Rules & Propositions Database
Posted: 27 Feb 2006 18:58
-Ace the king (king = 4th square/server):
Who ever kicks the footbag into the server's square, without the king making any contact with the bag, takes the kings points and adds it to his/her own score. Self-destruction is not allowed: Any player caught intentionally getting themselves out to keep from gettng their points stolen drops to zero points. Questionable acts can be voted on. Players can only win from the King square.
-Tom's rule:
Trippy serves are legal and after x amount of kicks or legal contacts players are allowed to catch the footbag with your hand and serve to another square.
-Kick your square number:
Players must kick it the minimum number of times equal to the square they are playing in. No one is allowed to interfere/steal until the minimum is met.
-Ace everyone - play to 50 or 100:
Similar to Ace the King but all squares can be aced.
-Same side:
The defending player must recieve with the same side the footbag was passed with. If a player passes using their left leg, the recieving player must make the first contact with the left leg or they're out. Watch out for clippers!
-Losers of hack-off drop to zero points:
Uhh, losers of hack-off drop to zero points
-Roullette:
Each square is assigned a specific rule/proposition. The square that a player is eliminated from determines the next round's rule. For example, square 3 is assigned Spikes Allowed for Lowest Score. If a player is eliminated from square 3, then the player or players with lowest score are allowed to spike for the next round. Another variation of this rules uses different types of footbags or other kickable objects instead of rules. It helps to have a wide variety; like net bags, takraws, old floppy sandbags, rolled up socks, or old plush toys. Use your imagination.
-No emotional outbursts:
Any player in the court that displays any kind of emotion is out. Watch out for little children!
-Ong Bak:
Passes must be made using your knee.
-Spikes allowed for the lowest score:
Players with the lowest score in the court can spike. Watch out for little Zekes!
-Spin rule!:
Before the serve, all players do a complete spin equal to their square number. Players at game point spins double the normal amount. Personally, this is more fun to watch than play... especially if it's 6 square!
-Five in a row:
The first player to score five points consecutively playing with original rules wins. Scores do not carry over when eliminated.
-Double Team:
Players that cooperate to ace another player both recieve 1 bonus point. 2 points each if they take out the king. This rule still needs some tweaking but it was still alot of fun to try.
-Spike after X amount of contacts:
Similar to Tom's Rule but instead ot catching and trippy serving after a set amount of contacts you can spike. Lots of fun.
-Highlander Alpha:
Each player has one point. The only way to score is to ace another player and take their point (or points). Player with all the points is the winner. There can be only one. Works well if there is no line of players waiting to get in.
-Highlander Beta:
No points. First player to Ace everyone else wins. Works well if there is no line of players waiting to get in. As an option you can propose that if you lose a hack-off, you lose your aces and start over.
Other peoples rules that I like
-Line rule:
When the footbag lands on a line all players in the court are out.
-One eyed pirate:
Everyone in the court plays with their right hand covering their left eye or the other way around. Oh, and the arm passes BEHIND their head.
Who ever kicks the footbag into the server's square, without the king making any contact with the bag, takes the kings points and adds it to his/her own score. Self-destruction is not allowed: Any player caught intentionally getting themselves out to keep from gettng their points stolen drops to zero points. Questionable acts can be voted on. Players can only win from the King square.
-Tom's rule:
Trippy serves are legal and after x amount of kicks or legal contacts players are allowed to catch the footbag with your hand and serve to another square.
-Kick your square number:
Players must kick it the minimum number of times equal to the square they are playing in. No one is allowed to interfere/steal until the minimum is met.
-Ace everyone - play to 50 or 100:
Similar to Ace the King but all squares can be aced.
-Same side:
The defending player must recieve with the same side the footbag was passed with. If a player passes using their left leg, the recieving player must make the first contact with the left leg or they're out. Watch out for clippers!
-Losers of hack-off drop to zero points:
Uhh, losers of hack-off drop to zero points
-Roullette:
Each square is assigned a specific rule/proposition. The square that a player is eliminated from determines the next round's rule. For example, square 3 is assigned Spikes Allowed for Lowest Score. If a player is eliminated from square 3, then the player or players with lowest score are allowed to spike for the next round. Another variation of this rules uses different types of footbags or other kickable objects instead of rules. It helps to have a wide variety; like net bags, takraws, old floppy sandbags, rolled up socks, or old plush toys. Use your imagination.
-No emotional outbursts:
Any player in the court that displays any kind of emotion is out. Watch out for little children!
-Ong Bak:
Passes must be made using your knee.
-Spikes allowed for the lowest score:
Players with the lowest score in the court can spike. Watch out for little Zekes!
-Spin rule!:
Before the serve, all players do a complete spin equal to their square number. Players at game point spins double the normal amount. Personally, this is more fun to watch than play... especially if it's 6 square!
-Five in a row:
The first player to score five points consecutively playing with original rules wins. Scores do not carry over when eliminated.
-Double Team:
Players that cooperate to ace another player both recieve 1 bonus point. 2 points each if they take out the king. This rule still needs some tweaking but it was still alot of fun to try.
-Spike after X amount of contacts:
Similar to Tom's Rule but instead ot catching and trippy serving after a set amount of contacts you can spike. Lots of fun.
-Highlander Alpha:
Each player has one point. The only way to score is to ace another player and take their point (or points). Player with all the points is the winner. There can be only one. Works well if there is no line of players waiting to get in.
-Highlander Beta:
No points. First player to Ace everyone else wins. Works well if there is no line of players waiting to get in. As an option you can propose that if you lose a hack-off, you lose your aces and start over.
Other peoples rules that I like
-Line rule:
When the footbag lands on a line all players in the court are out.
-One eyed pirate:
Everyone in the court plays with their right hand covering their left eye or the other way around. Oh, and the arm passes BEHIND their head.