Rule #1: Balls, Logos, & Sponsorships: The World Super Scoreball Federation is the governing organization for super scoreball, and establishes rules, overseas tournaments, championships, and sponsorship for the sport.
Rule #2 Playing Surface/Fields: Super scoreball may be played on any existing outdoor athletic field, indoor arena, or gym, provided that super scoreball tower structures are correctly, and safely attached to the side of the net structures. For all other games, indoors or outdoors, and outside of the continental United States, flexibility of playing area is allowed, especially for use of existing athletic fields used for the game of soccer.
Towers structures for indoor arenas may be in-set, or recessed, into the perimeter wall for safety purposes. The chute/tube may be modified to adjust for feeding the ball into the rear of the net. Creative construction of outdoor field units using plywood, plastic, steel, and other materials is allowed as long as each towers remains about twelve feet high, and the concept of the game is not changed.
Rule #3 Team Size: Super scoreball games are played between two teams, each consisting of eight to sixteen players, and led by a field commander (coach). Amateur teams must dress a minimum of eight players for sanctioned games. A maximum but equal number of players from both teams will participate in the tug of war at the beginning of the battle. As soon as the tug of war contest is decided, selected active players from each team remain on the field. One player from each team is designated as the tower watch or goalie. The tower watch defends the net and towers. The remaining players on the field operate in offensive and defensive postures.
Rule #4 Uniforms: Teams and players should be identified by uniforms. Super scoreball involves constant unintentional physical contact. Field commanders (coaches) should strongly encourage the use of mouthpieces, protective cups, and shin guards during serious competition.
Rule #5 Officials: A certified senior chief shall be designated to officiate each super scoreball game. The senior chief’s authority commences as soon as he or she arrives on the field. Their authority covers all game-related activity. The senior chief shall hold a meeting with field commanders at center field prior to the game-opening tug of war. Before, during, and after, the senior chief shall warn players, coaches, team officials, and fans to avoid misconduct or un-sportsman-like behavior.
Rule #6 Assistant Officials: One official may be able to handle oversight of a game at lower levels of play, however; At least one, but preferably two assistant chief officials shall be designated to help officiate each super scoreball game. The assistant chief’s authority is secondary to the senior chief referee, and shall commence when he or she arrives on the field of play.
Rule #7 Length of Game & Timeouts: A battle between two teams shall be divided into three equal campaigns of 15 or 20 minutes each. The timeout interval between each campaign of play shall not be less than five minutes, nor more than ten minutes. Each field commander begins the battle with four one-minute time-outs. Time-outs may be called by a team with possession of the ball. Any delay of the battle by a team returning from a time-out, may be cause for the awarding bonus kick by the senior chief.
Rule #8 Start of The Battle/Game: The senior chief official meets with field commanders and team executive officers (captains) from each team to discuss rules and special circumstances before the first campaign begins, but not before the team colors are proudly displayed and/or vigorously posted. Field Commanders should arrive at center field with a sense of urgency, and vigourously throw down or stake their colors.
The rope for the tug of war is positioned on the ground at center field by the senior chief official. Teams line up at opposite ends of the field on their goal line after receiving advice from their field commanders. At the sound of the starter’s gun, horn, or whistle, players from both teams race to the rope, get into position, and pick up the rope. For safety reasons, the rope may not be tied or wrapped around the hands or any part of the body.
The official will blow the whistle a second time after confirming that no unsafe condition or unfair advantage exists. Teams commence pulling with all their might. The event is won when one team succeeds in pulling two players from the opposition over the center field line. The winning team of the tug of war removes the rope from the field, then stores it away for safekeeping and security in the team’s official battle chest.
The tower watch or "goalie" for the team that won the tug of war takes the first shot on the tower while other players line up at center field. If the player misses the shot, the ball becomes live.
Rule #9 Boundries of Play: Super Scoreball battlefield boundaries are established by field markings. When any part of the ball, or a player touches a line, boundary rules apply: If a player touches the goal line, or the Hex Zone line, they are considered in that zone. If a player, or the scoreball touches the outside perimeter line, an out-of-bounds condition has occurred. Play is halted, and the clock is stopped. Ball possession changes to the team which did not knock the ball out of play.
