Wreckball, the greatest sport ever invented, allows pokegirls to firmly dominate a sport. Well, that's what the PR department says. In truth, when humans began to resurrect various popular sports, like baseball and soccer, they found pokegirls desiring to play with their masters. However, save for the close-to-human-types, like Nurse Joys, Officer Jennies and Ingenues, most pokegirls had to be banned from those sports for having too great of an influence on the outcome of the game.
Some genius in 231 AS came up with the brilliant idea of a game that ALL pokegirls can play. It just needed a lot of rules to keep things fair. Here is a brief rundown of the Wreckball rules and regulations.

Quick Note: Save for the opening, graphics, minor tweaking, spellchecking and two new positions (marked by *), and the information Crimson League Wreckball Divisions, this document was not made by me.

Wreckball Rules

The Field - A Wreckball Field is as big as a Football Field. Except at the two ends, where there are two goals. The goals are semi-circular and a total of four meters wide.

The Ball - A Wreckball Ball is round and small, the size of a present day indoor soccer ball. It is made of a combination of plastic, wood and iron, making it extremely hard to break, but light and easy to handle.

The Uniforms - The mandatory uniform consists of only a tight T-shirt or a pair of panties with one of the team colors. Very near human pokegirls are also asked to wear both, and shoes if they want to. Protective gear is not mandatory, and only kneepads and elbow pads are allowed.

The Original Rules - The game consists of four quarters that last twelve minutes each, making the whole game last 48 minutes in total.

In the case of a tie at the end of the final quarter, there will be additional periods of just six minutes. If the score is still tied after that, then the game continues with another additional period until there is a winner.

After the first and third quarters there is a short break of just five minutes. At the end of the second quarter is halftime, which lasts twenty minutes and gives the coaches a chance to give their teams a tactical talk at the dressing rooms.

Each coach has only four time-outs per half, each time-out is only of two minutes. A coach usually uses the time-out to talk with the players for a prepared play or something like that. A time-out can only be called if your team has the ball.

The time-outs, and scoring a goal, are the only interruptions that the game has in which the timer will be stopped.

There are no changes of players in any game, the 13 players that started the game will end it, and that's that. If for any reason a player gets injured during the game, she is recalled by her coach by using her respective pokeball, and after that the coach will give that pokeball to the Nurse Joy in charge of the healing machine (similar to those on pokecenters) that every stadium has for the games. After the girl is healed (which only takes a few seconds) she is placed back on the field.

The main difference between the healing machines of stadiums and the ones at a pokecenter is that the machines at the stadiums ONLY heal the pokegirls injuries, and nothing more. So, a girl will not get less tired, or get refreshed, if she is healed during a game. This way it is ensured that no girls will have a 'resting' advantage on the others from their healing.

Some leagues play with variations of these rules, but these remain the official rules during any interleague matches.

Starting Kick - Like in Football, the team that won the coin toss decides who will do the starting kick, after that, the other team kicks the ball from the midfield, starting the game.

Throw In - If the ball falls out of the court from the sides, or a player got sidelined, or one coach called a time-out, the ball gets back into play this way. The Wreckball Throw in is similar to a Rugby throw in. The player of the team that was favored by the play throws the ball back into play, and the two respective teams have to stand at the two respective sides of the imaginary line made by the ball at the throw in spot. Once the ball get's into play, the games continues as always.

Corner Kick - When the ball goes off the court from the lines behind the goal, then it goes back into play with a corner kick, like a corner kick of soccer. The player kicks the ball into the field from the corner of the side in which the ball abandoned the field.

Fouls - When any member of a team makes a foul, the other team gets a free throw at the spot that the foul took place (like in soccer). The team then kicks the ball back into play. If the foul was caused near the goal, then the team can actually try to score a goal.

Players get fouled out if they use a banned attack or commit three fouls in a single game.

Play rules - Players that don't have the ball can only be stopped by physical attacks (Tackle, Leap, Pounce, etc.), but only when a player HAS the ball in her hands can the other team attack her with special attacks (Fire, wind, water, etc.) Most attacks can be used against the ball holder, though attacks which create minions (such as the Slutge's Small Clone, the water technique Water Golem/Water God, the Elven technique Gemini Elf and any other attacks developed later to mimic said techniques) can NEVER be used without an automatic forfeit for that team. Certain leagues have extended lists on attacks that are not allowed, most of which are attacks that paralyze or cause the target to faint.

If players use a special attack on a player that DOES NOT have the ball, then it counts as a foul. Three fouls from a single player will result in her removal from the rest of the game.

