The board game that brings the fast-growing sport of pickleball to your living room. Whether you're a seasoned player or newcomer, Ugly Pickle offers a thrilling singles or doubles competition that perfectly captures the energy of the real game.

Components

Game board

Your tabletop court where you place tokens and resolve every rally.

Player Tokens

x 8

Mark your position on the board with one token, and keep the matching twin in hand so everyone remembers your color.

Ball Token

Marks the ball’s exact square and moves per the card played.

Pressure Token

Tracks pressure on the meter; if it reaches red, that team loses the point.

Net

A physical divider that adds a bit of dexterity - if your team knocks the net over during a rally, you immediately lose the point.

Cards

x 72

Each card dictates how a player moves and where the ball is placed.

Timers

A simple countdown keeps play moving; use any timer you like (the companion app or the chess clock both work), and if your time hits zero you lose the rally.

Scoreboard

A physical way to track score without the app, compatible with any timer.

How to Win

Earn the bragging rights of Ugly Pickle by being the first team to earn 5 points with a 2 point margin.

Lose the rally (and a precious point) if:

Timer Runs Out

Let that clock hit zero, and you can kiss that point goodbye.

Overwhelmed by Pressure

When the Pressure Meter reaches red, point to your opponent.

Net knocked over

If you (or the ball) knock over the net, it’s all on you. But if someone else does it, direct your dirty looks their way.

Kitchen Fault

Forgot to step out of the kitchen before ending your turn? Enjoy handing over a freebie.

Game Board

Earn the bragging rights of Ugly Pickle by being the first team to earn 5 points with a 2 point margin.

Lose the rally (and a precious point) if:

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The pressure-o-meter tracks the amount of pressure applied to both teams.

Setup

Pressure Meter
Net
Timer and Cards

Game Prep

Determines who is serving

Deal 8 cards to each player. The Waiting team keeps their cards face down. After each point, the losing team draws back up to the hand limit. Cards stay face down until it’s the Waiting team’s turn.

Product title

Don’t reshuffle until the draw pile is empty; if it empties during a point, continue with the cards in hand and reshuffle only after the point is scored.

Even Serve

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Odd Serve

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The waiting team's hand

The Waiting team keeps their cards face down. After each point, both team draws back up to the eight cards.

Cards stay face down until it’s the Waiting team’s turn.

Watch out!

Don’t reshuffle until the draw pile is empty; if it empties during a point, continue with the cards in hand and reshuffle only after the point is scored.

The Gameplay Loop

The Serve

Serve diagonally in the opposite or middle column, based on your chosen (1) card. Press the button to start the timer and have the server draw one card.

The Return

The player diagonal to the server will move to the ball using the arrows on their cards for direction. Each card represents one space for movement.

Their teammate will then return the ball over the net by either playing one or two cards:

Playing one card is a dink shot and will place the ball in the kitchen based on which column the ball placement is in.
Playing two of the same colored cards
is a drive shot and will place the ball on the exact spot specified. In addition, move the pressure meter towards your opponents by one step.

Press the button on the app to end your turn, then draw the number of cards based on the spot your meeple is stand on.

The Gameplay Loop

(Decide) As soon as the timer starts, the receiving team needs to decide who will move to retrieve the ball and who will return it, but they are not allowed to show or discuss their cards. Use only the words 'you' and 'me' to communicate.

(Move) One player will move to the ball, playing as many cards necessary to reach it.

(Return) Their teammate will then return the ball over the net by either playing one or two cards:

Playing one card
is a dink shot and will place the ball in the kitchen based on which column the ball placement is in.

Playing two of the same colored cards
is a drive shot and will place the ball on the exact spot specified. In addition, move the pressure meter towards your oppoonents by one step.

(Move) The player who moved may now play additional cards to move again. This is vital for reposition to get out of the kitchen or get into a better position on the court to cover better.

Once your team is ready, press the button on the app to end your turn and then draw the number of cards based on the spot your meeple is stand on.

Repeat "the loop" until one of the team loses the point.

Before you press the button, make sure to:

Have your character tokens placed properly (and not in the kitchen)
Move the pressure token if your team played two cards for the return
Place the ball in the correct location
Access to basic features

The Reset

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Draw up to hand limit

For doubles, The losing team discards their hand and both teams draw up to a hand limit of 8 cards.

For singles, draw up to a hand limit of 10 cards.

The losing team draws their cards face down.

If any of the players are unable to draw up to 8 cards, reshuffle the draw pile. Do not shuffle the cards otherwise. When the players run out of cards to draw from, players attempt to play with whatever cards they have remaining until they lose the rally.

Restart pressure-o-meter

Move the pressure token back to the middle of the pressure-o-meter.

Ready positions

Place your meeples in the starting positions based on whether you're serving and if your score is odd or even.

Reset Timer

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Don't Shuffle Cards

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Value label

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FAQ

Can players be on the same squares at any point?
What is rally scoring and why is it used over traditional scoring?
Can you stack multiple cards on the serve?
Can you stack more than 2 cards when returning?
Can you move diagonally outside of the 3x3 area?
Do you have to play this game with an chess clock?
What happens if you don't have any cards for a legal serve?

Singles (1 on 1)

When playing head to head, you control both meeples of the same color instead of using two different colors in doubles.

When moving, you may only move one meeple at a time.

The hand size limit is 10 instead of 8.