Slitherball
Nagai Sporting Events: Slitherball and Scuteball
Slitherball
Almost a physical form of chess, Slitherball exemplifies the Nagai values of
both physical and mental prowress and perfection, adding to these ideals the
spirited competitiveness of the serpent people. This sport is an honored
pastime of the many higher educational institutions within the Empire, and
tournaments between the different institutions are often highly anticipated,
with championships being major ticket-sellers. The more prestigious
tournaments, funded by the richer institutions, often employ an impartial
Scrying Mage to referee. The best players, whether Nagai or Jingai, are
idolized, and there is always a private box reserved for the Emperor
Potentate himself at the Grand Championship tournament, whether or not he
chooses to attend.
Object of the Game
To acquire the ball from the center of the field, and return it to your
team's "home" zone. When not in possession of the slitherball, to prevent the
opponents from taking the slitherball to their zone, and ultimately, to get
control of the ball.
Rules of Play
A slitherball field resembles something like a gigantic spiral pattern
emanating from a circle about 30 feet across in the center of the field.
The pattern is wrapped around itself over ten loops, each several yards
across. The center is called the "head", and each loop is called a "coil",
noted by number from the inside out. Coil One is the closest to the head,
and Coil Ten is the tail. The whole field is divided into four quarters,
like a set of crosshairs, which determine where a team's units can be
deployed. These fields are usually placed someplace sunny, or near hot
springs, and designed to retain heat, so the players will not tire so
easily.
Teams consist of a calculated mix of players, defined by the four elements
often recognized in magic. (No actual magic is allowed in the game itself.)
All the Nagai on the team are considered to be "Earth". Each team is allowed
three Nagas of less than ten feet ("Pebbles"), two Nagas between ten and twenty
feet ("Stones"), and one Naga of any size, although this is typically the
largest Naga the team can muster, and is usually the star of the team.
(If he's larger than twenty feet, he's called the "Firmament", or "Foundation".
Otherwise, he's just a "Rock".)
Each team is also allowed three Jingai: one Shiga, one Niga, and one Rokuga.
Only one of these can be a "Runner" (Fire), and only one of them may be a
"Flier" (Air). The Jinga that has no feet or wings is called "Water".
Kirigai are not officially allowed, as they are difficult to truly define,
and thusly too much of a wildcard.
One Naga of each team is considered the "General", and will direct the
movements of his team. This is usually the largest Naga on the team,
because he is the one that bears the most prestige and is usually involved in
each play. Sometimes, however, it is one of the smaller Nagai, so that the
largest can concentrate on his tasks, usually throwing or pushing the ball,
or shaking smaller players off it.
Actual play consists of a "battle", which is made up of nine "skirmishes".
These in turn consist of four stages: Acquisition, Possession, Struggle, and
Retribution.
Acquisition: Play begins with a referee placing the slitherball,
which consists of a large canvas ball, approximately six feet across, filled
with air, in the center of the field, called the "Head". Both teams (sans
fliers, because they are not allowed to carry the ball for more than a "hop")
have ten seconds to assemble themselves in one of the quarters around the
field's rim (the "Tail"). Fast teams will usually try to assemble themselves
directly across from the other team to minimize potential interferance, while
teams that are certain they've stronger players than their opponents will try
to occupy a quarter next to the other team, so they can reach and physically
impede their rivals. The quarter they choose will also determine their
scoring zone, that they must return the slitherball to in the later stages.
Whatever the arrangement is, both teams will try to reach the slitherball
first. (Runners usually get there before their legless team-mates.) Whomever
reaches it first as determined by the referee has possession of the ball. The
other team goes on defense.
Possession: At this point, the team on defense deploys its players,
two to a quarter, again, not counting any fliers, and no closer to the head
than one coil. If there is no flier on the team, it may elect to put three
players in one quarter instead of the usual two. Usually, the defense will
choose to deploy their strongest players in the quarter that has their
opponent's scoring zone. The next most powerful players will be placed in the
quarters on either side of this one, and the weakest will be placed to the
rear, since there is no point in taking the ball that direction. (It's almost
considered a stigma to be placed in this quarter.) The team on offense will
usually select its strongest player to begin the action. This player will, by
himself, choose a quarter to run through, carrying, rolling, punching,
kicking, sweeping, throwing, or otherwise moving the slitherball as far
towards the scoring zone as he can in two minutes. Whomever is in the quarter
will attempt to hold this player back, trying to intercept movements, push
the offense back, and generally keep the slitherball from making progress.
