
GOLF-SOCCER
Start the barrier around the field Jalak.
Choose your angle and your arms.
Lower the angle chosen at least 3 times.
Now, both players (but you can also play in 3 or 4) are put in a box adjacent to the station.
One of the two sends down a ball. The two contenders trying to catch her jumping.
Then the challenge begins. Each player may use any means ... opponent throw objects up or down the pillars (Do not touch the pillars on the corner).
The goal is: to throw the ball in the 'hole' in the corner of the opponent.
The winner is the first who threw three balls (total memory that the spheres are 5).
P.s.: i used google translate...if you don't understand..i will post the game with my translate (this P.s. is my translate:) ).
TEAM OPTIONS: 2 Teams required to play, but up to 4 teams can play.
SETUP: The Ref of the game must raise the four corner tiles once, that way there is an area for the teams (composed of 1 player each team or 2 players per team) to stay at. There must be 1 player/Referee who keeps score and controls the field and only that one person may control the field.
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NORMAL PLAY RULES: When the Ref (player and score keeper) drops the blue JalakBall to the center, All players must attempt to kick the ball into the opposing team goal area (identified by the symbol color on the raised columns tiles). The Red team's goal line is from the Red corner to the Green Corner, The Green corner's goal line is from the Green platform to the Yellow Platform and so on:

When the Ball is kicked to an opposing team's forcefield (look below for Deathmath rules), the team that kicked it in scores. The ball must hit the forcefield and doesn't have to go through it. When the ball hits the forcefield, the Referee then removes the ball and drops it again. The first team to reach the set number of points wins.
OPTIONALS(Enforced by Referee) : Goalies are Optional, for 2 player teams (one kicking the ball one defending the goal)
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DEATHMATCH RULES:
The Forcefield in the JalakField is disengaged and any team mate (not including the referee, unless he/she falls, and is the only player on the team, then they can no longer play but remain Referee) that falls off the arena is disqualified and cannot return to play or recieve an invitation back until a new game begins . This means if you have 2 players on one team, and one player falls off, only the other player can participate this game. The Above normal match rules are then enforced (without forcefield).
OPTIONALS (enforced by Referee) : Goalies ^explained above. Players can all control the field.
Hope you enjoy and please feel free to drop me KI mail if you have any questions. My KI number is 8896669 and name is Alex-Macintosh. Hopefully soon I'll have a file saved so it can be made availible to load with a KI command.
Please do not claim this game as your own but ask if you'd like to share the rules on another site, via KI mail.
Setup:
1. Set up the field so that there is a big plus-sign of one-step-raised tiles, leaving four lower tiles in each corner (picture is forthcoming)
2. Place each player in a quadrant (one of the lowered 4-tile corners). Each player must be touching both forcefield-walls in his corner, so as to be maximum distance from the center. For everything to be fair and equal, you really do need 4 players for this game. It might work with 2, but certainly not with 3.
3. Drop a "longbox" shape. This block will land in the center and take up a large portion of the horizontal arm of the plus-sign.
Play:
At a pre-determined signal (perhaps a neutral referee could count to 3), all players are allowed to move from their corners. They can move anywhere they want on the board, but they CANNOT raise or lower any columns. The player who raises or lowers a column instantly ends the round and gains a penalty point.
The goal is to get the longbox (by pushing it) to touch the floor in another player's quadrant. Doing this ends the round and gives a point to the player whose quadrant takes the longbox (points are bad).
Scoring, Rounds, and Matches:
Each time the longbox touches the floor of one of the quadrants, the player who owns that quadrant gets a point (points are bad), and the round is over. Players return to their corners, touching both walls as before, the old longbox is removed, and a new one is dropped. A new round then begins. A round is also ended if a player raises or lowers any column--in this case, the offending player automatically loses the round and a new round is begun.
Once any given player accrues 5 points, the match can end. If there is a single player who has less points than anyone else, the match is over and that player is declared the winner. If two or more players are tied for lowest score, however, then more rounds are played until there is a single player with the lowest score. All players continue to play in these tie-breaker rounds, even players who have 5 or more points--although they cannot win now, they can still help determine who the winner will be.
Tips:
Mouse movement gives you more control, but remember that if you use the mouse, you run the risk of moving a column and thus penalizing yourself. Players who are afraid this may happen might do better to stick with the keyboard in spite of its more limited control.
I have not yet playtested this game, so I don't know how well it will work in practice.



A variation on Race to the Top. Although this layout is shorter, but zig-zags more and is better for spectators to see what is going on.
Preparation:
You start the game by setting the columns to the heights in the above picture (orientation and starting height are not important, so long as the columns are at the relative heights as those depicted) and place a small cube in the two lowest corners. A higher level board is better lit, but a lower level board allows spectators to view the game better (see attatchments). The columns with white numbers are not part of the game, but serve to sperate the two sides and can serve as on-board spectator seating. Alturnativly you could try lowering these unused columns and turning off the Forcefield to add a little danger to the game (see attatchment "Zigerat Race Pitfall.txt")
Rules:
2. You may only move the column your cube is on up or down 1 step from the original starting position (you may move it as many times as you wish, so long as you remain in the +/- 1 step range).
3. If your cube gets caught in a corner you may stand on it closest to the edge and move the column up and the cube should be freed. If your cube falls though the column irretrievably you are entitled to stop the game until a new cube is acquired and moved to the column you lost it on.
4. You may not move any column but the one your cube is on. Moving your opponents columns will result in disqualification.
5. If you push your cube onto you opponents side at any time you immediately forfeit the game.
6. The winner is the first person to get their cube on the top column and moved the said column up one, effectively taking it out of your opponents +/- column range.
Also see the variation of this "Race to the Top".
