Choose a Challenge
Draw four challenge cards and pick one set for your team.
Race to the score before practice ends. Four Strokes turns swim sets into a team game using challenge cards, action cards, and dice.
At first, it may not feel as easy to pick up as a typical tabletop game. Four Strokes crosses over between an actual sport and a tabletop game, even though the core rules stay simple.
Objective
The default target is 1650 yards. If practice time runs out before any team reaches the target, the team with the highest score wins.
Round Flow
Draw four challenge cards and pick one set for your team.
Use the dice shown on the card to set the swim details.
Gain an edge, defend your lane, or disrupt another team.
Complete the challenge and keep climbing toward victory.
A Four Strokes deck, swimmer dice, lane space, swimmers split into teams, and a coach or player tracking the score.
Teams earn yards or points by completing the selected challenge. Keep playing rounds until a team reaches the target score.