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Nail the combos, dominate the skatepark

Card game2-4 players7+15-45 minutes

SK8COMBOthe skateboarding card game

Eight tricks, six combos and four cards that can seriously wreck somebody’s plans.

BOARDSLIDEKICKFLIPSPY DRONESWITCH UPOLLIE50-50 GRIND360 FLIP900WIPEOUTTHE G.O.A.T.540 MCTWISTHEELFLIP
The SK8COMBO box
WHAT’S IN THE BOX

58 cards to play

A fast card game for 2-4 players aged 7 and up, where reflexes, memory and steel nerves decide it. Available in Polish or English.

54
trick and action cards
4
reference cards with the scoring cheat sheet
1
illustrated leaflet
The SK8COMBO box
GAME MODES

Choose before you deal

  • QUICK SESSIONto 200 PTS(approx. 15-20 min)
  • CLASSICto 300 PTS(approx. 30 min)
  • PRO TOURNAMENTto 500 PTS(approx. 45 min)
TRICK LADDER

40 trick cards

Eight tricks, five copies of each. Click a card to bring it to the middle.

Every trick has a value, and combos add bonuses. The total decides who wins.

OLLIE1 PTS

You pop the board into the air with no hands. Looks obvious until you try it.

Every trick has a value, and combos add bonuses. The total decides who wins.

BOARDSLIDE2 PTS

Deck belly-down along the rail, straight through the middle. They hear this one across the park.

Every trick has a value, and combos add bonuses. The total decides who wins.

50-50 GRIND3 PTS

Both trucks on the edge, riding it to the end. Dead simple and nowhere near easy.

Every trick has a value, and combos add bonuses. The total decides who wins.

KICKFLIP4 PTS

The board barrel-rolls under your feet and you land like nothing happened.

Every trick has a value, and combos add bonuses. The total decides who wins.

HEELFLIP5 PTS

A kickflip inside out, popped off the heel. Same roll, far less forgiveness.

Every trick has a value, and combos add bonuses. The total decides who wins.

360 FLIP6 PTS

A full spin and a flip in a single pop. Two tricks for the price of one.

Every trick has a value, and combos add bonuses. The total decides who wins.

540 MCTWIST7 PTS

One and a half rotations above the ramp, back turned to the whole world.

Every trick has a value, and combos add bonuses. The total decides who wins.

9008 PTS

Two and a half rotations. Highest card in the deck and the shortest road to the concrete.

SPECIAL CARDS

Four cards that stir things up

  • SWITCH UP

    SWITCH UP

    Blindly swap one of your face-down cards with an opponent’s, or swap two cards between opponents.

  • WIPEOUT

    WIPEOUT

    Someone was building a combo? Not anymore. The most loved and most hated card in the box.

  • SPY DRONE

    SPY DRONE

    Secretly peek at any single face-down card, yours or an opponent’s. Information is an advantage.

  • THE G.O.A.T.

    THE G.O.A.T.

    The wild card. Stands in for the card your combo is missing; with no combo it scores 15 points on its own.

Aid card
AID CARD

Cheat sheet in hand

Nobody stops the game to look something up. The whole scoring system sits on a card you hold.

  • 01The trick ladder from ollie to 900, with every point value.
  • 02All six combos and their bonuses: pair +5 through to large straight +50.
  • 03Four of them in the box, one per player.

The rules in short

Everyone builds a face-down row of five cards, trying to land the highest-scoring run of tricks they can. You know only one of your own cards; the rest go down blind. Whoever reckons their combo is ready calls “Drop in!” and gambles on a doubled score, or -10 points.

Preparation
You get 3 cards in hand and pick one of them, the anchor of your combo. It goes face down in any of the five slots and the other two go to the bottom of the deck. You may never look at it again, nor move it out of its slot, but it isn't yours for keeps: on your turn you can trade it for a card you draw, and a rival can swap it away.
Riding blind
The dealer adds 4 face-down cards from the top of the deck until you have a row of five. You know only the first one, you may not peek at the rest, and the positions are locked, so nothing gets rearranged.
Sk8park action
On your turn you draw from the deck, or take the top card of the discard pile. Does not fit? Discard it right away. A trick or The G.O.A.T. swaps with one of your five face-down cards, and an action card either fires at once or hides in your row for later.
Final drop
When you reckon your face-down row is a finished combo, you skip the draw and call “Drop in!” and end the round. Your rivals get exactly one more turn to fix their own combo, or to throw a Wipeout at you.
Scoring
Everyone flips their cards and adds up. If you called the drop and scored the most, your total for the round is doubled. If a rival beat you - or matched you - your cards are worth 0 and you take -10 points.
COMBO POINTS

Land the combo

Different combinations of tricks make different layouts, and one row can score several at once. The bonuses stack on top of your card points.

01PAIRtwo of a kind
+5PTS
02SMALL STRAIGHTa 3-card run
+10PTS
03THREE OF A KINDthree of a kind
+15PTS
04FULL HOUSEa pair + three of a kind
+30PTS
05FOUR OF A KINDfour of a kind
+40PTS
06LARGE STRAIGHTa 5-card run
+50PTS
The full game rules

The full rulebook

The same leaflet that ships in the box. Print-ready PDF.

Rulebook PDF
Drop in, nail the combo,avoid the concrete!
PRE-SALE

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ABOUT

Made by people with a passion

SK8COMBO is a card game that mixes a memory mechanic with a fierce contest over tricks. It came from a simple need: when it is raining outside, the board is snapped and the skatepark is still wet, the itch does not fade. Every card is an original, digitally finished illustration of a skater caught mid-trick.

You will have the rules in 5 minutes. The game bridges generations, from players aged 7 up to adults with a tournament streak. Designed, illustrated and printed in Poland.

FAQ

Questions

How many people can play?

2 to 4 players. With two it is faster and nastier, with four there is more going on and it is harder to guess what your rivals will do.

What age is this game for?

Ages 7 and up. The rules take five minutes to explain, and every player gets their own aid card with the scoring cheat sheet, so nobody has to memorise anything.

How long does one game take?

As long as you decide before the deal. A quick session to 200 points runs 15-20 minutes, Classic to 300 about 30 minutes, Pro Tournament to 500 about 45 minutes.

Do I need to know how to skate to play?

No. The trick names are real, but the game is about memory and card layouts, not board skills. After one game you know eight trick names anyway.

Is this a good gift for a kid who skates?

Yes: the tricks on the cards are real, ordered from ollie to 900, so a kid picks up the names and the hierarchy they will later see at the skatepark. The box fits in a backpack and a game lasts a quarter of an hour.

All questions