The Violentest Game on Earth

The Players Almanac
Companion to: The Substantially Longer History of The Game
(Revised Edition)

Playing the Game:

Ok, here it is straight up, just what you have to know to play The Game. Firstly call it what you like, we used to call it Buggery for the purposes of shock-value and childish innuendo only. Please don’t take it literally. We are much more mature now. (Rob says hah)

What you need:

Set-up:

Decide how many teams are playing, 2 or 3, and divide up the teams. Layout the pitch on some grass or sand, any hard like concrete or tarmac will REALLY hurt, but its up to you. Place the central goal spot with a frisbee and then place the others around it an equal distance from each other, each an equal distance from the centre. Make up the distances yourself. We play over about 20 yards but we are quite unfit!

Playing:

The teams start from their goals. Get a neutral party to throw the ball up in the middle, this starts the game. Add one point to your score if you place the ball on the central goal. Deduct one point from the team you score against if you place the ball on their goal spot. Any kind of tackle and pass is allowed. Weapons and armour are not allowed. It is also advisable to have a ‘gentleman’s agreement’ not to hit below the belt etc.

Make up new rules or read The Substantially Longer History of The Game for more information, history, rules, tactics, player-positions and loads of junk. There are only 12,000 words to get through.

Have fun and we’d love to hear from you if you have any new ideas about rules etc.


Introductory Video (wmv format same as other videos on the site)To watch, left click
The Buggery DocumentaryTo download, right click and "save target as..."


THE SUBSTANTIALLY LONGER HISTORY OF THE GAME
(the companion to The Player's Almanac)
Revised Edition

HERITAGE AND ORGANISATION

“What’s in a name? That which we call a game of The Game by any other name would still be recreational violence.”

During the Middle Ages many peasants enjoyed an early version of the sport of football. However, this game was far superior to its modern counterpart. The basics of the game involved getting a pig bladder from one village to another by any means necessary. The pointless and futile “off side”, “hand ball” and “no killing” rules were invented later by girly boys. The true meaning of the sport was rediscovered by two strapping lads’ one August afternoon. Having nothing to do, and their attempt to make armour out of car mats being unsuccessful, they decided to invent the best game ever. Noticing that it vaguely resembled the game of Rugby they rearranged the letters, added some and removed others, to create the name “Bugg*ry: a sizzling roller-coaster of a game with lots of hot gypsies”, later shortened merely to “The Game”.

Although simple to understand, the International Game Council realised that the modern youngster was far too stupid to grasp the razor sharp logic of the game and prepared this short introduction:

“The Game is a simple game and is very similar to the popular, yet made up sport of “Quiditch”. There are some differences however: no broomsticks, no umpires, no wusses, no robes, no quaffels, no bludgers, no snitches, and no seakers, the one ball in play is known as “the ball” and smart asses in thick rimmed glasses do not always win and in some cases are used in a similar way to golf tees.” Understanding Mutilation: the Official Guide to The Game 2002

Unlike crap sports, The Game has an inestimable number of possible variations and sub-routines, hence we have not provided an exhaustive list. We will stick to the most common forms here.

The Leagues

The Game has seven international leagues, not including the IGC Strategic Reserve (which is dealt with separately), each steeped in tradition and heritage. All the leagues are technically considered equals in ability and entertainment, although most supporters rate some higher than others. The team allocation to leagues was set in 1786 after the Conclave of Persons Most Masterful in the Matters of The Game and the Swift Deployment of Balls. New teams are sent to the Open League for selection by the Leagues Selection Circle. In the event that two or more leagues want to accept a new team the Masters of the League must Bun-Rab. The Masters are themselves selected by the teams and disputes here are settled by a swift game of The Game and a secret ballot in the event of a draw.

League-Team Identity

Once a team is in the Leagues it is fairly simple to interchange between them. The large League of Jupiter can be considered a pool of teams from which the more specialist Leagues may find suitable new recruits or rest teams who would benefit from a change of direction and the chance to play a greater variety of opponents. The smaller Leagues are very pedantic about who they will admit, particularly Characters.

