War ball

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Brief Information

War Ball is a popular sport played in YarenZero. Its brutal nature and violent play captures the eye of many people, male and female, young and old. Because of the high mortality rate involved with War Ball, all players must be in top condition before they are considered by even high school teams.

History

The history of War Ball originated in the Western Empire. Messangers were often sent between different families of Zeros (the people who dared to see different than the Western Empire). The messengers were often charged with letters that needed to be delivered quickly, and could not fall into enemy hands. After the Zeoan Exile and the founding of YarenZero, the job was turned into a sport as the job was no longer needed. In War Ball, the Ball is the Message, the teams are the Messangers.

Players

Each team has twelve players

  • Three Tanks,
  • Four Handlers,
  • Three Jousters,
  • Two Captains

Tanks

Tanks are the power of each team. Tanks are generaly over six feet tall and heavy muscled. Thier main job is to stop handlers in co-ordination with the jousters. Unlike jousters, thier meathods of stoping handlers include more direct-contact aproaches, results varrying from bruises to fractures, and in some cases, death. Tanks are the only team members that can handle the ball besides handlers.

Handlers

On the other side of the spectrum, Handlers are smaller and quicker than thier Tank counterparts. Thier main job consists of bringing the ball into the endzone from either the center field or the opposite endzone, no matter how it is brought in. Handlers are the only team members that can handle the ball besides Tanks

Jousters

Jousters are somewhere in the middle of the Handlers and Tanks. A mix of strength and speed, The Jouster carries a large rod which he uses to hit opposing team members. Unlike the Tank and Handler, Jousters can not handle the ball.

Captains

Captains are wild card players. Depending on thier individual build, a captain can occupy any of the previous three roles. In this sense, a team can have up to five tanks, or six handlers, or five jousters. Captains are a necessity for each game. If both captains are eliminated, the game ends in defeat for the team without captains.

Gameplay

The game starts with the Main captains shaking hands. The War Ball is then inspected. The ball is set in the middle of the field. The captains return to thier teams, and the referee blows thi wistle to begin the game.

The Claim

At the claim, both teams rush to the center towards the ball, a Tank or Handler will try to grab the ball and get it into the endzone. If the person handling the ball is leveled, the game comes to a halt, the captains form a strategy, and a line is created (like in football, I.E. Defensive/Offensive Line) by the defending team. The offending team then tries to break through the line and get into the endzone. There are three levels, then the ball is returned to the center and the claim starts over again.

The Relay

If the handler is successful in bringing the ball into the endzone, his team is awarded two points. The handler then tries to run the ball into the other endzone and accumulates points. In othe words, if the handler scores, then gets to the other endzone without being leveled, passing, or with the other team scoring any defensive points, he accumulates one point. If he gets to that endzone, and then goes back to the other endzone, he accumulates 2 points. This goes on until he passes the ball, gets leveled, or the defending team scores a defensive point. At this time, the accumulated points is added to the score, and the game starts at The Claim again

Noon

After thirty minutes have gone by, the game goes into halftime for twenty minutes. Durring this time, teams rest, strategize, and re-energize. Comentators speak, highlights of the past half are shown. (Note that the name "Noon" does not necessarily mean it is 12:00. It merely means half time)

Evening

The Claim starts again, game procedes as first half until the last thirty minutes are up. At this time, the play is imediately ended, and scores are reviewed. If the game has resulted in a tie, the last round, titled "Win or Die trying" is initiated. The defending team sets up a defensive line on the endzone boundry. The offending team has only to puncturethe line and get the ball across to win the game. They get one chance, and then the next team tries. The game continues like this until one team scores a touchdown, in which the game ends.

Points System

Points can be awarded to either teams for specific actions.

Ofensive Points (in order of value)

Dead Messenger

If the handler is knocked out before entering the endzone, if a handler or tank can pick up the knocked out handler within five seconds of the K.O., the handler can then try to carry him into the endzone. This manuver can be combined with flying.

Message Delivery

Message Delivery is the term for the handler or tank getting into the endzone. It is worth two points.

flying

Flying occurs when a handler is hurled over the defending line and into the endzone. This imediately stops any hope for relaying, but is worth three points.

Shelling (stampeding)

Shelling occurs when the offending team's jousters and tanks form a triangular wall with the handler in the middle. The tanks and jousters run full force into the defending line, using the triangular formation to "puncture" a hole in the defending line.

Defensive Points (also in order of value)

Tank Busting

A manuver in which every player on the team atempts simotaniously to knock down a tank carrying the ball. If the tank is knocked down, the defending team recieves 2 points.

Smashing

A manuver in which the jousters simotaniously slam thier poles into a tank or handler to subdue them. 2 points if knocked down, 3 if knocked out.

Fox hunting

Fox hunting occurs when the offending handler gets through the line and runs for the endzone. At this point, all the players on the defending team chase after the handler and try to knock him down. This meathod is not only worth 2 points, but can be combined with Smashing.

Hijacking

Hijacking occurs when a offending player passes the ball, and the pass is intercepted within two feet of the passer. It is worth 2 points.

National Teams

Due to the graphic nature and high mortalities, there are few teams in the nation of YarenZero, though it is largely played in more safer environments in highschools. None the less, the sport is still popular, and a few cities enjoy the privilage of having teams and high-grade entertainment. A few of the teams are:

The Munition City Bullets

  • Colors:Blue and Silver
  • Mascot: The metal Slug
  • Tanks: Jeffrey Sewell, Nathan Horn, Steven Stocker
  • Handelers:Brian Wolcott, Jenn Stowe, Tim Marcellus, Nick Vega
  • Jousters: Kelly Smith, Arnold Masters
  • Captains: Jason Wilco, Seth Sanders

The Harpland Bulls

  • Colors:Yellow and Red
  • Mascot:The Charging Bull
  • Tanks: Leon Smalls, Grigori Soto, Dan Little
  • Handlers: Stephan Towne, Arthur Nills, Lilian Stinn
  • Jousters: Christina & Molly Stone
  • Captains: Elias Thompson, Keith Bosell