GOALIE WAR
Brief rules
Goalie War is a single-game competition in which a 1-on-1 duel is played exclusively with the defensive line (goalkeeper + two defence). This war can only be won by one! The winner's laurel goes to the daredevil who scores more goals than his opponent. At the Village Cup: up to 2 sets won (set to 5 goals), system as in battle: 1KO!
To start this duel, the fighter must play the ball in accordance with the two-contact rule. The same must be done at each restart. Time is counted from the contact of the ball with the other figure, and the penalty for bad play is loss of the ball.
Have you respected the fighting code and played the ball correctly? You don't have to stop it or wait for time to pass! Shoot!
If a ball hit too hard, ricocheted or treated with other black magic leaves the field of play, you need to know that it is not the player who last touched the ball but his opponent who will resume.
If the ball is declared dead despite a tackle and it is out of the reach of both defensive formations, as in the case of the ball leaving the field of play and in this case, it is not the player who last touched the ball but his opponent who will restart. It may happen that the ball makes a life in your defensive field. Help yourself with your hand to bring it back to life (within range of your formation).
The range of the knights is limited. If the ball is beyond the reach of your defensive formation, you must humbly and respectfully hand it back to your opponent to resume your duel.
If your strength causes a struck ball to return to the ranks of your formation, according to the code of honour of a knight, stop it before you strike again. Colloquialism: Don't hit from first!
You are a fighter/warrior! You are fighting, not making yarn from fibres. So don't use spinning wheels - it's strictly forbidden and will put you to shame!
The raised midfield and attack formations, despite their prowess, do not participate in this battle. If the ball bounces off them and changes its trajectory, the game goes on. The same applies to the bands of the battle arena!
Panta rhei, and elapsed time is of paramount importance in this battle. You are given 10 seconds to play your action, and if you stop the ball for more than 3 seconds, you must play it again according to the rules. If you want to zip the ball (press it against the arena floor) before shooting, know that according to the official code you only have 1 second to shoot. At the Village Cup and many other fighting arenas the time is 3 seconds.
Respect the code of honour and play fair! Do not use weapons other than those permitted in the game, do not distract your opponent in an unauthorised manner, and if your curiosity is not satisfied, search for more information about this competition in the depths of the internet.