The Rules:

Part One: Basic Play

    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.

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