Kobe ישראל

ישראל



The objective of the game Kobe (ישראל) is to score a balanced set of points by its end.


The game is as follows,

There are three different phases, and they are game start, gameplay, and the end of play. Game start encompasses the game's beginning wherein the ball of play is either passed or kicked into play motion. If the ball is kicked into play, it must remain at that state of fielding throughout the whole of the drive, and if the ball is passed into play, it must be transitioned into footplay before it passes the halfway fieldmark. Reiteration finds these two modalities as either carrying the ball into the second half of the field or kicking it into the second half. The first style of drive is called handplay, and the second style is called footplay.

Passing in handplay is done by simply throwing the ball to another teammate. This can be done only in either a neutral or retreating direction of play, liken unto what is seen in rugby, wherein a player advancing on foot with the ball being carried in their arms would have to pass the ball either laterally or rearward. No handplay passing in the first half of the field is to be done with forward motion. It is a rule meant to build the dynamics of the game. Counter to the dynamics written prior, passing in footplay can be done in any direction. This entails the passing done in the second half of the field as well where handplay passing can occur, but the selective instances in which it does transpire demand a unique set of rules and circumstances (These will be written later on in this delineative outline). As a reiterate handplay passing in the first half of the field can only be done laterally or rearward, and footplay passing can be done in any direction. The key objective with both modalities is to score.

Once the ball has transitioned to the second half of the field, only footplay is allowed. This rule can be wroughtly understood along the lines of the ball touching the ground upon which the game is being played before it passes on into the second half of the field. As an example, if one were doing a one-person carry to the halfway mark, the person carrying the ball must transition the ball to the ground, into footplay, before continuing on into the second half of the field.

Scoring is done by launching the ball into the net, and it is counted by the ball passing the bars housing the 'net entrance'. Even if the ball somehow exits the net, if it passes the bars which frame the net entrance, a score is to be counted.

There are six main ways to score. They are by:
  1. kicking the ball into the net from behind the goalie arc for two (2) points
  2. kicking the ball into the net from within the goalie arc one (1) point
  3. bouncing the ball into the net by hand from behind the goalie arc three (3) points
  4. bouncing the ball into the net by hand from in front of the goalie arc two (2) points
  5. simply throwing the ball into the net from behind the goalie arc two (2) points
  6. simply throwing the ball into the net within the goalie arc one (1) point
The net is positioned within an aerial context, so scoring is defined by kicking, bouncing, or throwing the ball into the air and passing its form between the bars which house the net frame.

All things considered, footplay in the second half is the only standard means by which to score within the game of ישראל, but there is a naturally necessitated avenue of unconventional handplay which permits another way. That is by 'stealing' the ball via handplay while the offensive team is in transition. Regardless of whether or not the offensive team is transitioning via handplay or footplay, if the ball is caught by the opposing team while in aerial motion, it can be thrown or bounced for a score from either behind the arc or within it. If the ball is launched into the opposing team's net via the hands from behind the arc, it is counted as a two-point score. Unless it is bounced, as that would be three points. If it is within the arc, it is counted as a one-point score. The case of bouncing within the arc would see a score awarded with two points. Once the score has been made, the ball is to be immediately returned to the team of response for their countering drive.

*Stealing the ball and scoring in footplay from the fielding offensive team in their first half awards the standard point allotment.

Uniquely, scoring can also be done from behind the halfway mark, and this awards ten points for footplay scores that are launched successfully before the halfway mark, and eight points for handplay scores.

The game rules finish up with there being three 'fundamental' positions present upon the field that are composed of different counts of players. From the net to the halfway mark, a team standing on its own side houses ten players. There are two paddleguards, four middle players, and four forward players. The arrangement of the ten players can be formulated in whatever way would see their team strategy conducted upon the field, but ten players are the standard count for field play.

Among those ten players, the two paddleguards are not allowed to cross the 'goalie arc' with the paddles that are given to defend the goal. A paddleguard, while carrying their paddle, is not allowed to cross the goalie arc. Defending the goal with the paddle allows, also, only for the paddle to be used on the ball. The paddle is not an instrument for player contact liken unto what is sometimes seen in lacrosse or others sports of contact. If the paddleguard is to transition outside of the arc, the paddle must be left underneath the net's lower portion whereupon it can be taken back up upon returning behind the goalie arc. The paddle is not allowed to be left in the field anywhere along its measure, much like the rule in baseball of the bat having to be removed from the diamond for base runners.

In terms of scoring, there are four quarters which house the time of gameplay, and at the end of each of those quarters, the points scored tally to a unique count that is summed at the end of the game for a final metric. It goes in the way of the following,

If a quarter ends with one team having twice as many points as the other, that team is to be awarded one victory tally.

If a quarter ends with one team simply having more points but not exactly twice as many points, no tally marks are awarded.

And finally, if a quarter ends with both teams having the same number of points scored, each team receives one tally toward their final gameplay score.

As an example, within the breadth of four quarters a point arrangement liken unto that following can result,


Team A

Team B

Points Awarded to Team (...)

Quarter 1

1

2

1 (B)

Quarter 2

2

3

No points awarded

Quarter 3

3

3

1 (A) | 1 (B)

Quarter 4

2

1

1 (A)

Final Count (Even)

8

9

2 (A) | 2 (B)

If neither team scores by the end of each quarter in a 'no-score tie', one point is awarded to both teams - regardless of the 'no-score' count by the end of the quarter. At the end of the game, either a tie or victor is declared.

'Overtime' gameplay time can be awarded as well, but the rules of play remain the exact same, the only difference is the increased time of play afforded by the refereeing officials.

That is Kobe (ישראל).

*****The included images are rough designs for how it is that the field and game would be designed. The measurements are not final, but the three included visuals articulate how it is that the field would be constructed and also what kinds of equipment would be seen in play.

*There is no standard design for a paddleguard paddle, but unique metrics would see the outlandishness often associated with this leeway corrected by way of requiring the paddles to be no wider than one foot (12 inches) and no longer than one's body length (approx. 60+ inches) - with the handles for the instrumentation being allowed anywhere along the paddle's axes.


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