Juggling
is touted as peaceful meditation, but many people have
discovered the joy of
aggressive
juggling in the game of "Combat. "
From
obscure origins in
California
around 1980, Combat has become an extremely popular feature of
IJA conventions since Santa Barbara
in 1982. Its popular appeal rests in its simple format, lack
of rules and the fact that any one who can juggle three clubs
can participate - at least for a second or two!
Gladiatorial
in nature, Combat is a game of mass participation and singular
victory .
To
begin Combat, players form a circle and begin juggling clubs
at the same time. The object is to maintain your juggle while
disrupting the juggle of others. When you drop, you leave the
fray. The last person juggling wins.
Games
start and end quickly as the weak and unlucky droppers are
quickly weeded out. There is rapid attrition in the beginning
moments of each round as the circle
of
players crash toward the center
of the ring. But half the fun of the game is watching the
title fights you didn't make from the sidelines.
For
the final two person cIubout, losers have reformed the
circle in anticipation of the next round, and call for the two
finalists to mix it up by pounding their clubs rhythmically on
the floor. Once the victor emerges, his or her recognition
lasts about a second, or as long as it takes everyone else to
start another fray.
At
the IJA Purchase convention, at least 200 jugglers played an
endless series of sub-three-minute games over a period of more
than four hours one night.
For
most people, the attraction of Combat is the thrill of the
game, rather than the thought of actually winning a round. Jim
Fry
at this year's convention put it this way, "I don't
really care if ! win as long as I have a good kill ratio - at
least three per game."
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