Themiclesian football
Themiclesian football (擲丸, dryik-gwar) is a ball sport with several variations whose common objective is to take control of two objects—a ball and a flag—and to deliver the ball into scoring areas or baskets located along the field of play. The primary challenge is evading an opposing team's attempts to deprive possession of either the ball or flag, both being necessary to score. The dynamic of the game occurs in the geometry of and placement of scoring areas and the rules regarding passing of the flag and ball: the flag cannot fly through the air, while the ball in play cannot bounce more than twice. Additional rules may be enforced to create more hazards.
While the primitive form of the sport is thought to be derived from the sport known in Menghe and Dayashina as tsjuk-kjuk (蹴鞠), it has since been influenced by Casaterran sports to an extent, introducing the element of movement and outright scoring. The sport, for its many hazards and restrictions, has been called a "quintessentially Themiclesian" one. In previous centuries, the sport also has a uniquely military connotation to it—the game was initially thought to approximate some kind of battle-field manoeuvre.
History
The playing style of Themiclesian Football has changed significantly over the centuries in which it was played.
1437 football at Gwren Hall
On May 2, 1437, it is recorded that a group of gentlemen-in-waiting, taking advantage of the vacancy of the building, played a game of "ball tossing and kicking" at Gwren Hall, where "the gentlemen at leisure in the afternoon divided themselves into three groups and each sought to send the ball into the galleries canopies; a Pearl staff was used to dislodge the ball from the canopies." This is the earliest unambiguous record of playing football in Themiclesia. Gwren Hall (侖室) is a hall-complex (a main hall and surrounding galleries and buildings) located in the Q′in′-lang Palace in Kien-k'ang; the same site is now the seat of the Appellate Committee of the House of Lords.
It is interesting this game was not between two teams, such as always the case in all major football codes as well as subsequent Themiclesian football code, but amongst three teams. The physical environs of Gwren Hall indicates that there were three canopied galleries in the 15th century, so assuming the teams had co-equal objectives, they would have each sought to deliver the ball into a designated canopy. The fact that there were three scoring galleries must relate to the fact that not only are the two ends in modern Themiclesian football used for scoring, so is one of the sides though only in chase play. This three-teamed play could have evolved into two-teamed play but retained the geography of three scoring galleries, with the third side being used for atypical scoring, for additional interest and variety.
However, nothing at Gwren Hall is held to explain why the hazard gallery is twice as deep as the safe gallery, enlarging the advantage of the side advancing towards it. As far as scholars are able to tell, the east and west galleries of Gwren Hall were exactly as wide then as they are now, and there is also no genuine reason to suspect the canopies on them were of different depths.
1598 Games
In 1598, a book called Games was published in Rak and documents many types of games that persons of all classes, from the imperial prince to the pauper, played. In it are found the first detailed rules of the game identified as Themiclesian football. Many aspects of the described game resemble so much of the game as it was documented in more detail in the 19th century, that the description has been considered somewhat uncanny.
If the book's rules are a description of what the author knew about a game, then it must be concluded that a large part of the modern game already existed in the same form as early as 1598. The book seems to imply the rules never changed by much after their publication. Since Games was not a widely-published book (only a few copies are known to survive from the original printing), this means the longevity of the rules is attributed to their being widely known and held immutable, which is in stark contrast to other popular games which tend to change rapidly and become unrecognizable within a shorter period of time. But Charles Prattle would rather suggest that the book's rules struck him as
someone saw a basic kind of football and, throwing elements of other games in, invented a much more complex game, and some time later people finally decide to start playing the game they find in the book. Fortunately, the game turned out to be fun.
