Pro
Thunderball is played on a regulation tennis court with whiffle ball
scoops. There are two teams of three people per side. There are six
balls in play at once. Pro Thunderball is traditionally played at night
(when everyone is available because of work/class). Therefore, the six
tennis balls are placed on the center line and the singles boundary
lines where they meet the shadow cast by the net. This is approximately
two to three feet away from the net. The players line up behind their
respective baselines. Someone (preferably an onlooker) calls out the
start. The teams are allowed to retrieve the balls and play begins. To
score, you must hit an opponent with the ball out of the air or off of
one bounce. The first team to seven wins. You must win by two however.
Part Two: Advanced Rules
Out-of-Bounds:
While there is no penalty for being out-of-bounds in Pro Thunderball,
there are consequences. While out-of-bounds, you can't score a point
for your team. Even if you hit an opponent, no point will be counted.
However, if you are in-bounds and hit an opponent that is out of
bounds, that will be a point. Also, anything or anybody out-of-bounds
is fair game. Pushing, shoving, bodychecking are all allowed. Just
don't hit with the paddle. You may also pursue balls anywhere in the
out-of-bounds area.
Freezes:
If a throw is caught out of the air (not off a bounce) the thrower is
frozen. While frozen, one may pivot on one foot like in basketball but
must stay in the same place they were frozen in. The frozen person
remains frozen until the person who caught the ball releases the ball
intentionally or unintentionally. The person who caught the ball must
be the first person to throw at the frozen player. Only two points are
allowed to be scored on a frozen person at once.
Jousting:
Jousting is the method of solving any arguement in Pro Thunderball. Be
it a rule, a point or whether or not a "your mama" joke is true. The
two players in dispute line up on either end of the net, facing each
other. Their teammates take position along the net's shadow. The two in
dispute then run at each other along the net and attempt to hit each
other with a ball. The only way the accuser wins is if he hits the
defendent without being hit himself. All other outcomes rule in favor
of the defendent. Once the balls are thrown in the joust, play resumes.
Nullifiers:
In Pro Thunderball there are a few objects/methods that will nullify a
point. The first two are walls and the net. If a ball hits either of
these objects, it is a dead ball. Bounces do not count off of these
objects as they are barriers, therefore you should not be able to score
points off of them. A technique to nullify a point is to catch the ball
in your paddle after you have been hit. A teammate may also assist in
this technique. Although very hard to accomplish, if done there is no
point scored and no player frozen.
Clothing:
Since Pro Thunderball doesn't require any specific type of clothing,
ruling on clothing differs from location to location. The best example
is that in Fenton, even if the ball hits clothing, the ball must have
changed direction from the contact to be considered a point. In Grand
Valley, if the ball hits an article of clothing attached to the player
it is a point and is debateable by Joust. Whichever ruling you
choose is up to you and the people you play with.
The Hat Rule:
As stated in the Clothing rule section, if a ball hits clothing/changes
direction it is a point. However, a rule has been made to accomodate
hats. If the ball hits the hat, but causes the hat to come off of the
players head, there is no point. No point is awarded because the
article is no longer attached to the player.