Can I pick up the kendoballs?
YES! Pick them up, throw them, catch them even use them to bunt. EVEN HORD THEM!
And if the ball hits me anywhere i'm out?
Only if and once the ball hits the ground.
If i catch the kendoball the other guy is out? Like in dodge ball?
No!! You just get to throw it back. But do not fumble it or you are out.
What if a kendoball goes out of bounds?
Pick it up and put it back in the arena or your pockets during intermission between games.
Your entire team can even hoard the Kendoballs?
Yes... Pretty much do anything with a kendoball. It's like having ammounitions or thrown devices in war.
So that's when guile, deceptions, faint's and destractions come in too?!?
Now you get it. War is like that and so is a good game of chess... Rules apply but the tactics and strategies are virtually limetles.
Now once the fodderball is in the keep my whole team can attack?
That is one of the objectives and strategies to the game yes. Your team can control the field and lines by gaining control of the fodderball. Deciding when and if the field gets opened up.
10 Basic rules of Kendoball
#1. Stay in the designatedboundary lines. Pit, Bridge, or the Keep.
#2. Objectives. Don't get tagged out. Eliminate opposing team.
#3. You'r only out if the kendoball hits theground after hitting you. And any location hit count's as an elimination with the kendoball.
#4. Only torso shots count as an elimination with the shinai.
It takes three scrapes (strikes on the limbs) per bout to count as an elimination.
#5. Once the fodderball is in or through the keep, over or laid to rest out of bound as a dead ball, the field is open.
#6. Get the fodder ball out of the keep, reset it in the center andeliminate all opposing members on your teams side of the field.
#7. Anyone hitting or otherwise having the fodderball go out on them is automaticly eliminated.
#8. Only one player from each side can enter the Pit at one time.
#9. Only one player at a time from each side can cross the lines of scrimmage to secure the fodderball.
#10. Some rules are left open for the purpose of adding in stratiegic and tactical advantages.
Kendoball: A stick & balls game where elimination is the primary objective.
Two teams of 5 battle it out to the last team or even last man standing for the winning point. Games go to Nine Points. First to 9 wins. Each round gets 5 minutes on the clock.
The 50 small kendoballs on the field are used to tag your opponent out. You can throw, bunt, dodge, deflect, catch, throw back or anything else you can think of to attack and defend yourself while you eliminate your opponents.
Each player starts with 5 kendoballs or less at the beginning of the game.
The shinai is also used to deflect, parry, block and defend yourself , as well as attacking at close range, as combatants often get into duels.
The larger fodderball in the center is used to gain control over the field and either hold the lines or break through the lines of scrimmage, going into close rang melee combat with your entire team using the kendo sword and even the kendoballs and /or the fodderball in ways to eliminate the opposition.
HOW BIG IS THE FIELD AND HOW DO WE OBTAIN A BREACH?
THE FIELD IS 13 YARDS WIDE AND 80 YARDS DEEP.
A CIRCLE IS IN THE CENTER OF THE FIELD ALONG WITH A SHORT LINE OF SCRIMMAGE ON EITHER SIDE. ENOUGH ROOM REMAINES ON EACH SIDE OF THE CIRCLE...OR P.I.T. TO GET IN CLOSE TO YOUR OPPONENTS. REMEMBER! THEIR CAN BE ONLY ONE PLAYER FROM EACH TEAM INSIDE THE P.I.T. AND ONLY ONE PLAYER MAY CROSS THE LINES OF SCRIMMAGE TO ENTER ENEMY TERRITORY AND SECURE OR TRY TO GAIN ACCESS TO THE FODDERBALL.
OK! BUT DON'T I NEED YEARS OF TRAINING THEN TO PLAY?
NOT AT ALL! IT IS A LEARN AS YOU GO KIND OF THING. JUST LIKE ANY OTHER SPORT. YOU CAN JUMP RIGHT IN AND START PLAYING REGUARDLESS OF SKILL LEVEL OR EVEN KNOWLAGE OF ALL THE RULES.
I HAVE SEEN SEASONED PLAYERS GET TAKEN OUT BY A TEAM OF KIDS. IT WAS A BRAINS OVER BRAWNS GAME OF TACTICS AND STRATEGY THAT DAY.
LONG, HARD, COMPLICATED VERSION.
BASIC RULES & REGULATIONS
NOW LISTEN UP! THIS GETS A LITTLE TECHNICAL.
AS IF GETTING THE FODDER PAST EVERYONE WITH A BUNCH OF STICKS & DOZENS OF FLYING KENDOBALLS.... WASN'T "EASY" ENOUGH!..
NOW YOU HAVE TOBREACH THE LINES OF SCRIMMAGE OR HOLD THE LINES DEPENDING ON WHO GAINS CONTROL OVER THE FIELD & WHAT YOU WANT TO USE AS A STRATEGY. ALL WHILE STILL ATTACKING AND AVOIDING ATTACKS YOURSELF.
IF YOUR TEAM BREACHES THE LINES & THE OPPOSING TEAM MANAGES TO RESET THE FODDERBALL BY PLACING IT BACK IN THE CENTER, ANY OF YOUR TEAM THAT ARE ON THE WRONG SIDE OF THE FIELD, EVEN IF IT'S YOUR ENTIRE TEAM.... THEY ARE ELIMINATED. UNLESS A TEAM MATE GETS BACK TO YOUR TEAMS SIDE OF THE FIELD OR IS ALREADY THERE. IF SO!THEY COULD STAND ALONE AGAINST ALL ODDS..
