AeroMagna: Rules, Objectives and Equipment

aeromagna rules
There's always room in my life for a new sport. So I asked AI to make one up for me. So without further ado, here's everything you need to know about the game of Aeromagna (which, honestly, I think needs to exist in my life for real).

Contents

We love obscure sports and finding out about lesser known games. We’ve taken it a up a notch now though and, with the help of AI, have made up a few of our own. 

We asked ChatGPT to help us come up with a new team game using a ball and here’s what we’ve got after a little bit of refining.

Introducing…. AeroMagna

Aeromagna is a dynamic, fast moving and futuristic game. Let’s dive into the details.

Aeromagna Objectives

The aim of Aeromagna is to control and maintain possession of a specialised ball called the MagnaSphere, moving it through a multi-level arena whilst using specific team roles to score points by launching it into elevated scoring zones known as Ecliptics. Players need a combination of fitness, strategy, and precise coordination between ground and aerial movements to succeed.

The Arena

  • The sport takes place in a large indoor or outdoor multi-level arena that includes platforms at varying heights.
  • The arena is divided into two zones, each with three elevated Ecliptic zones—circular goals placed at different heights (low, mid, high). These zones are suspended 8, 12, and 15 feet above the ground on either side.
  • The MagnaSphere is magnetically reactive, meaning it responds to specific devices worn by the players, which influence how it moves.

Team Structure

Each team consists of 7 players, with distinct roles and specialist equipment. Here’s how it works:

  1. Magnon (2 players): These players focus on controlling the MagnaSphere and are responsible for carrying, passing, or manoeuvring it around the arena. They are the primary offensive players and can use their movement bands to magnetically manipulate the ball.

  2. Lifters (2 players): Equipped with spring-loaded footwear, these players excel in vertical movement to dominate the aerial space of the arena. Lifters can leap between platforms, perform aerial moves, and block the opposing team’s passes. They are key defenders and play an important role in defending the high Ecliptics.

  3. Turbines (1 player): Turbines are equipped with motorised shoulder apparatuses that allow them short bursts of aerial gliding or hovering just above the arena floor. These players are versatile and can switch between defence and offence, supporting quick strategic plays that require swift aerial movement. Turbines can cover large distances, making them crucial for fast counter-attacks.

  4. Guardians (2 players): These are mainly defensive players, tasked with protecting the Ecliptics by intercepting the opposition’s attempts to score. They are allowed to use magnetic shields to deflect or catch the MagnaSphere, preventing it from being scored into their zone.

The Rules and Gamelay in Aeromagna

Rules and Gameplay:

  1. Game Start: The MagnaSphere is positioned at the centre of the arena at a high level, forcing both teams to race and retrieve it. The team that gains initial possession must advance the MagnaSphere towards the opponent’s scoring Ecliptics.

  2. Possession and Passing:

    • The MagnaSphere can only be passed between Magnons or Turbines. Players must manipulate the ball through controlled flicks and spins using their magnetic wristbands. Overuse of passing weakens the magnetic field, requiring teams to strategise and avoid over-reliance on quick passes.
    • Players may hold the MagnaSphere for up to 5 seconds before they must pass or shoot.
  3. Scoring:

    • Teams score by launching the MagnaSphere into the opponent’s Ecliptics. There are three Ecliptics on each side, each at different heights:
      • Low Ecliptic (8 feet) = 2 points
      • Mid Ecliptic (12 feet) = 4 points
      • High Ecliptic (15 feet) = 6 points
    • After a goal is scored, possession of the MagnaSphere is given to the opposing team, and play resumes from their side of the arena.
  4. Defensive Play:

    • Guardians can use magnetic shields to either catch the MagnaSphere mid-air or deflect it, but only once per possession. After blocking or deflecting the MagnaSphere, they must rely on positioning and coordination with teammates to prevent further scoring attempts.
    • Lifters, with their ability to leap onto platforms, can disrupt the opposition by intercepting passes or applying pressure on the attacking Magnons.

 

Winning the Game

The game is played in two 25-minute halves with a 5-minute break. The team with the most points at the end of the match wins. If scores are tied, an extra 10-minute sudden death overtime begins where the first team to score in the high Ecliptic wins the game.

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