Grand Monster Slam - Rules

Rules

The standard game of Grand Monster Slam takes place on a small pitch, apparently about the same size as a tennis court. Each of the two players stands on each end. On each side of the court six Beloms (also known as 'Boms') are lined up.

The aim of Grand Monster Slam is to kick all one's Beloms over to the opposite side, then run across the pitch to claim victory. When kicked across Beloms land at the back of the pitch, then move to occupy one of the six spot's on the player's line as soon as one is free. To succeed the player must try to hit his opponent with his Beloms in order to knock him off his feet, thus briefly preventing him from kicking his own Beloms across the pitch. Gameplay is a mixture of dodging the opponent's Beloms while accurately kicking one's own in order to knock them down.

The Beloms themselves are brown, spherical ball-like creatures with faces, which tremble as the player approaches them.

The pitch is separated from the spectator stands by a low wall. If a Belom is kicked over the wall, the Belom player receives a 'Pelvan' (penalty). A duck-like creature descends from above the pitch on a rope and makes its way to the opposite end of the field. The penalty-taker then kicks the Pelvan-creature, and the other must move to try to save it. If he fails to catch the Pelvan, three Beloms move from the opponent's end to his (if the opponent has less than four Beloms left on his end, enough move so that he only has one left). If he catches it, one Belom moves to the opponent's end. The Pelvan can either by kicked left, right, or straight ahead, and the receiver can move in the same directions, so any Pelvan has a one-in-three chance of being saved.

In the first league, the pitch is empty. In the second and third leagues the two opponents are separated by a low wall with a gap in the middle. This has two consequences: the balls must be kicked with more force to get them over the wall, and the players must finish in the middle of the pitch after having gotten rid of all the Beloms in order to run across through the gap.

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