by Hammaren Hjarta » Sun Dec 18, 2011 2:39 pm
(v1.0)
These rules are to be used in conjunction with the approved Daghorhir or Belegarth rule set. All Dagorhir or Belegarth weapons and rules must be followed at all times.
1.0 Setting up
1.1 Aim of the game
1.1.1 Have fun
1.1.2 The aim is for the Qwik to put the Jug/ Skull onto the opposing teams stake.
1.2 The Field:
1.2.1 The Playing field is 150ft long by 65ft wide divided into 'thirds'.
Each third is 50ft by 65ft. A 19ft diameter circle is marked out in the center of the middle third.
Both outside thirds have two angled corners. From the third line the side lines continue straight for 25 feet then a 45 degree angle is made to the baseline where a 5ft baseline is parallel to the opposing baseline.
1.2.2 Stakes are placed on the centre axis of the field 6ft from each end of the field.
1.2.3 The gong and timekeeper are located at the centre of on side of the field adjacent to the centre circle.
1.3 Equipment
1.3.1 General equipment
Stakes - stakes are placed 2m from each end of the field along the centre axis
Gong and stones - These remain out of play and are for use of the timekeeper only.
- 100 stones are required for the use of the timekeeper to measure the duration of thirds.
Skull - The skull starts play in the centre of the centre circle
1.3.2 Weapons
All Weapons
* Must be padded to Dagorhir standard on all striking surfaces (determined by the herald).
* Unpadded weapons are NOT permitted on the field under ANY circumstances.
* Weapons MAY NOT be thrown for ANY reason
* Coreless shields may be thrown, But cause no damage.
* All weapons must conform to Dagorhir MOA.
1.4 Team Composition
1.4.1 Team Size
Teams can be made up of a minimum of five (5) players and a maximum of eight (8) players.
1.4.2 Positions
Each team will have:-
1x Qwik 1x Chain 3x Enforcers Additionally each team may have 3x Substitutes (for any positions)
The Qwik - The Qwik may not have any weapon and is the only player permitted to pick up or handle the Skull during play.
The Qwik is the most important player as s/he is the only player allowed to touch the Skull.
Qwiks may only move the skull towards the goals while they have possession of the skull, in hand or under arm. The skull may not be kicked or thrown or transported by any other means and there must not be any independent movement of the skull. The Qwik may use the skull to block shots, but it may NEVER be used as a weapon.
Qwik's are allowed to tackle and wrestle with each other in order to take possession of the Skull. Kicking, punching, bitting, pulling of hair etc. is strictly forbidden. But any other means may be used to gain possession of the skull, such stealing and forcing the opposing Qwik out of bounds.
The Chain - Each team may have one (1) player armed with a chain, or chains
Enforcers - Enforcers are permitted a choice from combination of the following equipment. All weapons must be blunt with no stabbing/slicing surfaces
* Staff 3x
* Red weapon 3x
* Blue weapon and Shield 1x
* Paired blue weapons 3x
Each team may only field one duplication of weapons ( for example at any one time there is a maximum of two staves on the field within a team, Although reserves may be carrying a staff that reserve is not allowed into play if there are currently 2 on field regardless) .
Substitutes - Substitutes may replace a player of their position or another not already duplicated or represented on the field at all times.
Only one player per team (including subs ) may have a blue weapon and shield.
Any player may replace the position of the qwik while the game is stopped.
1.4.3 Additional people
Referee - There are 1 or more heralds per game (where possible) on opposite sidelines, or center field. They direct play with small colored packets or stones. The only time the whistle will sound is to stop play.
The herald's decision is final and absolute there will be NO discussions!
It is the herald's discretion to decide the length of penalties or the removal of a player from the field.
Herald's directions are called according to colours and numbers of players. A shot from a colored stone may be used to make the referee's intentions clear to a player.
The herald's directions should be loud and clear.
Lines People - Lines people should also be used where possible to spot out of bounds and goals placed correctly. Up to 4 lines people are recommended.
Time Keeper - Time keeper keeps track of the progression of the time of the game and score
2.0 Playing the Game
2.1 Duration
2.1.1 'Stones'
Time is kept by the time keeper throwing stones against the gong.
Each third is 100 'stones'. (three thirds to each game)
'stones' are also use to measure the duration of penalties.