League Descriptions:

Teams in the Leagues play in several competitions:

Cross League Competitions:

Famous Teams

There are many famous teams in The Game, past and present. The IBC strongly emphasises the need for continuity is team character and this is supported by the oldest teams, who strive to replace ageing players with young talent that strongly mirrors their predecessors. Of course if it the team tradition to constantly change character, such as Legionnaires, then this is equally supported.

Legendary Players

Scarlet hell hath no fury as the Scarlet devil - The enigmatic star player of Incubi has turned heads since her debut 4 years ago. Scarlet has played in numerous positions but favours The Damned and is a keen advocate of spatial tactics. Although her history is hazy it is widely known that she grew up in the infamous Bracknell slums. This rough up bringing is said to have given Scarlet her confidence, her ability to read any situation in the ring and a 7” knife wound scar on her back. Scarlet has been described as “poetry in motion”, “art at it’s purest” and “a downright sadistic violent b**ch”.

Joel Baker A popular all-rounder Joel has enjoyed the sport of The Game for nearly 10 years. This grizzled veteran has survived fifteen attempts on his life both in and out of the ring by Bookies, opposing teams and his bitter ex-wife. Joel is considered Angels most influential The Daddy and plays as a The Damned or Kurt Steiner.

Sticky Toffee what are we but punch lines in the sick joke that is our universe - Perhaps the most well known player in the Leagues, Sticky Toffee, aqua Responsible, is also the most bruised, credited with 27 incidents of internal bleeding and 261 broken bones. Adepts ad Mortem are always quick to point out however that this is only a third of the injuries he has inflicted himself in the vicious bundles that surround this Fall Back. Sticky Toffee is always first in, and last out, of the melee. Since his pioneering of the Get Winston, Responsible has had a feud with Winston Surry, who is now bundled frequently and has his grip on the game somewhat weakened as a result.

Winston Surry two men enter, one man leaves - Winston Surry has failed three psychological evaluations during his reign as undisputed Daddy of The Game. His team, G. Force has won several titles under the leadership of Winston. One variation of the game now officially recognised by the IBC and developed by Winston is based on the two-team variation and involves only two players. The rules are simple: two men enter, one man leaves. Winston is also famous for the development of the Get Winston, a now fundamental strategy in The Game originally conceived by Sticky Toffee. Due to Winston’s prowess in the ring, opposition found it necessary to Get Winston before even considering the rest of the team.

Emma Wade the enemy’s fortress is also his tomb - Emma, a superb Suspicious Package, is a crowd favourite, snatching victory from the grasp of the opponents of Legionnaires, on countless occasions. Hot off the ball, slippery and unshakeable in the ring, Emma has left many Strikers and Draw Backs flat on their backs after her performance. Emma plays deep in enemy territory and as the Legionnaires’ players weave their net of Temporal Dimensions Emma survives alone. After the notorious Bloody Mile Derby, she waded “knee deep in the dead” to slam the ball down for the final, winning, point.

Simon “The Professor” Day mind over matter, brains over Games- Now retired, The Professor” has found more success in research and strategic analysis off the field. Simon was known to have planned for over half an hour preBug*er Off and ipso-facto, failed to win the appreciation of the crowd. However, he finally found his niche as the leading strategist for G. Force and is leading the crusade for the re-definition of Score Zone Variance protocol.

Sean “The Prawn” Parry The Game doesn’t hurt people…I do - An ugly bull of a man and Vanguard for Commissar, Sean plays classic Barbarossa and is one of the most decorated Goal Keepers currently in the Leagues. While skill and speed play second fiddle to Sean’s blood lust, his animal cunning has outsmarted many opponents who play The Game from the head, not the heart. The origin of Sean’s peculiar nickname is completely unknown.

