Wizardball
The official rules of wizardball, as collected and tabulated by the Fantasy Wizardball Association, have been successfully used as an implement of murder. The version containing the appendix of variant rules has a spine so thick it cannot actually be opened without mechanical or magical aid. Multi-volume collections have been known to grow unruly enough to devour the reader.
Thankfully, the wizardball community ignores all of this and embraces the maddening chaos that is the magical world's greatest sport. There is no understanding the incomprehensible layers of in-jokes and strategies from the outside; there is only the knowing of the initiated.
Wizardball gets into your blood. The roar of the crowd, the pounding of the drums, the colors of the jerseys, the ozone tang of octarine mists and the smells of lemon ice and sausages inna bun. Wizardball is life itself.
For the uninitiated, there are four simple guidelines that give structure wizardball.
- The point of the game is to get the ball, by whatever means necessary, into the enemy's goal. Scores may go up until a time limit has been reached, or down until a team's pool of points has been exhausted.
- The two teams are arrayed as one would set up a chess board: 8 pawns, 2 rooks, 2 knights, 2 bishops, a king and a queen.
- Each position can be filled from a pool of variant classes. Each class is equipped with ta specific loadout of appropriate spells and equipment, and is beholden to a series of limitations.
- Cheating is permitted, so long as it does not extend past the boundaries of the pitch and the cheater can manage to either outwit or overpower the referee.
1d20 School Mascots
- Ol' Rusty the rust monster
- Manny the Maniac Manticore
- The Green Gorgon
- Bullette Biter
- The Big Hungry Mimic
- The Tin Men
- Ozzie Ooze
- The Deep Ones
- Skeleton Dan
- Mopey the Catelopas
- Sidney Salamander
- The Hellhound Named Spot
- Bumf the Flumph
- The Great Griffin
- The Brawling Blemmeyes
- The Tartary Lambs
- Brother Wulfhelm, the Drunken Monk
- Mabel the Mermaid
- D. T., Princess of the Red Planet
- Terry the Tarasque
1d20 Other Wizarding Sports
Sport names courtesy of +Skerples
1. Rugger |
Teams are scrambled on the quarter |
2. Soccer |
Can only be played while blackout drunk |
3. Blagger |
Asymmetrical field |
4. Blugger |
Traditionally played nude |
5. Crumpet |
Synchronized musical accompaniment |
6. Cornet |
Uses sticks and shields |
7. Horseshoe |
Average match lasts nine hours |
8. Bannet |
One team replaced by demons |
9. Lurp Ball |
Players cannot touch the ground |
10. Flems-fight |
The arena is flooded and filled with trout |
11. Tennis |
Players launched out of cannons |
12. Ballmight |
Must sacrifice losing team to the SUPERB OWL during playoffs. |
13. Renfield |
A live tiger released during second half |
14. Nibblet |
Indistinguishable from actual warfare |
15. Zork |
Played only in complete darkness |
16. Mango |
Played with 30 balls on the pitch |
17. Gibbet |
Goals move autonomously |
18. Follow-the-Pony |
One continuous game that has run for 187 years |
19. Estivan Tony |
Adaptable playing field |
20. Flibbertygibbet |
Oh gods, everything is on fire |
David Shugars and Skerples are somewhat to blame for this (I was going to do it anyway, honestly)
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