World Arbello Association International Rules
Gear:
A helmet with a face shield and a flag magnet (according to WAA specifications) on the back
A mouthguard to protect teeth during collisions.
Shoulder pads and a chest protector
Elbow/forearm guards
Protective gloves
A jersey to identify the player.
Heavily padded pants or shorts
A jockstrap or pelvic protector to shield the genitals.
Shin/knee guards
Skates with a thick layer of protective leather or nylon and wheels made according to WAA specifications.
Flags:
WAA approved flags bear its teams colors and logo, and are knotted to a metal ring with the appropriate gauge and diameter for the purpose of hanging from flag magnets on helmets and in either teams’ Home Base
Field:
An oval-shaped area to WAA dimensions with marked territories for each team, consisting of three zones on either side.
Divide: the line between the two territories
Midfield: the centermost two zones
Infield: the zones between midfield and home base on either side
Home Base: the outermost zones where the Flag Guard keeps hold of their Flag
* image not to scale
______________________________________________________________________
/ | | <——- Team A || Team B —-> | | \
/ | | || | | \
/ | | || | | \
| | | || | | |
| HB | Infield | Midfield || Midfield | Infield | HB |
| | | || | | |
\ | | || | | /
\ | | || | | /
\___|____________|___________________||_____________________|__________|____/
Objectives:
Arbello is divided into four 15 min quarters, during which time, both teams earn and lose points. At the end of the fourth quarter, the player with the most points is the winner. In the event of a tie, the game goes into overtime, and the first team to score one or more points wins.
The Flag: The primary objective is to enter the opposing team's territory, grab their flag, and return it safely to your team's base without being felled.
Felling: The secondary objective is both defensive and offensive. Every player that is felled in their opponents territory awards a point to the opposing team, and loses a point of their own.
Rules:
Single Flag in Play:
Only one flag can be in play at once. If one flag has been removed from its Base Magnet, the other flag cannot be removed from its Base Magnet until the first has been replaced, or any flag reset.
Flag Set:
At the beginning of each quarter, and any flag reset, both flags are affixed to the Base Magnet in either team’s Home Base, each flag in its own territory.
Positions:
Teams consist of eight players from either team on the field at any time, and their positions are identified by the color of their gloves and skates. No team at any time can bear team colors in a hue that could be confused with the position colors.
*In accordance with the Disabled Athletes Act of 157, gloves and skates also bear the letter G, R, or D in addition to their specified colors.
1 Flag Guard — Neon Yellow. Flag guards act as a barrier between the opposing team and their flag. Their objective is to keep their flag where it is, but they may not touch the flag or its magnet as they do so. They must stay inside Home Base at all times. If any flag is successfully brought into play, they assume the role of a fourth defender.
4 Runners — Neon Green. Runners are responsible for taking the other team’s flag from its magnet in its Home Base and bringing it back to their own Home Base. They are permitted to be in any zone at any time. At the beginning of each quarter, and any flag reset, they begin in the Midfield.
3 Defenders — Neon Cyan. Defenders are responsible for keeping opposing Runners from getting to Home Base, and opposing flag bearers from getting back to their own territory. They are not permitted to leave their territory or possess the flag at any time. At the beginning of plays, they align in the Infield if their flag has not been removed, and in line behind the runners if it has. If the runners are beginning in the other team’s territory, they align in the Infield.
* image not to scale
______________________________________________________________________
/ | | <——- Team A || Team B —-> | | \
/ | | || | | \
/ |Defenders (A)| Runners (A) || Runners (B) |Defenders(B)| \
| FG(A)| | || | | FG(B) |
| HB | Infield | Midfield || Midfield | Infield | HB |
| | | || | | |
\ | | || | | /
\ | | || | | /
\___|____________|___________________||_____________________|__________|____/
Beginning Plays:
Plays commence at the blow of a whistle from the referee, and plays end any time the clock is stopped, which is signaled again by the blow of a whistle from the referee.
At the beginning of each quarter, and any flag reset, both teams begin at the divide and wait until a referee blows a whistle to begin the game. From there, gameplay commences according to the play called by the Captain.
For each subsequent play, instead of aligning at the divide, players align at the point in the field at which the flag was when the clock was stopped. If the team in possession of the flag has made it to their own territory, the opposing team begins in the closest zone that stands in their way.
In the below example, Team A has possession of Team B’s flag and the clock was stopped in Team B’s Midfield. Team A must now carry the opponents flag to their own (Team A’s) Home Base.
