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British Kendama Association

Kendama: "Elegant Simplicity. Infinite Complexity. Ultimate Fun."

Welcome to the BKA: the ultimate resource for all kendama-related information. You'll find the all latest kendama news, and a wealth of other info on the pages linked below. If you're completely new to the Japanese skill-toy that is kendama,
and don't know what it's all about, watch this.

British Kendama Open 2016

Please check out our generous sponsors! ---->

Where and When

IT'S OVER!!!!!
Check out reviews, results and videos.

The 2016 BKO Social Day will be held in central Bristol on Saturday April 30th.
The 2016 BKO Competition Day will be held at Windmill Hill Community Centre, Vivian St, Bristol, BS3 4LW, from 11.30am on Sunday, May 1st.

Forum discussion thread is here.
SATURDAY: See this forum post.
SUNDAY: The competition venue is 1 minute walk from Bedminster train station, or 20 minutes walk from Bristol Temple Meads train station.
-- Wide area map. -- Local Map. --
BKO 2016 map - sm
Admission to the event is FREE!

Entry prices for the divisions are as follows:

Division: Entry price
Beginner: £5
Intermediate: £6
Advanced: £8
Dan Jam: £3
7 to Spike: £3

The BKO will have 5 divisions:

Beginners Division Trick Ladder.
Intermediate Speed Ladder.
Advanced Division Knockout Competition.
Dan Jam.

7 to Spike.

...Plus BONUS GAMES throughout the afternoon, if time permits.

Competitors may only enter one of Beginner, Intermediate or Advanced, but may enter all the other categories.

Approximate Schedule:

11.30 Doors open
11.30-12.45 Arrival, registration for divisions, meet, chat,general play.
13.00 Registration for divisions ends
13.00 Beginners Division
13.30 Intermediate Division
14.00 Advanced Division begins
14.45 Dan Jam begins (1st Half)
15.20 Advance Division continues
16:00 Dan Jam (2nd Half)
16.30 Advanced Division Final
17.00 7 to Spike
18.00 Prize giving, photos, relax!
18.30 Clear up, leave Hall.

19.00 Meet up for pizza!

Beginners Trick Ladder.
(Advisory skill level guide: 10th Kyu - 1st Kyu players)

If a player enters the Beginner division, then they can not enter the Intermediate or Advanced divisions.

Previous winners of Beginners may not enter again.

Players start at trick number 1. If a trick is completed successfully, the player moves on to the next trick in the list. Players are allowed a total of 3 misses for the whole ladder. (If their first 3 misses are on one trick, they may proceed to the next trick). A player's 4th misses signals the end of their run.

The player who gets furthest through the list wins. In the event of a tie, the player who reached the highest level without missing is the winner.
If the game is still tied after this, then players will compete in Moshikame, each player having one minute to complete as many catches as possible. Their run ends at the first drop, or after 60 seconds, whichever comes first.

Trick name (Clarification)

1. Big Cup
2. Candle
3. Moshi Kame (3 catches).
(No rimshots allowed. Start from hanging.)
4. Orbit (Orbit must be around the ball, in any direction)
5. Spike (No spin on ball)
6. Flying Top (Ball must completely leave the spike)
7. Tap-back
8. Aeroplane
9. Around Japan
10*. Lighthouse (Hold still for 3 seconds)
11.* Falling Down

*Note: Tricks #10 & 11 are performed in the SAME attempt.

See RULES below. If in doubt, tricks must be performed as in the video below.

Beginners Division is the same as EKO 2013.
Please see the first part only (0m0s-1m02s) of this video:

EKO 2013 Trick Ladders: Beginner & Intermediate <-- Please go to JTV for Flash/HD/Download
Intermediate Speed Ladder Division
(Advisory skill level guide: 1st Kyu - Pre-Dan players)

If a player enters Intermediate Division, then they cannot enter Beginners or Advanced.

Previous winners of Intermediate may not enter again.

Players must complete all the tricks, in order, as fast as possible. If you miss a trick, keep trying until you get it before moving on to the next trick.

If in doubt, tricks must be performed as in the video below. Transitions between tricks may be done in any way, as long as they do not prevent the tricks being started and completed properly.

Trick name (Clarification)

1. Knee Bounce
2. Around JapanJapan
3. Aeroplane
4. Stab
5. Earth Turn
6. Trapeze Acrobats
7. Around VillageJapanWorld
8. Jumping Stick -> Turnover -> Cheek Trap

See RULES below. If in doubt, tricks must be performed as in the video below.
Video of Intermediate Ladder, demonstrated by The Void.

