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Sport: SkySphere

Description:

SkySphere is an aerial sport that combines elements of volleyball, basketball, and parkour, played in a giant transparent dome suspended in the sky. Players move on suspended platforms and use low-powered jetpack suits to briefly fly between structures.

Basic Rules

Teams:

Two teams of 6 players each. Each team has three main roles:

Flyers: Experts in using jetpacks for rapid aerial movement.

Defenders: Protect their team's "Energy Sphere."

Carriers: In charge of manipulating the Energy Sphere to score.

Playing Field:

A 50-meter diameter dome with suspended structures: platforms, rings, and gravity tunnels (areas where gravity changes direction).

At the center of the dome floats the Energy Sphere, a glowing ball that changes color based on the team that has it.

Objective:

Each team must deposit the Energy Sphere into the opponent's "Energy Gate", an aerial structure that constantly moves along the dome.

Gameplay

Start:

The game begins with the Energy Sphere in the center of the dome. Flyers from both teams launch themselves to capture it.

Sphere Movement:

The Sphere can be:

Thrown to teammates.

Guided manually along platforms.

Passed through gravity tunnels, which can deviate its path in unpredictable ways.

Points:

5 points for each goal scored in the Energy Gate.

2 extra points if the goal is scored after a spectacular aerial sequence (judged by an AI-based technological judge).

Jetpack and Limits:

Each player can only use the jetpack for 10 consecutive seconds before it must recharge on a platform.

Jetpack abuse or unintentional collisions will result in penalties.

Special Features

Modified Gravity Zones:

Certain areas of the dome reduce or increase gravity, allowing for strategic movements or spectacular long jumps.

Turbo Sphere:

Every 5 minutes, the Energy Sphere enters Turbo mode, increasing speed and making it more difficult to control.

1v1 Challenges:

When two players from opposing teams reach the Sphere at the same time, an agility challenge is activated: the first to cross a designated path conquers the Sphere.

Game Length

The game lasts 3 rounds of 10 minutes each. The team with the highest score at the end of the rounds wins.

It combines strategy, athleticism and advanced technology. The suspended dome and aerial mechanics make it a spectacular sport to watch, perfect for futuristic tournaments and live shows.

Sturmer's avatar

Snowball Rugby

A combination of rugby and snowman building, Snowball Rugby follows the same player count and field size as traditional rugby. Here's how it works:

Objective
Roll and assemble 3 large snowballs to construct a snowman on your base.

Gameplay
Players split roles- some roll snowballs in the snowy zone, while others carry them across the snow-free middle field to the base. Snowball carriers are vulnerable to attacks during the transit in carry zone, while teammates defend and intercept opponents.

Snow-Free Zone
1/3 of the field (between the center and the base) has no snow, making it a high-stakes area for both attackers and defenders, called carry.

Tackling Rules
Only players carrying snowballs can be tackled, keeping the rollers safe to focus on building.

Shovel's avatar

Right - these 2 sports are my life so my idea is ... Swiminton

So it's a new sport that combines the precision of badminton with the endurance of swimming. You play it in a pool, and what is challenging about it is that it challenges players to swim, dive, and strategically hit a floating shuttlecock, blending water-based athleticism with racket skills. This action is played over a pool divided by a net using special paddles and hitting a waterproof shuttlecock. Teams of 4 or 2 compete with each other by keeping the shuttlecock above water while maintaining treading in the water and quick movements to different positions. The shuttlecock can both glide on water and fly in the air, which requires speed and coordination.

Rules - I'll set it for a team of 4 cos it is a bit easier

Teams of four in a pool with a net standing above the water. The players have to return the shuttlecock across the net within three hits. It may touch the water but cannot be fully submerged. Each rally scores 1 point, and matches are played in best-of-3 sets to 21 points. Fouls, such as exceeding the limit of hits or hitting the net, result in free serves to the opposing team.

Why do I think it's good? Swiminton is all about teamwork, stamina, and quick thinking. It is a sport that requires precision and creativity, with the added thrill of water-based gameplay.

DU

Strikeball Arena is played on a rectangular field divided into two halves, like dodgeball, but with two soccer goals on each side of the field. Two types of balls are used:

Strike Ball: Smaller and softer, to hit opponents.

Goal Ball: A normal soccer ball, used to score.

Players:

Each team consists of 6 players:

2 Attackers: They focus on the goal ball.

2 Defenders: They protect the goal and throw the strike ball.

1 Dodger: An expert in movements, helps avoid shots.

1 Goalkeeper: Can block goal balls but not interact with strike balls.

Duration:

The match lasts 3 halves of 7 minutes, with a 2-minute break between halves.

Main rules:

1. Objective:

Score the most goals with the goal ball.

Temporarily eliminate opponents by hitting them with the strike ball.

2. Use of Balls:

Players can hit opponents with the strike ball. A player hit leaves the field for 30 seconds.

The goal ball can only be kicked or passed by players who are not eliminated.

3. Special Zones:

Each half of the field is divided into two zones:

Attack Zone: where you can kick the goal ball towards the opponent's goal.

