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Sunday, July 19, 2026

LONDINIUM: What is "tactical football" and why did I invent it?

Sorry it's been a while.  I'm writing Londinium when I have the opportunity and, unfortunately, I don't have the opportunity as much as I would like.

The World Cup is winding down so I thought I'd share a little something I made up for the book: tactical football.

You'll recall that the basis for the book is a present day police story set on a world where the Roman Empire didn't fall.  I imagine that our football (soccer) exists and is sometimes called "common football" or "community football," but a more militaristic version is the one that swept the world.  Created in the Army a few centuries ago by a fort's general who wanted to impart lessons of teamwork and strategic thinking on new recruits, it uses the circular arena floor of colosseums:

The active field measures 100 meters across, plus however much for out-of-bounds area, the benches, etc.

Labeled:


(Going forward, I'll be using "tactical football" terms for everything, but "our" terms will be in parentheses and italics.)

Oriented with the compass, there are four gates (goals) that all must be occupied at one time by one team in order to win a set.  At the end of three thirty-minute-periods of play, the winner is the team with the most completed sets.  The taking of an occupied or neutral gate awards a point, but these points do not count toward sets or decide victory.  If anything, points are indicators of how vigorous gameplay was.  Each gate is ten meters long and two meters high.  The approach (penalty box/area) is a twenty-meter arc centered on each gate.  The ball must pass through a gate in order for it to be claimed by an attacking team and it must not be touched by anyone's hands or arms while in play; defending shieldmen are the only exception.

The beginning of a game:

There are sixteen players on each team: twelve players and four shieldmen/shields (goalkeepers).  Above, the shields are the players ringed in white.  When not actively defending a gate, shields may play as regular players.

The game begins with two opposing gates occupied.  A skirmish occurs at centerfield: the ball is placed on the spot and all players stand outside the center ring.  The official whistles and players rush to take possession.  The shields and supporting players may instead head toward other gates in order to hopefully claim those if the ball enters that quarter.

A look at active gameplay:


The quarter in which the ball is present is called the active quarter (highlighted yellow above).  Before we get to the siege of the east gate, let us note the west gate.  The defending shield is allowed within the approach.  The attacking shield is not because the ball is not within the quarter.  As both the north and south quarters are as-yet-unclaimed and the ball is not within the quarter, neither team's shields are allowed within the approach.

When the ball entered the eastern quarter, the attacking shield was allowed to enter the approach.  While in active play, the attacking shields are allowed to grapple with the defending shields in order to prevent defense of the gate.  The number of attacking players within the approach, however, may not be more than the number of attackers outside the approach and within the quarter (this was my attempt to create an arcane "offsides" rule).   Above, you will note that there are four red players within the approach and five outside, thus this siege is within the rules.  Note: shields do not count toward these siege rules.

As originally conceived, such siege rules were not part of the game as played at Army forts, nor were penalties for assaults committed during play.  Needless to say, it was a far more rough sport.

If the ball goes out at the touch of an attacker (between the flags of the occupied quarter), the defending shield takes possession and kicks it where they please (goal kick).  If the ball goes out at the touch of a defender, an attacker takes possession at the nearest flag for a flanking kick (corner kick).  From there, the attacker may either kick it toward the same approach that was previously active, or they may kick it toward a different quarter altogether.  If a ball goes out between the flags of a neutral quarter, the team that didn't send it out may put into play by throw from the nearest flag.

If the attackers claim the gate, all previously defending players, including the shield, must abandon the approach as the new defending shield will kick or throw the ball to a different area of the field.  Once all four gates are claimed and defended by a single team, a set is completed and the game will continue with a skirmish at the centerfield and the two original gates being the only ones occupied by either team.  Example: let us say that red wins the siege depicted above.  The ball is kicked toward the north gate and red claims it.  Now red controls three of the four gates.  If they push toward south gate and claim it, they have won the set.  In order to deny them the set, blue must claim south gate or reclaim one of the other three.

