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Game type: High energy (14, 16, or 28 players) Resources needed: A bouncy ball, pennies to identify teams, cones to define internal boundaries and long tables to define external boundaries. Set up: Tables should be lined up on all sides of the play area to create a giant rectangle. Cones should then be used to create 8 large squares (four on each side of the playing field) within the giant rectangle. (See video for proper visual) Game start - Two even teams (either of 7, 8, or 14 players each) stand on opposite ends of the playing field with two players standing in each square. If you’re playing with 14 players on each team, some players will stand on the sidelines and be rotated in. One player is selected to be the General, and this player has the authority to decide which players on his/her team go to which square throughout the game. To start the game, a jump ball is done with any two players from each team that are in one of the front two squares (see video). If there is no extra person (non-player) to do the jump ball, having players serve it from one of the back squares is acceptable. Every round after this is simply started with a serve instead of a jump ball. Objective - The goal is to “conquer” the entire play area by having your team take control of all 8 squares Gameplay - Once the ball is jumped/served, players continue to hit the ball between squares. Players on the same team are working together to get the ball to bounce in enemy territory 3 times. What does that mean? In the original Rush Ball, if a ball bounced on your team’s side 3 times without switching sides, a point was awarded to the other team. In Rush Conquest, every square that is occupied by your team is counted as a single “side”. Therefore, if the ball bounces once in Blue Team’s 1st square and then is hit over into Blue Team’s 4th square and bounces again, that counts as a second bounce, not a first bounce. The bounces only reset if a player from another team touches the ball or it touches the floor in an enemy occupied square. How players get out If the ball bounces three times within a single team’s territory without a player from the other team touching it, then in whichever square the third bounce happened, both players from that square are out. Players are not allowed to hit the ball twice in a row. So if player A hits it, and then player B hits it, player A can hit it again. But if player A hits it, and then hits it again before another player touches it, that is a Double Hit. If a double hit happens, both player’s in that square are out. If a player is the last person to touch the ball before it goes out of bounds, then both players in that square are out. If players catch the ball, both players in that square are out. Conquest When a player, or players, from a square get out, that square then must be filled by a player (or players) from the other team. That is why there are enough players on each team to fill every square on the field. Even when a player is on a side they didn’t start on, all the same rules apply and the newly acquired square is still considered as their team’s territory. Every square should at least have one player in it, so player’s can re-enter the game if either their former square is reconquered, or a new square is conquered. No square is allowed to have more than 2 people. General’s can reorganize squares between gameplay, meaning they can decide who goes in what square. However, they cannot swap players who are out with players who are still in. Only players that currently have a square can be moved around. Players that are out can only return to the game if their team scores. When a team scores, they can bring back in any of their players who were out as long as their is a square for them to fill. When serving, team’s must serve from one of their back squares (not adjacent to the center line) unless they don’t have one.