Doubling and more clarifications...
The Runner may choose to pass the ball to his/her teammates. The purpose is to attempt a process of passing the ball ten (10) times between teammates. The ball may not be passed back to the Runner until ten passes have been completed. If the ball is passed back to the Runner before ten passes are completed then the game continues without Doubling and the chance for Doubling is forfeited. During the Doubling process the Runner remains a target and if the Runner is speared, jousted, encapsulated, or flung, then the sides switch and the opposing team scores a full value Kill. In other words, the Runner does not have to have possession of the ball in order for sides to switch if the Runner gets speared, jousted, encapsulated, or flung.
Sides may also switch if the Runner fumbles or drops the ball. The ball cannot touch the ground. No Kill is awarded.
If the Runner touches the ground with any other part of his/her body other than his/her feet then the sides switch. If not due to flinging then no Kill is awarded. If the Runner is flung (as defined by the rules) to the ground then sides switch and a Kill is awarded.
If the Runner passes the ball to his teammates and one of the teammates gets jousted while in possession of the ball then sides switch. The Runner's teammates may not be speared. They may only be jousted or flung. The polearm may only be thrown at the Runner.
If a teammate in possession of the ball becomes encapsulated then sides switch. A Kill is awarded but it is not worth as much as the Runner.
If a teammate who has possession of the ball is flung to the ground as defined by the rules, then the sides switch. A Kill is awarded but it is not worth as much as the Runner. If a teammate fumbles or drops the ball then sides switch. No Kill is awarded.
Again, a Runner’s teammate may not be speared. Only the Runner who wears protective equipment may have the polearm thrown at him/her.
The Runner must make a Delivery to his/her village in order to score points. He/she is carrying goods intended for his/her tribe which is represented by the polearmball. The target is a physical representation of his/her village. Once a Runner delivers his/her goods to his/her village by crossing a Delivery Line and scores a Delivery he/she must then defend his/her village from attack by pursuers. Within five seconds after the Runner crosses a Delivery Line the opposing team must have the polearm airborne if they wish to attempt to damage the village by hitting the target. Five seconds after the Runner crosses the Delivery Line a buzzer will sound and the polearm must be airborne by then. If the polearm is not airborne when the buzzer sounds then the throw won't count after that. The Runner will dash over to the target and attempt to block or deflect the incoming polearm from striking and damaging the village (target).
The team which is in possession of the polearm during a round will attempt to encumber the Runner in such a way so as to create a shot for the Polearmist (person in possession of the polearm) who has the polearm in his/her hands at that moment. The polearm may be passed freely to any teammate.
A warrior/player in possession of the polearm may receive assistance from his/her teammates who may encumber the Runner and help create a line of fire so that the Polearmist may choose to throw the polearm at the Runner or joust the Runner whether the runner has possession of the ball or not.
In times of old a tribe member may approach his village from various directions. A tribal warrior could come in from the North, South, East, or West. This is why in Polearmball a Runner may run to either side of the playing field to score a Delivery. He/she may approach his/her village from any direction. Either Delivery Line is fair game at any time during a playing round or scrimmage. The Runner may choose to run in either direction and change his/her mind at will before he/she decides which Delivery Line he/she wants to cross at either end of the field.