Explorer Login

Sport


Jalak Ball

TEAM OPTIONS: 2 Teams required to play, but up to 4 teams can play.
SETUP: The Ref of the game must raise the four corner tiles once, that way there is an area for the teams (composed of 1 player each team or 2 players per team) to stay at. There must be 1 player/Referee who keeps score and controls the field and only that one person may control the field.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
NORMAL PLAY RULES: When the Ref (player and score keeper) drops the blue JalakBall to the center, All players must attempt to kick the ball into the opposing team goal area (identified by the symbol color on the raised columns tiles). The Red team's goal line is from the Red corner to the Green Corner, The Green corner's goal line is from the Green platform to the Yellow Platform and so on:
Photo Sharing and Video Hosting at Photobucket
When the Ball is kicked to an opposing team's forcefield (look below for Deathmath rules), the team that kicked it in scores. The ball must hit the forcefield and doesn't have to go through it. When the ball hits the forcefield, the Referee then removes the ball and drops it again. The first team to reach the set number of points wins.
OPTIONALS(Enforced by Referee) : Goalies are Optional, for 2 player teams (one kicking the ball one defending the goal)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
DEATHMATCH RULES:
The Forcefield in the JalakField is disengaged and any team mate (not including the referee, unless he/she falls, and is the only player on the team, then they can no longer play but remain Referee) that falls off the arena is disqualified and cannot return to play or recieve an invitation back until a new game begins . This means if you have 2 players on one team, and one player falls off, only the other player can participate this game. The Above normal match rules are then enforced (without forcefield).
OPTIONALS (enforced by Referee) : Goalies ^explained above. Players can all control the field.

Hope you enjoy and please feel free to drop me KI mail if you have any questions. My KI number is 8896669 and name is Alex-Macintosh. Hopefully soon I'll have a file saved so it can be made availible to load with a KI command.

Please do not claim this game as your own but ask if you'd like to share the rules on another site, via KI mail.

Jalak Four-square

Setup:
1. Set up the field so that there is a big plus-sign of one-step-raised tiles, leaving four lower tiles in each corner (picture is forthcoming)

2. Place each player in a quadrant (one of the lowered 4-tile corners). Each player must be touching both forcefield-walls in his corner, so as to be maximum distance from the center. For everything to be fair and equal, you really do need 4 players for this game. It might work with 2, but certainly not with 3.

3. Drop a "longbox" shape. This block will land in the center and take up a large portion of the horizontal arm of the plus-sign.

Play:
At a pre-determined signal (perhaps a neutral referee could count to 3), all players are allowed to move from their corners. They can move anywhere they want on the board, but they CANNOT raise or lower any columns. The player who raises or lowers a column instantly ends the round and gains a penalty point.

The goal is to get the longbox (by pushing it) to touch the floor in another player's quadrant. Doing this ends the round and gives a point to the player whose quadrant takes the longbox (points are bad).

Scoring, Rounds, and Matches:
Each time the longbox touches the floor of one of the quadrants, the player who owns that quadrant gets a point (points are bad), and the round is over. Players return to their corners, touching both walls as before, the old longbox is removed, and a new one is dropped. A new round then begins. A round is also ended if a player raises or lowers any column--in this case, the offending player automatically loses the round and a new round is begun.

Once any given player accrues 5 points, the match can end. If there is a single player who has less points than anyone else, the match is over and that player is declared the winner. If two or more players are tied for lowest score, however, then more rounds are played until there is a single player with the lowest score. All players continue to play in these tie-breaker rounds, even players who have 5 or more points--although they cannot win now, they can still help determine who the winner will be.

Tips:
Mouse movement gives you more control, but remember that if you use the mouse, you run the risk of moving a column and thus penalizing yourself. Players who are afraid this may happen might do better to stick with the keyboard in spite of its more limited control.

I have not yet playtested this game, so I don't know how well it will work in practice.

Stellaflora's picture

Zigerat Race


A variation on Race to the Top. Although this layout is shorter, but zig-zags more and is better for spectators to see what is going on.

Preparation:

You start the game by setting the columns to the heights in the above picture (orientation and starting height are not important, so long as the columns are at the relative heights as those depicted) and place a small cube in the two lowest corners. A higher level board is better lit, but a lower level board allows spectators to view the game better (see attatchments). The columns with white numbers are not part of the game, but serve to sperate the two sides and can serve as on-board spectator seating. Alturnativly you could try lowering these unused columns and turning off the Forcefield to add a little danger to the game (see attatchment "Zigerat Race Pitfall.txt")

Rules:

1. The Object of the game is to get your block to the top center-back column first.

2. You may only move the column your cube is on up or down 1 step from the original starting position (you may move it as many times as you wish, so long as you remain in the +/- 1 step range).

3. If your cube gets caught in a corner you may stand on it closest to the edge and move the column up and the cube should be freed. If your cube falls though the column irretrievably you are entitled to stop the game until a new cube is acquired and moved to the column you lost it on.

4. You may not move any column but the one your cube is on. Moving your opponents columns will result in disqualification.

5. If you push your cube onto you opponents side at any time you immediately forfeit the game.

6. The winner is the first person to get their cube on the top column and moved the said column up one, effectively taking it out of your opponents +/- column range.

Also see the variation of this "Race to the Top".

rong's picture

Jalaball

A very simple but fast paced ball game.

Teams and Players

This is a game for two teams, each team can have from one to as many players as you like!

Setting up the game

First turn on the jalakfield, then load the rong.jalaball column file with the command:

/loadcolumns rong.jalaball

Once the columns are set, they are not moved at all for the duration of the game.

A single player from either team is elected to trigger the jalaball for each round of play (the 'dropper') for the duration of the whole match.

Objective

Get a jalaball into your own goal! The two team goals (yellow and red) are the single lowered columns in opposing corners.

Playing the game

1 Each team chooses a corner as their goal (yellow corner or red corner) for the duration of the whole match.

2 All team members start each round in their own goal (for example, if you are in the yellow team then you must stand in the yellow corner with the fish symbol).

3 When both teams are in position, the elected 'dropper' drops a single jalaball into the arena. When the jalaball lands, the round starts.

4 Players now jump out of their team goal and attempt to push the jalaball back into their own team goal.

5 Once the jalaball has been pushed into a teams goal, the round ends (the jalaball may be left in the teams goal, see Scoring).

6 Teams now return to their goal ready for the next round of play.

Scoring

Each jalaball that a team pushes into their own goal is one point.

A team that collects three jalaballs (three points) wins a set. When this happens, remove the three jalaballs from the goal and put a single small jalasquare in the goal to indicate a set has been won (see Tips for the suggested way to remove the jalaballs). The opposing team must also remove any jalaballs in their goal, so a new set can be started.

The first team to win three sets wins the game!

Tips

If you're like me, then you use both mouse buttons to run in moul, but this can result in accidental triggering of columns. I suggest using shift with your move forward key to run, and not use the mouse for the game.

If you want a more leisurely game, make people walk!

When a set is won, jalaballs must be removed from each teams goal. The easiest way I find to do this is to lower a column adjacent to your team goal (effectively making your goal bigger), turn off the Jalakfield, and push the balls into oblivion. Afterwards, just make sure you raise the column back up, and turn the Jalakfield back on!

The easiest way to put a jalablock (a small cube) in a teams goal when a set is won is to stand in the centre, face the goal where you wish to put the jalablock, step back very slightly, drop the jalablock into the arena and jump to 'head' the block into the goal!

Syndicate content