a nomad wandering from state to state, playing Bloody Knuckles for food or a place to sleep for the night. Everyone has their own style, which is what makes Bloody Knuckles such a fun and versatile game!

Team Rules (for Street Style gameplay):
-Number of players:
A team may have an unlimited number of players. If you are on a team, it is likely that you will be playing against a team that has a different number of players than your team. Prior to game play, the coaches of each team must agree on whether to play the lower number or higher number of players. If the coaches agree to play the lower number of players, then the team with the higher number of players will have to choose some of their players to sit out and not compete. If the coaches decide to play the higher number of players, the team with the lower number of players will have to choose which team members will play twice in order to equal the higher number of players.

In official tournaments, team members will be treated as individual players, and the number of members on a team is of no concern.

-Stakes
Teams may play for points, rank, or just for fun. Any points or rankings awarded for a match will not be recognized by the World Bloody Knuckles Association unless the match is a WBKA sponsored event.

Prior to game play, coaches must decide upon the number of rounds, points/rankings, and number of players.

Training
Many players have asked, “What exercises can I do to become a more conditioned player?” The answer to this is surprising. Most sports promote weight training as a means to becoming a better athlete. To the contrary, we've found that the more muscular a player is, the less flexible or agile she is. However, despite having a slower Strike, muscular players do Strike harder. Each player has to decide what her priorities are - being a faster player with a less powerful Strike, or a slower player with a harder Strike.

Though the WBKA does not advise or endorse any exercise, some players insist that stretching makes them more nimble or flexible; whereas other players are dedicated to an exercise-free, or even sedentary lifestyle. Please consult your doctor before beginning any stretching or exercise routine.

All text herein is copyright ©World Bloody Knuckles Association and protected by copyright laws.

Welcome to the World Bloody Knuckles Association. Bloody Knuckles is a prodessional sport, and exciting game where opponents test their skills and agility against knuckle-bashing action!  Copyright 2006 World Bloody Knuckles Association under armour football cleats and equipment