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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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RULES
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The Official Rules of Playing Bloody KnucklesThese 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 Safety TOURNAMENT RULES (Turn-Based) Beginning The Match [The Starting Position] The player's inactive arm (or “dead hand”) must rest behind the back or at the player's side during play. [Taking Turns] [Points] 3. Hits Downward
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.
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] Rapping your opponent's knuckles outside of the legal hit zone will result in no points awarded. Consider it a wasted turn. 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 2. Draws fist up to attempt a Strike 3. Player 2 draws back before Player 1 hits
CHOKE 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 Opening Moves (Tournament Rules) 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. If the game requires re-start or ‘return to arena', the score must be announced prior to countdown The game may be called off, or paused for the following reasons only: rule clarification, decision clarification, forfeiture, or injury. 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] Head Games
A sample of useful phrases include: Referee Code of Ethics: Pre-game Setup 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 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 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 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 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 <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 Street Rules vary (from Tournament rules) in several ways. Here are the major differences: In Street Rules.... 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 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 Strike Fake Dodge 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 Berserker Style War Horse Style Hitman Style Victim Style Mixing It Up 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 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 Variations: Slaps (or 'Slap Hands') 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] [Objective] [Alternating Roles] 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 Variations: Bloody Knuckles – The Card Game 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 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 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'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): In official tournaments, team members will be treated as individual players, and the number of members on a team is of no concern. -Stakes Training
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. |
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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 |