The Sport of the Backwards Nations
For a detailed and easy-to-understand guide to 7ball, check out THIS PRESENTATION on Google Slides. It gives all the essential information contained below as well as being in an easier-to-read format.
- The History of 7ball
On the continent of Suntae, on Sonnel, is the infamous peninsula known as the "Backwards Tumor" or "Lennos." It is comprised of 7 nations, Skcus Adanac Repus, Dnalkward, Airapyahx, Pachsum, Ykcevelz, Nesartak, and Msilanoitan Fo Ycaredefnoc Eht (N.C.). Every 7 years, they meet at the Septennial Backwards Conference. It's a large convention of culture and of legislative meetings, as well as a symbol of friendship between the nations. In the year 3777, the 7th Edition of the conference, a group of citizens decided the events needed a bit more to spice them up. Considering the disaster of 3770's Mass Arson Extravaganza, they resolved to create a more peaceful and lucrative means of celebration.
After watching a 7-man wrestling match the next day, the general consensus was to create a new sport, in the spirit of the Backwards Nations: 7ball. Over the next 7 weeks, the group worked day and night to formulate the rules and regulations and way to play, and on the 7th day of the 7th week, the first official regulation game of 7ball was played, between the Pachsum 7s and the Skcus Adanac Repus 7s, of which the Skcus Adanac Repusses won. A continental and international craze for the lackadaisical competition soon ripped through Sonnel, and the 7egulation 7nternational 7onnel 7nd 7ther 7ball 7eague (22.214.171.124.7.7.7., or 7&7) was born, on the 17th day of the 7th month of 3777.
- Playing Field and Equipment
A regulation 7ball field is 77x77 feet, which is actually 25x25 yards, with an extra foot on each end to hold the goal 7. The field can be grass or wood court surface, but the preferred surface is hard carpet.
The field is a square and is 4-sided, each side contains a Goal 7. 2 must be painted one color, and 2 must be painted another. Color is inconsequential. See Figure 7.7 for a diagram of Zones and lines.
The field is divided into 7 zones, Goal 1 zone, Goal 2 Zone, Goal 3 Zone, Goal 4 Zone, 7ter Zone, Grace Zone 1, and Grace Zone 2.
A "Goal 7" refers to the goal post, the pole of which is designed in the shape of a 7, hence the name "Goal 7." The 7-shaped pole is 7 feet tall. A bucket, 17inx7inx17in, with an open top and holes at the bottom (big enough for the 7ball to come out of), is affixed at the top.
A 7ball is a ball. It is, of course, spherical, hence the fact it's called a ball. Its surface must contain at least one large 7 that fully covers one hemisphere of the ball. Most 7balls also feature a multitude of tiny 7s printed on the ball as well as the large 7. The classic background color is black with a white large 7, with rainbow colored tiny 7s. The structure of the 7ball is similar to a handball or a soccer ball, except without the pentagonal and hexagonal patterns. The diameter for regulation adult play is 7 inches. The ball is usually also highly inflated.
Players are required to wear at least two pieces of equipment: A helmet, similar to a bike helmet, which must have at least 7 7s printed on it, and a regulation "7unk Cup," which must also contain 7 printed 7s on its surface. Other clothing, such as uniforms, socks, shoes, etc., are entirely optional, and clubs may choose to forego these and simply go out in the "armored hats and thongs of 7."
Other equipment, such as bats, paddles, or slingshots, are legal but optional, as long as these implements are not used to harm the other team's players.
- 7ball Teams and Positions
7ball is played between 2 teams, both of which must have 7 and only 7 players each on the field at any time while the "clock" is running.
There are 7 positions on a 7ball team. Goalman 7, Poleman 7, Captain 7, Regular 7, Side 7, Flank 7, and Boring 7.
Goalman 7 and Poleman 7 are responsible for guarding their team's Goal 7s. The difference between the two is that the Poleman 7 must perform a pole dance on the Goal 7 while the 7ball is not in their zone, while the Goalman 7 does not.
Captain 7 is the team captain, and s/he must lead their team, responsible for calling timeouts and arranging formations, and being in the center of attack or defense formations.
Side 7 and Flank 7 are similar, they're usually on the edge of attack/defense formations. They're different because Side 7 must give the Captain 7 a hug after they score every goal, or suffer a penalty.
Regular 7 and Boring 7 are essentially the same position, being the middle of formations. However, the Boring 7 is not permitted to score goals, they're only allowed to pass or carry the 7ball. Any scores they make will actually subtract a point from their team's total score.
Basically, the 5 non-goal 7s have to create formations to attack enemy goals, or to defend their own goals. There is no offense/defense distinction on the roster, players must be proficient in both.
