this game has been around for nearly ever and there are many variations on it
when i do it, i like to play to 10 and you put emphasis on possesion because in a game, it really costs you if you lose possesion
so, if i attempt to pass but i get the ball back on my five, which is really common, then i get another pass attempt until i either get the ball on my 3, you get it on your 5 or 3, or it goes past my 3 to your goalie area...any loss of of possesion to your 5, 3, or goalie is a point for you
in a game, it costs you if you lose possesion of the ball so we try and make it hurt if you lose possesion...if you play this way, you will find points change very fast and this is why we play the game to 10
i understand alternating possesion but another version, the one i play most, is that if you are successful in your pass, you go again until you lose possesion...this puts extra pressure on the defense and often in games, it feels like it goes like this...the person on a roll seems to get the ball more often and until you can stop them, they will keep passing on you
there is no "right" way but this is another of the many versions
what other version are out ther?
Been around forever is right, although with most variations I've seen over 3 decades, on both NA coasts, up north and down here in So Florida, is not an exercise. It's an event and has even been used as a specialty event in some areas, in the same vein as Goalie War and Forward-Shootout (FSO). Most sensible name was 5bar War.
Mirroring organized tournament play, players play best of 3(Bof3), Bof5, even Bof7. Start with a foos (if there is a fooshole) or ITSF middle style, using the same time limits for the 5bar as in a normal game. Games are normally to 5, in order to simulate a high-level (pro or better) game environment, specifically where a completed pass to the 3bar will result in a successful shot on goal. Game is singles of course - the same as GW and FSO.
1. A successful pass attempt from the 5 to 3 scores one point. Play continues until a player scores 5 (win).
- All pass attempts must be made within the standard time limits, typically 10 secs after Ready Protocol
- A pass attempt is considered successful as long as the same rules for stopped balls and time are followed
- for ex, any stopped/pinned ball passed must hit another figure, on either 5, before advancing successfully
2. Intercepted passes on defender's 5bar resets possession and control IMMEDIATELY to the defender.
- Opponent continues from 5bar under the same standard pass requirements and time limits
- Passes blocked back to the original offensive 5bar remain in play, just as in a standard game
3. Failed catches that enter goal area, or fall into the goal, result in a dead ball and loss of possession;
- Opponent serves from the 5bar, again under the same standard requirements and time limits
- This follows the assumption good goalies will trap any wayward pass & at least clear to the 5bar
4. Blocked passes back to offensive player's goal area result in a dead ball, but no loss of possession.
- Original offensive player a re-serves from the 5bar.
Using these rules, where all completed passes to the 3 are regarded as sure goals, while maintaining standard 5bar time limits and passing rules, make it great as a competitive exercise simulating high-caliber games. With the corresponding intensity and high focus on developing 5bar offense and defense.
Other popular rulesets, like those similar to one-on-one basketball, where a player continues serving and scoring until he/she misses or loses possession, are used to simulate more intense offensive passing and the corresponding pass defense. I prefer the standard which gives the serve to the player just scored on, because there are less 5-1 or 5-0 blowouts and more games are required, as in Bof7, Bof9 or even more. This more intense training seems best suited where one player clearly dominates the other, but as players advance closer to each other, the standard serving sequence seems better, really simulating a highly competitive matchup between 2 strong players or 2 strong teams.
I've seen rulesets where failed passes going into the defender's goal area are re-served by the same player, but they seem silly if players wish to simulate and practice real games. I prefer the standard simulated play, but also enjoy the one-on-one style when teaching or training newbs and rookies. This one-on-one serve until loss of possession is also great prep when planning to play players with very good 5bar skills. (You set yourself as defender at the start, and continuously simulate a rally to steal possession and overcome initial leads each game)
Most of the other rulesets, like those with points immediately for trapped balls, are pretty much what happened to be invented and gained popularity in that locale, but don't nearly simulate tournament play. These can be quite fun, but usually don't enhance or intensify 5bar offense and defense like the two common ones described above.