Rules of Engagement:
The game begins.
The game is poised and ready to begin when all team players are positioned at their respective starting points and the Team Leader who has possession of the polearmball is signaled (Gong is sounded) so that he/she may now throw the polearmball to the Runner in the Midfield Circle.
The other members from each team who are neither the first Runner nor the first Polearmist must remain behind the Delivery Lines at opposite ends of the field until the polearmball is caught by the Runner. If the ball is successfully caught by the Runner then the players from both teams who are behind the Delivery Lines may advance to the Limit Lines and wait for the outcome of the face-off between the Polearmist and the Runner. If the Runner fails to catch the ball due to a miss or fumble then the opposing team is awarded one (1) point. After a failed catch the sides reverse and a new Runner and Polearmist is chosen by the respective Team Leaders.
The team which runs the ball first must select a Runner first after which the other team selects their Polearmist. The Runner is always selected first and the Polearmist is always selected second by the other Team Leader.
If a failed catch by the Runner is due to a successful interception by the Polearmist whereby the Polearmist jousts or spears the polearmball then the Polearmist’s team scores two (2) points for spearing or three (3) points for jousting the polearmball. The sides then reverse choosing a new Runner and new Polearmist. The teams restart at opposite sides of the field from the last round.
All players must play the part of Polearmist and Runner. All players must take a turn as the game progresses to be the Polearmist and the Runner who starts the round. The rotation passes from one player to another until all players have taken a turn without repeating their turn. The Team Leaders will always go last in the rotation. The event when the Team Leaders go head to head signals the end of the rotation of the players. In the subsequent scrimmage or run the Team Leaders may select a new order of rotation. Again, during the rotation no player may repeat their turn. The order of rotation is determined by the Team Leaders of each team except for the last face-off which will always consist of the Team Leaders themselves. Once a full rotation has been completed then a new rotation may begin. The referee will notify the players that they may commence a new rotation of players.
At the beginning of each round, the Polearmist may earn two (2) points for spearing the polearmball. If the airborne polearm hits the polearmball in mid air during the beginning throw then the sides reverse and two (2) points are scored for the Polearmist’s team. The Polearmist may also joust the polearmball in mid air and earn three (3) points. If the Runner is speared inside or outside the circle then the Polearmist's team is awarded a Kill against the Runner for three (3) points. If the Runner is jousted while the Runner is inside or outside the Midfield Circle by the Polearmist then the Polearmist’s team scores four (4) points and the sides switch. The Polearmist must use caution to assure he/she remains outside the circle during an attempt to joust the Runner while the Runner is inside the circle before the Runner's sixty (60) seconds have elapsed.
For sixty (60) seconds after the ball is caught, the Midfield Circle acts as a safe zone for the Runner. No player may enter the Midfield Circle at this time. The safe zone time period may end prematurely if the Runner steps out of the circle or the Polearmist throws the polearm and it either strikes the Runner or strikes the ball or the polearm lands on the ground due to a miss. If the Runner is hit by an airborne polearm while he is inside the safe zone then the Polearmist’s team scores three (3) points for the Kill and the game switches sides for a new face-off. If the polearm misses the Runner then at the moment when the polearm touches the ground all players on the field may then immediately have free access to the entire playing field. The referee will give a signal (Gun shot) which will let everyone know that all players have free access to the entire playing area.
The signal which a referee will use when a polearm touches a Runner is by shouting the word, “Kill.” This call represents a role playing aspect of the game and does not represent bodily harm to the Runner. If a successful Kill is made then the teams switch sides and the game restarts with a new rout.
A Kill against the Runner can be accomplished four ways. The Runner may be speared by an airborne polearm. The Runner may be jousted with the polearm. A Runner may be encapsulated by three or more opposing team members. A Runner may be flung to the ground (without letting go). A speared Runner is worth three (3) points. A jousted Runner is worth three (4) points. An encapsulated Runner is worth five (5) points. A flung Runner is worth (2) points.
Making a Kill:
A Kill must be made in a sportsmanlike manner. A referee will judge each Kill which is made during the game. Should a referee deem unsportsmanlike conduct has occurred during a Kill then it shall be considered that a foul was committed against the Runner. The signal for a foul will be a whistle blow. The Runner will then be granted the process for a foul as specified in this rule book. The Polearmist will not lose credit for making a Kill even though it was done in an unsportsmanlike manner. However, the Runner may win points when the process for a foul is played out.
There are four (4) ways to make a Kill:
One: A polearmist may use the polearm as a projectile in order to strike the Runner and thus make a Kill. This method of making a Kill by throwing the polearm at the Runner is called “spearing.” Spearing the Runner is worth three (3) points. If the Polearmist is perceived as using undue force or the Polearmist aims at other than the torso then a foul may be called at the discretion of the referee. The Runner’s legs should not be targeted; the Runner’s head should not be targeted. Undue force at close range will not be tolerated.
Two: A Polearmist may use the polearm to jab the Runner. This is called “jousting.” A jousted Runner is worth four (4) points to the offense. If the Polearmist is perceived as using undue force to joust a Runner then a foul may be called. The Polearmist will not lose credit for making an unsportsmanlike Kill by way of jousting. The Polearmist must keep the polearm in his/her hand(s) during and after a joust. If the Polearmist loses possession of the polearm during or up to two (2) seconds after a joust then the joust shall not be valid. In the event of an invalid joust then play continues without stopping. Knocking the Runner to the ground as a result of a joust is automatically a foul unless the runner simply lost his balance. If the Runner is fouled as a result of being jousted then the Runner may win points back when the process for a foul is played out.
Three: When three or more players interlock their arms or hands together to form a human chain and manage to surround a Runner completely so that a closed circle of players interlock completely around a Runner, then this shall be considered a Kill. This shall be called Encapsulation which is worth five (5) points. The referee will blow his whistle accordingly if a foul is committed during an encapsulation. A foul committed by any one player participating in an encapsulation shall cause a foul to be called against all the players in the chain. The Runner will thus have an opportunity to gain points when the process of a foul is played out per each and every individual player who participated in the chain. The Runner shall have his choice of Run-downs or Toss-ups or Arm Duels for each player that was counted in the foul.
Four: A Runner may be Flung as per definition in the rules. A successful Fling to the ground shall be worth two (2) points and cause sides to switch.