Evasion Zone: where you defend yourself from strike balls.

4. Scoring a Goal:

Each goal is worth 3 points.

If the goal is scored immediately after eliminating an opponent with a strike ball, it is worth 5 points.

5. Ball Recovery:

If a player catches a strike ball thrown by the opponents, the shooter is eliminated for 30 seconds and one of the eliminated teammates can re-enter the game.

6. Mandatory Rotation:

Each player must change roles at each half, ensuring dynamism and versatility.

Penalties:

Hitting the goalkeeper with the strike ball results in a 1-minute suspension.

Kicking the strike ball instead of the goal ball results in a yellow card.

Committing an intentional foul to stop an opponent with the goal ball results in a penalty (direct shot from the edge of the goal area).

Strategy:

Teams must balance offense and defense, deciding whether to focus on goals or eliminating opponents.

Dodging becomes essential to stay in the game, but anticipating the movements of the goal ball can also turn the tide.

Strikeball Arena is an intense and spectacular sport, perfect for lovers of frenetic and creative competition!

LeoMo's avatar

Sword fighting with bells, this sport is almost a ninja art. The fighters are given wooden swords, given clothes that make sounds and are blindfolded, the environment is designed so that intense movements create sounds that indicate where the enemy is, it would be really cool because in addition to sword skills, the ability to predict the opponent's movements, stealth and hearing ability of the participant would also be judged.

Blows to non-lethal parts would be worth 1 point, while blows to critical parts of the body would be worth 3 points.

Each round would last until someone reached 4 points or after 6 minutes.

The competitor who managed to achieve victory in 3 rounds first would win the competition.

The basic rule was:

it is forbidden to strike blows that intentionally severely injure the opponent.

It would have to be checked that the only way to perceive the enemy was through hearing.

The opponent could not be pushed.

Henry's avatar

ComputerMon

What it is:

ComputerMon is a sport that consists of assembling a gaming computer within a set time. Players are placed in an arena, the size of a football field, where a medieval city is built. Players must interact with the city, enter houses, search through merchants' barrels, wells, and secret passages to find hardware parts. After finding all the parts, players must assemble the computer and compete in a knockout match in the game Counter Strike. The winner of this match will be the winner of ComputerMon.

Rules:

  • Players who are unable to find or trade compatible parts with other players to assemble the computer will be eliminated.

  • A player cannot carry more than one part of the same category. For example, a player can only carry one processor at a time. If they want another processor, they must drop the one they already have. The same rule applies to other PC parts.

  • During the assembly phase, players may trade up to 3 parts per person.

  • The maximum time to search for parts is 15 minutes.

  • The maximum time to assemble the PC is 45 minutes.

  • The player who assembles the best computer will start the Counter Strike match with an automatic 5 kill advantage.

Notes:

Within the arena, various parts will be hidden, ranging from entry-level components to high-end parts. Therefore, finding the best parts will result in higher FPS during the Counter Strike match.

Prize:

  • The winner of ComputerMon will receive: U$20,000.00; a trip to the Brasil Game Show (BGS); and the PC they assembled.

  • The second place winner will receive: U$10,000.00 and the PC they assembled.

  • The third place winner will receive: U$5,000.00 and the PC they assembled.

  • All other participants will receive only the PC they assembled.

MQC's avatar

Volledel

Teams:

  • Each team consists of 4 players; 2 players at the front and 2 at the back.

Pitch:

  • A rectangular 20x10 metre field, divided into two 10x10 metre sides. Each team's field is divided into 2 zones of 5x10 metres.

  • There is a central net with a height of 2,5 metres from 0.50 metres from the ground.

  • The whole court is surrounded laterally by Glass, up to a height of 3 metres.

Ball:

  • The ball will have a circumference of 60 cm and will be made of foam.

Basic rules:

  • Players can hit the ball with any part of their body.

  • Each team can hit the ball 2 times in their own court without it bouncing on the ground and must bounce the ball over the net into the opponent's court.

  • Bounces on the side glass are allowed without limitation in number.

  • The same player may not intentionally touch the ball twice in succession.

  • Each point may be served from any part of the line dividing the two zones of the own court.

Scoring objective:

  • To get the ball to bounce 1 single time in the opponent's court without it touching the net.

Scoring:

  • 1 point for each ball that lands in the opponent's court in the 5x10 back zone.

  • 2 points for each ball that lands in the opponent's court in the 5x10 front zone.

  • 3 points for each ball that lands in the opponent's court in either of the 2 zones, but only when it results from a direct serve.

  • 1 point for each ball that goes out of the court at the top of the court.

Duration of the match:

  • The team that reaches 21 points or more first achieves 1 set.

  • Best of 5 sets match.

Vivisector's avatar

Imagine a competion like a run race where only the last one win. The rule? The last would be the first. People just dont run, but push the others forward for bring them first to finish line so they can arrive last! So here a scheme for explain the sport that i named: Laster (that is the opposite of Faster) :D

1. The Goal: Delay Your Arrival

In this sport, each participant must try to arrive last. It is not about competing to be the first, but about finding a way to slow down without ever stopping. Players must complete the course without ever stopping, but using strategies to not accelerate too much, such as making awkward movements, going around obstacles or taking apparent breaks so that others can pass them.