A player cannot pass the ball with her hands to the front of the field, which is a foul. If a player wants to pass the ball forwards, she has to use her feet to kick the ball. Using powers to pass the ball (example, using a water pump to pass the ball) is also a foul. Teleporting with the ball from one place of the field to the other is not a foul, just as long as the girl that had used the teleport materializes with the ball no more than three meters from her original position.

If a player that has the ball is thrown out of the field, while holding the ball, she is sidelined and the team that managed to throw her out of the field gets 1 point.

Scoring a goal - Scoring a goal in Wreckball is worth six (6) points. You can only score a goal by kicking the ball into the goal with your feet. So usually when the player is near the goal, she has to let go of the ball to kick it and score. If the ball goes into the goal in any other way, then the goal isn't worth anything (counts as a foul). The other team gets a free kick just outside of their own goal (which is usually kicked by their goalie).

Player positions and functions

Goalie - No big mystery here. The goalie is the only player in the team that wears a shirt of different color from the rest of the team (just like it happens at soccer). The goalie can use anything to keep the ball from going into the goal (special attacks, normal attacks, punching or kicking the ball away) and it doesn't count as a foul.

The goalie is also the only player which is allowed to pass the ball forwards ONLY if she doesn't move from the spot when passing the ball. If the goalie moves and has the ball in her hands, then she becomes like any other field player, until she let's go of the ball. The goalie is also the only player that cannot be attacked in any way when she has the ball (as long as she doesn't move, like mentioned above), but she can be tackled if she doesn't have the ball.

There isn't a specific preference of pokegirl for a goalie, different coaches have different tastes as to who is the perfect goalie.

Defense Line - Usually composed of really powerful, or strong, pokegirls. The Defense Line is in charge of stopping any advance from the opposing team. They have to take extra special care of the goalie, since that if anyone happens to tackle the goalie away from the goal, it'll be easy for the other team to score. The Defense Line is made up by four girls. Two outsiders (at the far left and right) and two insiders (in the middle of the other two). The insiders are usually stronger than the outsiders since they have to take on the heavy load of the opposing team offense.

Midfielders - There are three of them (left midfielder, middle midfielder, and right midfielder). They go up or down on the court, depending on who has the ball at the time. If the team is defending, they go down to help the Defense Line, if the team is attacking, they go forward to help the attack.

The Midfielders are usually fast, well balanced pokegirls, not too strong, and not too weak. High stamina is also a must for midfielders.

Forwards - There are three forwards. Two line-forwards, and a striker in the middle. The striker is usually the most talented player on a team, since most plays start from her hands (Renee Albornoz plays as a striker). They need to be fast, and have a great vision of the game to start and end the plays, always trying to score a goal.

Power Forwards - They are the strongest girls in the team next to the Defense Line. They are the ones that 'open up the road' for the Forwards, pushing away the other team's defense line. Since there are only two Power Forwards and four defense liners, it is always better to have a really strong pokegirl for this positions.

Coach - They aren't players, that goes without saying. They're the one that calls the time-outs and thinks up the plays that will lead a team to victory. A good coach is the backbone of any good team.

*Managers* - Not really a necessity for teams, however, the coach cannot focus their attention all of the players on their teams regularly. As such, coaches sometimes hire managers to ensure that all of the players are fed, healthy and, most importantly, HAPPY. After all, as the saying goes: "High morale can make a single man worth ten."

That saying may have been intended for war, but many wreckball team coaches know that a HAPPY player is more likely going to perform much better than an unhappy or worse, an angry player.

In teams where the coach does not actually own all of the pokegirls (such as a corporate team or a team made from tamers who acknowledge their inability to judge intense situations), the actual owners of the pokegirls will often fill this unofficial position, though corporate leagues have been known to have employees take the job.

But, above all else, a manager's most important job is to ensure that their charge makes it to the game on time (though, preferably ahead of time). Talented strikers often get their own manager, while the rest of the team is divided up based on where they play.

The Referee - The referee is usually another pokegirl who's fast enough to follow the players, and smart enough to know the rules. Even then, there is an assistant referee (who is usually human) that stands at the side of the field.

*Penalizers* - Penalizers were not originally part of the game, and usually do nothing but watch from ten different points around the field. They became employed in the professional leagues after a water pokegirl who hadn't been properly tamed became enraged during a rainy game and began using Water God to cause severe and nearly fatal damage to players of both teams. Penalizers are high level pokegirls who are often hired to stop any rampaging pokegirls quickly.

