Tiddlywinks at a glance

Players: 2-4 · Ages: 4+ · Time: 10-15 minutes · You need: winks, squidgers, a pot, a cloth or carpet surface

Be the first player to flick all of your winks into the pot. 1. Each player takes the winks of one colour and a squidger, the larger disc. 2. Place the pot in the centre and line your winks up near your edge of the cloth. 3. On your turn, press the edge of your squidger down on a wink to make it jump, aiming for the pot. 4. Pot a wink and you take another go at once. 5. First player to pot every wink wins.

How to play

First, the surface. Tiddlywinks needs a little give under the wink, which is why the game is played on a cloth, a felt mat or a carpet. A bare table sends winks skidding in every direction and tempers shortly after. Get the surface right and everything else follows.

Setting up

  1. Place the pot in the centre of the cloth.
  2. Each player chooses a colour and takes their winks, the small counters, plus one squidger, the larger disc used to do the flicking.
  3. Line your winks up along your own edge of the cloth, roughly a forearm's length from the pot. Everyone should start the same distance away, and yes, somebody will check.
  4. To decide who goes first, hold a squidge-off: every player flicks one wink towards the pot, and whoever lands nearest (or in) starts. Play then passes to the left.

The squidge

The heart of the game is the squidge. Hold your squidger at a slight angle, press its edge down firmly on the edge of a wink, and let the wink squirt out from underneath. Press near the wink's edge and it pops up steeply; press further across and it travels low and long. Nobody gets this right immediately, which is precisely the point. Within a few games you will be calibrating pressure like a snooker player, and feeling quietly smug about it.

Taking turns

  1. On your turn, squidge any one of your winks that is still on the cloth.
  2. If your wink lands in the pot, you have potted it. It stays there, out of play, and you immediately take another turn. Pot again, go again: a hot streak is allowed and encouraged.
  3. If you miss, your wink stays exactly where it lies, and the next player takes their turn. Winks creep towards the pot over several goes, which is half the drama.
  4. The first player to pot all of their winks wins. The rest may play on for the minor placings, or demand an immediate rematch, which is traditional.

The squop, in brief

There is a deeper game here, and it is called the squop. If your wink lands even partly on top of an opponent's wink, theirs is squopped: trapped, and unplayable until it is freed. Squopping turns tiddlywinks from a race into a battle, and it is the strategic heart of the adult competitive game. For family play it is entirely optional. With young children we suggest leaving it out, unless you enjoy explaining siege warfare to a four-year-old mid-tantrum.

Disputes, settled

  • Wink flies off the cloth or table: place it back on the cloth where it left, and your turn ends. No penalty, no fishing it out from under the sofa until the game is over.
  • Wink lands on the rim of the pot: it counts only if it drops fully in. A wink balanced on the edge stays where it is and must be played again. Blowing on it is cheating, and everyone saw you.
  • Wink lands standing on its side: leave it as it lies. It is a legal, if eccentric, position.
  • Two winks touching but not overlapping: both may still be played. Only a wink actually resting on top of another pins it.
  • Squidging two winks at once by accident: the turn stands, everything stays where it landed. Tiddlywinks forgives chaos.

A short history of the wink

Flicking counters about is surely as old as counters themselves, but tiddlywinks as a boxed parlour game is a creation of late-Victorian England, appearing in the 1880s. Jaques of London was among the first makers of the boxed game, and it caught on spectacularly: tiddlywinks became a full-blown craze, played in drawing rooms across the country by adults who really should have been doing something more serious.

And here is the delightful part: the adults never quite gave it up. A competitive version of tiddlywinks survives to this day, complete with elaborate strategy, formal tournaments and a vocabulary (the squop, the squidge, the pot-out) that sounds invented but is entirely real. Few childhood games can claim a living adult circuit. The wink endures.

What it builds

Tiddlywinks is pincer-grip practice disguised as a game. Pressing a squidger onto a wink with exactly the right force, at exactly the right point, is genuinely demanding fine motor work: children are calibrating pressure, angle and aim on every single turn, and the feedback is instant and honest. Too hard and the wink rockets past the pot, too soft and it flops over apologetically. Occupational therapists spend careful hours building this sort of control; tiddlywinks builds it while everyone is laughing.

It also teaches turn-taking in its purest form, since each go takes seconds and the next is never far away. Best of all, it offers something screens rarely do: a skill that improves visibly with practice. The child who couldn't reach the pot on Sunday is potting from distance by Thursday, and they know exactly why. That earned, watchable progress is the quiet engine of real play, and it is why simple physical games like this have outlasted every fad: see our guide to first board games for more of the same.

Playing with under-5s

Honest answer: four is about the floor. The squidge takes hand strength and patience that most three-year-olds simply don't have yet, and a frustrated three-year-old plus a pot of flickable discs is a weather event. From four, it works beautifully with a few adaptations:

  • Shrink the distance. Let little ones start a hand's length from the pot while adults play from the edge. The handicap feels fair because it is.
  • Play in teams. A grown-up and a small person sharing one colour halves the waiting and doubles the coaching.
  • Shorten the game. Two winks each, first to pot both. A two-minute game a four-year-old finishes beats a ten-minute game they abandon.
  • On letting them win: early on, miss generously and often. But once they can genuinely pot a wink, play properly and let them lose sometimes. A real win at five, fairly earned, is worth fifty arranged ones, and losing gracefully is a skill best learned where the stakes are six plastic discs.

The kit

You need pleasingly little: a set of smooth, bright winks that sit nicely under the thumb, a squidger apiece, a pot worth aiming at and a soft cloth to play on. As one of the first makers of the boxed game in the 1880s, we have had a century and a half to get the wink right. You'll find tiddlywinks among our traditional games, alongside the rest of our games collection.

Common questions

What happens if a wink lands on top of another wink?

The wink underneath is squopped: it cannot be played until the wink on top is moved. In family games many players skip this rule and simply nudge the winks apart. In the adult competitive game, squopping is the entire battlefield.

Can you pot an opponent's wink?

If you accidentally knock or flick an opponent's wink into the pot, it counts as potted for them. Yes, this means you have just helped them. The table will enjoy it more than you do.

What age can children play tiddlywinks?

From about four, with the distance shortened and the game kept brief. By six or seven most children can play the full game unaided, and by eight they will be beating you fairly and mentioning it at breakfast.

Do you get another go when you pot a wink?

Yes. Potting a wink earns an immediate extra turn, and there is no limit: pot all your winks in one glorious streak and the game is yours on the spot.

Real play starts with real toys

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