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

Let me teach you the game
EXPLAINER VIDEOS.
EP 1 · THE GAME YOUR BLOCK FORGOT
EP 2 · THE BOARD & YOUR CAP
EP 3 · FLICK, LAND, REPEAT
EP 4 · ENTER THE K ZONE
EP 5 · LAST TOP STANDING
the arena
THE BOARD.
- 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
the weapon
THE CAP.

make it

buy it

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
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
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.
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.
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
- Rematch.
- Sudden death — one flick from the START LINE, closest to box 1.
- 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.
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.
citations
STREET LAW.
Throwing instead of flicking
penalty:Forfeit turn
Cap rolls out of play
penalty:Back to previous box · forfeit turn
Touching another player's cap
penalty:Forfeit turn · cap restored
Stepping on the board
penalty:Forfeit turn
Kicking the cap
penalty:Forfeit turn · cap returned to START
Excessive arguing
penalty:Warning · then DQ
Damaging the board
penalty:DQ + repairs owed
Unsportsmanlike conduct
penalty:Warning · then suspension
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.
keep it game-ready
BOARD CARE.
WARNING: NO ALCOHOL. EVER.
Never clean your board with rubbing alcohol, hand sanitizer, bleach, acetone or solvent sprays. They smear and strip the print, and it doesn't come back.
CLEAN IT
- SOAP & WATER
- Mild dish soap and lukewarm water on a soft microfiber cloth. Rinse with a damp cloth, then let it air-dry.
- NO SCRUBBING
- No brushes, scouring pads, magic erasers or paper towels. Never pressure-wash.
ROLL IT
ROLL-OUT BOARDS- GAME FACE OUT
- Always roll it with the game face on the outside, so it lays flat and the edges hug the floor.
- ROLL IT LOOSE. NEVER FOLD.
- Roll it around a wide tube. A fold or crease never comes back out.
STORE IT
- NEVER STORE IT WET
- Dry it completely first. Keep it out of basements, sheds and damp closets.
- KEEP IT COOL
- No hot cars, attics or radiators. Heat warps it and makes the layers stick together.
- NOTHING ON TOP
- Stand the box on its end or keep it on a shelf.
BEFORE YOU PLAY
- LET IT WARM UP
- Been in the cold? Bring it to room temperature before you unroll it.
- LAY IT FLAT
- Unroll it game face up. Still curling? Give it a few hours flat on the floor.
SCHOOLS & PROGRAMS
- SOCKS OR CLEAN SHOES
- Grit under shoes is what wears a board down.
- NEED TO DISINFECT?
- Use an alcohol-free, bleach-free product, and test it on the black edge first.
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