- Basics of Play and Scoring
7ball scoring can be compared to tennis, in which there are sets. To win a "set," known in 7ball as a "7et," a team must obtain 7 points, and then the 7et ends. There is no "win-by-two" rule, regardless of the opposing team's score, the first team to obtain 7 wins the 7et.
The sets are played Best-of-13, so the first team to win 7 7ets wins the match.
The exception to this is in the case where the sets are 6-6, in which the last 7et is played to 17, rather than 7. This final 7et is often colloquially known as the "17et." See Figure 7.7 for example matches.
To score, a team member (Captain 7, Regular 7, Side 7, or Flank 7) must get the 7ball into the Goal 7 by any means possible, whether it be by kick, toss, dunk, drop, climb&deposit, punching, hitting, etc. A team must put the 7ball into Goal 7s defended by the opposite team (similar to most other sports). If the ball goes into their own Goal 7, it counts as a score for the opposing team.
Once the 7ball is securely in the Goal 7, the team who scored gets 1 point (unless it's their own goal), and the 7ball eventually falls out of one of the holes. The Goalman or Poleman 7 assigned to that goal then retrieves the ball, then must go to the Grace Zone or out of bounds, and toss the 7ball to a member of their team in the 7ter Zone. The opposing team cannot intercept the 7ball until it's securely caught by a member of the correct team.
The 7ball may be transported by any means necessary, up to the preference of players and coaches. They can only not be transported under clothes, as early on they decided that was cheating. Otherwise, they are usually cradled in the arms of the possessing players, and handed or thrown to other players at discretion.
Defensive players can tackle, as well as offensive players. However, this doesn't stop play, and it was not really a technique used by many since early on.
The main proponent of the game is coming up with quickly and well-executed formations to move the 7ball to an enemy goalzone and score, or to keep the enemy formation from advancing too far into a goalzone.
Occasionally a player will miss a shot at the Goal 7, which will cause a rebound. If the ball bounces in bounds, any player can grab the ball and start a team formation to attack.
- Other Rules and Regulations
Every Regulation 126.96.36.199.7.7.7. Team must have the name 7s. The only thing telling teams apart is the name of wherever they're from (i.e. the Airapyhax 7s or the Dnalkward 7s). Any team violating this is not permitted to play, and any games scheduled will result in a forfeit in the opposing team's favor.
Team Uniforms, if applicable, must contain at least one 7 printed on them.
If a player steps out of bounds by accident, the ball is given to the Captain 7 of the other team at the same spot, and they must throw the 7ball back into play at their teammates.
If a player is shoved or tackled out of bounds, the Captain 7 of the currently possessing team will get the ball and throw it back in bounds, similar to the aforementioned method.
When a 7et ends, a break of 7 minutes is held. However, if 17 minutes passes without a 7et ending, a 77 second break is held, and the 7et resumes until the next 17 minutes passes or 7 goals are scored. However, this is highly unlikely. Usually 7ets will conclude within one break or none.
- League Play and Addendum
In the 188.8.131.52.7.7.7., there are 77 teams, since it's a worldwide organization.
Each teams plays 77 games every season, one against every other team once, and then an extra against their sworn enemy.
Then, it goes into a 77-spot single-elimination tournament bracket (The 184.108.40.206.7.7.7. 7ournament), based on win records. It advances like a normal bracket, and the winners are named the official 220.127.116.11.7.7.7. 7hampion of (year).
This, of course, only applies to Sonnel, and other regions may establish their own organizations. If 7 organizations end up existing, a 7ball 7uper 7up will be established.
Think of it like basketball, except each team has 4 goals and it's in a square grass court.
And except of it being a hoop, it's one of those weird playground bucket-on-a-pole things, but with no holes. So whenever a goal is scored, a new ball is dropped in the center of the court from the ceiling.
And there's 7 members of each team. 2 guard the team's two goals, 4 run out around the field and try to score. Another guy also runs around on the field like the other 4 but he isn't allowed to score.
So think of it like a mix between football (because of strategy, formations, and on grass) and basketball (because of vertical scoring and the fast pace).
It's scored like tennis sets, the first to 7 wins a set and the first to win 7 sets wins the match.
The rest of the info is mainly advanced and somewhat arbitrary rules.
Figure 7.7, Sample Scores
Sample Scores 7naugural Match, 3777 Pachsum 7s 4 7 6 1 2 7 7 7 7 2 0 7 7 15 Skcus Adanac Repus 7s 7 5 7 7 7 1 3 4 6 7 7 2 3 17 First Round 7ournament Match, 4077 Dubbo Krish 7s 0 5 2 4 3 1 6 Dnalkward 7s 7 7 7 7 7 7 7
Figure 7.7, Playing Field. The Colored Circles are the Goal 7s, top view.
Figure 7.7, Regulation Ball. Provided by Meski Sports.