Advanced

Court

As Advanced players there are several different types of court that you can play on. These range from concrete, grass, hard pack dirt, sand, gravel, rock and even wood chips.

How many Players

As in Basic and Moderate Rule sets, Games flow best at 3 vs 3. In the Advanced rule book players choose Characters first. Each team must consist of at least; 1 Defender, 1 Caster & 1 Warrior.

In the Master Rules set teams may have any mix of characters. In advanced it is important to have players in assigned positions to help teams learn how the game flow changes with this structure.

Objective of the Game

To reduce the other teams Life Total to Zero ( 0 ) or remove all players from the game.

Player Stats

Players stats can be varied according to the character type. This does not change the overall total of points given to each player but allows characters to customize how their character takes damage.

Team Life :  5 - 10

Player Point Total = 8 - 15

Player Life : 10 Max - 1 Min.

Player Armor : 10 Max - 1 Min

Example

Player Point Total = 10

Defender : 3 Health 7 Armor

Caster : 5 Health 5 Armor

Warrior : 9 Health 1 Armor

How a Life Point is Lost

To reduce the life of the opponent team you must make a goal, the ball needs to go into the goal behind the goalie. Much like Soccer, Hockey, or Lacrosse. If you manage to land a spell in the goal, the effect of the spell effects all players on that team.

Example : Spell - Fireball

Player : Takes 2 Damage and Is engulfed in Flames -1Health / Turn

Goal :  Team Life Total is decreased by 2, Each Player loses 1Health / Turn

How a Health or Armor Point is Lost

When a player is struck by the ball or with a blade they take 1 point of damage. This damage reduces their Armor total first and then their Health.

*With Spells nothing is black and white. Some spells are designed to damage health and not armor or armor and not health. When you are struck with a spell, be clear on what the spells effects are. If you are unsure ask the ref or the player that cast the spell. For the best and most accurate information check out the online spell book for spells and effects.

**If  a player accidental touches the ball they can choose to give the other team control of the ball instead of losing an Armor or Health. In order to do give them control of the ball you must first have control, then forfeit it.

Tie Breaker

 

A tie game is to be decided by a shoot out from the attack zone. Each team picks one representative to shoot. The players then take turns shooting from their own Attack Zone trying to make a goal on the other player. If they step into the Combat Zone at any time, they forfeit the shoot out.

Shoot outs are played on a round basis. Each player shoots once then a round is called. If one player makes a goal and then the next player manages to land a spell. The player who cast the spell wins the duel. If both players land a spell, the spell that deals the most damage to Health or Life wins. If spells are even then the shoot out continues.

*It may occur from time to time when players are in a time constraint. Check to see that the totals are indeed even. Commonly players will be at variant health and armor totals and this can cause one team to technically be better off then the other. Even if Team Life totals are the same.​

Who Goes first?

Option 1. In order to decide who goes first each team sends a representative into the combat zone. The Ball is placed on the ground in the middle of the field each player puts their sword on opposite sides. ( Like in Hockey ) A decided member announces start and the two representatives try to get the ball back to their attack zone. Once the ball has crossed the attack zone line. The Duel is over and the ball goes to that side.

Option 2. In order to decide who goes first each team sends a representative into the combat zone. An official is appointed to start, stop, and call the duel. The two combatants come forward and clack swords then take a step back. When the Official says begin. The two move forward and attempt to strike one another on the outside of the body using the flat of the sword. Once a player is struck the Official will stop the Duel. The player who was not struck has the choice of starting or not starting with the ball. Damage taken in this Duel count against the players.

Option 3.  In order to decide who goes first each team sends a representative into the combat zone. Each Player is given a RuneBall. Players decide on the element they wish to use. Once decided, the hold the RuneBall in one hand and wait for the Official to say start. Once the Official says start the combatants toss the ball in the air, then using the desired Element they bounce the ball repeatedly on said element. The first player to lose control and miss their element losses the toss.

In the Advanced rules striking other players with the sword is common practice. These blows are to be with the flat of the sword to the side of the body. Any Jab or stabbing blows are not to be counted and result in penalties. Hard strikes meant to harm or hurt another player result in exclusion from the game.

If both players were struck and the official or players can not determine who won the Duel, the Duel may continue until a clear victor is determined. Remember though that each strike counts as damage to the players.

Accidental hard strikes or vital shots can be dismissed only by the player struck. Meaning that if one player accidentally hits another in the chest with the sword, the player hit in the chest may decide whether a penalty is needed. The Official then decides on the severity of the penalty.

