Jugger is a fun and competitive team-based sport. Two teams compete to win possession of the Skull (the game ball). One player on each team, called the Qwik, is allowed to carry the Skull and score points. Meanwhile their teammates wield Spars (foam padded sports equipment) and attempt to tag opponents and protect their Qwik. When tagged, a player must kneel out of action for a short penalty count before rejoining the game. A point is scored when a Qwik carries the skull to their opponent’s goal at the opposite end of the field.
After each point is scored, the field is reset. The team with the most points at the end of the match is declared the winner.
The Australian Jugger League is a friendly and inclusive community. Juggers play in mixed gender teams and compete at all skill and fitness levels.
To see how far Jugger has spread around the world, check out this map.
Below is a brief overview of how to play Jugger . Australian jugger includes unique elements such as the Circle, Qwik Blocking, and Chain Clubs.
The complete rules are given in Australian Rules.
A comprehensive guide to the Spar classes is given in Australian Spar Specifications.
Jugger is played on an octagonal field, 45m x 20m, with the corners cut in 5m along the sides, and a 6m diameter circle in the centre.
At the start of each point, the Skull is placed in the centre of the circle, while the Qwiks take up position around the edge of the circle, and the Spar players along the baseline (the short edge) of the field. The goals are placed 1.8m in from each baseline.
Each team is up to eight players, however only five are fielded at a time. This includes one Qwik, one Chain, and three Enforcers (non-Chain spars). Substitutions and Spar swaps may be made between points.
The Chain has the greatest range of all the Spars and an extended penalty count. However they have little to no defense, and only one may be fielded by each team at a time. Variations include the Full Chain, consisting of only a ball and Chain; and the Aussie Chain, which includes a short Club attached to the handle end which may be used to block or tag.
The longest of the non-Chain Spars, the Q-tip is a versatile Spar with a lot of reach and two striking ends. Strong in both attack and defense, it is also a capable Chain-blocking Spar.
The Staff has less effective range than a Q-tip or a Longsword, but is a strong defensive Spar with great maneuverability. Staffs are a popular choice for defending against Chains.
The Longsword has as much effective range as a Q-tip but greater maneuverability due to it’s shortened overall length. Longswords are a versatile Spar strong in both attack and defense.
Short Swords have the least range of all the Spars. The Short Sword and Shield class trades range for defense, and it well suited for holding a position or closing in on an opponent.
With limited range and defense, Dual Short Swords rely on heavily on speed and dexterity. As they can be wielded independently, this class is able to parry and attack at the same time.
The Qwik is the most valuable player on the field. Only the Qwik is capable of carrying the Skull and scoring points. The Qwik carries no spar, but may block attacks with their forearms. They rely on the support of their teammates as well as their own speed and agility to out-run and dodge their opponents.