The strangest part of Themiclesian Football seems to be its tennis-inspired scoring system. Knowledge of real tennis was brought to Themiclesia by Casaterrans first landing there in the 1300s, and very soon the rules were published domestically far earlier than anyone had attempted to play the game itself. This was because the genre of "fantasy travel log" became fashionable in Themiclesia, where writers would claim they have travelled somewhere exotic and were publishing what they saw. Fantasy and reporting were unscrupulously mixed in this literary genre, and many things were copied from other publications and elaborated by another author. The game of tennis was thus described in Themiclesia by people who probably have never so much as seen it played, since no actual tennis courts were built in Themiclesia until the 1500s.
At the time Games was published, this type of literature was no longer fashionable, and Games is not in this fantastical genre; it appears as a much more serious and grounded account of things that the author deems plausible. But it cannot be excluded that the author had recorded a game based on an analysis that was only indirectly reported or somehow misunderstood it. Stephenson notes that if one only looked at the game casually, it is very difficult to understand how the game is played intuitively; so it is possible that the author may have looked at a somewhat different game and, realizing that his notes were not coherent, made some of his own careful, albeit unconfirmed, inferences. On the other hand, Albright contends that Rak, where the author lived and collected his information, had a real tennis court, and it is possible that a tennis-inspired version of football was somehow made to play on that tennis court and later adapted to pitch play.
Elimination of contact
In the Middle Ages, it is widely thought the game did not penalize intentional and unintentional contact, since there are reports of nasty injuries and deaths caused by zealous players as part of the game itself (not angry players acting outside of the game). However, this is not to say all games of football were equally unrestricted. It is difficult to imagine, for instance, the 1437 game at Gwren Hall to have resulted in bone fractures and losses of consciousness. Thus, the intensity (and violence, for that matter) of the game may have totally depended on the players' identities and considerations, as well as what is the habit amongst them. But 1598, the modern non-contact version of the sport is already known and played. This does not exclude the possibility a contact version was also played, only that it is not described by the 1598 book. It is possible that the non-contact style was considered a newer variation of the contact version, thus needing explicit rules defined in a publication.
While there is no detailed record of how a contact-based game was played, sports historians have speculated that a non-contact game may have been more interesting and welcoming because a stronger player could not simply shove a weaker one away and take the ball that way. A game dominated by physically robust players would quickly become dull and impossible to join for amateurs, and in an environment where sports were kept alive by participation rather than paid spectatorship, games must have been of stable and broad appeal to remain alive and become widespread. Thus, the non-contact game may have displaced the contact one.
Knee and ankle-kicking
The sports historian Stephen Lamb argued in 1984 the most significant change in Themiclesian Football occurred in 1839 or so, when the technique of ankle-kicking became more widely practiced. Prior to this time, the ball was kicked from the knee and not the ankle. As the knee was less dexterious than the ankle and provided a smaller range, ball passes were less accurate, and they would have been impossible without coming to a complete stop. The reason for this change is debated, since it would not have been a difficult technique to imagine or develop. Lamb thinks the ball became lighter around this time and caused the new technique to become viable, since kicking a heavy ball with the ankle could have resulted in unbearable pain or debilitating injury. He cites historical texts saying the ball left indentations in the ground wherever it landed as clues to its greater former weight.
To date, no ball predating about 1870 or so that would prove Lamb's theory have been found in a complete state. As balls were expensive, most would have been used until the casing ruptured, and when it ruptured the tightly-packed stuffing would have exploded out of the casing and rapidly degraded. Stitching a ruptured ball back together is not feasible, since the ball is compacted by animal stomach that naturally shrinks when drying. This means no ruptured ball can be weighed together with its original stuffing, even though ball casings dating as far back as the 1400s have been found. Measuring only their dimensions reveal that they are not significantly larger or smaller than modern balls, though with a larger degree of regional variation. But translated to volume, the difference in diametre can certainly have meant a significant difference in weight.
Lamb is able to point out, however, that the trend in the historical period is towards a lighter ball rather than a heavier one, with the minimum weight established in 1857 being lowered twice in 1861 and 1874. These data suggest to him that, during the middle of the 19th century, balls were getting progressively lighter, and a threshold was crossed around 1839 that enabled ankle-kicking. Books of that vintage state that both ankle and knee kicks were necessary, but today the knee kick is very rarely used.