Court Setup

The Standard Court is 30 feet wide by 60 feet long

The Goal is set at 10 feet wide and 7 feet tall. The court is set up into six zones. A Defense Zone an Attack Zone & a Combat Zone for each side of the court. Each of these zones are about 10 feet long by about 30 feet wide. The combat zone can flex if your court is longer then 60 feet, keep the defense zone and attack zone at 10 feet each and add whatever extra distance to the combat zone.

Shown below is the league tournament court.

In Advanced game play a court can be drawn out on almost any surface. When you have more then 3 vs 3 a larger field often helps the game flow better.

 

 

Choosing a  Character

Choosing a character might seem hard at first. Read the descriptions below and see if your a match to a particular type. If not don't sweat it too much. Pick one that sounds good and try it out. Don't be afraid to switch it around in the game. Any Character can play anywhere on the field. Sometimes it gives another player a chance for a break as well.  

 

Type

In every epic Adventure there are usually a standard set of characters. In Advanced rules, there are three types; Defender, Caster & Warrior.

Defender : The defender usually has fast reflexes and good hand to eye coordination. The Defender is usually the player who knows how to dig their feet in and stand firm. For they need to be able to either block the ball with their blade or take the blow. Keeping the goal safe from damage.

Caster : Casters have a steady hand, a keen eye and the ability to control the ball that other player just dont have. The ball seems to dance around them and practically floats in the air. Caster can change the game with one steely shot down the center.

 

Warrior : Nothing scares a good defense like a good offense. The warrior fears nothing. They are at home on the battle field and hold their sword at the ready. They roam the combat zone always watching waiting for the right opportunity to strike out and steal the ball, or land a blow. Few match their intensity for combat.

Spells

Spells are introduced into game play in advanced rules. These allow Characters to essentially use elemental magic to deal more damage or cause status effects to other players or the other team. This can easily change the game and turn the tides in a matter of one shot.

Spells are preformed by striking the RuneBall with select Runes on the sword. The Runes on the sword are as follows.

 

 

 

 

The Fire Rune

The Fire Rune is at the base of the sword. This is the only rune which can be cast by holding the ball on the flat of the sword or by striking it normally with the edge.

Fire Spells are cast by slowing the ball to a light bounce, then catching the ball with the rear of the sword, propel it up and in front of you and then strike.

The Earth Rune

The Earth Rune is the front of the blade from the about the Fire Rune location to the Earth Rune. The area directly in front of your hands, or the Guard.

Earth spells are genuinely cast by propelling the ball upwards and then slamming the ball down. Earth spells are not affected by the ground as other spells are. Bouncing once or twice before hitting a target does not render the status effect null, or the damage.

The Water Rune

The Water Rune right above the striking point on a blade. This is where the swords tip tappers towards the back. On a Demon Blade this area has a few spikes, the water area actually goes back about half way, but with a demon sword it is still a difficult cast.

Water spells are cast by propelling the ball into the air with the back tip of the sword and then striking it forward with the front tip.

The Air Rune

The Air Rune is located right above the handles on the back of the sword. The area goes up the back of the sword about halfway to the tip.

To start casting air, the best practice is to hold the sword by both grips. Bounce the ball higher then normal and move the sword under the ball in order for the ball to fall and strike the air location. Use an upward motion to propel the ball up and slightly in front of you to then easily strike another Rune.

How to Play

Players use the Rune Sword to control the ball. The ball is bounced or dribbled much like in basketball. This is why a basic basketball is used for the game. The motion of dribbling the ball is the same as if you were using your hand, but with a sword. Same principles of physics apply, when the ball reaches the top of its bounce lightly tap it to send it back to the ground with enough force to have it bounce back up. Repeat.

This is the basic control of the ball. Although, other forms can be used. The ball can be picked up and thrown with the flat* of the sword like in Lacrosse or moved around on the ground like in Hockey.

*It is important to note that you should not strike the ball with the flat of the sword or attempt to block an attack with the flat of the sword. This is the most common misconception of the game. This is allowed, although more often then not blocking or attacking with the flat of the sword will result in a broken sword.

Players then put both hands on the lower handle and swing the sword like a baseball bat to hit the ball when it is at the top of its bounce. Aiming for the middle of the ball. If you strike lower on the ball the ball will go to high. So always try to hit the middle or higher on the ball so it stays in play. Make sure to strike the ball with the swords edge of the blade, not the flat*.

*It is important to note that you should not strike the ball with the flat of the sword or attempt to block an attack with the flat of the sword. This is the most common misconception of the game. This is allowed, although, more often then not blocking or attacking with the flat of the sword will result in a broken sword.

 

 

 

Want to Know More?

Our full Rule Book is available for download on Amazon Kindle. Or for purchase as a paperback book. Please click the link below to go to Amazon.com to get your copy!

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