Towerball

*A game played by those within the tower to pass the time and for entertainment. At higher levels, Towerball is a political tool used by the highest of status in order to manipulate wealth and to hinder other's views of said families. It acts as political measure of one's family's wealth & power if their Towerball team is powerful enough to compete at the highest levels. - **Sai Roen**, Towerball Commentator & Acer*

## **General Rules of Play**

Each team needs to designate the following roles for their players: Scout, Striker & Defender. Each role has limitations on where it can go throughout the arena, **Scouts** may only be on the Offensive Zone, **Defenders** may only be in the Defensive Zone & the Goal Zone & **Strikers** may move anywhere in the arena except for the Goal Zone.

The physical "Towerball" is made with a composite referred by many as **Condithral**. It's unique composition allows it to be maneuvered with the weave if one were to practice enough; meaning those who use the weave are able to manipulate it's trajectory using their preferred attribute. The ball must be kept within the bounds of the arena at all times; the last person who touched after it leaves the arena will be taken out of the game for (1 --> 2 --> 5 minutes respectively for each offense.) A person hit by the Towerball and who doesn't catch it are frozen for exactly 12 seconds, if the target of an enemy's throw catches the Towerball, the enemy is frozen for exactly 12 seconds.

There are four distinct zones that prevent or allow entry into them.

* **Goal Zone** - If an objective enters this zone, it nets you points, if a Towerball enters this zone, the enemy gains [3pts]. Only the defender may enter.
* **Defender Zone** - Within the defender zone, you defend your flag & the Goal Zone. Only Defenders & Strikers may enter this zone.
* **Neutral Zone** - Within the neutral zone, you can steal the neutral flag for [1 pts.] Only Strikers may enter this zone.
* **Offensive Zone** - Within the Offensive Zone, you may steal the enemy's flag [2pts] Only Strikers & Scouts may enter this zone.

The game is played out in a predetermined amount of rounds (always odd, 1, 3, 5 etc.) until one team has beaten the other in more than 1/2 of the rounds. Each round ends in a victory or loss for a team depending on if they scored more points than their enemies by "capturing" objectives laid throughout the arena, ties are broken by playing more rounds until the tie is broken. If a game goes beyond 365 games, it is said that the entire Tower enters a period of great peace & prosperity. Such a resolution is known as a "peaceful end" and it has slight religious connotations within the **Church of the Pointed Star**.

Every round is played in a "randomly" generated arena that is assembled through a **Terrain type** & **Layout**. Games begin by banning 1 terrain type & 1 layout type per team, with defenders banning first or by flipping a coin if there is no "defending team". Exact terrain types & layouts are determined by the **Towerball Committee**, and are changed centennially upon deep introspection of the meta-game.

*Due to pressing ceremonial reasons, druids are banned from playing Towerball due to several incidents of them exploding after touching the ball.* /s