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RULES


Fate

Play begins with a coin toss to determine which team is granted the first throw-in.

Points

There are two ways that points can be scored in VikingBall: goals and hits.

Goals

First, if the game ball enters the opponent's goal, a point is awarded. In addition to the Runner's hockey stick, any part of the body can be used to score a point except the hands. For example, a Runner could head or kick the ball in, or it could bounce off any other part of their body into the goal, even unintentionally. Any time a goal is scored (or it appears a goal is scored), players should call out "Goal!" to alert the other side of the field (see Precedence). After a goal has been scored, play stops, and a throw-in is awarded to the team that did not score the point.

After a goal has been scored, the Viking can return the ball back into play immediately. For example, after a goal has been scored, the Viking that is awarded the throw-in can quickly pick up the ball and throw it downfield before the opposing Runners can reposition themselves. This means that the Viking that gave up the goal has some control over how long play has stopped.

Hits

Second, while the ball is in play, the Viking can roam anywhere within the boundary of the viking box. If the Viking is able to use his hammer to hit an opposing Runner on any part of the Runner’s body (not including the Runner’s stick) a point is awarded. Runners are allowed to block the Viking’s hammer with their sticks, even raising them above the waist. However, normal rules for High-Sticking still apply; if a Runner hits another player above the waist with his or her stick-blade, it results in a penalty. The Runner must be hit with the head of the hammer for the hit to count; contact with the hammer's handle does not count as a hit. If a Viking loses contact with his or her hammer, it is no longer able to score points until he picks it up again; a Viking must maintain possession of the hammer in order to score points with it. Vikings are allowed to block the Runners’ sticks or bodies with their shield in order to gain advantage with their hammer. The Runner can hit the Viking’s shield or hammer without incurring a High-Sticking penalty. When defending against the Viking's attack, it is permissible for the Runner to disarm the Viking by knocking away the hammer or shield; normal rules for High-Sticking still apply. If a Viking loses possession of his hammer after the hit has been scored, the point still stands as long as he had possession when the hit was made.

If a Viking drops his gear, he can either retrieve it himself or an allied player can return it. If the Viking somehow manages to drop or throw his stick or hammer out of his reach or into enemy territory (i.e., outside of his own viking box), play continues until a team member is able to return it to the player, or until a point has been scored. Opposing Runners can only make incidental contact with the shield or hammer if the Viking does not have possession; they cannot intentionally prevent the Viking or his team from retrieving the gear (see Interference section below).

Only one hit can be scored at a time by a Viking until the next throw-in (i.e., multiple, successive hits with the hammer do not result in multiple points). The Viking’s hammer or shield may cross the boundary of the viking box, but his or her body must not make contact with the ground past the boundary. This means that a Viking can safely stop themselves on their shield so long as their hand does not touch the ground. Should his or her body touch the ground past the line any time the ball is in play, play stops, and any hits that were delivered do not count as points; the Viking must face a penalty shot (see Infringement section below). Vikings can lean on the hammer, shield, or allied Runners to stay within the viking box.

The Viking can block the goal with hammer or shield even if it is not in his or her possession; this means the Viking can throw the hammer or shield to interfere with the movement of the ball or the opposing Runners' attack. However, if an opposing Runner is hit with a thrown hammer, no point is awarded since the Viking has not maintained possession. Though this ability can be useful in key situations, it is still a dangerous tactic as the Viking temporarily loses the ability to score hits, as well as loses one of his only means to guard the goal until he can retrieve the hammer.

Any time a hit is scored (or it appears a hit is scored), players should call out "Hit!" to alert the other side of the field (see Precedence). When a hit has been scored, play stops, and a throw-in is awarded to the team that did not score the point. As with a goal, the opposing Viking can return the ball back into play immediately.

Gauntlet Variant Rule
In the Gauntlet variant, a Runner's hands (or standard size gloves) do not count for the purposes of scoring hits. This means a Viking must hit opposing Runners anywhere other than the stick or hands to score points. The hands (or gloves) must be in contact with the Runner's stick; if they are not, they are considered legal targets. This is a good variant to use for beginning players until Runners become acclimated to the Viking's ability to counterattack.

Throw-Ins

At the beginning of the match, and any time after a point is scored, the Viking from the non-scoring team must throw the ball back into play while standing anywhere in the viking box. Throw-ins are also awarded to teams when an opposing Runner commits a penalty and must enter the penalty box. During the throw-in, Runners from both teams can place themselves anywhere on the court, but once the ball is in play, the Vikings are once again allowed to attack with their hammers. Vikings can only carry the ball with their hands after a point has been scored; otherwise they must defend the goal with their shield, hammer, or any part of their body (including their hands, although they can only slap the ball in the same way a Runner can stop the ball manually in the air). Should the ball enter the opposing goal on a throw-in, a point is awarded; this is more likely if the game is being played on a smaller court. During throw-ins, the Viking must handle the ball before it can be returned into play.

