Aim
Be the first player to reach 100 points.
Taking a turn
- Choose a scorekeeper—the “swineherd.”
- Players take turns throwing both pigs together onto a smooth surface.
- Add the result to your running score for that turn.
- After each throw, either:
- Stop and add the turn’s points to your permanent score; or
- Throw again and risk losing points.
Scoring
| How the pigs land | Score |
|---|---|
| Sider — both on the same side | 1 |
| Trotter — one standing on all four feet, the other on its side | 5 |
| Double Trotter | 20 |
| Razorback — one on its back, the other on its side | 5 |
| Double Razorback | 20 |
| Snouter — one balanced on its snout and front feet, the other on its side | 10 |
| Double Snouter | 40 |
| Leaning Jowler — one balanced on its snout, ear and front foot, the other on its side | 15 |
| Double Leaning Jowler | 60 |
| Mixed Combo — two different scoring positions | Add the two individual values |
| Pig Out — pigs lying on opposite sides | Lose all points earned during this turn |
| Oinker — pigs finish touching each other | Lose your entire accumulated game score |
| Piggyback — one pig lands on top of the other | You are eliminated from the game |
For a Mixed Combo, the individual values are:
- Trotter: 5
- Razorback: 5
- Snouter: 10
- Leaning Jowler: 15
For example, a Trotter plus a Snouter scores 15 points.
Ending a turn
Your turn ends when:
- You choose to stop and bank your turn score;
- You throw a Pig Out;
- You throw an Oinker; or
- You throw a Piggyback.
The pigs then pass to the next player.
Winning
The first player whose permanent score reaches 100 or more wins.
Hog Call Variation
Please note we do not play the Hog Call Variation at the World Championships.
Once you have at least 20 points, you may predict another player’s next throw:
- Say “Sooee!” before the pigs are thrown.
- The first eligible player to shout makes the prediction.
- You must predict the exact result; a Mixed Combo requires both positions to be named.
- You cannot predict a Pig Out, Oinker or Piggyback.
If correct, you gain twice the throw’s value and the thrower loses the same amount. If incorrect, you lose twice its value and the thrower gains that amount. Nobody’s score can fall below zero.