2.1.2 Starting and positions
Enforcers and chains commence play at their own pike
Qwiks commence play at any point around the outside of the centre circle.
To start play the Referee places the skull in the centre circle and sounds a whistle .
From the sound of the whistle the players may leave their respective thirds and Qwiks may take the skull.
Players must remain at their starting positions until play begins. In the case of a false start, play is halted teams are reset in there starting positions and the stone count starts again (from the point of the false start) .
When play begins, only the Qwiks may step inside the centre circle until the skull , or one of the Qwiks, is fully out side its perimeter. Once the skull, or one of the Qwiks, is removed, the circle does not effect the game until the referee resets the skull. Until such time as a Qwik or the skull leaves the centre circle neither Qwik can be tagged by any enforcer or chain.
If any other player steps in the circle or onto the line, before the skull is removed, s/he is immediately penalised and must kneel for 3 stones in the position outside the circle where the player crossed its perimeter.
2.2 Play
2.2.1 The “Hit:”
The hit zone is anywhere on the body below the neckline. There are NO hits to the head (including the neck) , punching, kicking, bitting or pulling of hair (penalty at referee's discretion). Pulling, pushing, shoving, holding, grappling are acceptable ( as long as the initiate is not wearing armor), but a “hit” will only be counted when made by a weapon. A hit to a player's head will result in a penalty for the played that executed the hit. A hit to the head or groin will result in a base penalty of 5 Stones.
If a hit to the arm/leg ensues, Said player will loose that limb for the duration of 10 stones. This player can remain active on the field. If the same limb is hit again they will take a wound and begin the following.
When a Player is hit in the torso or the same limb twice s/he must kneel where they are and remain inactive for 3 stones.
Simultaneous hits are counted, Unless the hit came from the striking arm that was taken from the opposing player.
If the Qwik is hit s/he must place (not throw or drop) the skull immediately on the ground where they were hit and kneel for 3 stones.
2.2.1a A player that has been kneeling for a hit or a penalty may be continuously hit by an oposing player as they take their kneel. A player moving away from the location where they were kneeling is considered to have taken their feet, regardless of whether they are standing or not. Also a player who chooses to remain kneeling after they have counted out their stones (for either a hit or penalty) is considered to have returned to play.
This rule may be relaxed when play is compacted around either of the stakes.
2.2.2 The “Pin:”
To pin an opponent, a player must hold his weapon against the body of a player who is kneeling either because s/he has been hit or is being penalised. The pinning weapon must be placed on the torso (including the shoulders, But NOT the groin) of the player being pinned. A pin may be applied by any enforcer on an opposing team.
A pin MUST be applied to the kneeling player before the next stone
If the weapon is removed, the pin is lost and many not be re-established. Once a player in unpinned, that player cannot be re-pinned until hit in the hit zone or on a penalty.
A pinned player may not resume play even after s/he has counted the required 3 stones. If a player becomes unpinned, they may not rejoin the game for one full stone after the pin is broken and 3 stones have been counted.
An enforcer armed with two weapons may pin two opponents.
Fighting one player while pinning another is possible only if one weapon remains in constant contact with the pinned player. A pinning weapon may not be used to fight off another player; although breaking a pin to block another player is permissible.
If a pinned player has counted his/her 3 stones and the weapon that is pinning them is removed (even for an instant) the pin is broken and the player may resume play on the sound of the next stone.
A pin may also be applied to an opponent that has successfully applied a crippling blow to a player during a grapple.
Qwiks CANNOT be pinned.
Chains may not pin opponents.
2.2.3 Substituting:
A maximum of 3 “subs” per team per period of 100 stones is allowed.
Subs are only permitted to switch positions while the skull is in the circle or if the skull is on the opposing teams field side.
§ After a goal is scored.
§ The skull goes out of bounds.
§ At the end of 100 stones.
§ A player is injured.
The referee must be informed of subs. Failure to comply may result in a penalty (removal of a player from the field).
It is advisable to have 2 Qwik's per team.
No runners are allowed on the playing field at any time during play. Except in the case of an injury or a penalty substitution.
If a player is removed on a penalty s/he may not be replaced, the team must play one player down.
2.2.4 Handling the Skull
The Qwik is unarmed and is the only player to touch or place the skull on the goals. If a player other than the Qwik picks up the skull or intentionally moves it (including weapons and equipment). (3 stone penalty)
Qwiks may wrestle each other for possession of the skull.
