The Rule Book
Page Three (3)
Pseudonyms and Fashion Wear:
The role playing aspect of Polearmball requires that all participants be members of a team represented by one of four identities: Clan, Tribe, Gang, or Family. Each player will choose a warrior name by which they will be known. Players shall not be known by real names. The pseudonym will conform to the spirit of the team’s theme. Tribe members shall have tribal names; Clan members shall have clan names, etc. Clothes will conform to the team theme. Clothes shall conform to materials and styles which allow full range of motion and do not obstruct the players or the course of play for the user nor for other players on the field of play. The uniforms/costumes shall be athletic-wear versions which hint at the full costume version of the fantasy characters. Players will need to have registered with The American Polearmball Association, Inc., and have had their team theme and garb approved. Members of the same team shall all wear the same style or fashion-wear in competitions so that all members on the same team will look alike or very similar. Opposing teams with the same theme shall have enough differences to be recognized separately from the other team on the playing field. 

Starting from far left sketch above shows example of Tribe member, Clan member, Gang member, and Family member.
Role Playing Concept of Polearmball:
Polearmball appeals to raw instincts. It provides the thrill of a hunt similar to what you would find in ancient times when hunting parties hunted in the wild for food and supplies to take back to their villages in order to survive. The challenge of overcoming obstacles and overcoming enemy assaults as you supply your village with food and supplies is simulated in Polearmball. Opposing enemy tribe members will be seeking to fulfill the thrill of making a Kill. If successful the booty is then surrendered over to your enemies.
Ancient Clan Members Hunting For Food
Old Time Gang Makes A Kill
On The Hunt!
In a nutshell, Polearmball draws a parallel to the role that tribe members of old would play to supply and defend their villages. Hence, Polearmball is a role playing sport. The weapon is a polearm. The goods are represented by a specially designed ball which simulates a sack of goods. The target represents the village and must be protected from assault whenever a Delivery is made. For up to five seconds after a Runner crosses a Delivery Line the enemy may attempt to throw the polearm and hit the target. The Runner will attempt to block the polearm from hitting the target.
The Targets at both ends of the playing field represent home. The target represents the village. If you are the "Runner" then when you score a delivery you must protect the target from getting hit by the polearm. Your enemies which in the game is the opposing team have five (5) seconds to throw the polearm at the target after the Runner scores a Delivery by crossing a Delivery Line. Should the enemy successfully strike the target then your Delivery is worth half.
Here is a sketch of a Runner scoring a Delivery and getting ready to block the polearm from hitting the target. The target represents the Runner's village in the role playing aspect of the game.
The runner must make a Delivery to his village in order to score points. He is carrying goods intended for use by his tribe which is represented by the polearmball. The target is a physical manifestation of his village. The target represents the runner’s village. Once a runner crosses a Delivery Line and scores a Delivery he must then defend his village from attack by pursuers. Should the enemy manage to inflict injury on the runner’s village by hitting the target with an airborne polearm then the value of the Delivery is diminished. The Delivery is worth only half of its original value. 
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