The job is generally taken by dragon, psychic or magic pokegirls. Dragon pokegirls are popular, usually because the sight of one will cause many pokegirls to back down from their tirades; but psychic and magic pokegirls can usually stop rampages faster. Once they've entered the field, the game is considered stopped, and it does not resume until the referees have assessed the damage caused by the rampager. If it is minimal, the offender is removed from play for the rest of the game. Higher penalties are assessed after the game when anything more significant occurs.

The Field - The field itself can be made of any material. It can be grass, plastic, concrete, carpet, iron. Anything that can be made solid enough for all of the players to stand on. The field MUST ALSO be surrounded by a protective, and transparent, wall that protects the fans from getting toasted by a pokegirl with bad aim.

Wreckball Leagues Divisions

Any National Leagues have their own ways of dividing up it's Wreckball Leagues. This means that the setup for the Crimson League's Wreckball teams can be different than the Indigo's or the Orange Islands.

The Crimson League Amateur Wreckball Division

Egg Division - The Egg Division is not an official wreckball division. As such, it's size is not as limited. Even teams which do not meet the requirement of 13 players can enter, though they do so at the risk of humilation. Most rookies decide to play here rather than risk wasting 1,300,000 slc entering the professional leagues with a unpolished team and losing badly.

Here is where a vast majority of the interesting games are played, since the teams are often ill-balanced or entirely mismatched. It's also here that many coaches or teams are scouted. A good coach can have a bad team or a good team might have a bad coach. Smart scouts will know which is which and often make offers to separate one from the other.

Coaches often use this Division as a "trial by fire". After all, quite a few teams look good on paper and perhaps just as good at practice, but wind up terrible in actual play.

The Crimson League Professional Wreckball Divisions

Toy Division - This for the beginning Wreckball teams. Any teams that have fewer than 20 official victories (though, they do not necessarily need to be consecutive) are placed into this Division. The Toy Season allows a total of 10 games per season. There have been many complaints by team owners who want to start out in higher Divisions, but there is no bypassing this regulation. Though often ignored by the big names, corporations of every size will pay scouts to seek out those that have good teams. Though winning at this level rarely satisfies the truly amibitious, most teams will drop out if they don't achieve 20 victories in five years. Because of the high dropout rate, there is usually plenty of room for rookie teams, though with a sudden influx of interested rookies, there has been some discussion of using the Egg Division as a buffer.
Entrance Fee: 100,000 slc per player
Championship Series: The Toy Box
Prize for Winning the Toy Box Championship: 300,000,000 slc

Girl Division - The Girl Division is for any team that has managed 20 or more official victories. The Girl Division has a total of 15 games per season. Unlike the Toy Division, the Girl Division does not allow for teams to automatically graduate to the next Wreckball division. Only the top ten teams are given the opportunity to graduate to the next division by competing with the ten worst teams in the Tween Division. Victory allows the winning team to either remain in or enter the Tween Division, while the losing team is forced to either re-enter and win the Girl Division or retire. Of course, considering that the team in the Tween Division managed enter it in the first place says a lot about their relative skill. Some years, the Tween Division didn't gain a single team from the Girl Division. The only automatic way in is if a Tween Division team retires, and the order in which the Girl Division teams enter are based on their rank, 1st to 10th. Few teams at this division have big corporate sponsors, save for the creme-de-la-creme, but many will have smaller corporate sponsors. The worst teams at this level generally drop out rather than go two or more years with a terrible record.
Entrance fee: 200,000 slc per player
Championship Series: Ribbon Cup
Prize for Winning the Ribbon Cup Championship: 750,000,000 slc

Tween Division - The Tween Division is for all teams who've gotten 20 or more victories, became one of the top ten teams in the Girl Division and won against one of the ten worst Tween Division teams. In order to graduate to the final League Division requires the team to become one of the top five teams and win against the five worst teams from the Woman Division. 20 games are played throughout the Tween Division season. Just like entering the Tween Division, the only automatic way to enter the Woman Division is for one of the Woman Division teams to retire, and again, it starts from the team with the highest rank in their current division. Many of the teams at this division level either have a corporate sponsor or are being wooed by offers. Only the worst players go without admiration at this level of play.
Entrance fee: 500,000 slc per player
Championship Series: Bra Cup
Prize for Winning the Bra Cup Championship: 2,000,000,000 slc

Woman Division - The final Crimson League Wreckball Division. Simply getting here can be a dream beyond a dream for many. Like the Tween Division, only 20 games are played, but at this level of competition, only the truly great teams can survive. Every team at this level has gained a corporate sponsor who literally pours on the adoration, and none of the players who make it to this level go without some admiration.
Entrance fee: 750,000 slc per player
Championship Series: Golden Leg
Prize for Winning the Golden Leg Championship: 30,000,000,000 slc