The skull may not be thrown, kicked or struck by any player. (3 stone penalty)
If a Skull goes out of bounds play stops, as does the stone count. The skull is returned to the team who did not have possession. The team that put the skull out of bounds returns to their baseline (including the Qwik). The team that gains possession starts from their third line.
Restarts are the same as when a skull out of bounds occurs, if kicked or thrown by the Qwik.
2.2.5 Scoring
A point is scored when a Qwik paces the skull on the opposing teams stake.
The Qwik must PLACE the skull wholly on the stake for the goal to be valid.
If a point is scored play stops and starting positions are taken up. The stone count resumes from where play stopped.
2.2.6 Breaks in play
If at any time the referee sounds a whistle play must stop immediately and players hold their position until a reason is called. If this is for a point being scored players may move once the point has been announced.
If play is stopped for an injury or a broken weapon players should hold position as much as is practical until the injured player can be replaced or the broken weapon replaced (as with all things common sense should prevail here as to whether it is practical to hold position awaiting a restart in play)
If it is not practical for players to hold position then play will be recommenced at the referees discretion as to starting positions and possession of the skull.
2.3 Penalties
2.3.1 General penalties
If a player steps past the boundaries s/he must kneel for 3 stones.
No penalty is less than 3 stones, but may be longer at referee's discretion.
A referee may also remove a player from the game, usually until that period of 100 stones has been counted or for a time specified by the referee. Serious infringements of the rule can result in a ban from that days play or longer.
Players on penalties are NOT to communicate with players still on the field in any manner, this may result in extension of the penalty.
A penalty of 5 stones applies to any player not complying with the rules of play as well as described penalties in the rules.
2.3.2 Other Penalties:
These penalties result in removal of an offending player from the field WITHOUT substitution at the discretion of the referee.
§ Excessive force.
§ Dangerous play.
2.4 Loss of weapons
2.4.1 losing a weapon
If a player drops his/her weapon(s), that player may block attacking shots (with proper armor, taking points for each area struck). Players must recover their weapon before attacking another player.
If a player is disarmed there is no reason why s/he cannot still help the Qwik.
2.4.2 Weapons out of bounds:
If a weapons falls out side the boundary it may be recovered at the expense of a 3 stone penalty.
2.5 Safety
2.5.1 Although Qwiks are permitted to wrestle and tackle to gain possession of the skull it is not permitted to use any locks or holds in such wrestling.
2.5.2 Tangles – because of the nature of the chain it is inevitably going to become entangled about either body parts or weapons of opposing players. If the chain tangles about a body part one or both players involved should call ‘tangle' at this point neither player may be attacked until the chain has been removed from the tangled body part. Under no circumstances is the chain to be ‘pulled' while it is entangled about another person
3.0 Optional modifications
3.1 Players Colours and Numbers:
1- Qwik
2,3,4- Enforcers
5- Chain
3.2 Team colours
Player must wear easily seen colours, in the form of:
§ Arm band
§ Head band
§ Shirt or pants
Any combination is permissible within the team as long as team colours are obvious.
It is important that teams organise colours to make refereeing easier. Coloured rags will be made available where possible to tie to arms legs or the head of team members.
Team Members:
3.3 Player safety Equipment and armor
As with all contact sports the risk of injury increases, so it is advised that all players wear as much protection as they deem necessary for their chosen position. If mundane padding is worn it must be hidden under garb. This mundane padding will count for wearing armor when concerning grappling, but will not count for armor when being struck.
Traditionally the Qwik and Chain wear the least protection. As the Qwik needs to move fast and the Chain is hard to get close to due to the range of his/her weapon. It is highly recommended that these two positions still wear more than the minimum protection.
The qwik and the chain are not allowed weapon stopping armor on any portion of the body other than forearms, and lower legs
3.5 Game objectives
3.5.1 A result of 5 points at any time of the game will result in a win. The team with the most amount of points at the end of 300 stone will win the game.
3.5.2 In the result of a tie both qwiks and both chains will meet in the middle for a head to head competition. They will continue as long as no qwik scores two consecutive points. Qwiks cannot be substituted at this point in the game. Although chains may in between points.
Hammaren Hjarta
As i die, I hold my sword my only friend, And pray that Oden will take me home.