A re-enactment game was assembled in 1998 in honour of the 400th anniversary of the codification of the game's rules, where modern professionals reverted to the equipment of the game about 200 years ago. The players dressed in robes and used a very heavy feather ball weighing 985 g (a reasonable weight in the 1870s). In a post-match panel, the players recounted that the entire dynamic was unrecognizable because they could not safely kick the ball with their ankles, and the heavy ball could only be reliably passed with a upwards kick. In turn, this means the ball fell at a steeper angle and carried more downwards momentum, also requiring upwards kicks. Shallower, lower passes that the bouncier and grippier modern ball permits resulted in the old ball quickly falling and rolling (thus uncontrollably losing points).
Equipment and playing field
Clothing
While Themiclesian football has many aspects that render it similar to contact sports such as Gridiron football and rugby, it is a non-contact sport; rules penalize both intentional and unintentional contact. As such, no protective padding or helmets are worn.
Until the middle of the 1800s, players usually wore customary Themiclesian attire, though this reflected the quotidian dress of the parochial player base more than anything else. The typical ensemble consisted of a bathrobe-like upper garment and long, wide pants with unclosed flies tied to the knee for ease of movement. Standardized ensembles only became used when teams became permanent and competition more than casual after the Themiclesian Civil War (ending 1530). In modern playing, there are few official attire rules, the convenience of players being the most salient factor instead.
Ball
The ball passed between players and used to score points is made from a core of feathers packed into an animal sack, then surfaced with glue and cork, then stiched with leather. The feather is first boiled in water to make it pliable, so that it can be stuffed effectively into the sack. The sack is then slowly wind-dried to remove moisture. Pulverized cork is applied across the sack with glue and used to mask any imperfections and stitch-marks. Sheepskin is traditionally used to finish the ball. The ball must be visibly-spheroidal (imperceptible deviations are permissible), at least 45.7 cm in diameter, and weigh no more than 380 g. This means larger balls are possible, though this is not to the tactical advantage of any team.
Flag
The flag (縌) used is derived from an officer's brocade ribbon that held his seal to his sash. Along with the sash, the ribbon is a symbol of office in both military and civilian contexts. Its strands are woven from silk and then twined together. Traditionally, the colour is pale blue, being the ribbon colour of the most junior military officers entitled to one's use; today, ribbons of any colour may be used for visibility.
Playing field and scoring areas
The ordinary field of play measures 150 by 60 meters, but other dimensions may be used with players' agreement. Most televised matches in league play use the standard field. In the past, it was common for teams to agree on a "permanent deviation" (e.g. between Team A and Team B, a field of 100 by 50 is agreed upon for an entire playing season) if expecting to play each other for a prolonged series of games, but with the construction of dedicated stadiums with immovable seating and the rotation of home/away games, this has become rare.
The field is divided along its long side into equal sixths called stadia, and each sixth is further divided into equal sixths called steps. One half is called the "safe end", while the other, the "hazard end". The field is also halved along its short side, creating "field north" and "field south". This nomenclature has nothing to do with the actual orientation of the field itself, but "field south" is always the side of the field next to the "chase gallery".
Flanking the field on all four sides are scoring areas, usually called galleries after tennis. They are asymmetrically arranged along both axes. Closer to the safe end, there is a scoring area, the "safe gallery" divided into two halves corresponding to field north and south, each one step deep. On the opposite side, there is the "hazard gallery" two steps deep. The gallery closer to field north is the "recovery gallery", one step deep, and the one opposite it the "chase gallery", two steps deep. At the very edge of the playing field, there is a rope suspended, called the tape.
During play, each team is assigned to one end of the field. The stade closest to the end galleries are off-limits to the team of the other end.
Players
Each side may field between eight and sixteen players at any given time.