IF THEFODDERBALL GOES OUT OF BOUNDS IT IS CONSIDERED A BREACH STILL & THE FIELD IS OPEN.
HOWEVER A RESET CAN NOT OCCUR..
WHOEVER THE FODDERBALL GOES OUT OF BOUNDS ON, IS ELIMINATED.
TIME & POINTS IN THE GAME.
THE GAME GOES TO NINE POINTS.1st TO 9 THAT IS. YOUR TEAM GETS THE POINT WHEN THE OTHER TEAM HAS BEEN COMPLETELY ELIMINATED.
SINGLE GAMES CAN LAST 15 SECONDS OR 15 MINUTES. THE AVARAGE GAME IS AROUND
5 TO 8 MINUTES. WE LIKE 300 SECONDS.
THE AVERAGE TIME OF AN ENTIRE GAMES HOWEVER IS AROUND 2 HOURS WITH AN INTERMISSION OR TWO OR THREE.....YOUR CALL.
AT EVERY 3 TO 5 POINTS OR SO USUALLY.
SO TOPUT A CAP ON THE TIME EACH GAME CAN HAVE A CLOCK OF 5 MINUTES OR 300 SECONDS....
KNIGHTS ARE ALLOWED5 KENDOBALLS AT THE BEGINNING OF THE GAME. SLINGERS & GUARDIANS GET UP TO 25 TO START. SO 50 KENDOBALLS IN A 5 ON 5 MATCH & UP TO200 KENDOBALLS ON THE FIELD IN AN 8 ON 8 MATCH.ONCE A GAME STARTS TEAMS CAN EVEN HOARD KENDOBALLS. HOLD 3 AT A TIME & USE THEM TOBUNT INCOMING KENDOBALLS & EVEN A SHINAI ATTACK. IT'S CALLED THE DRAXX DEFENSE.
THROW 3 AT A TIME,KNIGHTS CALL IT A SHOTGUN. TOSS A KENDOBALL IN THE AIR & DISTRACT YOUR OPPONENT WHILE LOUNGING IN FOR THE ELIMINATION.
IT'S CALLEDTHE LEE MANEUVER.
MOST TECHNIQUES ARE NAMED AFTER THE PLAYER THAT CAME UP WITH IT.
THE BOOK IS A COMPLETE GUIDE TO ALL THE OFFICIAL RULES & REGULATIONS ALONG WITH A GUIDE TO A VERY UNIQUE STYLE OF DIVERSE FENCING TRAINING ALONG WITHTACTICS,TIPS, STRATEGIES, TECHNIQUES , MANEUVERS &PLAYS THAT ARE PERFECTLY LEGAL IN KENDOBALLD & TOOKHALF A DECADE OF PLANNING & PLAYING TO CREATE & LIST.
LIKE THE DIFFIRANCE BETWEEN AN ACTUAL TAG OUT ELLIMENATION & JUST A SCRAPE.
HOW TO PERFOM A LEGAL BULL RUSH OR DISARM TECHNIQUE OR GRAPPLE WITH THE PROPER RULES OF ENGAGEMENT.
LEARN ABOUT DOUBLE KOs.WHAT COUNTS & WHAT DOESN'T
PENELTIES & THEABSOLUTELY FORBBIDEN!!!
THIS IS THE GAME FOR YOU!!!
THERE ARE 8 PLAYERS IN ADVANCED GAMES.
5 PLAYERS IN A REGULAR GAME.
HOWEVER IT ONLY TAKES TWO TO PLAY AND PRACTICE WHILE STILL HAVING FUN.
ADDITIONAL EQUIPMENT IS USED AS WELL AS ADDITIONAL RULES BEING APPLIED TO THE ADVANCED 8 ON 8 PLAYER VERSION, THAT TAKE THIS NEXT LEVEL GAME TO AN EVEN MORE, UNBELIEVABLY FAST PACED, JEDI LIKE BLISS OF SPORTS ACTION ENTERTAINMENT.
THE KNIGHTS OF KENDOBALL ARE TACTACLLY PROFICIENT IN SEVERAL ARIAS.
FENCING, THROWING, DODGING,RUNNING, SOCCER, TUMBLING, EVASION,
JUGGLING & EVEN ACROBATICS & PAR-CORE AS WELL AS OTHER MARTIAL ARTS, TACTICS & WEAPONS.
IT'S MUCH LIKE A GAME OF CHESS ON FOOT.
OR YES! A S.L.A.G.E. SIMULATED LIVE ACTION GAME EVENT. THIS IS A COMBAT SIMULATOR FOR NINJAS AND JEDI MASTERS, GLADIATORS OF ALL KIND. KNIGHTS FROM EVERY PATH.
GET THE FODDERBALL INTO THE OPPOSING TEAMS KEEP & BREACH THE LINES OF SCRIMMAGE GOING HEAD TO HEAD WITH YOUR OPPONENTS IN A CLOSE RANGE CONTEST OF AGILITY, REFLEXES, TACTICS, SKILL AND SWORDSMANSHIP.
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