Gismo
31st July 2003, 12:34 AM
Duration
Matches shall be played over three unequal periods: two playtimes and a lunchtime. Each of these periods shall begin shortly after the ringing of a bell, and although a bell is also rung towards the end of these periods, play may continue for up to ten minutes afterwards, depending on the nihilism or "bottle" of the participants with regard to corporal punishment met out to latecomers back to the classroom. In practice there is a sliding scale of nihilism, from those who hasten to stand in line as soon as the bell rings, known as "poofs", through those who will hang on until the time they estimate it takes the teachers to down the last of their gins and journey from the staffroom, known as "chancers", and finally to those who will hang on until a teacher actually has to physically retrieve them, known as "bampots". This sliding scale is intended to radically alter the logistics of a match in progress, often having dramatic effects on the scoreline as the number of remaining participants drops. It is important, therefore, in picking the sides, to achieve a fair balance of poofs, chancers and bampots in order that the scoreline achieved over a sustained period of play - a lunchtime, for instance - is not totally nullified by a five-minute post-bell onslaught of five bampots against one. The scoreline to be carried over from the previous period of the match is in the trust of the last bampots to leave the field of play, and may be the matter of some debate. This must be resolved in one of the approved manners (see Adjudication).
Parameters
The object is to force the ball between two large, unkempt piles of jackets, in lieu of goalposts. These piles may grow or shrink throughout the match, depending on the number of participants and the prevailing weather. As the number of players increases, so shall the piles. Each jacket added to the pile by a new addition to a side should be placed on the inside, nearest the goalkeeper, thus reducing the target area. It is also important that the sleeve of one of the jackets should jut out across the goalmouth, as it will often be claimed that the ball went "over the post" and it can henceforth be asserted that the outstretched sleeve denotes the innermost part of the pile and thus the inside of the post. The on-going reduction of the size of the goal is the responsibility of any respectable defence and should be undertaken conscientiously with resourcefulness and imagination.
In the absence of a crossbar, the upper limit of the target area is observed as being slightly above head height, although when the height at which a ball passed between the jackets is in dispute, judgement shall lie with an arbitrary adjudicator from one of the sides. He is known as the "best fighter"; his decision is final and may be enforced with physical violence if anyone wants to stretch a point.
There are no pitch markings. Instead, physical objects denote the boundaries, ranging from the most common - walls and buildings - to roads or burns. Corners and throw-ins are redundant where bylines or touchlines are denoted by a two-storey building or a six-foot granite wall. Instead, a scrum should be instigated to decide possession. This should begin with the ball trapped between the brickwork and two opposing players, and should escalate to include as many team members as can get there before the now egg-shaped ball finally emerges, drunkenly and often with a dismembered foot and shin attached. At this point, goalkeepers should look out for the player who takes possession of the escaped ball and begins bearing down on goal, as most of those involved in the scrum will be unaware that the ball is no longer amidst their feet. The goalkeeper should also try not to be distracted by the inevitable fighting that has by this point broken out.
In games on large open spaces, the length of the pitch is obviously denoted by the jacket piles, but the width is a variable. In the absence of roads, water hazards or "a big dug", the width is determined by how far out the attacking winger has to meander before t
Matches shall be played over three unequal periods: two playtimes and a lunchtime. Each of these periods shall begin shortly after the ringing of a bell, and although a bell is also rung towards the end of these periods, play may continue for up to ten minutes afterwards, depending on the nihilism or "bottle" of the participants with regard to corporal punishment met out to latecomers back to the classroom. In practice there is a sliding scale of nihilism, from those who hasten to stand in line as soon as the bell rings, known as "poofs", through those who will hang on until the time they estimate it takes the teachers to down the last of their gins and journey from the staffroom, known as "chancers", and finally to those who will hang on until a teacher actually has to physically retrieve them, known as "bampots". This sliding scale is intended to radically alter the logistics of a match in progress, often having dramatic effects on the scoreline as the number of remaining participants drops. It is important, therefore, in picking the sides, to achieve a fair balance of poofs, chancers and bampots in order that the scoreline achieved over a sustained period of play - a lunchtime, for instance - is not totally nullified by a five-minute post-bell onslaught of five bampots against one. The scoreline to be carried over from the previous period of the match is in the trust of the last bampots to leave the field of play, and may be the matter of some debate. This must be resolved in one of the approved manners (see Adjudication).
Parameters
The object is to force the ball between two large, unkempt piles of jackets, in lieu of goalposts. These piles may grow or shrink throughout the match, depending on the number of participants and the prevailing weather. As the number of players increases, so shall the piles. Each jacket added to the pile by a new addition to a side should be placed on the inside, nearest the goalkeeper, thus reducing the target area. It is also important that the sleeve of one of the jackets should jut out across the goalmouth, as it will often be claimed that the ball went "over the post" and it can henceforth be asserted that the outstretched sleeve denotes the innermost part of the pile and thus the inside of the post. The on-going reduction of the size of the goal is the responsibility of any respectable defence and should be undertaken conscientiously with resourcefulness and imagination.
In the absence of a crossbar, the upper limit of the target area is observed as being slightly above head height, although when the height at which a ball passed between the jackets is in dispute, judgement shall lie with an arbitrary adjudicator from one of the sides. He is known as the "best fighter"; his decision is final and may be enforced with physical violence if anyone wants to stretch a point.
There are no pitch markings. Instead, physical objects denote the boundaries, ranging from the most common - walls and buildings - to roads or burns. Corners and throw-ins are redundant where bylines or touchlines are denoted by a two-storey building or a six-foot granite wall. Instead, a scrum should be instigated to decide possession. This should begin with the ball trapped between the brickwork and two opposing players, and should escalate to include as many team members as can get there before the now egg-shaped ball finally emerges, drunkenly and often with a dismembered foot and shin attached. At this point, goalkeepers should look out for the player who takes possession of the escaped ball and begins bearing down on goal, as most of those involved in the scrum will be unaware that the ball is no longer amidst their feet. The goalkeeper should also try not to be distracted by the inevitable fighting that has by this point broken out.
In games on large open spaces, the length of the pitch is obviously denoted by the jacket piles, but the width is a variable. In the absence of roads, water hazards or "a big dug", the width is determined by how far out the attacking winger has to meander before t