The first campaign begins with a tug of war, followed by a Hex scoring opportunity by the winning team’s tower watch. The second campaign begins with a Hex opportunity attempt by the tower watch of the team that lost the tug of war. The third period begins with a Hex opportunity by the tower watch of the team that won the game opening tug of war.
Rule #10 Scoring & Ball Handling: Two points are awarded to a team each time they succeed in kicking the ball into the net structure. Three points are awarded to a team each time one of its members succeeds in throwing the ball by hand into the opening of one of the towers.
This is where the concept of limited dribbling comes into play. Players who receive the ball via a teammate’’s kick, or via a chest, or head-pass, or from a rebound of the structures, may handle the ball with their hands. If attempting to score immediately, they may take two steps in a continuous movement while making a shot on a tower.
If the player chooses to move around, they must dribble the ball. They may dribble the ball up to three times, and take up to three steps. At this stage, they must attempt to score, or pass the ball off to a teammate. A missed throw that lands on the ground may only be moved by kicking, i.e., the ball may not be picked up.
Goal-tending, dunking, and jamming of the ball is not allowed. A hex zone exists in front of each field unit. The hex zone consists of a marked zone or "pocket" which is the shape of half a hexagon. The hex zone extends from the left outer edge of the left tower, over to the right outer edge of the right ower.
SCORING STRATEGY: There is a scoring strategy to the game; Teams should try to earn Hex bonus scoring opportunities. To qualify for a Hex, teams should score first in the left tower, then on the right tower, then produce a successful kick on the net in subsequent trips down the field. When this is accomplished, the clock is stopped. All active players stand at center field. The last team member to score takes a free shot on the left tower. If they get it in, they move to the right tower. If they make that shot, they get a kick on the net. A total of eight points is possible in this situation.
Rule #11 Conduct & Warnings: Super Scoreball is a battle for scoring supremacy under controlled conditions. The game is not intended to encourage conditions which lead to serious injury of players or hooliganism among spectators.
Participants should concentrate on honorable play, and the act of scoring points. Any player who intentionally commits acts which are contrary to honorable sportsman-like conduct, and the intent of the game, shall be identified by the senior chief official and penalized by the awarding of a bonus kick by the opposing team.
Rule #12 Bonus Points & the Hex Strategy: For any infringement of Rules of the Game, when the scoreball is in play, the senior chief official may award a bonus throw or kick to the team that experiences an act of injustice, or unsportsmanlike conduct. During the execution of a bonus kick or throw, all opponents shall stand at the center of the field until the bonus shot touches the net, or tower.
The Hex is the bonus method of scoring points. Teams should attempt to score once in the left tower, once in the the right tower, and then once in with a kick on the net. If they get all three scores on consecutive trips down the field, they earn a Hex. The clock is stopped, and the the last player who got the correctly-sequenced shot in the tower gets to try to score again while everyone else lines up at center field. If the player gets it in the left tower, they get a chance at the right tower. If they get it in there, they earn a free kick on the net. Eight points are possible in this scenerio.
Rule #13 Penalty Kicks: A bonus kick, or throw for penalty purposes, shall be taken from one of the bonus markers. All players, with the exception of the defending tower watch, and the player executing the bonus opportunity, shall stand on the field’s center line, with each team alternating a position, until the scoreball makes contact with the towers, net, or tower watch.
The tower watch shall stand in the net area until the ball has been thrown or kicked. The player making the bonus shot must throw or kick the ball toward the towers or net. The ball is play once it leaves the players hands or foot. The player may not touch the ball a second time until it has been touched by another player.
Rule #14 Blocked Shots and Throw-Ins: When a shot is missed, the tower watch must kick the ball back onto the field, in other words, the watch may not throw or toss the ball. When the scoreball leaves the battle area for any reason, it shall be thrown-in from the same point where it left the field by a team member of the team which did not contribute to the ball going out of play.