User:Drernie/Mage Bowl

Mage Ball is a variant of American football incorporating aspects of dodgeball and chess, typically played by two teams of eight players in an area the size of a basketball court. It was designed to provide the strategic and aggression-relieving aspects of football while eliminating direct contact. Instead of a goal, players score points by "downing" members of the opposing team using a football. As in ultimate frisbee, players must plant one foot while holding the ball, so it can only be moved by passing. Incomplete passes are still live, however, with possession transferring to whomever touches the ball first, without stopping play.

Games last for four 15-minute quarters, with a break at halftime. The team with the most points at the end wins. In case of a tie score, the team with the most un-downed players at the time wins, with a sudden-death overtime of up to 10 minutes.

Roles
The main chess-like aspect of Mage Ball is that each player has a specific Role with different abilities and point values for being downed:

Chess symbols are used to represent the roles on schematics. Player roles are distinguishable on the field by where they wear the bandana, with each team having a distinctive bandana pattern or color.


 * Mages down other players by throwing a ball that hits them
 * Clerics do not down other players, but can revive a downed player by touching them with their hands
 * Downed players must stand with their arms across their chest until they are revived or play ends
 * Rogues down other players by intercepting a ball thrown by the other side.
 * Other roles can "save" themselves by catching a thrown ball, but do not down the opposing player.
 * Fighters down other players by touching them with a ball.
 * Since players can't run with a ball, the fighter needs to get the ball when they are by their target

Plays
Games consist of a series of plays. Play begins when the cleric passes or hands the ball to another player, and ends when a cleric receives the ball or is downed, with that cleric's team gaining possession. Play also ends when a mage is downed, with that mage's team gaining possession. Downed rogues and fighters stay down until revived or the play ends.

At the end of play, teams can huddle for up to 30 seconds.