A blockade will be useful to encumber the running path of the Runner and improve the chances that the polearmist will be able to spear or joust the Runner with the polearm. A blockade can be used to corner the Runner and improve the chance that a polearmist will have a better shot to throw the polearm at the Runner or joust the Runner. Should a Runner become encapsulated, the offensive team scores five (5) points and the sides reverse. The Runner is not required to possess the polearmball for this to occur.
A player may attempt to escape an ensuing trap or encapsulation by running out of the open ends. So long as the player who is being encapsulated does not force himself against an opponent's torso, he/she may escape by force against hands and arms at the open end of the closing blockade. Hands and arms may not be used to punch, hit, slap, hold, or hammer an opponent. No kicking or kneeing is permitted. Once a human chain has successfully closed around an opponent causing him/her to be encapsulated, the trapped player may not force him/herself out.
A player who is adept may jump over, catapult over, vault over, cartwheel over, forward roll or kip over, flip over, jump to stand on the arms or shoulders, or leap over, or use the polearm to pole-vault over an ensuing encapsulation or a over a blockade as long as no foul or injury occurs in the process. The acrobatic player must land on his feet. A fall or touching the ground with other than the feet will constitute a foul and the acrobatic player who does not have the ball will be retired and required to play out the remainder of the round in the Midfield Circle. Upon falling a Runner or teammate with the ball will cause sides to switch and will lose possession of the ball. The human chain must close and join arms or hands around the opponent while the opponent’s feet are on the ground in order to get credit for an encapsulation. If the acrobatic opponent is already airborne when the chain finishes closing the circle then the encapsulation is not valid. The victim’s feet must have contact with the ground and the chain must be closed at that moment to get credit for an encapsulation. If successful the referee will shout, “Kill.”
Using an opponent’s head to perform a vault or catapult over a blockade is not permitted. Catapulting over a blockade will need to be accomplished using free flight or by pushing off the opponent's arms or shoulders but not the head. A Runner may charge a blockade and ricochet over it by using one hand to push off of an opponent's shoulder. The intent of the game is to use skilled acrobatic or parkour maneuvers to overcome and bypass human chains.
Another option open to players which have formed a chain of two (2) or more players that wish to encumber a single opponent or encumber an opponent's blockade is to grab an open end of a human chain by grabbing an opponent’s hand or arm. A chain may interlock to the arm or hand of a single opponent or an open end of a blockade. For as long as the blockade is steadfast and an opponent or other chain is attatched to it then the line may hold and steer the other line or opponent according to fortitude. Only one arm may be used. The other free hand or arm may not be used. Using two (2) hands to hold someone’s arm is considered holding and shall be called a foul. In effect, the maneuver to hold an opponent or opponent's chain by one arm or one hand becomes a tug of war. Players may not hit, slap, hammer, kick, or strike each other at any time. They may however jerk and pull away from an opponent that becomes attached. Pulling an arm of an opponent behind their back or any brutal action may be called a foul by the referee.
A single player may not grab the open end of an opponent's human chain. Only chains may grab an opponent. A single player who grabs an opponent must result in a successful fling or it will be called a personal foul. A chain may release an opponent at will without penalty.
In the event that a single player grabs the end of an opponent's chain then he/she must fling the entire chain to the ground and it shall not be called in a foul. The result will be a credit to the single player garnering one (1) point per every opponent in the chain.