Quotations

“People said we were washed up after ’01, well I’ll give you a story, our casualty target is 80%. If there’s a Squire still walking at the end of the season, I’ll break his ******* knees myself… and you can ******* quote me” S. Calvert - manager of Incubi”

“Mr Toffee is saddened by the news that Mr Surry wishes to sue him on grounds of incitement of institutionalised The Game discrimination, with reference to the new strategic manoeuvre commonly referred to as the “Get Winston”. However, Mr Toffee has directed us to tell you to stick your indictment where the floodlights don’t shine. Kindest regards, Roberts, Roberts and Britt.” Correspondence between Roberts, Roberts and Britt (on behalf of Sticky Toffee) and Chinkovic Lawyers in Practise (on behalf on Winston Surry)

“Mr Surry is much aggrieved that Mr Toffee is unable to see reason in this matter. Mr Surry is keen to point out that he is a model The Game player and fails to understand why he should be the target of such malicious practices. Furthermore, Mr Surry would like to make it clear that after the The Game fixture this coming Wednesday, that Mr Toffee will ‘be going home in a ******* ambulance. Kindest regards Chinkovic Lawyers in Practice.” Correspondence between Chinkovic Lawyers in Practice (on behalf of Winston Surry) and Roberts, Roberts and Britt (on behalf of Sticky Toffee)

“…well the chick walks in, and some of the guys were, like, you know, just having a laugh, ‘I’ll shows you she says’, like real original, yeah…well the ref starts the *ugger off, 9 epochs later and the IBC records the bloodiest game since 1896, and there’s Emma Wade stridin through the casualties like…” Alan – grounds keeper at Legionnaires after the Bloody Mile Derby

“… the other athletes hate us, they say we’re in this game because no-one else is stupid enough to play suicide for sport. Some of them think we’re just killing time before our turn at the morgue. They can all kiss my blood-stained fist” The Prawn – in an article to SportsWoman Monthly

“Yeah it’s a game, and like any game there’s risks. One guy even got concussion playing table tennis, right? But, hey, some games have higher risks than others, right? Who wants to play a game with no risks…who even wants to watch a game like that? No one. I know fatalities have risen in the last few months and we will be taking precautions…just as soon as we give a d**n.” John Churchill - CEO of the IBC at a UN summit

“…Its simple… two men enter, Winston leaves…” Naiza Awan – Agent for Winston Surry

“I heard Surrey Ambulance service had to call in teams from 4 other counties to help clean up…” witness statement collected at the Lords and Ladies Classic between Incubi and N.X. Mikael

“…you’d think he liked being hurt. I know Fall Guy is an important job but, sheesh, I’d let go of that ball if someone trod on my head” Mark East – Adepts ad Mortum and Sticky Toffee Supporter

“…have you tried getting life insurance recently… since Adepts ad Mortum got transferred to Jupiter my premium’s gone through the roof and if Scarlet doesn’t calm down the whole league ’ll go bust…” Dave Baker – G. Force Draw Back and Striker

“Well *** that, Score Zone Variance is the ******* future, that **** Winston is just talking ****. He knows, just like every other player, that as soon as the ******* goals start movin around those big slow ******* Daddies can kiss their big fat ******* pay cheques goodbye…” Chris Tarry – Legionnaires Kurt Steiner

“Come play with me, little man. We will have such fun you and I. Were you afraid of the dark, little man? I will show you what it is to cry. Scarlet - Incubi

Famous Game Commentary

Lords and Ladies Classic: Incubi/N.X. Mikael Private Championship
“The river runs red”
This game is a biannual fixture between Incubi and N.X. Mikael. The rules are standard 2 team The Game with a centre Bug*er Off. The match is held in the Scorched Meadow Arena in Surrey, England and has a long history of particular vindictiveness, especially on the part of Incubi. The N.X. players who volunteer for this game are usually referred to in the past tense long before the match. This said however, N.X. Mikael have won the game on several occasions and this is put down to better organisation and self control, as the Incubi lose formation and discipline, allowing a single Vanguard through, or leaving a Striker to fight off a 3 man assault. This game features a high number of players: 8 per side and spectators and pundits enjoy the complex deployment and large rucks and bundles this allows also, due to the high tensions. Epochs (of which there are 13 in this game) last only one point and injury-scoring rules are disabled. This particular game in the long running series is the 2002 event, considered a superb example of modern The Game.

