Step 5Scoring.
The other conker then gains a point. That's the conker gains a point, not the conker's user.
When a conker breaks its first opponent, it becomes a one-er or a once-er. When it breaks a second conker, it becomes a twicer or two-er. Three wins makes it a three-er, then four-er, fiver and the traditionally-significant sixer.
Scores are cumulative as well - if a twicer bets a sixer, it becomes a niner (it's own two, plus the other conker's six, plus one for this win). It is thus possible for a relatively few matches to turn a reasonably successful conker into the near-mythological ninety-niner.
Because the points are retained by the conker, not its user, successful conkers can become valuable commodities in the traditional playground, trading for sweets, comics and favours.
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