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Origin Matthulhu - esam    Entered by Azus   
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Created on 2010-03-29 01:49:56       Modified 2010-07-20 22:36:11       Class Militia      
Lives See rules       Count Normal count      
Reeves   

Materials Multiple strips of green cloth, each no longer than 10 feet. Any projectiles allowed (including bows). There should be at least twice as many strips on the field as there are players. There should also be a few players armed with melee weapons (and  

Setup The ribbons of cloth are made into circles ('islands') and scattered all around the field. No two circles should be separated by less than twenty feet.    

Rules  This is a free-for-all match with all the 'islanders' fighting one another while attempting to avoid the 'sea monsters' (the melee attackers). The circles are islands, and all the area surrounding them is water. This water differs from standard water terrain in that you can't drown and you can run freely through the water, but while both your feet are off dry land you may not engage in missile combat.

Islanders: The 'islanders' are limited to melee daggers and projectiles (and can wield javelins as a melee weapon). An islander cannot be attacked by any 'sea monsters' as long as islander has at least one feet completely on dry land. Islanders are free to move anywhere on the field, to collect arrows and other ammunition that have fallen in the water. Islanders have five lives.

Sea Monsters: There need not be very many players on the Sea Monster team; just enough to discourage 'playing around in the ocean'. Sea monsters have infinite lives and 1 point of Invulnerability. They attack any islander who lingers too long in the water -- islanders can remain in the water for no more than 5 or 10 seconds before being 'swarmed' by any sea monsters nearby. Sea monsters don't fight each other and may not step on dry land.

  

Victory There are two winners at the end of the game: The last islander left alive, and the sea monster who scores the most kills.   

Misc   

Variations Hobble the Sea Monsters with the Slow trait, but allow them to come up on dry land to munch on the islanders.

Mark two islands on opposite sides of the field as Hallowed Ground areas (as the fixed enchantment), usable only by Islanders.

Split the Islanders into two teams, and run the game as a Capture the Flag scenario.    

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