Simultaneous Points

If a point is scored simultaneously with a penalty from the opposing team, then the scorer keeps the point, and the scorer's team is also awarded a penalty. If a point is scored simultaneously with a penalty from the scorer’s team, then the scorer keeps the point, but the opposing team is also awarded a penalty. If both teams seem to score simultaneously (as when both Vikings make a hit with their hammers) then both teams are awarded a point and a coin toss determines the throw-in. If the teams are tied and both only need one point to win, and simultaneous points are scored, the game is extended for another point; this continues until a winner is determined. A match never ends in a tie. In VikingBall it is also possible for three points to be scored simultaneously (known as the Three Sisters): two hammer hits and a goal. When points or penalties are not simultaneous, rules of Precedence apply.

Winning

VikingBall is played to a set number of points. For a full game with four Runners per team, the standard game is played to 7 points. With fewer Runners the game is typically played to 5 points.

Penalties

Many of the penalties in VikingBall derive from other forms of hockey. However, Icing and Offsides do not constitute penalties. You can pass anywhere on the court without regard to which player touches the ball. When the ball is in play, Runners can position themselves anywhere on the court, regardless of the current position of the ball. The ability of the Vikings to score points with their hammers already limits the viable area of play for Runners in some situations. As with scoring, play also stops any time a penalty is committed (see Resolution section below). Except for the Delay of Game penalty, most penalties result in either a penalty shot or time spent in the penalty box. Any time a penalty has been committed (or it appears a penalty has been committed), players should call out "Penalty!" to alert the other side of the field (see Precedence).

Checking

It is illegal to check players who are not in contact with the ball. Checking from Behind and Cross-Checking are both illegal maneuvers. However, if two players are fighting legally for the ball, and one falls to the ground, no penalty is awarded; this is to prevent false penalties. Aggressive pushing and bumping is permissible when fighting for possession.

Delay of Game

If the ball exits the playing area, e.g., over a fence, the team opposing the last person to touch the ball is awarded a throw-in. This applies to both Runners and Vikings, however, Delay of Game penalties do not result in penalty shots or Runners having to enter the penalty box.

Displacement

If the goal is intentionally moved from its position while the ball is in play, it results in a penalty (see Resolution section below). If it is determined that a team's goal is accidentally out of position, it should be repositioned immediately; if this does not interfere with gameplay, there is no penalty. If the goal was significantly out of position in such a way that affects a shot on goal or hinders a player's movement near the goal, play stops and the opposing team is awarded a throw-in. If a point is scored on a goal, even one that was out of position beforehand, the point still stands.

Handling

Players are allowed to stop a ball in the air with their hand to knock it to the ground, but the ball cannot be carried or moved to gain advantage. Players cannot catch the ball and turn their bodies before dropping the ball. If a ball enters a goal immediately after being handled by a Runner, without touching another part of the Runner’s body or stick, no point is awarded, and the opposing team is granted a throw-in. This means that technically a Runner could stop a ball with the hand, and then shoot or kick the ball towards the goal. Runners can never carry or hold the ball; Vikings can only carry or hold the ball during a throw-in. If play has not stopped, a Viking can only pass the ball to allied Runners by kicking it, hitting it with the hammer, or touching the ball in a way that does not constitute Handling. If the Viking does not have possession of his shield or hammer, he is still allowed to defend the goal by swatting the ball with his hands.

High-Sticking

Runners cannot hit an opposing player above the waist with their stick-blade. It is permissible for Runners to raise their sticks to stop the ball mid-air so long as they do not make contact with an opposing player. A Runner is also able to use his or her stick to block hammer hits from the Viking, but High-Sticking still applies. If the Runner manages to make the Viking hit himself with his own gear, it does not count as High-Sticking.

Hooking/Holding

Players cannot use their sticks, hammers, shields, or hands to prevent another player from moving around the field, and again, Runners cannot make bodily contact with another player unless the opponent has possession of the ball; incidental contact will not be called for a penalty. However, if fighting for ball possession, Runners can still bump each other so long as they do not use their hands; this means that Runners are allowed to bump opposing Runners so that they are closer to a potential Viking attack. Runners cannot grab an opposing Runner's stick. It is permissible to place your stick in front of another Runner's stick to try to intercept a pass or to break up his attack to gain advantage; i.e., Runners' sticks are allowed to hit another Runner's stick at any time during regular play.