Play
Ordinary play
To start the game, a member of the team on the safe end, holding the flag, called the advance, take the ball and fling it, with any part of the body that is not the arm or hand, into the air. Players on the advance may go beyond the middle of the field only after the ball is airborne. After this, the advance will attempt to position its players so as to receive the ball and then send it through the air to another member, avoiding interception by the defence, until they have reached a favourable position from which a player may win the point outright by delivering the ball. The first pass from the initial fling must occur within 62.9 yards of the centre line, after which passes may be made anywhere; thus the advance cannot score by flinging the ball into the gallery directly. Since a team member must hold the flag to score, it is passed to them by a runner, while the ball is passed through the air. Since the ball cannot be carried while moving while the flag is not effectively thrown, the flag must be carried by a different player.
The ball is allowed to bounce once on the ground before it is touched by a receiver, and if it were to bounce twice, a chase (viz. below) is laid down; only if it bounces a third time will the point die. If Lord Bri's Rule is being played (as in most games), if the first bounce happens to be higher than the receiving player's head, the second bounce is counted as the first. But if the flag is dropped to the ground at all, the point is awarded to the defence. While the flag could legally be thrown, it does not fly well through the air, and at higher levels it is only effectively passed from hand to hand. It is forbidden to weigh the flag down with a coin pouch or another heavy thing (like a leaded border) to make it easy to throw, as a common form of foul play when each team formerly supplied its own flag.
There are variations in the rules regarding scoring. In professional leagues for both men and women, a good delivery is diagonal, that is a delivery taken by a player standing in field south must land in gallery north, and vice versa; a ball landing in the wrong half of the gallery does not score. In amateur play, diagonal or straight delivery (where the ball may land on any part of the quarter to be good) is usually agreed upon by the tournament or by players.
Technically, the objective of the defence is the same as the advance, being able to score by delivering a ball into the gallery behind the advance; however, this is rarely pursued because the game's rules give the advance an advantage in ordinary play that is nearly insurmontable if the advance play competently (normally the first pass for the advance occurs . At high level, very rarely would the advance be so far out-manoeuvred that the defence could control both flag and ball, manoeuvre behind the advance, and score outright. The safe galleries (defended by the advance) into which the defence must score are only about 1/3 as deep than the hazard galleries (defended by the defence); this means the delivery trajectory needs to be considerably shorter and so the defence must advance deeper in the field to make a viable delivery. Thus, the defence normally focuses on changing roles with the advance rather than attempt to score outright.
Chase play
A chase occurs when the advancing team flings the ball into the air but receives it after two bounces; that is said to be laying down a chase, but the point in play continues without interruption. A chase is so named because the advance is likely to be chasing the ball desperately to save the point from being won by the defence outright. If the advance is unable to receive the ball after the third bounce, then the defence wins the point. Normally, when two chases have been laid down, they should be played off immediately, and if only one chase is outstanding, it is played off at the end of a game.
A chase point begins where the ball bouced twice (the "chase mark") rather than the centre line. If two chases have been laid down, the defence may select which of two chase marks from which to play first. Since the chase mark is likely to be far beyond the centre line, the distance the now-advance must cover is greater than in an ordinary point. This means the advance has a smaller advantage in a chase point than in an ordinary point. To compensate for this disadvantage, as much of the side gallery as the chase mark from the hazard gallery is now available; if the ball is delivered (while holding flag) into the playable part of side gallery, this is also a successful chase point. The defence therefore needs to anticipate both diagonal movement and straight movement and distribute the team members more evenly.
The nature of the chase is a penalty for the advance being unable to receive the ball after only one bounce, as such in the event of a chase it is more advantageous to have it laid down as far into the defence field as possible. Indeed, if a chase is laid down in the field of the advance (that is, the ball has been forced back into the safe side after flying into the hazard side), it becomes very difficult to defend a chase, since amount of playable side gallery becomes large, and the game will nearly be played in a horizontal orientation, with the closest gallery being the side gallery rather than the hazard gallery. If such a very lopsided chase is laid down, it can be conceded by the disadvantaged side to save time and energy.
