What is Spawnball you ask? it's a variant on CTF that has the unique function of having only ONE spawn point, the Spwanball, and only the team holding the spawnball is allowed to respwan.
The Goal like all versions of Capture the flag is to capture the opponent's flag, but if your team's unable to respawn, you're gonna be in bad shape rather fast. It should encourage new strategies, shorter rounds and fast gameplay.
We were going to wait to share this with you guys when we had the instructional video shot, But Someone rudely spilled the beans...
What you need.
2 teams of 6 or more (this will work better with a large group of players, as small teams make for short elimination rounds, rather than actual CTF like gamplay)
1 Spawnball: just about any Ball can be used for this, we're using a Phlatball
Capture the other teams flag, or eliminate the opposing team while holding the spawnball.
SPAWNBALL RULES Amended 3/24/08
1) Flags are posted at each end of the field for capturing, in a KNOWN location.
2) One Spawnball is placed at the center of the field at the start of the game.
3) Whichever team holds the spawnball is able to respawn with a count to 15 and touching the spawnball carried by their teammate.
4)The team that does NOT hold the spawnball cannot respawn until their team acquires it, and when hit, each player must wait to return to play, they are allowed to wait somewhat near where the opposing team is holding the spwanball, so that they may return to play if their team re-captures the ball.
5) If the player carrying the spawnball, or spawnballer, is shot, they are frozen and can only pivot on one foot like in basketball. The player who shoots the spawnballer must not only make sure their opponent is aware they are hit, but they must also say loudly "Dead Ball."
6) When rendered immobile, the spawnballer must count to ten, ALL out loud. Once they have counted to ten, they may move again. If they are shot again before the ten is up, they are dead and must drop the spawnball where they stand.
7) consecutive shots upon the spawnballer by an automatic or multi-shot blaster do count, eliminating the need for the spawnballer to shout aloud a countdown, the ball is immediately rendered dead. Effectively this means that while everyone else has a hit count of "One" the spawnballer has a hit count of "Two"
8 ) When the spwanball is captured, all “dead” members of a team can Instant respawn, this is the only situation where this may happen.
9)If the ball is on the ground, neither team can respawn.
10) the spawnballer can toss or hand the spawnball to a teammate while mobile OR while immobile.
11) One is still allowed to defend themselves by any standard manner while carrying the spwanball, this includes the use of a manta ray as a shield, or shooting back even when rendered immobile.
12) The first team to either have both flags at their base regardless of which team possesses the spawnball, or to eliminate the entire other team while having possession of the spawnball, wins.
Additional Rules for alternate Small team Play: (apply these changes to the existing rule set)
* In Small team Spawnball, to keep things more balanced, and to allow for one team to not just simply grab the spawnball and shoot everyone on the opposing team instantly ending the round, the team not holding the spwanball has 2 lives. And a 15 count to take their one respawn.
* The team Holding the spawnball respawns after a 20 count, longer than the other team.
* When A team captures the spawnball, the team that formerly held the spawnball automatically has a life count of 2
*so this switch of elimination hit count of 2 or unlimited lives happens on every time the ball changes teams, regardless of if a player was completely “killed out” when their team didn't have the spawnball.
Sound awesome or what?
Edited by baghead, 24 March 2008 - 11:43 PM.