Infringement

If a Viking’s body touches the ground past the boundary of the viking box, the other team is immediately awarded a penalty shot. The shield and hammer may touch the ground past the viking box to gain balance. If a Viking scores a hit and then steps outside of the viking box before the next throw-in, the point is negated and the opposing team is awarded a penalty shot. This is an exception to the Precedence rule. Infringement does not negate points scored by the Viking's allied Runners. If both Vikings commit Infringement simultaneously, a special form of the penalty shot is used for resolution (see Double Infringement).

Runners can only commit Infringement while they are sequestered to the penalty box, or during penalty shots. If Runners cross the goal line before the ball is back in play during a penalty shot, they must remain in the penalty box after the shot is taken, regardless of whether the penalty shot resulted in a score.

Berserker Variant Rule
If the court you are using is wide enough, as with a standard-sized hockey field, you can play with a variant of the Infringement penalty. In the Berserker variant, the Vikings can cross the boundary of the viking box and score hits before their bodies touch the ground. This means that Vikings can leap past the boundary of the box to attack opposing Runners, increasing their viable area of attack and resulting in more aggressive play.

Interference

Runners cannot use their bodies to make contact with another player unless the opponent has possession of the ball; incidental contact will not be called for a penalty. It is permissible to place your stick in front of another Runner's stick to try to intercept a pass or to break up his attack to gain advantage; i.e., Runners' sticks are allowed to hit another Runner's stick at any time during regular play. Runners cannot grab an opposing Runner's stick. Vikings are allowed to break up a Runner’s play with their hammer, shield, or any part of their body except the hands (e.g., a Viking cannot grab a Runner's stick or body with his hands). Runners are similarly allowed to make contact with a Viking's gear while it is in his possession.

Tripping

If a Runner intentionally trips another player, the opposing team is awarded a penalty. However, if a Runner is somehow tripped while being attacked by a Viking, no penalty is awarded since he will actively be trying to hit the player; this is to prevent false penalties. A Viking can score a hit regardless of whether a Runner is standing or prone.

Resolution

Penalty Box

Runners committing a penalty must enter their team's penalty box. When a penalty is called, play stops, and the offending Runner must remain in the penalty box until a point is scored by either team (regardless of whether it's a goal, hit, or penalty shot). Runners in the penalty box can still play useful defense, such as passing the ball to allied players. Runners cannot step past the goal line, but their sticks can cross the line at any time. Runners are also allowed to help the Viking guard the goal by positioning their stick or hand in front of the goal. Runners can still accumulate penalties while in the penalty box. This means that for every penalty they accumulate they must remain in the box until that number of points is scored. For example, if a Runner is sent to the box for high-sticking, but then commits high-sticking again while in the box, but before any point is scored, the Runner must remain in the box for two points.

Penalty Shots

Vikings committing a penalty must defend against a penalty shot. The Viking must stand in the crease in front of his goal, with all of his team's defending Runners standing anywhere behind the goal line. The defending Runners can either position their sticks in front of the goal to help guard the goal, or they can position themselves to run out of the penalty box as soon as the ball is back in play to potentially get a rebound. The attacking Runners can position themselves anywhere on the field except behind the defender's goal line; one of these Runners is granted possession of the ball (chosen by the team awarded the penalty shot; the Runner granted possession of the ball did not have to be involved in the penalty resulting in the current shot). The attacking Runners that do not have possession of the ball are allowed to begin the penalty shot inside the viking box; they may also position themselves further away towards their own goal to help prevent a counterattack on a rebound. The ball is placed on the ground anywhere past the outside edge of the viking box (but not behind the goal line).

The Runner with possession can either take a shot on the goal, or he can choose to pass to one of his allied players positioned around the viking box or elsewhere on the field. The set ball is declared back in play as soon as the shooter touches it, regardless of whether it is being shot on goal or passed to an allied player. When the ball is back in play, the defending Runners can rush back onto the field. Also, the Vikings can now immediately use their hammers against opposing Runners. Attacking Runners involved in the penalty shot are therefore advised to shoot the ball from a safe distance.

If a penalty shot does result in a goal, play stops, and the defending team is awarded a throw-in. As with regular throw-ins, the ball can be returned to play immediately.

If the defending Runners cross the goal line or if a Viking exits the crease before the ball is back in play, they are charged with Infringement. The attacking team is then granted an extra chance to shoot on the goal for each time the defenders commit the penalty. These penalties stack; for example, if a Viking exits the crease twice before the ball is back in play and disrupts the penalty shot, the attacking Runners would get three attempts at the penalty shot (one for the original penalty and two for the Viking's penalty Infringement). However, only one point can be scored on a set of penalty shots, regardless of the number of attempts granted to the attacking team. If the first penalty shot enters the goal, then play resumes and the other shots are lost. But if not, the ball is not immediately returned to play; instead, the shooting team takes another penalty shot on goal. After all of the extra shots have been taken the ball returns back into play. Note: if a Runner commits Infringement during a penalty shot, it only results in a free shot on goal; he does not have to remain in the penalty box to make up for the penalty after the penalty shot(s) is completed.

