Commencement and Duration:
a. The initiation of Blink Ball will be scheduled on the first minute of the hour. Which makes it easier to play.
b. The game shall endure for an exacting duration of three hours, concluding at 10 past 20:00 unless the quick play rule is in effect
c. The game is separated into 10 equal segments.
Equipment:
a. The Blink Ball, an important part of Blink Ball, needs to be spherical, crafted from resilient materials, such as vulcanized rubber or synthetic composite.
b. The diameter of the Blink Ball must conform to the range of 12 to 15 inches, creating an optimal balance between maneuverability and grip.
c. To maximize visibility and differentiation, the Blink Ball needs to have colorful rubber and contrasting patterns. Which helps the vision for players.
Game Setup:
a. The playing field shall be in a square configuration, measured to span precisely 48 feet from each vertex to its opposed counterpart.
b. The four cardinal directions shall be denoted by strategically positioned markers at each corner of the field, serving as prominent reference points.
c. During the 8th OR FINAL segment of the game, the game teller (pre-assigned) will call the start, mid, and end shots.
Player Positions:
Game Progression:
a. A Blink Ball encounter shall be partitioned into ten half-hourly quarters, each precisely spanning 30 minutes in duration.
b. At the inception of every quarter, players shall convene at the epicenter of the field, partaking in a ceremonial coin toss to determine the initial possession. It is important to understand the coin flip decision (Call) must be made after the flip.
c. Throughout each quarter, players shall be bound by the penalties of fair play.
Blink Ball Manipulation:
a. The exclusive prerogative to physically interact with the Blink Ball shall be sent upon the Offensive Specialists, granting them the decision-making power.
b. The Defensive Experts and Midfield Players, may use tactics to intercept the Blink Ball, employing legal methods devoid of physical contact. But they cannot come within contact of the offensive coordinator without a rule exception clause
c. Any player found guilty of contravening the regulations by employing their non-dominant hand to manipulate the Blink Ball shall incur severe consequences, resulting in an immediate turnover of possession.
d. As important to fair play, players are allowed to contest illegal throws or actions.
Scoring:
a. A point is scored when a valid pass is made within the correct requirements of a fair throw. The pass cannot violate any tenet or penalty.
b. Each instance of successful scoring shall be rewarded with a singular point. Points can be converted into Blinks. Which allows for a double-point multiplier for the remainder of the period. But a blink cannot be activated in a grace period.
c. At the end if the 10th segment. The team with the highest amount of points wins. Yet it's important to know that Blinks are subtracted from the final score. And all penalties result in a point deduction equivalent to the severity of the violation.
e. Max/Win score can be set to anything by the game teller. It is decided by the chart below.
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