Three thirty-minute periods are played, separated by twenty minute intervals for rest.  Reinforcements (substitutions) are allowed only during the first two periods: each team gets five per game and the player being removed from the field has one minute from the time the reinforcement enters the game.  This means a team may briefly have seventeen players on the field.  Each team may only place one reinforcement at a time.  Shields may be reinforced but the departing shield must leave the gate immediately.  (Note: a shield that defends a gate is not allowed to depart that gate until after it has been claimed by another team or until a set has been completed.)

In the third period, because reinforcements are not allowed, if players are injured, then that team must play without their full complement.  If a defending shield is injured, a non-shield player may take their position.

If both teams are tied at the end of the ninety minutes, a second ball is added to the field and play will continue until another set is completed, however long is necessary. 

Well.  Now that that's clear, let's see how I used it in the story:



Mm.  Maybe I overthink things a bit.

Thanks for reading. 

 

 

 

Friday, April 10, 2026

Four* Stories for "One Day in a Very Long Dominion War"

( * Two were selected.)

First off, download the whole book from Tranquility Press right here for free. 


Rewind with me to August of '25.  I was unemployed and the job search was going ... swell.  Just swell.  OK, it was not going swell.  Whatever.  I was ruminating on an idea or three for my next creative endeavors when I happened across a post by Tranquility Press on BSky.  They were accepting submissions for a Dominion War writing project.  The deadline was just a few days away.

The writing prompt was simple but thought-provoking.  One day in the middle of the Dominion War.  Not focusing on the major characters or anything ... just a day in the life.  Of anyone.

I think I went for a walk in the neighborhood and pretty quickly had an idea for and worked out the basics of my first story, "Loading Torpedoes," by the time I got home.

(You can read "Loading Torpedoes" below.)

I banged it out quickly.  Just a few hours for the first pass and then another pass or three in the following days.  I think it turned out well. 

As I wrote "Torpedoes," I had an idea for another story.  An interrogation of a Vorta series of clones by a Romulan operative who was tired of the whole thing.  Obviously, that became "Jolan Tru All Over Again."  I incorporated some Romulan lore created for Picard and threw in references to several events in Deep Space Nine's history around that time ... it's a fun story of two professionals trying to get at truths the other doesn't want to reveal.  Time is too short, of course, for progress to be made.  Writing this one took a bit longer as I kept wanting to adjust the dialogue, make it funnier here, hint at something else there ... Reading it in its final form made me want another pass, but that's OK.

(I might have caught the mistake I made ... did you spot it?) 

Art by Radinka Daynara

At some point while writing "Jolan Tru," I had another idea.  Something with Klingons.  I looked at a map of the Galaxy used on the series and spotted a little spot inside the Empire but near Federation space, so I had the thought that a colony there could be blended ... humans and Klingons together.  Far from the war in the Beta Quadrant but the war wasn't far from their minds.  That, of course, became "naD tetlh."

Art by Mika Kurzmann-Abrams

Like "Torpedoes," writing this one went very quickly.  The characters were fully formed in my head for whatever reason.  It was almost like I only had to transcribe what happened and what they said.  When the first pass was done, it was just about done-done.  Subsequent passes only tidied things up, made new word choices, and the like.  When it was done, it was immediately my favorite.

While writing that, I had the thought that I should do something with the "bad guys."  And I had a germ of an idea: a disgraced Jem'Hadar unit trying to regain their status, trying to regain their lives as only victory could.  It took another day, but I wrote "To Be the First."  A slight story, to be sure, intended as mostly an action piece with the Jem'Hadar we follow trying to survive a harsh planet and win the favor of the Founders.

With four stories now complete, I sent them off to Tranquility ... only to then see that they had extended the deadline.  Oh well.  A few months later, I got the good news that two had been selected.  I think they made the right choices.

To this day, I don't know what creative alchemy was going on and how I was able to crank out four complete tales in so short a span of time.  I wish I could bottle it and partake of it now and then.

Thanks to the editorial people and judges at Tranquility Press who chose my stories.  Thanks also to the two artists who depicted my characters (as seen above).  It's been fun. 

So, what are we writing about next?

(To read "Loading Torpedoes" and "To Be the First," click the JUMP)