Super Scoreball -- A fast-paced, high-scoring sport!

The Rule Book

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Super scoreball is a fast paced, three-period battle for scoring supremacy. It's easy to learn. In fact, it takes about fifteen minutes for players to learn the basic rules; There is a field unit, or "scoring structure" at each end of the field; The field unit consists of a net and two twelve-foot high towers. One tower is attached to each side on the net. The towers have openings near the top. A tube inside the opening feeds the ball downward, so if the ball enters the top opening, it rolls downward, back into the net. 

Each team possesses a customized battle chest and team flag. Teams are led into the scoring battle by their coach, who is referred to as their Field Commander. At the beginning of the game, each Field Commander, and their team's captain, referred to as the Battle Captain, run to center field with their team colors for a meeting in which they receive instructions from officials. The game is officiated by a Senior Chief, and two Chief Officials

Super Scoreball games begin with a tug of war contest to determine which team earns first ball possession. Everyone participates in the closely supervised tug of war, not just the starters. An authentic, olympic size, seventy-five foot rope is used. The winning team earns an immediate scoring opportunity in what is called the Round Tripper scenario.  The Round Tripper includes a free throw into the left tower (3 points), if successful, a free kick on the net (2 points), and if successful, a free throw into the right tower (3 points). So it's possible to score eight points during the opening round tripper. After any missed shot or kick during the round tripper, the ball becomes live!

Ball movement up and down the field is the same as in soccer, players kick the ball up and down the field to move it. However, once offensive players arrive in the scoring zone in front of the net structure, they have a choice on how to score points; they may kick the ball into the net structure for two points, or they may kick the ball up into the air to a teamate. Once a teammate catches the ball, they may toss it into the left or right tower opening for three points, or pass it off to another teamate. They may take up to three steps while dribbling the ball with their hands.

Defensive players may not catch the ball. They may only swat at it, in an attempt to break up the attempted scoring activity by the team on offense. The ball may not be picked up off the ground. Intentional grounding is not allowed. If a team scores, the goalie, who is referred to as the Tower Watch, has five seconds to put the ball back into the field of play, which is accomplished by kicking the ball back into the field.