INCUBI:

Manager: S. Calvert
Mandate: Spatial
Strengths: Excellent depth of talent, swift in attack, primal rage
Weaknesses: Style leaves rear vulnerable, over-aggressive temperament

N.X. MIKAEL

Manager: Apo Mikael
Mandate: Variable
Strengths: Well organised, works to outnumber key areas of the ring
Weaknesses: Less raw talent, fear

1ST EPOCH: N.X. Mikael 0, Incubi 0

The referee B*gger’s Off and the serious business begins. N.X. falter from the line and the ball is whipped out of the air by the Incubi Damned, her long, blood-red hair gleams in the sunset, Scarlet dares her enemies to challenge her. The N.X. Vanguards finally reach the centre goal but the ball has long gone, Incubi go for negative points to shame their opponents. The Incubi Vanguard receives a sharp pass and sprints into the 4 N.X. Draw Backs. One gasps in pain and bends double, the second collapses clutching his kneecap. But the odds are too long for Incubi and the other players can only watch as the Draw Backs lock the neck and arms of their assailant and prise the ball loose. Quickly the ball is passed along the back line and the N.X. formation rumbles forward. The momentum of 5 players thunders into the slim, athletic Incubi striker, the rest of his team stick to their formation for now, arrogantly confident in their comrades indestructibility and held in line by Calvert who screams profanities at the N.X. Mikael players. After a few seconds that seem like hours to the N.X. team the referee signals a point. The fallen mid-half Striker rises, a trickle of blood runs from his lip. N.X. Mikael 1, Incubi 0

3rd EPOCH: N.X. Mikael 0 (0,1,0) / Incubi 0 (0,0,0)

As the players return to the ring, Incubi are already losing shape and concentration on strategy. The DrawBacks edge forwards and the Vanguard are all but shaking with lust for the fight. Von Manstein, False Testimony, all that goes out the window. At the very front, Scarlet limbers up, as fresh as if it was the first whistle, her powerful body tense, ready for the fight, not a scratch on her. And the ball is up. Scarlet goes up for the it, her opposite number goes down, his nose gushing under her fist. And its away, before N.X. and take stock, the ball has moved between 3 players, round the ring. But every Incubus who takes the pass lingers just too long, eager for the enemy to come to them. An N.X. Fall back, jumps, fingertips out stretched and catches the last pass. He stumbles, falls, and the cry goes up around the ring. “Bundle”. While only half the Incubi are in the fray, the entire N.X. team pile into the vicious melee. But Incubi seize the ball from the Fall Backs twisted fingers and the Tail Gaters whip the ball out to the Suspicious package. Incubi Score. N.X, Mikael 0, Incubi 1

13th EPOCH: N.X. Mikael 1 (0, 1, 0, 0, 1, 2, 3, 3, 3, 2, 2, 1, 1) / Incubi 1 (0, 0, 0, 1, 1, 1, 1, 2, 3, 3, 2, 2, 1)

