Klask: Denmark’s Award-Winning Magnetic Table Game

Quick Info

Players
2
Equipment
Klask board game
Difficulty
Easy to learn
Game Length
5–10 minutes per game
Type
Dexterity / Table game

Introduction

Klask is a fast, furious, and wildly entertaining magnetic table game that plays like a mash-up of air hockey, foosball, and sheer chaos. Invented in 2014 by Danish carpenter Mikkel Bertelsen, who handcrafted the first prototypes in his small workshop, Klask has exploded from a Scandinavian curiosity into a global phenomenon with its own World Championship.

The game’s name comes from the satisfying sound a striker makes when it drops into a goal hole — “klask!” That sound will haunt your nightmares once you discover just how easy it is to accidentally dump your own striker into your own goal. It happens to everyone, from absolute beginners to seasoned tournament players, and it is precisely this blend of skill and slapstick that makes Klask irresistible.

Since its release, Klask has won multiple Toy of the Year awards across Denmark, Norway, Germany, France, and other European countries. It has also been nominated for and won several international game awards, cementing its reputation as one of the best dexterity games ever made. The game is now sold in over 40 countries and has a thriving competitive scene with national and international tournaments.

Equipment

Everything you need comes in the Klask box. The game consists of:

The entire set-up is compact enough to fit on a kitchen table, a desk, or even a bar counter. No batteries, no power supply, no app required — just pure analogue fun.

Setup

Getting a game of Klask ready takes about 30 seconds:

  1. Place the board on a stable, flat surface. Each player sits or stands at one end of the board, behind their goal hole.
  2. Position the strikers. Each player places their striker on the board directly over their goal hole, then attaches the control magnet to the underside of the board beneath the striker. Give it a wiggle to make sure the connection is solid.
  3. Place the three white biscuits evenly along the centre line. They should be spread out so they are not clumped together at the start.
  4. Put the ball at the centre of the board, between the biscuits.
  5. Decide who goes first by any agreed method — coin flip, youngest player, or the loser of the previous game.

That is it. You are ready to play.

How to Play

  1. Control your striker from underneath Each player holds the large magnet under the board with one hand and slides it around to move the striker on top. Your striker is your paddle, your weapon, your defence — and sometimes your worst enemy. Beginners often grip the magnet too tightly or move too fast, which can cause the striker to detach and fly across the board. Find a balance between speed and control.
  2. Hit the ball into your opponent’s goal Use your striker to knock the ball across the board and into the goal hole at the far end. You can hit the ball directly, bank it off the side walls, or use deflections. The ball is not magnetic, so it behaves predictably — unlike almost everything else in this game.
  3. Avoid the five fouls While trying to score, you must also avoid committing any of the five ways to give your opponent a free point (detailed in the section below). Staying aware of where the biscuits are, keeping your striker out of your own goal, and respecting the centre line are all critical.
  4. Reset after each point After a point is scored by any method, return the ball to the centre, replace the biscuits on the centre line, and reposition your strikers. The player who was scored on typically gets to start the next rally.
  5. First to 6 points wins The game ends as soon as one player reaches 6 points. There is no requirement to win by two. A full game usually takes between 5 and 10 minutes, making it perfect for best-of-three or best-of-five sessions.

Five Ways to Score a Point

This is where Klask gets interesting. There are five distinct ways to score a point, and only one of them involves actually putting the ball in the goal. The other four are essentially fouls your opponent commits, each awarding you a free point:

  1. Goal: The ball goes into your opponent’s goal hole. This is the most straightforward way to score and the one you are actively trying to achieve on every rally.
  2. Klask: Your opponent’s striker falls into their own goal hole. This is called a “Klask” and it happens far more often than you would expect. Aggressive movements, panic defending, and the sheer slipperiness of the magnetic connection all conspire to send strikers tumbling into their own goals. Experienced players often score more points from their opponent’s Klasks than from actual goals.
  3. Two biscuits: Two or more of the three white magnetic biscuits attach to your opponent’s striker at the same time. Since both the biscuits and the strikers are magnetic, biscuits will drift toward the striker during play. Having one biscuit stuck is fine (annoying, but legal). The moment a second one latches on, your opponent scores. Players must constantly manoeuvre to shake off approaching biscuits.
  4. Illegal touch: Your opponent touches the ball with anything other than their striker — their hand, the control magnet, or any other body part or object. This includes reaching over the board to retrieve a stray biscuit.
  5. Crossing the centre line: Your opponent’s striker crosses entirely into your half of the board. This prevents players from charging across the board for an easy slam. You must keep your striker on your own side at all times.

