How to PlayBones
Your complete guide to Bunnock — from setting up the court to mastering the rebuttal. Learn the rules, strategy, and history of one of Canada's most unique prairie games.
The Object of the Game
Bunnock — known widely as Bones — is a team throwing game played on a rectangular court. Each team defends a row of bone-shaped pieces called soldiers, flanked by two special pieces called guards.
The goal is simple: knock down all of your opponent's bones using your team's thrower bones, starting with both guards first. The team that clears the opposing row with the fewest total throws wins the match.
🏆 Key rule: You must knock down both guards before any soldiers count. Soldiers knocked before the guards are reset — not removed.
Court & Equipment Setup
The Pieces
- 40 White Soldiers
20 per side. The main targets. Must knock down guards first before these count.
- 4 Black Guards
2 per side. Placed at each end of the row. Must be knocked down first to "open" the soldiers.
- 8 Coloured Throwers
8 per team — all thrown each end. Each of the 4 players on a team throws 2 of the 8 throwers per end.
Court Dimensions
- Court Length10m (32′ 10″)
- Court Width366cm (12′)
- Guard Spacing from End40cm (16″)
- SurfaceCrushed gravel or screenings
Crushed gravel is ideal as it allows throwers to slide into targets. Grass, dirt, and snow also work. Avoid hard pavement.
Court Layout (Top View)
Pro tip: Use a straight piece of lumber (1″×2″×65″) laid on the ground to line up your soldiers perfectly. A 16″ piece helps space the guards from the end soldiers.
How a Game is Played
The Coin Toss
Before play begins, teams determine who goes first with a coin toss — or traditionally, a Bunnock toss! The winner of the toss gets to choose: throw first (setting the pace), or keep "the hammer" (throwing last). The hammer is generally considered the strategic advantage.
Throwing Your Bones
Each team uses all 8 thrower bones per end. Each of the 4 players throws 2 throwers per end, one at a time. Players must stand behind the throw line and may only step forward during the throwing motion. All throws must be underhand; overhand is not permitted.
Clearing the Guards First
You must knock down BOTH black guards before any soldiers are removed from play. If a soldier is knocked down before both guards are down, it is reset — placed one bone-width inside the nearest standing guard. This rule shapes the entire strategy of the game.
Clearing the Soldiers
Once both guards are down, every soldier your team knocks over stays down. Teams alternate throwing all their throwers each round. Fallen bones are not cleared until the entire round is complete — they can interfere with subsequent throws.
Winning — or The Rebuttal
If the first team clears all bones, the second team (holding the hammer) gets a rebuttal: they throw their throwers back, attempting to match or beat the score. If the hammer team clears all bones using the same number of throws, it's a TIE. If they clear all bones with at least one throw to spare, they WIN. If they can't clear all bones, the first team wins.
Throwing Technique
The Classic Grip
Many experienced players hold the thrower bone face-down in the palm, with the index finger hooked into the bottom groove of the bone. This grip enables the signature spin technique.
The throw uses an underhand arc, releasing with a spinning motion so the bone lands just short of the target and skids into it. This maximizes the area you can knock down with a single throw.
Key Throwing Rules
- Both feet must remain at or behind the throw line at release
- One step forward is allowed during the throwing motion
- Never more than one step beyond the throw line
- Only underhand throws are legal — no overhand
- Each player must throw both of their throwers before the next player throws
- Throwing order within a team can change at any time
Official Rules & Edge Cases
Soldiers Knocked Before Guards
If a soldier falls before both guards are down, it is reset one bone-width inside the nearest standing guard. If multiple bones fall, extras are placed one bone-width behind the reset bones. A soldier knocked a second time in this state is reset one bone-width outside the nearest guard.
Simultaneous Guard & Soldier Knockdown
If a soldier falls at the exact same time as the first guard, the soldier resets one bone-width inside the remaining guard (or outside, if it's been knocked before). The guard stays down.
Throwing Order
Team throwing order may be changed freely during a game. However, a player must fully complete both their throws before the next teammate can throw.
The Hammer / Throw-Back
When the hammer team plays their rebuttal, all thrown bones count. For example, if 5 bones are thrown back, the single bone remaining must be thrown last.
Clearing Fallen Bones
All fallen bones — including throwers — must not be touched until the opposing team has completed every throw for that round. Once the round ends, all fallen bones must be cleared from the playing area.
The Standing Rule
If a knocked-down soldier or guard stands back up on its own before bones are cleared at the end of the round, it is considered standing and must be knocked down again.
Dead Zones
If a bone is knocked down and rolls into the "cleared or fallen" pile, it is considered dead and counted as down — it doesn't get reset.
Accidental Knockdowns
If any player accidentally knocks or kicks over the opposition's bones, those bones are counted as down and are not reset. Be careful when retrieving throwers!
Strategy & Tips
Guards First, Always
Resist the temptation to go for a cluster of soldiers early. Eliminating both guards as quickly as possible is almost always the best opening strategy. Until the guards are down, you're not scoring.
Aim for Chains
A well-placed spinning throw can knock several soldiers in a chain. Aim for the middle of a cluster, aim short to allow the bone to slide and rotate through the row rather than hitting one and stopping.
Use the Hammer Wisely
If you win the toss, think carefully. Going first lets you set a target score. Keeping the hammer means throwing last — a significant psychological and tactical advantage in close games.
Rebuttal Pressure
When you're the hammer team in rebuttal, track exactly how many throws your opponent used. You need to clear ALL bones with at least one throw remaining to win — or match their count to tie.
Angle Your Approach
Don't always throw straight down the centre. Approaching guards from an angle — targeting the guard at the near end of the row — can open up a clear run at the soldiers behind it.
Consistent Release Point
Like any precision sport, consistency is key. Find a grip, step, and release point that works for you and repeat it every time. The bone's spin and landing distance is determined by a repeatable technique.
The Hammer & Rebuttal
The hammer is the most strategically interesting element of Bunnock. It refers to the right to throw last in a game — much like the last rock in curling.
Team A Wins Toss
They choose: throw first or keep the hammer (throw last).
First Team Clears All
If the first team knocks down all of the opponent's bones, the game isn't over yet.
Rebuttal is Thrown
The hammer team throws all their throwers back. Match the count to tie. Beat it to win.
⚡ The rebuttal rule means no game is truly over until the hammer team has thrown. Even an imperfect first-team performance can be enough to win — putting enormous pressure on the hammer team to execute perfectly.
Game Modes in Bones Online
Ranked Multiplayer
CompetitiveChallenge real players online in full competitive matches. Wins and losses are tracked on the global leaderboard. The coin toss, rebuttal, and all official rules are enforced.
Practice Mode
SoloHone your technique against a full court with no opponent. Perfect for learning the spin throw, understanding guard placement, and practicing high-pressure throws.
Spectate
WatchWatch live games being played by other players in the lobby. A great way to study technique, understand advanced strategy, and learn from experienced players.
Frequently Asked Questions
Safety Note
In the physical game, always stay clear of the playing area while bones are being thrown. Bunnock throwers travel at significant speed and can cause injury if a player or spectator is standing in the court. The digital version of Bones simulates this safely — no bones will fly at your face!