Recovery
Scoring
The modern scoring system is derived from an archaic form of tennis, which was introduced to Themiclesia around 1400. Before this time, it is believed the scoring was numerical, though there are no known records of how scoring was kept. According to the oldest known manual of Themiclesian football, written in 1598, the mainstream scoring system has not significantly changed since that time.
The winner of a game is the first to score four points, with each point being awarded to the team that delivers the ball, while possessing flag, into the opponent's gallery, and being awarded against the team that permits the ball to bounce three times (or four, according to LBR) or sends it out of bounds. It is not necessary to win by a two-point margin, as in tennis (there is no "deuce").
The match winner is the team that has the most games after a given number of sets. There is a mandatory changeover at the end of each set. A set ends as soon as there have been two changeovers within the set, provided there have been a minimum number of games scored. This means a set is over as soon as both teams have been the advance once. The minimum number of games to end a set, called the game-floor, is by default set at four, but can be changed according to teams' preferences. A higher game-floor permits a team to build up a larger lead over another team, while a lower floor encourages closer games.
The number of sets that must elapse to end the match varies; for professional teams, this is often four or six sets, and for amateurs it is often two or four. Unlike the game-floor, a higher number of sets encourages closer matches, while a lower number means the match is over with fewer opportunities for each side to have the advance advantage.
The format of the match is quoted as "four-four" or "4/4" if the game-floor is four games and match is over in four sets.
Furthermore, there scoring regarding the chase play-off is also variable according the 1598 rulebook. Generally, the number is set at two—the chases will be played off when there have been two chases laid down. The play-off does not affect the normal progress of games outside of the play-off. If the advance defends the chase successfully, the advance will remain the advance in the following game; if the defence penetrates the advance in the play-off, it will become the advance in the following game. A higher number of chases laid down before playing them off privileges the advance, as normally the defence needs to win each point in the play-off to force the changeover; if even a single point in the play-off is won by the advance, the chase is successfully defended.
Thus, under a 4/4 format, the minimum number of points that can win a set is 20 points; 4 ordinary points each for 4 games, 2 chase points to lose a chase to the opposing team, and 2 more chase points to win the subsequent chase. However, such a score is very unlikely to occur between evenly-matched teams. The fact that a set ends after both teams have been on the advance suggests that the designers of the game rules anticipated changeovers to be hotly contested and difficult. The average number of points in a set is between 40 and 60 in the modern era.
Since the match result is determined by the number of games won after a number of sets, not how many sets in which a team leads, it is not always in the interest of a team to end a set as quickly as possible. If a team has good winds in a set and has a strategy against that the opponent cannot counter, it may be in the former's advantage to build up a good lead in games prior to allowing a changeover. If a team is so successful at preventing a changeover that it never occurs, the match would not proceed, and a team risks exhaustion when a changeover does occur against its will. A successful team therefore needs to lay down chases strategically in inter-point strategy (the strategy of the whole match) and field a diverse range of tactics to avoid entrapment by the opponents, within both ordinary and chase points.
Fouls
Gross
It is a Gross Foul-play (or a Gross) to strike, trip, or restrain any player on the opposing team intentionally, with or without causing injury or affecting the point in play. This results in the match being awarded against the offending player's team immediately. However, it is not deemed a Gross if these actions are done against one's own team member.
It is also a Gross to alter the dimensions or conditions of the field or the ball after the match has begun, unless the consent of the opposing team has been obtained. Even if this is not done deceptively (if a verbal notice is given), it is still considered a Gross. But notably it is permissible to alter the dimensions or condition of the flag, as long as it does not happen while it is in play.
Minor
It is a Minor Foul-play (or a Minor) to do anything that is a Gross unintentionally. The result is the loss of the current point. If a Minor occurs in chase play-off, the entire chase is decided against the fouling team.