N.X. have lost 5 players to Incubi’s 7, slowly outnumbering their isolated positions and blocking the increasingly disorganised Incubi pass and move strategy. The remaining 3 N.X. players walk slowly back onto the pitch. 2 of them limp, staggering into position. One has an eye that has closed up. All bear bruises and breathe heavily. All they can try is a “Get Winston”. Their opponent sits, cross-legged, back to them. Her long, blood-red hair gleams in the sun set. And she doesn’t have a scratch on her. The ball arcs into the sky, the N.X. men squint into the low sun and a red demon rips into them. One goes down to a vicious elbow, sweat knocked off his crumpled face. The next grabs the ball on the bounce and manages a pass before he lets out a scream. He falls, his left arm hangs at a sickening, lifeless, angle. There are two players in the ring. Shady Williams has the ball and he’s running towards the centre goal. He’s almost there and, by the way, he has a wife and three kids. As long as he stays injury free he’s got it made as a The Game Super Star, scoring the final goal in the Lords and Ladies. Right? Scarlet runs like a wolf, she looks into his eyes for the shortest moment as she draws level. As they approach the fateful spot in the dust Scarlet grips the back of his head and leaps high. She lands feet forward pulling her man down, headfirst. His skull smacks into the dirt and Scarlet lifts the ball from his unconscious fingers and places it onto the goal. Her long, blood-red hair gleams in the sunset. And she doesn’t have a scratch on her. N.X. Mikael 1, Incubi 2

THE GAME

“Is Beauty The Game? Is The Game Beauty?”

Despite repeated attempts to the contrary, The Game does have some rules. The most fundamental of these refer to the methods of scoring. Each team has a goal, marked by a ring or spot on the field, and there is a third or forth goal in the centre. To score a player must place the ”ball” in the goal spot in the centre. This earns one point. If a player places the ball in the ring/spot of an opposing team, then one point is deducted from that team.

The Referee:

Scoring table:

1 point – place the ball in the centre
-1 point – the ball is placed in your goal
1 point – a member of your team causes an injury compliant with ABH laws
3 points – a member of your team bleeds heavily
5 points – a member of your team dies

Periods:

Positions:

Attack:

Defence:

Other Positions and Role Descriptions:

Tactics:

Common:

Tackling:

Defence Moves:

General Battle Mandates:

Passing

Passing is an all-important aspect of The Game, a fact forgotten by many players, who struggle to run through the ranks of the opposition. How many points could have been scored by a simple lob to the rear of the ring? Here we analyse some common passes.

VORTEX. NO CONTEST

A caretaker sits in the changing rooms during a match in the League of Storm Clouds. He muses on the best game in the world. 8 men head to head, no holds barred, passion, purity. How can you improve on that? Maybe there was something in the room; a spirit of the game or maybe it was because he’d mixed up his coffee with the cleaning fluid but something happened – inspiration. All it took was an email to IBC Variation Committee and the next week the home crowd at Legionnaires witnessed one of the most entertaining matches ever seen. The cause was a simple new rule called “Vortex”. Players had to hold their nose and spin around 10 times before every bu*ger off. The match was played against Incubi, who at the time were on a fifteen match winning streak, overtaking Styx Implicit in Imperial. Incubi were heavy favourites to win (although the Legionnaires barely cared) and strutted into the ring with typical arrogance. It was a no contest. Incubi were faster, stronger and more aggressive, yet when it comes to adaptation and when you have to embrace the ridiculous there are none better than Legionnaires. The Incubi disintegrated and even the infamous Scarlet was impotent to prevent their reeling, disorientated opponents scoring time after time, laughing all the way. While the Incubi looked awkward and embarrassed, Legionnaires took the comedy to heart.

THE TEAM

“I do not want your blood, I can take your blood. I want your spirit, and only you can give me that”

A The Game team can consist of any number of players, but usually approximately 5 play at any one time in a match. Some games play with only one or two players on each side, but these are no less exciting.

Membership - A mentioned there is no official cap to the number of players on a team but most have around 10 men or women available to play. Pay in the leagues is exactly the same for all professional players, although the vast majority play for the shear pleasure of the game: the adrenaline rush, the excitement, the challenge. Occasionally, and tragically, players have demanded higher wages, this has met with resistance at every level and players refusing to back down on the matter, such as the promising “Tail Gater” Philip Winders, have been forced to withdraw from the game.