2. Penalty points for speed

Each time a player accelerates beyond a certain speed (measured by sensors on the course), they receive a penalty. The penalty involves a yellow card and each one adding 1 meter (3 foots) forward from your position.

In this sport, the winner is the one who takes the longest to complete the race, but only if he manages to maintain control of his speed and strategy.

Ford James's avatar

Hi Vivisector, thanks for entering this reward. We need a lot more details to be able to award your submission though: how would it work as a sport? What would the rules be? Take a look at some of the other winning submissions for inspiration! ✌

Y0EMINENCE's avatar

Lunar Soccer

Soccer adapted for low gravity, like on the moon, playable in specialized indoor arenas or future lunar bases.

Gameplay

Ball: Floats longer, encouraging high arcs and aerial tactics.

Movement: Players jump higher, run differently, necessitating new strategies.

Field: Smaller with potentially taller goals and unique terrain features.

Rules

- Shorter match times due to physical demands.

- Scoring might reward aerial or long-distance goals.

Equipment

- Special boots for grip.

- Ball designed for control in low gravity.

Impact

- Offers visually stunning gameplay with players almost floating.

- Influences training for spatial awareness and balance.

Challenges

- Player safety and health in low gravity.

- Advanced tech for gravity simulation.

Lunar Soccer would explore human capabilities in altered gravity, blending sport with scientific study.

OmkaLapka's avatar

Name of the Sport: Shark Challenge

Description:

Shark Challenge is a water-based team sport where participants compete in agility, speed, and strategy by controlling underwater drones designed to mimic the behavior of sharks. The game takes place in a pool or designated water area, and the goal is to score the most points by completing tasks and avoiding “attacks” from the opposing team’s shark drones.

Rules:

1. Playing Field

• The game is played in a 25x25 meter pool with a depth of 3 to 5 meters.

• The field is divided into zones: the “safe zone” (central area) and the “danger zone” (edges).

• Obstacles, tunnels, and rings are placed in the water for added challenges.

2. Teams

• Each team consists of 5 players:

• 3 drone operators.

• 1 “collector” (a player swimming in the water).

• 1 strategist on the shore.

3. Equipment

• Underwater drones shaped like sharks, equipped with movement controls, sound signals, and small ball-grabbing mechanisms.

• Balls of different colors are placed in the danger zones. Each color awards different points.

4. Objective

• Score the most points in 20 minutes by collecting balls from danger zones and delivering them to the safe zone.

5. Main Rules

Swimming Player: The collector gathers balls manually but must avoid being “tagged” by the opposing team’s drones. If tagged, the ball they carry is returned to its original position.

Drones: Operators control shark drones to defend their team and disrupt opponents.

Points System:

• Red ball — 5 points.

• Blue ball — 3 points.

• Green ball — 1 point.

• Balls must be delivered to a designated basket in the safe zone to count.

6. Penalties and Fouls

• If a drone leaves the playing area, the team loses 2 points.

• Violations by the collector (e.g., holding two balls at once) result in a 1-minute penalty.

Victory:

The team with the most points at the end of the game wins. In case of a tie, an additional “Shark Duel” round is played, where both teams control their drones to capture a golden ball placed in the center of the field.

This sport combines physical activity, strategy, and technology, creating an exciting and visually captivating spectacle for the audience!

L

"WaveStrike" is a brand-new sport that combines surfing, dodgeball, and team strategy, designed to be played on a giant wave pool.

How to Play

Playing Field:

  • A large circular pool with artificial waves that change intensity every two minutes.

  • In the center, there’s a floating platform called the "Strike Zone," where players can earn bonus points.

Teams:

  • Two teams of 6 players each. Each team has 4 surfers and 2 "throwers."

  • Surfers ride the waves on special boards, while throwers stay on mobile platforms along the pool's edges.

Objective:
Score as many points as possible by performing tricks on the waves, hitting opponents with "WaveBalls" (floating balls), and controlling the Strike Zone.

Main Rules:

  1. Start of the Game:
    Teams start on opposite sides of the pool. Each surfer must ride the initial wave to reach the Strike Zone.

  2. Scoring:

    • Wave Tricks: Surfers earn points by performing tricks like jumps or spins on the waves.

    • Hitting Opponents: Throwers can hit opposing surfers with WaveBalls. If a surfer is hit, they must stop and return to the base.

    • Strike Zone: Surfers who reach the central platform and remain there for 10 consecutive seconds earn bonus points for their team.

  3. Wave Surges:
    Every 2 minutes, wave intensity increases, making it harder to stay balanced. During these phases, all points earned are doubled.

  4. Winning:
    After 10 minutes of play, the team with the most points wins. In the event of a tie, there’s a "Surf-Off," where one player from each team performs their best trick on a giant wave to determine the winner.

WaveStrike combines physical skill, team strategy, and a showmanship element. The unpredictable waves and balance between offense and defense make every match an adrenaline-filled adventure!

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