Strategy
Flag
Passing the ball
Rebounding
Unlike most other codes of football, Themiclesian football is played on a field with solid walls and other solid structures built onto the field itself. The shape of the field is irregular by football standards, since there is a gallery, its support pillars, and the canopy framework before the gallery, and all such irregular surfaces are considered in play. It is close to the boundaries where contest is invariably the most heated. As such, the technique of created directions unanticipated by the opponent by rebounding the ball off the wall, pillars, or framework is an important strategy, particularly at high levels. Successful rebounding requires rapid thinking, field awareness, teamwork, and above all precise control of the ball.
Scoring
The scoring area, the roof of the canopy, opens upwards rather than forwards as in most forms of football. Additionally, there is a gallery roof behind the canopy that, by reason of its surface, does not always allow the ball to roll into the canopy. The two main types of goals are the drop-in and the roll-in. The former is executed by kicking the ball in a high arc and directly into the canopy, but this is also the more difficult way to score; the latter is to kick the ball at a relatively shallow angle across the gallery roof such that the ball rolls gently off and at the correct angle into the canopy. Both techniques have utilities and challenges that make the suitable in different contexts.
A roll-in can be attempted from further away since the roof is more permissive of rolling when the ball lands on it at a shallower angle. An attempt to roll-in from very close to the roof generally produces erratic bounces on the roof. In all cases the roll-in needs to be executed diagonally to permit the ball to roll off the roof in a parabola cross its surface. If the ball rolls off the roof in the direct path, it usually gains too much momentum and flies away from the canopy. To produce as little bounce as possible, the ball should ideally come into contact with the surface of the gallery roof at its apex, where it has no vertical momentum. However, owing to the field's limited size and players' limited strength, the perfect contact is not actually possible, and in view of tactics, not truly necessary.
A drop-in requires the ball to drop more or less vertically into the canopy. This is also technically difficult to do, since the player must have excellent control over the power of the kick, which determines its distance. In most football codes, it is only necessary to have the correct direction in order to score a goal, but in Themiclesian code the correct amount of power is also required. If it is too weak, it would not reach the canopy, and too strong, it overshoots onto the roof; at the normal arc of a drop-in, a ball that bounces on the roof will likely not fall in. Themiclesian basketball professional, Tam Lrap, says this manoeuvre is like trying to shoot with the foot rather than the hand. In practice, roll-in goals outnumber drop-in goals by about 7:1, though drop-in were more common before the modern era.
Clubs
In the early days of Themiclesian football, the playing space (most often a temple court or military drilling ground) was the locus of organization. Such an organization was not a team in the modern sense of playing always on with each other and against others. Members of the field saw no difficulty in forming and dissolving lines amongst themselves, so a team in a playing field lasted only as long as the match, and perhaps not even then: players seemed to have regularly changed sides during matches, and they sometiems arrived and left mid-match. Thus, permanent lines of the modern kind did not develop for most of the history of Themiclesian football.
This organization at the level of the playing field is attributed to the fact that large, maintained playing fields were very rare and perhaps required football players to share in its upkeep in some way; on the other hand, it may also be the case that clerical or lay groups associated with the institution that provided the field were the first regular players of football.
Playing fields were particularly associated with temples and churches in Kien-k'ang, with records turning up from 1480 about football playing at the Great ’Eps-krangh Temple (大愛敬寺), Medium ’Eps-krangh Temple (中愛敬寺), and Small ’Eps-krangh Temple (小愛敬寺). There is no record of such playing spaces uniting as a team against the players of another playing space before 1843. Indeed, the very game itself was considered peculiar to the playing space, such that a person would speak of playing the "football of Great ’Eps-krangh Temple" rather than "football at Great ’Eps-krangh Temple". This accords well with the idea that various features of these playing spaces were incorporated into the rules of the game and so rendered intermural play nearly impossible.