If a defending Runner was already relegated to the penalty box before the penalty shot, his time in the box is affected by the outcome of the penalty shot. If the penalty shot misses, he must still remain in the box until a point is scored. If the penalty shot results in a score, the Runner can immediately return to regular play. If the Runner had been fulfilling time in the box for multiple penalties, only one point counts toward his total. For example, if a Runner had committed high-sticking three times (once in regular play and twice while he was already in the penalty box), a point scored by an opposing Runner on a penalty shot would lower his point fulfillment from three to two. After the penalty shot he would have to remain in the box since he still has to wait for two more points to be scored.

Double Infringement
If both Vikings commit a simultaneous penalty, both teams are awarded a special version of the penalty shot for resolution. If teams cannot agree on who will take the first penalty shot, a coin toss will determine the winner. Players position themselves as they would with a normal penalty shot, but instead of passing to allied Runners, the Runner granted possession of the ball must take a single shot on the goal. Once the set ball has been touched by the shooter it cannot be re-shot. The play is dead. Players then repeat this form of the penalty shot for the other team. After both penalty shots, unless one of the teams won the game as a result, a coin toss determines which team is awarded a throw-in to return the ball into play.

Precedence

In VikingBall, between throw-ins, whichever action (a score or a penalty) occurs first usually takes precedence. Play stops when a point is scored or a penalty is committed; since play has stopped, more points cannot be scored before the next throw-in. However, penalties can be called at any time during the game, regardless of whether the ball is in play or not. If a Runner commits high-sticking, even when the ball is not in play, he must enter the penalty box.

Infringement is the one exception to the rule of Precedence. If a Viking steps outside the viking box after scoring a point, his point is automatically negated. Infringement does not negate points scored by the Viking's allied Runners.

The following are some common situations (with Vikings and Runners from teams A and B):

Situation 1
Runner A hits the ball into the goal.
Viking B scores a hit on an opponent after the ball is in the goal.
Resolution: Team A scores a point; Team B does not score a point.

Situation 2
Runner A hits the ball into the goal.
Runner A then commits high-sticking.
Resolution: Team A scores a point, but Runner A must enter the penalty box.

Situation 3
Runner A hits the ball towards the goal.
Viking B scores a hit on an opponent before the ball enters the goal.
Runner A's ball enters the goal.
Resolution: Team B scores a point; Team A does not score a point.

Situation 4
Runner A hits the ball towards the goal.
Viking B scores a hit on an opponent before the ball enters the goal.
Runner A's ball enters the goal.
Viking B commits Infringement.
Resolution: Team A scores a point and is awarded a penalty shot; Team B does not score a point.

Situation 5
Runner A commits high-sticking.
Viking B scores a hit on an opponent.
Resolution: Team B does not score a point; unfortunately play had already stopped with the high-sticking penalty.

Situation 6
Viking A appears to hit an opposing Runner.
Runner B scores a goal.
It is determined that Viking A did not score a clean hit.
Resolution: Team A's point is negated; Team B scores a point.

Situation 7
Viking A appears to hit an opposing Runner.
Runners from both teams stop play and prepare for a throw-in.
It is quickly determined that Viking A did not score a clean hit.
Resolution: Play can either resume where the ball was at the moment of the supposed hit, or Team B can be granted a throw-in. If it takes longer to determine whether the Viking had scored a hit, a throw-in should be used.

Situation 8
Runner A commits high-sticking.
Runner B commits high-sticking.
Resolution: Both Runners must enter their respective penalty boxes, since penalties can be called even when play is stopped.

Substitutions & Reserves

Players are not locked into a specific position (center, defenseman, etc.) on the team, and there is no limitation on substitutions for either Runners or Vikings. This means that Runners and Vikings can switch positions any time that play has been stopped. Also, teams may have extra players in reserve that can step in when play has been stopped. However, for official games, teams must have the same number of reserve players throughout the game. If one team has no reserve players, then neither team can utilize reserves.

Time-Outs

Each team starts the game with two official time-outs. These can be used to substitute players or switch Viking/Runner positions. Your team must have possession of the ball to call a time-out. If your team has no time-outs left you can still make substitutions but must do so while the ball is still in play. Play stops after a point has been scored; however, since the opposing team is allowed to quickly return the ball back into play, there may be little time to switch positions without using your time-outs. When play is to resume, the team that did not call the time-out is granted the throw-in.