ISSUE 014 · VOL. 02 · OPEN EDITIONCommish.
Commish.A RULEBOOK PLATFORM FOR MADE-UP SPORTS
  • Breaking:Rules are free & forkable
  • Read:Every sport is made up
  • Now open:The studio accepts all sports
The rulebook / The library

Nutmeg

v1.0

Everyone plays for themselves, no teams. You score a meg by playing the ball between an opponent's legs and being the first to regain it on the other side. First player to five megs, on a called game point, wins.

sCommish spinjob

3–6
Players
a court
Venue
20 min
Time
9
Rules

Bring: mini soccer ball

Start a game
  1. The space

    Three to six players share one tight space — a garage, driveway, or small court — with boundaries agreed before play starts. One mini soccer ball is the only equipment needed. Any walls inside the boundary are part of the field and stay in play.

  1. Megs to five

    Everyone plays for themselves, no teams. You score a meg by playing the ball between an opponent's legs and being the first to regain it on the other side. First player to five megs, on a called game point, wins.

How it's played

  1. Continuous keep-away

    Play is continuous keep-away with no goals and no hands. Whoever has the ball is trying to meg someone; everyone else is trying to take the ball off them. If the ball leaves the boundary, the last player to touch it loses possession and the nearest other player restarts with a free touch.

  2. Walls are live

    The ball can be played off any wall inside the boundary, including to set up a meg. A wall-assisted meg counts the same as any other, as long as the megger is first to touch the ball after it comes through.

Scoring

  1. The clean meg

    A meg scores one point when a player deliberately plays the ball between a standing opponent's legs and is the first to touch it on the other side. Both halves are required: through the legs, then regained by the megger. If the ball goes through but someone else touches it first, no point is scored.

  2. Deflections don't count

    A meg must be an intentional play by the megger, not an accident. Ricochets off another player, a failed clearance that squirts through someone's legs, or any other unintentional pass-through scores nothing, even if the same player regains it.

Penalties & violations

  1. No clamping

    Closing your legs in the moment to block a meg is legal defense. Defending an entire possession with legs sealed, kneeling, sitting, or otherwise making a meg physically impossible is clamping. First offense gets a warning from the group; repeat offenders must defend the next possession with feet planted at least shoulder width apart.

  2. The forfeit

    When a meg is confirmed, everyone shouts 'megs' and the player who got megged must run and touch the nearest boundary wall before re-entering play. That player is out of play until they make the touch, and the game continues without them in the meantime.

  1. Game point

    First to five megs wins, but a player sitting on four megs must announce 'game point' aloud before their winning attempt. A fifth meg scored without the call still counts on the tally but does not end the game. The winning meg must be undisputed; if the group can't agree on it, it still stands as a point and play continues to the next called game point.

The prose is the game. Every change here is saved as a new version, and every match ever played pins the exact rules it was played under.