Camp-KAMBUF-Camp - Coming Soon To a City Near You,......!
The WAACL) Rules and game-play. Operates in an evolving rule, game play platform. Teams may submit rule variation for consideration, rule suggestion will either be placed for consideration or rejection.
All teams must submit a sealed pre-game strategic plan (24hr) prior to Tip-Off.
The Pregame Strategic Plan: Shall establish each teams initial scoring combination* and requested for positions on the field. If positions are requested by multiple teams then a dual or forfeiture shall determine position.
Pregame Strategic Plan Submittals and Field Position Grants
Request for Field Positions
Announcement of Awarded and Contested Field Positions
Field Position Duels
Pregame Warm-Ups
Field open 2hr prior to game start time
Start of Game MidField 4-way-Jump Ball* Tip-Off.
To engage 4 teams in an Athletic Combat Battle of an unique skill sets that pulls from athletic abilities use in games like Rugby, American Football, Basketball, Soccer, Hockey, Baseball, Cricket, and 7 disciplines of Martial Arts: Boxing, Karate, Brazilian Ju Jitsu, Judo, Aikido, Wrestling/Grappling.
Winning teams will use strategy along with physical abilities to protect their teams zones and goals from being score on or invaded. While also pushing their own offensive strategy lead by the Offensive and Defensive Generals. Each teams ultimate goal is to score as many points as possible on the opposing teams.
This sport is intended to be extreme and of high level and intensity, combative, and physically intense. Game play is continuous with very minimal stoppage in play.
Game Play is Continuous: Running Clock (6-sessions X 45minutes)
Clock Stoppage only by;
InjuryTime OutSuccessful DeliveryStadium HitPoints are scored in a various number of ways to including:
Knockouts, Submissions, Bat-Hits, Deliveries, Goals, Buckets, Zone and Goal Invasions.
Each team is allowed a maximum of 23 players on the field at a time and may carry a traveling roster of 100 players max.
W(AACL) World (Archangel Athletic Combat League) promotes mix gender(Male/Female) game play and open competitive competition. Game play and all positions are open to both male and female players, with no special exceptions .
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W(AACL) Regulation Games are to consist of 6 - 45 min sessions =
Total Regulation Game Play 270 min / 5 Hours. If Any teams share the highest scores at end of regulation, all 4 teams will continue play into overtime.
In the event of overtime 1 additional 45 min Quarter will be played. If no team has the lead at the end of overtime, play will continue into Sudden Death.
Sudden Death may be performed in 1 of 5 ways.
Batter Engagement - The Safeties of the tied teams will simultaneously attempt to deliver 10 balls to their Catcher. The opposing sudden death team’s batter will defend and may score hits to aid in the winning of sudden death. The Safety with the most successful deliveries combined with batters hit count will determine who wins. All delivery attempts must be delivered within a strike zone to qualify as a successful delivery. If the Batter of the team engaged in Sudden Death hits a stadium hit the batter's team automatically wins Sudden Death.
Goalie Engagement - The Goalie’s of the tied teams will face off in a sudden death match up to be the first to both block and score a goal of and on each goalie participating in sudden death. (Example: The first goalie to both block a goal attempt and score a goal attempt of/on each participating goalie wins Sudden Death.
Offensive General (OG) Submission Match - The Offensive Generals of the tied teams will engage in a submission match - Combat Dual W/ Choice of Weapons
MidField Engagement - The Ground Pounders and Defenders of the tied teams will battle in a MidField Engagement - the first team to score 5 pts. wins
Goal Zone Invasion - The Receivers, Corners and Goalie of the tied teams will engage in goal invasions the first team to score wins.
Each game will begin with a 4-man tip off, performed by any 1 player of each team. This will put the ball into play and the game in motion.
Each position on the field may not move the ball equally:
General Ball Movement - The ball at anytime may be:
BouncedThrownKickedCarriedCaughtBattedBlocked*There are no restrictions on how a player performs these acts.*
Offensive Generals - May pass or hand-off a ball only to his teams Ground Pounders, Receivers, or Goalie.
Receivers - May only Receive the ball from their teams Offensive General or Ground Pounders.
Ground Pounders may only target receivers freely when game play is within the midway and midfield area of play.
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Receivers - May pass or hand off ball only to their teams receivers and ground pounders freely when game play is within the midway and midfield area of play.
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Ground Pounders - May pass or hand off ball only to their teams receivers and ground pounders freely when game play is within the midway and midfield area of play.
May pass or hand off ball only to their teams receivers and ground pounders when team is engaged in a charge.
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Blockers - May not move the ball
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Batters - May only strike the ball with their bat
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Defensive Generals (Safety) - May only pass or hand off ball to their teams receivers, corners, defenders and ground pounders freely when game play is within the midfield area of play.
May only pass (Deliver the ball to the catcher when game play is within the MidWay area of play.)
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Defenders (D) - May pass or hand off ball to their teams corners, freely when game play is within the midfield area of play.
May pass or hand off ball and any defender.
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Corners (C) - May pass or hand off ball to their teams defenders, freely when game play is within the midfield area of play.
May pass or hand off ball to their teams corners at freely..
May pass or hand off ball to any defender when game play is outside of midfield
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Catchers (CT) - May only receive the ball from the Safety. If received from the safety the catcher may safely give possession of the ball to their teams Offensive General at their teams line of scrimmage.
May cover and redistribute any loose ball to any player except the Offensive General, Goalie, Batters or Blockers.
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Goalie (G) - May deliver the ball to their teams catcher.
May cover any loose ball or strike attempt and pass the ball directly to any player except the Offensive General, Blockers.
The Goalie may only return the ball to his Team’s Offensive General on the Generals Line of Scrimmage. Upon a strike attempt, Goal or on a tackle, submission or knockout of a Receiver attempting to score a Goal Zone Invasion.
The Goalie may also elect to clear the ball into a new field of play.
Combat activities are an integral part of the game play, but shall not override the main objective of the game. Which is ball movement and scoring points through such ball movement. Combat Activities are allowed to make ball movement difficult and to relieve on field tensions between players.
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General Special Combat Activities - Are granted to Offensive Generals, Defensive
Generals, Goalies, Catchers, and Blockers, special combat activities allow players to Knockout, and or Submit any opponent on the field during normal game play.
All other player shall protect themselves at all times around these players.
Teammates may intervene in Special Combat to help a player under attack, but may not retaliate beyond Aggressive Play.
Special Combat players may accumulate points with Knockouts, and or Submissions.
*All Special Combat Activities will result in penalties.*
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Special Combat Engagement - Special Combat Engagement may involve any player from opposite teams, and must be mutual.
Special Combat Engagement must cest upon player surrender and or official interference.
Special Combat Engagement must be declared with a onfield challenge to another player. Any Challenge may be rejected.
*All Special Combat Engagement will result in penalties.*
*Any Special Combat Engagement not declared and mutual or in accordance with the game play rules shall result in immediate ejection from game play fines and a 20 point cumulative and game day game point deduction.*