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Capo

Rules
Capo is a non-contact team or one-on-one indoor or outdoor and any gravity sport.
 Umpires: every player has an Umpire soft in their TIM. Rules Infractions are noted by each players Umpire
and, if a play is challenged, the Umpires will commune to decide the penalty, eg a serious contact caused
by deliberate action may still be 3 penalty points if the player's Umpire can attest the player intended a
minor contact but accidentally caused a serious contact.
 Field: minimum length is 6*Players height; minimum radius of Team height. A game being played by two
3ft kobolds would require a minimum field of 2yds x 6yds. Two 15 player teams of Machen would need
80yds x 240yds.
 The Capo may exit the field of play; if it exits and returns, play continues; if it exits and has to be retrieved,
the player last touching* it tosses off. *Faces count as Contact.
 Players may not deliberately exit the field of play except to retrieve the capo, retire, receive first aid or be
substituted.
 Substitutes: only a third of a team may be substituted during a match.
 Non-contact: contact does happen and it earns penalty points depending on severity and intent.
 Penalty points: every 10 penalty points lose your team 1 Goal; minor contact accidental/ deliberate 1pt/3pt;
serious contact accidental/ delberate 3pt/ 10pt.
 Contact, Minor: no injuries sustained by anyone involved.
 Contact, Serious: sufficient to cause injury requiring treatment.
 Toss Off: to start the match, chuck the Capo from the Goal to the Far zone; first in possession there is on
offense; 
 Defense can intercept and Toss Off to the Far zone; if intercept is in the Far zone, must pass within the Far
zone; first possession then is on offense.
 Carry Overs: no player is permitted to carry the Capo in contiguous zones. This is a minor infraction; the
capo is tossed off by the offending team.
 Passing to yourself is acceptable; boomers and rebounds* are accepted. *Faces count as Contact.
 Passes must exceed the average players height.
 Passing from Far zone to Goal zone is not allowed.
 Scoring: chuck the Capo in the goal from inside the Goal zone. Scorer tosses off.
 The Goal: a spinning, open helmet at least one size larger than the Capo being thrown or a bucket
 The Capo: a collapsed emergency vacc suit helmet or throwing disc
 A Match: 20 minutes
 A Game: 2 - 5 matches
 Winning: having more goals and fewer penalty points at game end is a Technical Victory. Having 50%
more/ fewer in a match is a Knock-Out. Winnning the Game: 2 KOs to nil or 3 to 1 or Best of Five KOs.
TVs count as 1/2 a KO. In a tied Game, total Goals, minus any Penalty points, wins.

GURPS Skills
Sport (Capo) DX/ A playing the game: allows basic movement, throwing (passing and shooting), catching passes.
Games (Capo) IQ/ E the rules of Capo
Thrown Weapon (Disc) DX/ E precision throwing; NB also makes it harder to block or intercept your throw –
catching requires a critical success parry.
Freefall
Running
Brawling
Parry Missile Weapon for blocking shots. NB a critical success is a catch.

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