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    Rules

  • Choosing Teams
  • The Playing Field
  • Equipment
  • Gameplay
  • Scoring
  • Permanent Injury

  • Choosing Teams

    The pool of players is divided into two teams. The minimum for a game is four per team, though not recommended. An ideal game will have about seven people per team, hopefully balanced strength and gender-wise. Teams are chosen by captains. The captains are appointed by the group before the game. No special protocol exists for choosing captains, though the most common method is to use the two newest players. Choice of captains is completely at the group's discretion.

    The captains decide who gets to choose first. They make their selection, then the other captain gets to choose two players on their first selection, followed by the other captain also choosing two. This is to maintain fairness as the first to choose would get to pick the best player. The remaining players are chosen on a one-by-one basis.

    The Playing Field

    The field is created using four bookbags to mark the parameters, two for each goal. The field should be a size suited to the number and physical fitness of the players. Smaller fields for a small amount of players, same if the players are horribly out of shape. Larger fields for large groups. The field should be placed in a grassy area with few people seated nearby, but anyone nearby usually moves once the game begins.

    The bookbags mark lines stretching far behind them, a goal can be scored anywhere between these lines but behind the bags.

    Equipment

    The ball can be any light, throwable object. A fully inflated playground ball is best. A playground ball is larger than a volleyball but smaller than a soccer ball. In the absence of a ball some replacements have included bags of gym clothes and shoes, but these are not recommended.

    Gameplay

    Each team takes a goal and the captain who chose first takes the ball. The ball is then thrown to the opposing team. Any player on the team can serve the ball. All players must remain at the goal line until the ball is thrown, afterwards they can move about freely. The serving team cannot touch the ball until it has been grabbed by the other team first. At this point they are free to capture the ball.

    The ball moves by being thrown from teammate to teammate. The ball cannot be kicked as a pass, there is no running with the ball, and the ball cannot be handed-off from teammate-to-teammate. The ball must be in the air before transferring between teammates. The only exception is in pile-ups, where forcibly grabbing the ball is understandable and sometimes necessary. If the ball hits the ground it remains in play, same with leaving the field, rolling into the street or falling into a river. Players are expected to retrieve the ball at all costs.

    The opposing team may undertake any action necessary to capture the ball and then advance it to their own goal. Tackling is permissible, as are most other forms of physical contact. The only exceptions are:

  • Kicking people when they're unconscious
  • Biting

    These are actively enforced rules that can and will get a player thrown out if broken. Everything else is fair game, though it is emphasized that all permanent injury is frowned upon. A player should note that they should only dish out what they can take, and beating the other players senseless will most likely preclude invitations to future games.

    The round continues until a goal is scored. A goal consists of a completed pass between teammates, of which the receiving teammate is standing in the endzone. The ball must be thrown and caught for the goal to be valid. After a goal the successful team remains in that goal while the other team must walk to the opposite goal.

    Scoring

    The play begins again, with the winning team serving the ball to the losers. Each goal is one point. The game continues until a five point spread exists in the score. Poorly matched teams will reach this difference quickly, ending the game and leaving the players free to choose new teams. Good teams may play for a long period of time. In thse cases it may be necessary to set a cap on the score, usually between ten and fifteen.

    Gameplay continues for as long as the players wish, usually between one and two hours. Breaks may be taken in gameplay between rounds or games. A round cannot be interrupted, with the following exceptions:

  • Serious injury
  • Rules breach

    A round will otherwise continue until a point is scored.

    Permanent Injury

    A permanent injury can be defined as anything that requires a hospital visit as a direct consequence. The player should have to see a doctor immediately or within a week at most for treatment, and the game must be the sole or primary factor in the acquisition of said injuries. Sickness does not fall under this perview, despite the transmission of germs which may occur during gameplay. Cuts and bruises are only applicable if stitches are necessary. Care of all minor abrasions is the responsibility of the player.

    When an injury is caused by non-comformity to the outlined rules or occurs outside gameplay, the injury is not considered an official injury nor will we take any responsibility.