How to Play
Everything you need to take the hill — the core rules first, then all six ways to play. New to the table? Read the basics, then tap your game mode below.
The Basics
Become the King of the Hill.
Two to six players, one pool cue each, and a battlefield full of hazards. You shoot your Battle Coin through the course while everyone else tries to knock you off track. It’s quick to learn and ruthless once everyone figures out they can target each other.
The Objective
Players per table. Bring a date or pack the whole crew.
Core Rules
How a round works.
Setup & Shooting Order
- Shuffle the Skip Cards face down. Each player draws one.
- Lowest number shoots first, highest shoots last — that’s your rotation for the whole game.
- In that order, each player picks a colored Battle Coin (first shooter picks first).
The Track (Holes 1 & 2)
- Off the start, always shoot forward toward your hole.
- You can’t shoot opponents who are behind you on the track.
- You can hit opponents ahead of you, as long as your shot is heading toward your hole.
Sinking a Hole & the Flag
- A coin counts only when it’s completely in the hole, not touching the line.
- The flag stays in the center hole. It only comes out when a player is shooting to become King.
- Miss your King shot and the flag goes right back in before the next player shoots.
Oil Hazard
- Land completely in the oil and you go back to Start, beginning again at Hole 1.
- Oil only bites while you’re still working Holes 1 and 2. Once you clear those, oil can’t send you back.
Water & Sand
- Land completely in the water or sand and you lose a stroke.
- You must shoot your way out on your turn.
- Get knocked out and back in and you lose an additional shot.
- Landing in water or sand earns you a Skip Card — the table skips you next round. Hand the card back when you’re ready to rejoin the rotation.
Fouls — Every Foul Takes a Skip Card
-
- Knock an opponent’s coin off the table or over the rail: skip card, return to your tee. Their coin goes back to its last spot.
- Hit an opponent’s coin by accident: foul.
- Fail to shoot out of water or sand on your turn: foul.
- Shoot out of turn: two skip cards.
Bonus: if your shot knocks an opponent into a hazard, you get the option to shoot again.
Six ways to play
A mode for every crew.
The Original
King of the Hill
The full game, every rule and hazard in play. Race your Battle Coin through Holes 1–8, then sink it in the King’s Circle to take the crown. First coin completely in the center hole wins.
Teams
Scotch Doubles
Play in teams of two, up to six teams. Teammates alternate shots.
Make a hole and your team keeps shooting — but the shot rotates to your partner. Miss, and play passes to the next team, who also alternate between their two players.
Fastest
No Pockets
The quickest game on the table. There’s no course to run — draw Skip Cards for the order, then everyone shoots from the start straight for the King’s Circle. First coin in Hole 9 wins.
Quick Round
Odd or even Pockets
A shorter game built to cut down play time. Draw for order, then agree as a table to play the odd holes or the even holes.
Even: sink Holes 2, 4, 6, and 8, then go for the King’s Circle. Odd: sink Holes 1, 3, 5, and 7, then go for the King’s Circle. First coin in Hole 9 wins the round.
Stroke Play
Top Golf
Scored against par, like a real round of golf. Best with a crowd.
- Assign a scorekeeper, then draw Skip Cards for the shooting order.
- Each hole has a set Par (strokes allowed) on the scorecard — check it before every hole.
- Place your coin on the start tee (touching the line is fine here) and shoot toward Hole 1. Keep shooting until your coin is fully in or you hit par, whichever comes first.
- The scorekeeper marks one box per stroke. After everyone plays the hole, move to the next.
- A coin counts only when it’s completely in, not touching the line.
Scoring
Top Golf fouls: coin in a hazard is +1 stroke; off the table or over the rail is +1 and you replace it on the current tee; an accidental hit on your own coin is +1.
After Dark: 21+
1 Shot
The drinking variation. Every player gets a cup. Draw cards for order, lowest shoots first.
Each player takes six shots at the King’s Circle. Sink one at any point and everyone else drinks, then play passes to the next shooter. Miss all six and you drink. If nobody sinks one after everyone shoots, the game ends — redraw to start again. 21+ only.
Now Take the Hill
You know the rules. Walk in any time, first come first served — or bring a group of 25+ and let our event team set it up.