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street law

THE RULES.

The Bronx street game, codified. 2–6 players · 15–30 min · all ages.

OriginThe Bronx, NYCA.K.A.Skully · Skelsy · ScullyFormatDilla Dilla Tournament Standard
Capps, the SKELZZY mascot, pointing at his speech bubble

Let me teach you the game

EXPLAINER VIDEOS.

01

the arena

THE BOARD.

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  • corners:3 top-left · 1 top-right · 2 bottom-left · 4 bottom-right — each standing alone.
  • joined pairs:12 | 10 top · 9 | 11 bottom · 5 over 7 left · 8 over 6 right.
  • the center:Box 13 sits inside the K Zone — four trapezoids around it.
  • the start:A dashed yellow START LINE runs the left edge.

Consecutive numbers sit on opposite sides — every shot is a cross-court shot.

Sizes — same layout on all

10'×10'

Tournament

6'×6'

Recreational

3'×3'

Practice

02

the weapon

THE CAP.

DIY red gallon milk cap

make it

Official SKELZZY tournament cap

buy it

Material
Plastic milk or water bottle cap
Size
1.5" diameter · 0.5" tall
Weight
0.5–1.5 oz · evenly balanced
Fill
Clay (recommended) · wax · coins/washers
Tournament cap
Sealed core, smooth glide bottom
Tournament
Team logos, numbers, colorways
Official SKELZZY cap showing the upswept ski-lip bottom

Every SKELZZY cap is ergonomically engineered with an upswept ski-lip bottom for better glide dynamics — on tar, concrete, gym floors, or anything in between.

Official build video — how a SKELZZY cap is made

03

how you play

THE CIRCUIT.

the rule you get wrong

Cap must END IN the target box — not just touch it.

On the line doesn't count. All the way in the box or the shot is dead.

01

Line up

Everyone starts behind the START LINE — no exceptions.

02

Decide order

Rock-paper-scissors, coin toss, or highest number goes first.

03

FLICK — never throw

Finger power only. No throwing, no kicking, no pushing.

04

Hit and keep going

Land your target box, shoot again. Miss and the turn passes clockwise.

05

Run 1 → 12, then 13

In order. Every shot is cross-court. Then the challenge waits.

06

Hit advancement

Strike another player's cap — you advance one box, they fall back one.

the call across the trapezoids

I'madillaDILLA
13

04 · the call

I'M

A

DILLA

DILLA.

  • Finish 1 → 13 to earn the challenge.
  • All four trapezoids in succession — one turn, in order.
  • Miss any trapezoid: the attempt fails. Back to box 13 next turn — retry allowed.
05

the hunt

DILLA POWERS.

Elimination

Strike an opponent's cap 3 times in a row.

Or knock their cap clean OFF THE BOARD — instant elimination.

Movement

Dillas can't go backward.

Forward only. Respect the Skull Zone if it's been established.

Dilla vs Dilla

Only off-the-board knockouts count. Hierarchy holds until dethroned.

06

the finish

WINNING.

Victory conditions

  • Last player standing.
  • Highest box at time limit.
  • Dillas rank above all.

Tournament points

  • Win — 3 pts
  • 2nd — 2 pts
  • 3rd — 1 pt

Tiebreakers

  1. Rematch.
  2. Sudden death — one flick from the START LINE, closest to box 1.
  3. Rock-paper-scissors.

(NEW HYPE COMP TOURNEY RULES)

  • +1 point for every top you hit.
  • +1 point for landing the next box on your first try.
  • Win by points — or by becoming King Dilla.
  • Ties are broken by a no-hitting circuit sprint to 13.
09

old school

JUNGLE RULES.

No point system. No scorekeeper. You sprint the circuit 1 through 13, become the Dilla, and the only way to win is to eliminate every other player on the board.

  • No pointsnothing is tallied — survival is the score.
  • Sprintrun the circuit 1 through 13 as fast as you can.
  • Become the Dillaclear the K Zone to earn your powers.
  • Winonly by eliminating every other player.
  • On a hitthe shooter moves forward one box, the struck player goes back one box.
07

citations

STREET LAW.

Foul № 01citation

Throwing instead of flicking

penalty:Forfeit turn

Foul № 02citation

Cap rolls out of play

penalty:Back to previous box · forfeit turn

Foul № 03citation

Touching another player's cap

penalty:Forfeit turn · cap restored

Foul № 04citation

Stepping on the board

penalty:Forfeit turn

Foul № 05citation

Kicking the cap

penalty:Forfeit turn · cap returned to START

Foul № 06citation

Excessive arguing

penalty:Warning · then DQ

Foul № 07citation

Damaging the board

penalty:DQ + repairs owed

Foul № 08citation

Unsportsmanlike conduct

penalty:Warning · then suspension

08

raw concrete

THE JUNGLE.

Before the smooth surface, there's the concrete. That's the jungle — the beginning playground where you learn the hard way. You don't skip it. You survive it, then you graduate.

If a cap pops up and flips, it stays wherever it lands — play it where it lays.

Cracks and pebbles are part of the board. No do-overs.

Chalk fades, the call stands — the line is where you all agree it is.

Car or a passerby comes through, everything pauses. Caps go back where they were.

No re-chalking mid-game.

A cap that comes to rest on a crack is judged by majority call.

09

on the block

THE LANGUAGE.

"Skelzzy!"

victory

"That's skelzzy"

clean play

"You got caught"

Dilla got you

"Back to the start"

reset

"NEXT UP"

claim your turn

"Killed it!"

flawless run

last thing

ENOUGH READING.

← back to the block