These five rules create a beautifully tense dynamic. You are not just trying to score goals — you are also trying to avoid a cascade of self-inflicted disasters while hoping your opponent stumbles into one.

The White Biscuits

The three white magnetic biscuits are the secret ingredient that elevates Klask from a simple dexterity game into something wonderfully chaotic. They sit on the centre line at the start of each point, looking innocent enough. But the moment the ball starts flying and strikers start moving, the biscuits come alive.

Because the biscuits are magnetic, they are attracted to your striker. As you move around the board, biscuits will drift toward you, sometimes clinging to your striker at the worst possible moment. Having one biscuit stuck to your striker is inconvenient — it changes the weight and handling of your piece — but it is not a penalty. The rule only triggers when two or more biscuits are attached simultaneously.

This creates a fascinating mini-game within the game. You need to be aware of where the biscuits are at all times. If one is stuck to your striker, you must stay far from the remaining two. Some players deliberately try to knock biscuits toward their opponent’s striker to force a foul. Others use quick, jerky movements to shake off an attached biscuit before a second one arrives.

The biscuits also interfere with the ball. They sit on the playing surface and can deflect shots in unexpected directions, block goal attempts, or create accidental assists. This randomness is a feature, not a bug — it ensures that no two games of Klask ever play out the same way.

Strategy Tips

Strategy Tips for Winning at Klask
  • Control your speed. The single biggest mistake beginners make is moving too fast. Quick, panicked movements cause your magnet to disconnect from the striker, which sends it flying — often into your own goal. Smooth, deliberate motions give you better ball control and drastically reduce the risk of a Klask.
  • Stay near your goal but not in it. Position your striker a few centimetres in front of your goal hole, not directly over it. Sitting right on top of the hole is the most dangerous position on the board — one slight wobble and you drop in. Keep a buffer zone between your striker and the edge of the hole.
  • Watch the biscuits constantly. Always know where the three biscuits are. If one is stuck to your striker, treat the other two like live grenades. Avoid moving toward them, and try to shake off the attached biscuit before engaging with the ball.
  • Use the walls. Bank shots off the side walls are harder to defend than straight shots. Angled attacks force your opponent to react quickly, which increases the chance of a Klask or biscuit foul. Learn to use the full width of the board.
  • Bait the biscuit foul. Advanced players deliberately knock biscuits toward their opponent’s striker. If your opponent already has one biscuit stuck, nudging a second one in their direction is an easy point. Use the ball or your striker’s magnetic pull to guide biscuits across the centre line.
  • Defend with the striker, not the goal. Do not try to block your goal hole by sitting in it. Instead, intercept the ball before it reaches the goal. Active defence is always safer than passive blocking, because passive blocking puts your striker right over the danger zone.
  • Stay calm after conceding. Klask is a game of momentum. If you concede two or three quick points, take a breath and slow down. Panic is the number one cause of Klasks and biscuit fouls. A reset in tempo can turn a game around.
  • Practice the wrist flick. The most effective offensive shot in Klask is a sharp wrist flick that accelerates the striker into the ball. This generates power without requiring a long wind-up that leaves you out of position. Tournament players can fire rockets from a near-stationary position.

Tournament Play & the Klask World Championship

What began as a homemade Danish board game has grown into a legitimate competitive sport. The Klask World Championship has been held annually since 2016, attracting hundreds of players from dozens of countries. The tournament is typically held in Denmark but has also travelled to other European cities.

Competitive Klask follows the same rules as casual play — first to 6 points wins a game, with matches typically played as best-of-three or best-of-five. Tournament games are refereed, and disputes about biscuit fouls or centre-line violations are settled by the official on the spot.

The competitive scene has revealed just how much depth Klask has beneath its simple surface. Top players display remarkable striker control, ball placement accuracy, and biscuit management. They can execute bank shots with precision, shake off biscuits mid-rally without losing position, and apply psychological pressure by forcing opponents into the “danger zone” near their own goal.

National championships are now held in countries including Denmark, Germany, the Netherlands, the United States, and Japan. Many board game cafes and bars also host local Klask leagues and casual tournaments, making it easy to find competitive play in most major cities.