In-Game Organisation - Most players have a favourite position that they play in most matches, however, team members are re-arranged according to circumstance. Although The Daddy is the most influential player on the team, all the players are involved in quickly deciding how the next epoch or point will be played at the pre-Bu*ger Off Team Strategic Consultation (pBOTSC). During the action it is up to the players individually to act according to the situation and not rigidly stick to a plan that may become irrelevant the instant the referee Bu*gers off.

Typical Organisation and Formation

This diagram portrays a fairly standard game of 2-team The Game (the Sand Dune Massacre Variant) 3 seconds into play. In this game one team (black) has started at their end with the ball for a non-referee B*gger Off. The opposing team (white) is deploys within its own half.

Although only a few seconds into the game the tactics are becoming obvious: black are employing a War of Temporal Dimensions. One of their players sweeps to the right while the player with the ball, flanked by a body guard advances ready for the overhead pass, to the rear of the enemy. The white team have initiated a “Get Winston” in order to immobilise the black Daddy. They have positioned two Sentinels in order to break the charge of the black VanGuards but have left themselves open to the pass from behind. They have also positioned a Draw Back to protect against negative scoring.

2 Way PreBug*er Off Half Court Deployment

Post Bug*er Off 3 Way Deployment

White: Begin with False Testimony and convert to Von Manstein against Yellow as they realise that Blue Team will play Counter Point. White risk a Get Winston as a Vanguard dives wide towards the Yellow goal.

Transfers

Player transfers are reasonably common in the Leagues. There are many reasons why players are moved, by their own choice or otherwise. They may feel they have outgrown the team or are unhappy with how the team is performing, older players may downgrade themselves to a lower level of The Game so they can still enjoy the sport. Managers may also feel inclined to move players who are regularly under performing or do not gel adequately with the other team members. Although occasionally there are biter disputes, both parties involved usually agree a mutually beneficial course of action. Most teams do not actively head hunt players as the IBC and the Leagues consider this extremely bad manners.

Once a player has left a professional club he is entered into the IBC Strategic Reserve or “The Orphanage”. While without a club players are not idle and reservists play in their own league in order to keep their skills sharp. Sometimes players may develop close new relationships with like-minded individuals and form a new team in the Open League. Fortunate players are quickly snapped up by teams replacing old or injured players, or who are scouting for a missing piece in their team jigsaw.

A WHOLE WORLD OF BUGGE*Y

Other Teams:

For the sake of completeness we have here include a list of other popular teams in the leagues. Although by no means definitive it gives the reader a better idea of the scale of the game:

Team & MotoLeague
Adepts ad Mortem Phobos et deimosJupiter
Angels. We are Angels. Let no one stand against us. Let no man stand in our way CharactersCharacters
Artemis. Gold shod warriorsJupiter
Bell & Walker. Changing environmentLeague Of Storm Clouds
Chester Hares. To keep running when bloodiedJupiter
Commissar. Not one step backwardsLeague of Valiant
Dartmoor Black Fox. There is darkness over the moor, watch the predatorsLeague of Storm Clouds
Fallen Blades Critical. Death woundLeague of Valiant
G. Force. Ride the centrifugeJupiter
Incubi. Heart of darknessImperial
Iron Side. The troop on the hillCharacters
Legionnaires. That which is unknown always commands the greatest fearLeague of Valiant
Ultra Mega Buffaloes. God bless AmoebaA.V.G Nitro
N. X. Mikael. Full of spirit, full of fightImperial
Rapier Fantastic. Cut and thrust, burn foreverJupiter
Shock. One hundred thousand voltsLeague of Valiant
Styx Implicit. Cerberus is waitingImperial
Tintagel Black Fox. Red eyes gaze from the caveImperial
TurbulenceJupiter
Ultimatum. Dead line…Jupiter
UnhumanLeague of Storm Clouds
Vici. Causus BeliJupiter
Warlords. To War my Lords!Characters
Woolwich Back FourJupiter

League Tables

Here is an extract from last years league table from the Jupiter League. The league ranking is based on points scored, wins, injuries for and against and bonus points awarded for spirited peformances.

