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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