Why Klask Is So Addictive

There is something almost primal about Klask. The game triggers every competitive instinct you have and then punishes you for acting on them too aggressively. You lunge for a goal and your striker drops into the hole. You try to smash the ball and two biscuits latch onto your piece. You play it safe and your opponent calmly slots the ball past your static defence.

Several qualities make Klask uniquely compelling:

Klask vs Air Hockey vs Foosball

Feature Klask Air Hockey Foosball
Players 2 (or 4 with Klask 4) 2 2 or 4
Control method Magnet from underneath Direct paddle on surface Rotating rods with figures
Size Tabletop (portable) Full-size table Full-size table
Scoring methods 5 different ways Goals only Goals only
Magnetic elements Yes (biscuits + strikers) No No
Portability Highly portable Not portable Not portable
Cost €35–50 €200–2,000+ €150–1,500+
Power required None Electricity (blower) None
Chaos factor Very high (biscuits) Low Medium
Game length 5–10 minutes 5–15 minutes 5–15 minutes

Klask occupies a unique niche. It offers the head-to-head intensity of air hockey and the physical engagement of foosball, but in a compact, affordable, unplugged package. The magnetic control system gives it a feel unlike any other game — somewhere between graceful and barely-controlled chaos — while the multiple scoring rules create far more drama per minute than either of its larger cousins.

Klask 4: The Four-Player Variant

Released in 2019, Klask 4 takes the core formula and scales it up to four players. The board is round instead of rectangular, with four goal holes evenly spaced around the edge. Each player defends their own goal while trying to score in any of the other three.

All the standard rules apply — goals, Klasks, biscuit fouls, and the centre-line restriction (adapted to a circular zone in the middle). The key difference is the social dynamic. With four players, alliances form and dissolve in seconds. Two players might gang up on a leader, only to turn on each other the next point. The biscuits become even more dangerous because there are more strikers creating magnetic fields, pulling the biscuits in multiple directions at once.

Klask 4 is louder, more chaotic, and more social than the original. It is not a replacement for the two-player game — it is a complementary experience that shines at parties and family gatherings. If you already love standard Klask and frequently have four people around the table, Klask 4 is an excellent addition to your collection.


Frequently Asked Questions

Standard Klask is designed for exactly 2 players. However, a 4-player version called Klask 4 exists, featuring a round board where four players compete simultaneously, each defending their own goal.

If your striker falls into your own goal hole, your opponent scores a point. This is called a “Klask” and is the most common way beginners lose points. It also gives the game its name — the word “Klask” mimics the sound the striker makes when it drops into the hole.

The three small white pieces are magnetic “biscuits” that sit on the centre line at the start of each point. Because both the biscuits and the strikers are magnetic, the biscuits can stick to your striker during play. If two or more biscuits attach to your striker at the same time, your opponent scores a point.

The first player to score 6 points wins the game. There is no requirement to win by two points. A typical game lasts between 5 and 10 minutes, making it easy to play several rounds in a row.

No. If your striker crosses the centre line into your opponent’s half, your opponent scores a point. You must keep your striker on your own side of the board at all times. This rule prevents overly aggressive play and forces you to use angles and ball control.

Yes. Klask is recommended for ages 8 and up. The rules are simple enough that younger children can pick them up in minutes, while the dexterity challenge and strategic depth keep adults fully engaged. It is an excellent family game.

While both games involve hitting an object into an opponent’s goal, Klask differs in several key ways. In Klask, you control the striker from underneath the board using a magnet, which requires a completely different skill set. Additionally, Klask has multiple ways to score beyond just goaling the ball — including the Klask rule, the biscuit rule, and the centre line rule. The magnetic biscuits also add a layer of chaos that air hockey lacks.

The Klask World Championship is held annually and attracts top players from around the globe. National championships and regional tournaments are organised in many countries. Check the official Klask website for upcoming events. Many board game cafes and bars also host casual Klask tournaments.

Klask 4 is the four-player version of the game, released in 2019. It uses a round board with four goal holes, one for each player. Each player defends their own goal while trying to score in the other three. The biscuit and Klask rules still apply. It is faster and more chaotic than the original two-player version.

Klask was invented in 2014 by Mikkel Bertelsen, a Danish carpenter. He handcrafted the first prototypes in his workshop. The game quickly gained popularity in Denmark, won several Toy of the Year awards across Scandinavian and European countries, and has since become a worldwide phenomenon with its own World Championship.