RankNamePointsForPointsAgainstInjury BonusGame BonusTotal
1G. Force142103558245
2Vici13712860193
3Adepts ad Mortem5656774192
4Rapier Fantastic84132349169
5Chester Hares103153740165
6Artemis100143342161
7Warwick92254840155
8Ultimatum81185228143
9Tectonic69303059128
10Turbulence70232852127
11Null64233536112
12Woolwich Back IV62142836112
13Internal Combustion62343051109

Other leagues use other scoring systems, depending on what the emphasis of the league is: originality, skill or energy…

League of Storm Clouds:

NamePointsForPointsAgainstNegatives ScoredInjury DifferenceNew TacticsTactic BonusTotal
Dartmoor Black Fox7824351234135318
Bell & Walker6721292328133301

Imperial:

NameYe ScoreWounds ImpartedWounds SufferedPoint of HonourBurning of HereticsYe TotalYe Rank
Incubi21337340243111
Styx Implicit199331141453072

Deep Game and “The Mavens Group”

It is widely known that in 1786 The Conclave of Persons Most Masterful in the Matters of The Game and the Swift Deployment of Balls devised the modern Leagues system and set down the “rules” and Charter of the game. Yet there is much that is now lost to common knowledge, secrets of Deep Game and even the history of the original Advanced Violence Game. These secrets exists as myth, or in the darkest cellars of the IBC head quarters. Some people know these secrets. There are groups that meet in obscure London clubs, country houses in rural England and the hidden back rooms of old churches, they discuss the greatest game on Earth and they keep the old stories. There are rumours that some of these groups are the descendants of the delegates of The Conclave but, of course, this has never been confirmed. These groups are the keepers of Deep Game, they know the advanced tactics that are considered too overwhelming and the violent offensives that are considered too destructive. Although they keep these secrets they are also keen to develop new expert strategies and manoeuvres. These are often too complicated or dangerous for the common ring, but they do occasionally cross the border into practicality. They also petition the IBC who greatly respect the opinions of these The Game sages.

One of these secret organisations, one that is most often linked with the legend of the heritage of The Conclave is “The Mavens Group”. Of course very few people really know if they exist. When a difficult or controversial decision at the IBC is suddenly resolved without warning, people nod and say to their neighbour “ah, the Mavens are abroad”.

The Mavens Group specialises in the misty affairs of Deep Game, the shadows of history whisper of the WatchTower Battle of Barnby Dun, The Wraiths, and The Sundown 3 on 3. They publish an exclusive journal every five years, which is seen only by similar groups and select members of the IBC inner circle.

All Alone in the Dark:

Deep Strategy:

There are some very complicated and even convoluted tactics in The Game, that make up some of the official 13,462. Deep Game is rarely practicable, but the most accomplished teams in the leagues occasionally deploy these non-conventional weapons against similarly skilled opponents.

This Diagram demonstrates how the team should weave up the “drain pipe”. As each player passes, he or she must then run on to the next position.

Counter: there are two countering this move one may attempt a Go Johnny! # Go! Go! Go! Go! If successful, this cuts off the supply of players further up the drain – pipe, however, if the “spiders” have already made progress, it may be too late. The second counter is similar but is specifically designed to destroy the spider. This tactic is called The Rain Maker, as the rain comes down to was the spider out. So, using the philosophy of the Go Johnny! Go! Go! Go! Go! the counter team must anticipate the positioning of the “Spider” and systematically break its legs and pass forward. In this way, the counter team may then go on to play Incy Wincy Spider themselves.

Anti-Counter The Rain Maker- Spinning the Web: In order to counter-counter The Rain Maker requires an absolute minimum of three players and four is strongly recommended. The manoeuvre begins as Incy Wincy Spider, but is changed when the opposition plays The Rain Maker. Whilst the Incy Wincy Spider is purely linear it is an easy target. This disadvantage can therefore be nullified if the formation is taken into 2 dimensions and transformed into Spinning the Web.

