
CLASH
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The magnet escapes, obstacles stick to you, the ball bounces where it shouldn't. And when it's over, no one asks for a rematch: they just take it.
WHAT IT IS ABOUT
When foosball meets air hockey with magnets
Mikkel Bertelsen took a simple idea and turned it into a phenomenon: an oval playing field, two black magnets you control from under the table, three white discs as obstacles, one red ball. Born in Denmark in 2014, KLASK quickly became a classic for pub tournaments and evenings with friends.
Move your magnet under the board to push the ball into your opponent's goal. But be careful: if you attract too many white obstacles to your piece, if you fall into your own hole or if you lose control of the magnet, your opponent scores. First to 6 points wins. 10-minute games, always tense reflexes, no turns: everything happens in real-time.
What they say abroad
"It's like foosball and air hockey had a magnetic baby"
It's like foosball and air hockey had a magnetic baby
— Shut Up & Sit Down
KLASK is the game you pull out when you want someone to stop talking and start playing for real. No long explanations, no downtime: magnet in hand and off you go.
— FroGames
KLASK
What you find on the field
The components that make the difference
Black control magnets
The piece you move under the table is connected to a magnetic disc above the field. You have to learn to coordinate your movement: too fast and you lose control, too slow and you get swept away.
Red ball
Light, unpredictable, nasty. It bounces off the walls of the field and changes direction in an instant. Your goal is to push it into your opponent's hole without losing control of your magnet.
Three white magnetic obstacles
Placed in the center of the field, they stick to your magnet if you get too close. If you attract two at once, your opponent scores. They are chaos incarnate.
Goal holes
One for each player, at the ends of the field. If the ball goes in (or if you fall in with your magnet), your opponent scores. Simple, brutal, definitive.
In ten minutes one of you will have won. In eleven minutes you'll have already put the ball back in the center for the rematch.
A game in five moments
What happens at the table
Not the rules. The experience.
Uncertain first moves
You place the magnet under the board, move it slowly to understand how the disc above responds. The ball is there, still. You and your opponent look at each other. Then someone pushes, and chaos begins.
The first ridiculous point
You're pushing the ball towards your opponent's hole when a white obstacle sticks to you. Then a second one. Opponent scores. You wonder how it's possible to lose because of three discs. Then you start again.
The tactical phase (which doesn't last long)
You start to understand how to angle shots, how to avoid obstacles, how to defend your hole. For thirty seconds, you're convinced you've found the perfect strategy. Then your opponent scores on a rebound, and you're back in the game.
The impossible shot
The ball ricochets off the wall, bounces off an obstacle, crosses the field diagonally, and ends up in your opponent's hole. You didn't plan it. You didn't even understand it. But the point counts, and now you're ahead.
Match point and revenge
One of you is at 5 points. The other at 4. The ball is in the center. No one breathes. Then one of them pushes too hard, loses the magnet, and ends up in their own hole. Game over. Immediate rematch.
How to play
The flow of each point
There are no turns. There are no phases. There's just a board, a ball, and whoever has faster reflexes.
At the start of the point, the three white discs go on the central circles of the board. The ball starts from the corner of the player who conceded the previous point (or a random corner for the first point).
You control the black disc above the board by moving the large magnet underneath the table. There are no pauses: you can push, defend, or feint at any time. Your opponent does the same.
If two white obstacles stick to your magnet, your opponent scores a point. If you lose control of the magnet or fall into your own hole, your opponent scores. If you score in your opponent's hole, you score.
Every time someone scores, the board resets: obstacles in the center, ball in the corner of the player who conceded the point. It starts again. The first player to reach the sixth point wins the game.
Why it's different from others
Six elements that make it unique
Magnetic control under the table
You don't directly touch the piece: you guide it from underneath with a large magnet. This creates a physical disconnection that makes every movement less precise and more instinctive. You have to learn to "feel" the board, not just see it.
No turns, just real-time
You don't wait for your opponent to finish. You don't plan three moves ahead. Everything happens simultaneously: you defend, attack, react. It's the purest skill game you can put on a table without needing electricity.
The obstacles that betray you
The three white discs are not just decoration: they are roving mines. They stick to you if you pass too close, and if you attract two at the same time, you lose the point. You have to play dirty but with surgical precision.
Absurd ways to lose a point
You can lose by scoring an own goal, falling into your own hole, losing the magnet, or attracting too many obstacles. Every game has at least one point that ends ridiculously, and that's why KLASK never gets old.
Compact and portable board
The board is a single piece of wood or rigid plastic, about the size of a serving tray. You place it on any table, store it vertically. No setup, no scattered pieces: just grab and play.
Learning curve in three games
First game: total chaos. Second game: you start to understand the angles. Third game: you've already developed your style (defensive, aggressive, rebound). It doesn't take hours to master it, but it always takes talent to dominate it.
How it ends
How to win and how to lose
First to 6 points wins. But there are four ways to score a point, and only one involves you scoring a goal.
Victory (you score a point if...)
- The red ball goes into your opponent's hole and stays there
- Your opponent attracts two or three white obstacles simultaneously to their magnet
- Your opponent loses control of the magnet (it detaches from the disc above the board) or falls into their own hole
Defeat (your opponent scores if...)
- The ball goes into YOUR hole (own goal) or YOUR magnet accidentally falls into it
- You attract two or three white obstacles to your piece simultaneously (only one doesn't count)
- You lose control of the magnet: if the black disc detaches from the large magnet under the board, your opponent scores
KLASK is the game you buy once and keep forever. No expansions, no updates: just pure skill, fast games, and a table that never stops calling you.
Frequently Asked Questions
FAQ about KLASK
How long does it take to learn to play?
Two minutes for the rules, three games to understand how to move the magnet. The difficult part isn't understanding what to do (it's obvious: score in the opponent's hole), but learning to control the piece from under the table without losing control. After half an hour of play, you'll already develop your own style.
Can more than two people play?
No, KLASK is strictly for 2 players. There are fan-made variants with four magnets, but the original game is designed for 1v1 duels. If you're in a group, have a single-elimination tournament: it works perfectly.
Do the magnets wear out or lose strength?
The magnets are permanent and do not lose strength over time. The only possible wear is on the discs above the board, which can get scratched after hundreds of games. But the game structure is solid: many KLASK games in circulation have thousands of games under their belt and still work perfectly.
Is it suitable for children or does it require too much coordination?
From 8 years old and up it works very well. Children learn to control the magnet faster than adults, and the fact that games last a maximum of 10 minutes keeps their attention high. It's one of the few skill games where age and experience count less than reflexes.
Are there any differences between the Italian edition and the original?
No, KLASK is completely language-independent: there are no texts on the components, just a rulebook (translated into Italian by Ghenos Games). The game is identical in all editions: same board, same magnets, same mechanics. This is the Italian edition with a translated rulebook.
KLASK is a magnetic skill game for 2 players, designed by Mikkel Bertelsen and published by Ghenos Games. Each game lasts about 10 minutes, recommended for ages 8 and up. The gameplay system is based on controlling a magnet under the board to push a red ball into the opponent's hole, avoiding magnetic obstacles and loss of control. The first player to 6 points wins. KLASK combines reflexes, manual skill, and real-time action in a compact and portable format, ideal for quick evenings, home tournaments, or repeated 1v1 challenges. No complex setup, no long learning curve: immediate rules, endless games. Available on FroGames.it with fast shipping.

CLASH
Frequently Asked Questions
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