[Introduction] - [Short Description] - [Scoring] - [Teams] - [Hitting] - [Pinning] - [Player Replacement] - [General] - [Referees] - [Weapons]
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Aim of the game is to get this dog skul - called Jugg - to score a point. On game start, the Jugg is placed in the middle of the game area and may only be touched and carried by the two runners. The team with the highest score wins. |
| On either end of the field is one of these marks, 2 meters away from the field line inside the field. Placing the Jugg inside gives one point to the team of the scoring runner. Throwing or kicking the Jugg inside is not counted. | |
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At the start of the game, every player chooses his weapon - there is a load of staff weapons, up to one player per team may carry a chain weapon - only the runners get no weapons. Then both teams take up their positions, as shown here, at their field lines. After making up a tactic quickly, both teams signalize they're ready. |
| With a loud "3, 2, 1, Jugger!" the game starts. A game consists of three thirds, each third being 100 "stones" long. Instead of throwing stones at a gong, we use a drum here. Approximately every two seconds the drum is hit - until a timeout occurs due to a scored point or other curcumstances. | |
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Four of five teammembers are armed and have to guard their runner (called Quick), as well as fight a way for him through the opponents, so the Quick can be the first to get to the Jugg, grab it and run through to the opponents marking to score. Whoever gets to the middle of the field first and gets hold of the Jugg has a great advantage. |
| During the fight one has to try to beat the opponents with the weapon and avoid getting hit at the same time. Of course the players don't just beat up each other - the head for instance may not be targeted and is not counted as a valid hit zone, and weapons like the chain may not be used top down, just sideways. The safety and health of the players do come first - that's why a certain thickness of the padding and weapon design is strictly prescribed - our Hannover team obey the league rules in all aspects and only vary the look of our Weapons slightly, not the design in general. | |
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If any player gets hit by a weapon - either opponent's weapon or weapon of the own team - that player has to kneel down immediately. In this position, no action may be taken and the player must stay that way depending on which weapon hit him - all weapons mean a general 5 "stones" waiting time (approx. 10 seconds), only the chain means a waiting time of 8 "stones" (~16 seconds). Only when fully standing again, the player may take actions again - up to that point, the player is safe and may not be hit. |
| Once a Quick fought his way through the opponents - only by evading the weapons or wrestling the other Quick - and placed the Jugg into the marking, it's done; The team gets a point, a timeout occurs and all players retake their starting positions. The Jugg again is placed in the middle of the field and the game continues. Every 100 "stones" a timeout occurs and the teams change sides, until the victor is proclaimed after 300 "stones" overall time. | |