This diagram shows the direction of pass, but it is also useful to see how the players move during the “Web”.

This diagram shows how the players must position themselves to “Spin the Web”. Of course moving to quickly leads to the collapse of the web because a player standing still will be easily tackled, or at least marked. The whole manoeuvre must be carried out at high speed. Variations of the web exist although this is the original, and most popular web design. Spinning the web is very, very rare in modern The Game and only the greatest teams use it , and then but sparingly. A team must also be of the right character, fast, accurate and used to spatial dimensions tactics. If the goal is well protected by strikers and draw backs, then the web can be maintained indefinitely. The dashed lines indicate how players move after the first revolution to change roles. In this case, the 3rd player (green) in the web becomes the 1st (formerly blue) and the 4th in the link (red) changes to 2nd (formerly yellow). The pattern is then repeated, and the web can even move across the ring, altered in size and even flipped to its mirror image.

Of course this tactic is not indestructible: you have woven your web and the fly is trapped, but what if the fly is strong enough to break free?

Counter Thrice – The Over Mighty Subject: The ball flies through the air, effortlessly caught and passed, your enemies weaves around at top speed, always in the right place. The web is constricting you. What can you do fly? You can stretch your wings and flex your muscles. A team caught in the web must act quickly to counter the web, maintain some initiative and end up in some sort of attacking formation. In short, they must perform the Over Mighty Subject. As a slave of the web the weak or naïve team will chase the ball and try and mark. This is difficult when the opposition knows where they are going, and you do not. You cannot simply defend the home zone or centre zone because that will leave the other open and splitting defence will cause the web team to strike two to one at whichever end they choose.

During a game that could, perhaps, decide the Characters season in the late early 1800s two webs were seen simultaneously. Angels, then 2nd in the League after 4 years without a title were playing the leader, Warlords. Angels began a run with the ball and played Incy Wincy Spider. Realising this, Warlords immediately executed The Rainmaker. As both formations met, there was confusion as to who had successfully made the last pass. The Warlords The Daddy believed that Characters had begun their own rain maker, having failed the Spider. He signalled his team to deploy the web. At that moment, the Angels team saw that the Spider was hanging fire and deployed their own web. Angels span a conventional web, but Warlords, knowing that Angels knew how to Spin the Web, played a flipped formation. Thus - both teams were, unknowingly, playing exactly the same positions. As both teams were drilled in exact precision for the web, they did not see that the receiver was from another team. The passes flew in and out, players throwing to opponents in the confusion. The climax of this strange battle was when The Daddy for Angels, ran into The Daddy of Warlords. Protocol forgotten, an enormous fight erupted, ending in a point for Angels. This loss meant that, eventually, Iron Side went on to win the Elite of the League, completing the Turnip O’Grady McFizzwas in early 1812.

Theoretical Theory:

Many man hours of the secret organisations of The Game, and the scribes of the IBC itself are spent perfecting the best game in the world. Here is an example of work by someone whose dedication to the game is slightly worrying…

“Critical Resource Mismanagement or Getting Ones Own Winston: The popular and relatively new tactic of Super Member pro-Neutralisation (SMpN), or Get Winston is certainly one of the most influential and effective methods of supra-defence of recent years. However, close scrutiny of the inner theory of the tactic shows that SMpN has a possible and terminal flaw, if physio-player resources are misallocated. That is to say if during the pre-Bug*er Off Team Strategic Consultation (pBOTSC) a player designated as the agent of Super Member pro-Neutralisation (the Kurt Steiner) is relatively or actually superior to the opposing Super Member, then in real terms the team looses out in the The Game equilibrium. This is less noticeable if a team is considerably poorer in quality. If, though, the teams are similar in ability then this mismanagement can crucially alter the outcome of the contest.”

Put in layman’s terms, this simply means that if you send a player to Get Winston, and that player is better that the opposing The Daddy, or critical to your success in another way, then you effectively lose any advantage as your player is needlessly wasted and the team is weakened!

To be continued.....



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