Alrighty! At long last here is the (nearly) completed Rule set for Funda Ball. Read at your own risk!
OVERVIEW Funda Ball is a competitive 2 team sport played with Slings and Funda balls.
OBJECTIVE To score more points than the opposition team before time runs out by hitting special ground area targets, static targets and/or opposing players with the Funda balls.
EQUIPMENT NEEDED Safety Equipment
Each player will need to be equipped with a helmet that covers the top of the head (Preferably with a face shield), and a cup (if male). Additionally, each player except the General, will be outfitted with a small circular shield strapped to their forearm.
Attack Equipment Each player on the field will require two slings of varying lengths. Following is the requirements for the different slings. Measurements are made from the base of the retaining finger loop to mid-pouch. If no finger loop or toggle is used, measure starting from 4” from the end of the retention cord.
The Artillery SlingThe Artillery Sling will be no shorter than 24” and not longer than 36” in length.
The Shooting SlingThe Shooting Sling will be no shorter than 16” and no longer than 21” in length.
AmmunitionEach Shooter and Artilleryman will carry up to 5 funda balls onto the field and during play. The General may carry up to 15. Maximum number of balls on each side of the field will be 40.
Funda Balls are made up of a spongy material and are injected with silicone to add weight. Each Funda Ball should measure 20cm (or 2.5”) in diameter at the widest point and be no longer than 28cm (or 3.5”) long.
Targets There are two types of Static Scoring Targets on the field. Following is their descriptions:
Upright Static Targets Each Team will have on their side of the field two static, upright targets. These targets shall consist of a circular netted hoop 1 meter (or 3.2 ft) in diameter, atop a second circular netted hoop that is 2 meters (or 6.5ft) in diameter, atop a sturdy pole measuring 1 meter from the ground to the bottom target.
Area Targets Area Targets are two circular targets that lay flat on the ground and are 5 meters (or 16.5 ft) in diameter. Area targets may be defined by chalk lines, paint, or rope.
The General The other Scoring Target is the opposing Team’s General.
TEAMS Teams should consist of 5-6 players (in the field) and a maximum of 10 players total.
General Each Team will have only one General on the field at any time, but may have two on the team. Each General should wear an Insignia on his/her Uniform that indicates that he/she is a General.
Soldiers Soldiers are the other Non-General players on the team. They will be the Shooters and Artillerymen. Each team is allowed up to 9 Soldiers (or 8 if the team has two Generals)
FIELD DIMENSIONS Refer to the picture below for Basic Field Measurements:
Clarifying Measurements: Upright Static Targets The upright Static Targets (or UST’s) shall be at least 10 meters in from the Outer Boundry Line, and must be at least 5 Meters away from the other UST. UST’s are always placed onto the Firing Lines.
Area Targets Area Targets are always 10 meters in from the Outer Boundary Lines and 5 meters in from the Rear Boundary Line.
FIELD ZONE DESCRIPTIONS AND BASIC RULES Skirmish Line The Skirmish Line divides the playing field width-wise in half and is 30.5 cm
(or 1ft) wide. Players may not step on or over this line at any time. For the purposes of ammunition reclamation the Skirmish line also divides No Man’s Land (See below). Any player who steps on or over the Skirmish Line during play is guilty of a an off-sides foul. An Off-Sides Foul allows either of the team’s shooters or the Team’s General an un-interrupted shot at a UST. (See Penalty Section for details on how to resolve.)
Forward Engagement Zone There are two Engagement Zones in which balls can be thrown by the players. The first is the Forward Engagement Zone (FEZ). It is split width-wise in the middle by the Skirmish Line making two 10 meter long by 40 meter wide areas on either side of the field. The FEZ can be occupied by a maximum of two Shooters and the team’s General, and neither Shooter may leave this zone unless it is also occupied by the General. Additionally, Artillerymen may not enter this zone unless it is occupied by the General. The Upright Static Targets will be placed on the rear line of the FEZ.
