01Race for the Advantage
Four runners build a live relay line. The winner takes the first point, first possession and the opening player advantage.

MODERN CIVIL CHAOSLocal pride. Open rivalry.
A fast, non-contact team sport where races open—and can decide—games, scrambles erupt in The Fray, formations unlock the field and every attack can end in a shot, a breach, or a snatch-and-run with the opposition's Campball. Revel in controlled chaos.
01 / THE GAME
Campball moves through a precise sequence of Camps, Guard Strips, Attack Strips, Laterals and The Fray. Build the formation, release the whole field, then choose the safer score—or risk everything you have built for the ultimate upset.

02 / THE MATCHDAY JOURNEY
Campball rewards speed, awareness, timing and cooperation. Territory opens because players build it together—then one decision can turn shape into spectacle.
03 / BALL MOVEMENT
Throw. Roll. Carry. Bounce. Change the angle with a deliberate bounce—or redirect a live ball in one touch. Open play stays hand-led; feet enter only when the play calls for them.

04 / BUILD + UNLOCK
Every Attack Strip contains four Camps. Fill all four at once to unlock the route ahead. Each reinforcement milestone adds one active player to each team: 12 becomes 13 at the second flag, 14 at the camp-side line and 15 at the fray-side line. Keep at least one attacker behind and the chain stays live while the next wave advances.

05 / SCORING
Release from a marked area for one, two or three. Carry the whole ordinary ball through Camp under control for four. Or reject the ordinary finish, steal the opposition's Campball and take the seven-point road home.

THE CAMPBALL / SEVEN-POINT RETURN
The opposition Campball waits on its pedestal inside the Barbican. Lifting it scores nothing. Secure the steal, carry the route through every adjacent area and breach your own Camp with the whole ball to complete the seven-point return.

EXTRA POINTS / GATE KICK
After an ordinary score, two attackers build inside the camp-side Guard Strip against the Gatekeeper. They may pass, set or volley using their feet and lower legs. The final kick must leave the foot before time expires.

06 / PENALTY RAID
Thirty seconds of pressure
Three attackers enter the Barbican against the Gatekeeper and one nominated Camp Guard. They have thirty seconds to carry, pass, roll or bounce into a one-to-four-point finish. A flagged attacker leaves the raid. The Campball is out of play.

07 / FLAG DEFENCE
Two detachable hip flags make defence visible and decisive. Pull cleanly, respect the runner's space and let timing—not force—change the possession.


ROOTED IN NORFOLK · READY FOR YOUR GROUND
Campball began on local ground in Norfolk and was built to travel. Our practical guides will take new players, organisers and officials through the field, equipment, roles, formations, session setup and Laws of Play—everything needed to introduce the game and build towards a complete local match.