* images not to scale
______________________________________________________________________
/ | | <——- Team A || Team B —-> | | | \
/ | | (possession) || | | | \
/ |Defenders/FG|(A) ||Runners (B) |Runne|rs (A) | \
| | | ||Defenders/FG (B) | | |
| HB | Infield | Midfield || Midfield | | Infield | HB |
| | | || | | | |
\ | | || | | | /
\ | | || | | | /
\___|____________|___________________||______________ |_____ |__________|____/
In this example, Team A’s defenders remain in their infield to protect their flag while the four runners, one in possession of the flag, align opposite the full force of Team B. Some of Team B’s runners may act as Defenders and continue to barricade Team A from returning to their territory.
In the next example, Team B has reclaimed their flag and has to get it back to the Base Magnet in their territory.
______________________________________________________________________
/ | | <——- Team A || Team B —-> | | \
/ | | || (possession) | | \
/ |Defenders (A) | Runners (B) || Runners (A) |Defenders/F|G(B) \
| FG(A) | | || | | |
| HB | Infield | Midfield || Midfield | Infield | HB |
| | | || | | |
\ | | || | | /
\ | | || | | /
\___|____________|___________________||_____________________|__________|____/
In this situation, Team B’s runners have the opportunity to return their flag as one force, or to divide and conquer and attempt to lift Team A’s flag from the magnet.
Felling:
A player is considered to be felled if they are knocked off balance and any part of them besides their skates or hands make contact with the ground. When a flag bearing player is felled, the clock is stopped and the other team gains possession of the flag.
If any player is felled in their opponents territory, one point is awarded to the opposing team, and one point is deducted from their team.
If any player is felled and that player is also bearing the flag, the timer is paused and the other team gains possession of the flag.
If any player is felled in their own territory, nothing happens
If any player is felled and that player is also bearing the flag, and they are felled in their opponents territory, the timer is paused and the other team gains possession of the flag and one point is deducted from the felled player’s team and one point is awarded to the opposing team.
Skating with the flag:
Flag bearing players can not:
Hold the flag with anything except one hand or their helmet
Propel themselves forward if the flag is not hanging from the magnet on the back of their helmet
Propel themselves while their hands or another body part is touching the flag
Hide the flag from sight
Throw the flag to another player
Runners can only pass the flag by taking it from the helmet magnet of another player, or by passing it while neither player is propelling themselves.
Bringing a flag into play:
To bring a flag into play, a player must enter the opposing team's territory and grab their flag from the Base Magnet.
Before removing the opponent's flag from their Base Magnet, the Flag Guard must be pushed completely out of Home Base, or felled. If they are not felled and any part of their body is still in Home Base, no player may so much as touch the flag.
If the Flag Guard is felled, but stands to their hands or feet and is still within the Home Base zone before an opposing runner grabs the flag, the flag can no longer be taken.
Flag Capture:
Flag capture occurs when a runner successfully gets the opposing team's flag back to their own Home Base and hangs it on their Base Magnet with their own flag. This action awards the runner’s team 12 points.
Possession of the Flag:
A team can take possession of a flag in the following ways:
Removing it from its Base Magnet
Removing it from another player’s helmet
Intercepting it during a pass
Felling the player bearing the flag
Timeouts:
Each Captain is permitted to call a three minute timeout per quarter.
Fouls and penalties:
Fouls are called out by a referee’s whistle and are defined as follows. Any time a foul is being addressed, the clock is stopped. A penalizing foul results in a negative point to the offending team.
Intent to harm:
Penalty
Any intentional contact that could reasonably result in bodily harm
Second Flag in Play (A):
No Penalty
In the event that a second flag is legally removed from its Base Magnet, if the first flag has been in play for less than ten seconds, or the runners on the opposite end of the field could not reasonably have known there was already a flag in play
Second Flag in Play (B):
Penalty
In the event that a second flag is removed from its Base Magnet, if the first flag has been in play for more than ten seconds, or the runners on the opposite end of the field could reasonably have known there was already a flag in play
Leg Check:
Penalty
Tripping or shoving with the arms or legs
Out of Bounds (A):
No Penalty
Any flag bearing player skating out of bounds on the sides of the field
Out of Bounds (B):
Penalty
Any player skating into a zone in which they are not permitted (e.g., any Defender skating into the opposing team’s territory)
Out of Bounds (C):
Penalty
Any non-flag-bearing player skating out of bounds on the sides of the field
Out of Bounds (D):
Penalty
Any player skating out of bounds on either edge of the field (beyond either Home Base)
Flag Throwing:
Penalty
Any player throwing the flag to another player