Rear Engagement Zone The two Rear Engagement Zones are 30 meters long and 40 meters wide. They contain two Area Targets (See Targets above) each and are where the Artillerymen and General spend most of their time during the Match.
No Man’s Land No Man’s Land is the area of the field outside of the Engagement Zones. Generally, it is where the rest of the team resides and where players must often go in order to collect ammunition that leaves the Engagement Zones. While in this area, players may not have any ammunition loaded into either Sling.
GAMEPLAY
Matches and Time A Funda Ball Match will be broken into two 30 minute long Games with a 6 minute rest period in between. Each Game is broken down into two 12 minute Sets with one 6 minute rest period after the first Set. After the first Game, teams switch sides.
Scoring Scores are tallied four times during the Match by the Referees; once after the first set, once after the second set, once after the third, and finally once after the Match is over. Scores are only tallied at these times (with one exception, see below).
Scores are Tallied for the following:
• Any Balls found in the Large UST nets will be counted as one point.
• Any Balls found in the Small UST nets will be counted as two points.
• Any Balls that are found inside, and not touching the area target line, are counted as one point.
• Any direct hits on the General are scored
immediately and the game is stopped briefly by the referees. Direct hits are defined as any time a ball makes contact with the General before coming into contact with anything else; For example the ground, targets, other players, etc. Direct Hits scored on the General are worth 5 points.
Slinging Techniques Allowed Shooters using Artillery Slings may use only single rotation or partial rotation techniques while in the Forward Engagement Zone. This is to minimize the potential for injury. Acceptable Techniques are: Apache, Greek Side Arm, Greek Underarm, etc.
Shooters using a Shooter Sling may use any technique they wish with the exception of pirouette techniques.
Artillerymen may use any Technique they wish except for the pirohuette.
Blocking Shots Any player may use any part of his/her body or equipment to block shots from opposing players. However, these blocks must be done from outside of the target zones, and a player may not ever enter an area target.
Time Outs and Changes Any player on the team can call for a Time Out. Each Team will have 3 Time Outs only per Match. When a Time Out is called, the Referee will blow two blasts on the whistle and all play stops for the period of the time out. A Time Out will last for a maximum of two minutes. During the Time Out any field changes may be made without the General’s intervention, with any number of players. (See Positions and Changes below)
Positions and Changes Shooters are positioned in the forward engagement zone and cannot leave until relieved by another player or during a Time Out. To be relieved during game play, the General must enter, with at least one foot, into the forward engagement zone for the duration of the switch or Relief. Once the relieved shooter leaves the Forward engagement zone he must be immediately replaced by one of the artillerymen or a player from the sidelines.
Artillerymen may move in and out of No Man’s land at will, but may not enter the FEZ unless it is occupied by the general as mentioned above. Artillerymen can also be relieved by any other player in No Man’s Land. To effect this relief, the artilleryman leaves the engagement zone. When both his feet are in No Man’s Land, the relieving player may enter the Engagement zone.
Penalties Skirmish Line Foul
This is when a Player steps on or over the Skirmish Line. A referee will blow the whistle once for this infraction and a penalty shot awarded. Play will be suspended until the penalty shot is resolved. At that time the General will choose either one of the shooters currently in the FEZ or him/herself to make the Penalty Shot.
Gross Power Foul
A Gross Power Foul is an infraction where a player with an artillery sling uses a power technique while in the FEZ. Referees will blow the whistle once and grant Two Penalty Shots for this infraction.
Whipping
Whipping is an infraction where a player intentionally or un-intentionally contacts an opposing player with any part of his/her sling. Referees will blow the whistle once, choice of two penalty shots granted, and the offending player warned. A second infraction by the same player will result in that player’s suspension from the Match, and two more penalty shots.
Off-Sides
In the case where a player improperly leaves an engagement zone, a single whistle will be blown and a penalty shot awarded. Improperly leaving an engagement zone means stepping into an area target, crossing into or out of the FEZ without relief, or entering any engagement zone from No Man’s land when the maximum number of players are already deployed.
Hoarding
Edited: Full Ruleset is forthcoming