The
Abridged Rules and History of Finger Jousting
AKA
The Basics
The
abridged set of rules, corresponding to the competing in the sport
of finger jousting, has been formulated and authorized by the World
Finger Jousting Federation as an official abridged list of regulations.
It has been simplified from its original form to constitute an easier
understanding of finger jousting for members and non-members alike.
All competitors and officials must abide wholly to all overt and
implied standards. If a major breach in the regulations occurs during
a match, then the competition becomes null and void. The rules can
not be amended unless under majority consent of the World Finger
Jousting Federation hierarchy. A current copy of the current unabridged
rules and regulations can be found in the links at the bottom of
this webpage. Any modifying or altering of the rules by an outside
party is illegal.
Background
Information
Finger
jousting is a sport where two consenting players square off in an
attempt to prod their opponent with their lancing (right) index
finger before the opposing player can. The competitors must keep
their right hands locked in an arm wrestling fashion and not use
their legs or latent (left) arm in an offensive manner. The competitors
are known as jousters, and the act of touching the other person’s
body with the index finger is known as lancing. A player can lance
anywhere except the lancing (right) arm. There are two different
yet related forms of finger jousting. One is quick play and the
other is point play. Quick play is typically used for leisurely
matches and when time is short. Point play is used mostly in tournaments
and practices for tournaments.
History
The
origin of finger jousting is clouded under mystery. Some historians
believe that the sport was founded by the ancient Israelites who
referred to it as finger spearing. The texts that support this theory
are contained in the Book of Phalanges, an apocryphal manuscript
that was almost included in the Bible at Nicaea. This origin theory
is referred to as the pseudo history. All historians, however, can
agree that finger jousting took on its modern form during the 1970s.
The biggest event in the modern history of finger jousting was our
organization’s founding on August 1, 2005.
4
Quadrants
Traditionally,
there are four equally important elements that form the basic skills
of finger jousting. Their formally referred to as the quadrants
of finger jousting. They are quickness, strength, technique, and
tradition*. A jouster who is skilled in each quadrant will be a
well rounded player. Most of the time a jouster can not rely on
one quadrant, though some competitors who are exceptional in one
quadrant can be amazing finger jousters. The four quadrants were
religiously taught in the past, but are slowly being replaced by
the five elements of victory (EOVs). We at the WFJF still value
the four quadrants for their historical significance from the Book
of Phalanges and regard them as a fundamental part of finger jousting.
*Tradition
is sometimes described synonymously with practice.
Code
of Conduct
Respect - Always honor the outcome of a match. Without personal integrity
the WFJF would cease to exist. Respect also includes not intentionally
aiming for the groin.
Decorum - Do not use profane or lewd speech before, during, or after the
match. Remember every time a member jousts, he/she is acting as
an ambassador of the WFJF.
Indisturbance - Avoid disquieting surrounding bystanders and inanimate objects
while leisure jousting. Do not engage in finger jousting matches
at inappropriate settings or during inappropriate times.
Manicure - Taking care of your fingernails is a sign of respect for your
opponent and shows an interest in maintaining a healthy body. The
diagrams below may be clicked on to show larger versions.
Fundamentals
To
begin a game you need two opponents and a reason for the duel such
as spoils or honor. Once the players are ready to begin, they face
each other and execute a gesture of good disposition. This may include
but is not limited to handshakes, bows, head nods, or man hugs.
Then the jousters grasp their opponent’s right hand with their
right hand similar to if they were arm wrestling. The match begins
once the index finger of each person’s right hand has been
extended or when a mediator gives the signal.
Once
the match begins, the jousters are not to separate their hands.
If a separation occurs, the person whose fault it is gets a warning.
If it happens again then the player will either receive another
warning (if a quick play game is being played) or lose a point (if
a point play match is being played). For the third offense, it is
an automatic disqualification. If both jousters cause the separation,
then no penalty ensues, and a new round begins.
The
jousters are allowed to use any sort of technique to touch their
pointed right index finger against their opponent. However, the
jousters are not allowed to use their feet or latent (left) arm
in an offensive manner; they may only be used for dodging and stability. To aid in concentration for lancing, many jousters practice meditation techniques before the match.
Matches
consist of three rounds of two minutes in length. Rounds are paused
when a point is made or a violation (such as a hand disconnection)
transpires. After a round, the players can rest for sixty seconds. Then the jousters must return to the ready position to begin the
next round. Matches are played until the point total has been reached
by a player or until the third round is over. If the competitors
are tied, an overtime round of one minute in length will occur;
if the competitors are still tied, then a thirty second double overtime
round will occur; and other rules exist for cases beyond the double
overtime tie. After the actual jousting is over, both players should
execute another gesture of good disposition. If a mediator is present,
then the winner is proclaimed vocally and with the mediator holding
each opponent’s arm and lifting the winner’s. After
the match is over, the original deal set before the match (if a
spoils decision was made) should be followed through. Competitors must remain civil and maintain decency following the decision. The winner can always resolve differences by offering to pay the tip at a restaurant, play a new game like bingo, or proclaim the awesomeness of a move performed during the match.
Quick
Play Rules
In
quick play, any legal spot on the body counts as one point. A quick
play match is usually played to one point, but can be played to
any ascending odd number of points if agreed on before the match
begins. In the diagram below, yellow means one point and black means
penalty. Clicking on the diagram will allow you to see a larger
version of it.
Point
Play Rules
In point
play, different parts of the body count for different amounts of
points. The legs and latent arm count as one point. The chest, back,
and neck count as two points. The head counts as three points. Point
play matches are played to six for tournaments, but when playing
leisurely any number above two is allowed. In the diagram below,
yellow means one point, orange means two points, red means three
points, and black means penalty. Clicking on the diagram will allow
you to see a larger version of it.
- For
the official unabridged rules and regulations of finger jousting,
please click here.
- For
an in depth account of the pseudo history of finger jousting,
please click here.
- For a
glossary of finger jousting terms, please click here.
- For an
archive of our previous articles on finger jousting and the WFJF,
please click here.
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