Dama Games
A catalog of kendama games from scenes worldwide. From classic formats to regional favorites.
5 games
1 Up
One Up
A chaining trick game where each player must replicate the previous player's trick AND add one more trick to the chain. If you break the chain by missing a trick, you lose a life. Setup: Players decide on number of lives (typically 3). Determine starting order by any agreed method. Turn structure: 1. Player 1 performs one trick. 2. Player 2 must replicate that trick, then add a second trick. 3. Player 3 (or Player 1 in 2-player) must replicate both previous tricks in order, then add a third. 4. Each player must perform the entire chain from the beginning before adding their trick. 5. Missing any trick in the chain costs one life and resets the chain to zero tricks. The chain grows each round. Whoever loses all lives first is eliminated. Last player with lives wins.
Guess That Trick
GTT · Trick Guessing Game
A strategy and execution game where players attempt to guess each other's secretly chosen tricks. Points are scored for correct guesses and for successfully defending your trick. Setup: 2-4 players. Agree on a target score (first to 9 points wins standard). Each player mentally chooses a secret trick they are confident they can land. Turn structure: 1. Player 1 thinks of a secret trick (does not announce it). 2. Player 2 guesses what trick Player 1 is holding. 3. Player 1 attempts their secret trick: - If Player 2 guessed correctly AND Player 1 lands the trick: Player 2 scores 1 point. - If Player 2 guessed correctly AND Player 1 fails the trick: Player 1 scores 1 point (bait and switch). - If Player 2 guessed incorrectly AND Player 1 lands the trick: Player 1 scores 1 point. - If Player 2 guessed incorrectly AND Player 1 fails: No points scored. 4. Rotate roles clockwise. Win condition: First player to 9 points wins.
KEN
SKATE · Ken Game · ケン
A letter-based elimination game modeled on the skateboarding game SKATE. Players take turns calling and attempting tricks. If a player lands a trick that the next player cannot match, the next player receives a letter from K-E-N. A player who spells KEN is eliminated. Last player standing wins. Setup: Determine starting order using Earth Turn First Turn — all players attempt an Earth Turn simultaneously; whoever lands it first goes first. Turn structure: 1. The current player calls a trick and attempts it. 2. If they land it, all other players must attempt the same trick in order. 3. Any player who fails receives the next letter in K-E-N. 4. If the caller fails their own trick, no letters are given and the turn passes. 5. Trick selection is unrestricted — any kendama trick is valid. Elimination: Spelling K-E-N removes that player. Play continues until one player remains.
Race to Lace
First to Land · Speed Spike
A racing game where all players simultaneously attempt a declared trick. The first player to successfully land the trick scores a point. First to a target score wins. Setup: Agree on a target score (typically 5 or 10 points). Players stand in a line or circle. Determine who calls the first trick. Turn structure: 1. The current point-winner (or a rotating caller) declares the next trick. 2. All players simultaneously attempt the trick — no waiting for turns. 3. The first player to visibly land the trick cleanly calls out and scores one point. 4. That player becomes the caller for the next trick. 5. If no one lands the trick within a reasonable time, the caller may change the trick or all players restart. Win condition: First player to reach the agreed target score wins.
Spike Off
Elimination · Spike Battle
An elimination format where a designated moderator calls tricks and all players race to land them. The last player to land each called trick is eliminated from that round. Setup: One player or organizer acts as trick-caller (moderator). All other players compete. The moderator does not compete while calling. Round structure: 1. Moderator calls a trick (verbal announcement only — no demonstration). 2. All players simultaneously attempt the trick. 3. As players land the trick, they step back or raise their hand to signal completion. 4. The last player to land the trick (or a player who cannot land it after a set number of attempts) is eliminated. 5. Play continues with remaining players until one player is left. Turn length: Players get up to 5 attempts per called trick. Players who cannot land within 5 attempts are eliminated.