Any defensive "air" players will be able to join in the defense. At the end of
these two minutes, wherever the slitherball currently is gets marked on the
field. If the slitherball was kept back at the Head, the second Coil on the
field will be marked. If the slitherball was forced out of bounds, whichever
coil it left the quarter at will be marked in the center. A good showing for
the offense in this stage makes it easier to potentially score in the third
stage, which now begins.
Struggle: This is the longest of the stages, and is a complete
melee as compared to the structured previous stages. Basically, the team on
offense, all together, will try to get the slitherball to their scoring zone
by whatever legal means necessary. The team on defense will likewise try to
keep this from happening. The team on offense has eight minutes to accomplish
their task. These struggles will often turn into huge scaley towers as
players pile and slither over one another to tip the ball over the other team,
or develop into complex back-and-forth passing games. (Not easy with a ball
that size.) Sometimes the struggle will be relatively slow, as teams try to
conserve stamina, and check the other team for weaknesses. Despite the chaos,
several rules apply here as well. "Air" players are not allowed to carry the
slitherball. They may deflect it in the air, swoop to roll it, stay on the
ground like everyone else, or "boost" the ball for short "hops", where they
may clutch the ball and glide as far as they can. The slitherball can not be
carried or rolled over a quarter line, and must instead be hopped or thrown.
Severely injuring or killing opponents is grounds for steep penalties, and
typically ejection from the game, with placement before a board of inquiry
for unsportsmanlike conduct. Neither team is allowed to "Gallah-pile", or
completely cover the ball; doing so results in a time-called, a coil of
ground penalized against the team at fault, and time started again at that
point. Should the eight minutes end without Team A scoring, possession goes
to Team B, and the process begins again from Stage Two, with a chance for
them to score. If they fail to score as well, the skirmish is over, and after
a brief break, the next skirmish will occur. If the offense team manages to
score, they are awarded three points, and the fourth stage commences. (After
appropriate victory celebrations amongst the players, and verbal harrassment
from the opposing team.)
Retribution: The team who failed to prevent its foes from scoring
has a chance to earn one point, and save some face, in this stage. One
non-aerial team member is selected from either team by their respective
generals. The member of the team who scored is designated the "Scimitar"; the
other is called the "Dagger". These terms represent the bodies in the
Procession, but for game purposes, simply define "pursuer" and "pursued",
respectively. The dagger is given a head start of eighty feet. This lead is
reduced by ten feet for every minute under eight minutes the scoring team
scored by. So, if it only took the team five minutes to score, the Dagger
would have a lead of fifty feet instead. If the team somehow managed to score
in under a minute, the Retributive stage is skipped, but this is exceedingly
rare in teams that are evenly matched, or at least remotely close. The Dagger,
carrying a smaller slitherball, only about a foot across, must run or slither
the spiral around the field until he reaches the Head, which scores him a
point. The Scimitar pursues the Dagger, and if the Scimitar catches the Dagger,
no points are awarded the Dagger's team. The fleetest players generally control
this stage, but stamina becomes a factor in the later skirmishes of the
battle, as reptiles tend to tire easily.
After all four stages of the skirmish are completed, with each team being
given a chance to Possess, Struggle, and if need be, Retaliate, there is a
break of a few minutes, and the next skirmish commences. If the score is
tied after all nine skirmishes, three more skirmishes are allowed to break
the tie, the battle ending when one team finally fails to score or Retaliate
after the other has. In the unlikely even that the tie is drawn out after
these three final skirmishes, a draw is declared, unless each team agrees to
battle "to the death". If the latter choice is made, the skirmishes continue
until a victor is determined.
Strangeness
Slitherball seems to bring out primal natures in many Nagai, and amongst the
players themselves. Even those normally reserved will sometimes be given to
shouting matches, hissing cheers or invectives along with the crowd, or at
extremes, painting themselves strange colours, and/or bringing along bizarre
props, usually representing the team they favor. The players themselves
often berate the other team, before, after, and during any of the major
events of the game. In more subtle ways, teams will taunt each other
psychologically, doing confidence displays like letting the other team take
the Retributive point, distributing weaker players in the various quarters,
forming elaborate rows of defense or offense that appear more intimidating
than effective, etc. Scoring or successfully blunting a Struggle will often
be followed up by elaborate victory dances and short speeches, some cunningly
prepared in advance to strategically wear down their opponents' wills with
derogatory comments and gestures. Whatever the reasoning, it seems to sell
the tickets. Strangely, after all is said and done, it is very seldom that
either team will hold grudges against the other.
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