BKO 2016 Intermediate Speed Ladder <-- Please go to JTV for Flash/HD/Download
Advanced Knockout Division.
(Advisory skill level guide: Pre-Dan and above players)

If a player enters the Advanced division, then they can not enter the Beginner or Intermediate division.

Players compete in pairs, in a knockout system. A random trick is drawn, and the players attempt it once each. If one player succeeds and the other fails, the successful player gets 1 point. If, after 3 attempts each, no player has scored a point, a new trick is drawn. The first player to 2 points proceeds to the next round.

In the final, the first to 3 points will be the winner.

For the early rounds, tricks are randomly selected from #1-10 on the list. For the Quarter Finals, from 6-15, for the Semi-Finals, from 11-20, and for the final, from 16-25.

NEW RULE - The Joker!
Each player has one "joker", which they can play at any time during any round of the Advanced division. The joker can be used in any of the following ways:

i. To "reject" a trick that is drawn. The trick will be set aside, and a new one drawn. Note: The joker must be played before either player has attempted the trick.
ii. To cancel an opponents "rejection".
iii. To "force" a specific trick from the list, instead of a random one.
iv. To cancel an opponent's
If a joker is played, and the opponent plays their joker to cancel, both players lose their joker. Each player only has one joker for the entire division, so use it wisely!

Anyone who beats reigning champion
Rob in the Advanced Division will win a bounty prize of £50 CASH.


Early Rounds:
1. Around The World
2. [1 Eye] 10 Moshi Kame > Spike
3. Earth Turn
4. Knee Stab & Off
5. Reverse Swing In
6. Thinker Village
7. Jumping Stick
8. Slip-On-Penguin
9. Captain Hook > 1-Turn Aeroplane
10. Dead Body > In
Quarter Finals:
11. Trap Pivot > Pivot Aeroplane
12. [Weak Hand] Falling Down
13. Tick Tock Clock
14. Big Cup > Turntable > Spike
15. Stigmata
Semi Finals:
16. Hanging 1-Turn Lighthouse
17. Fast Hand Lighthouse
18. Flat Juggle Big Cup > Spike
19. Scoop Spike > Zero Stick
20. Lunar > Somersault In
21. Bird Turn
22. Whirlwind Earth Turn
23. Bird > Lighthouse
24. 2-Turn Aeroplane
25. Axe > In

"Hooked" and "Twist" starts are both allowed for Lunar and Axe tricks.
See RULES below. If in doubt, tricks must be performed as in the video below.
Video of the Advanced tricks, demonstrated by The Void.

BKO 2016 Advanced Division <-- Please go to JTV for Flash/HD/Download
The Dan Jam
(Obligatory skill level guide: 1st Dan and above)

Any player who enters will have 60 seconds to freestyle with an approved competition kendama(s?).
FREEstyle. Anything you like. Judges will take into account:

- i) technical skill level
- ii) presentation/style/flow
- iii) originality
- iv) success/failure rate

…each scored out of 10. Highest score wins.

The Dan Jam is only open to players with an official BKA or JKA grading of 1st Dan or higher.

7 to Spike

All players line up, with one randomly chosen as "the king". The player at the front of the line comes forward and does a trick (1 attempt only). The King then responds to the trick (1 attempt only).
Any style of trick is permitted, and any kendama. Tricks must all finish on a Spike/Aeroplane.
The 3 judges then vote, and the winner becomes/remains King, and gains a point. The loser goes to the back of the line. First player to 7 points wins.
NOTE!: If a player's kendama touches the floor at any time during their trick attempt, that is an instant fail, and their opponent immediately wins the point.
Any kendama is allowed for 7-To-Spike, but judges will know that sticky or large kendamas are easier to use....


The ball must not be spinning when in the start position.

All tricks must be performed with a BKA-approved kendama unless otherwise stated.
Competitors must own their own kendama.

The player's grip MUST NOT CHANGE throughout the tricks, EXCEPT where this is a requirement of the trick.
For multi-stage tricks, no adjustments may be made to the string with the free hand. Similarly, the ball may not be re-positioned after an initial catch, before moving on to a later stage.

The judges' decisions are final.


If we have time,we may run some gradings before the competition starts.
Platinum level:
royal kendama
Gold level:
kendama europe

Bronze level:

Additional support from