Warning: Cannot modify header information - headers already sent by (output started at /home/dzucker/public_html/amtgard/games/list.php:1) in /home/dzucker/public_html/amtgard/games/class.dz_rtf_create.php on line 179

Warning: Cannot modify header information - headers already sent by (output started at /home/dzucker/public_html/amtgard/games/list.php:1) in /home/dzucker/public_html/amtgard/games/class.dz_rtf_create.php on line 180
{\rtf1{\fonttbl{\f0\fnil\fcharset0 Arial;}{\f1\fnil\fcharset0 fonts/Times-Bold.afm;}{\f2\fnil\fcharset0 Helvetica.afm;}{\f3\fnil\fcharset0 fonts/Times-Bold.afm ;}{\f4\fnil\fcharset0 fonts/Times-Roman.afm ;}{\f5\fnil\fcharset0 fonts/Times-Roman.afm;}}{\colortbl ;\red0\green0\blue0;\red51\green102\blue154;}{\*\generator dz_rft_create;}\f0\f1\cf2\fs40 \b Amtgard Games\par \cf1\f2\fs20 \par \par Entered by various users of the Amtgard Community\par \par \par \fs20 \par Downloaded and printed from games.dzucker.com\par \fs20 \par RTF creation David Zucker's dz_rtf_Create\par \f3\cf2\fs32 \b \ul Caesar's Circus\ul0 \b0 \par \cf1\f4\fs18 \i Origin \b Matthulhu - esam\b0 Entered by Azus\i0 \par \f1\cf2\fs24 \b Created on\b0 \par \cf1\f5\fs18 2010-01-17 22:29:05\par \f1\cf2\fs24 \b Modified\b0 \par \cf1\f5\fs18 2010-05-15 16:29:39\par \f1\cf2\fs24 \b Class\b0 \par \cf1\f5\fs18 Militia\par \f1\cf2\fs24 \b Lives\b0 \par \cf1\f5\fs18 See rules\par \f1\cf2\fs24 \b Count\b0 \par \cf1\f5\fs18 see rules\par \f1\cf2\fs24 \b Reeves\b0 \par \cf1\f5\fs18 At least one reeve is needed to act as Caesar.\par \f1\cf2\fs24 \b Materials\b0 \par \cf1\f5\fs18 Permitted equipment: any shield, any melee weapon, javelins, rocks, throwing weapons. Fighters are permitted to keep only a single short weapon with them at all times; any other equipment must be picked up from the Armory (see below).\par \par \f1\cf2\fs24 \b Setup\b0 \par \cf1\f5\fs18 The participants begin the game in a _large_ circle. (The circle should be large enough to allow for at least 10 feet between adjacent fighters or have a diameter of 50 feet, whichever is larger.) Inside this circle is the Arena, where all fighting takes place. The outside of the Arena is Nirvana, where the dead wait to be called back to combat.\par \par \par In the center of the Arena is the Armory, a smaller roped-off area containing an assortment of weapons and shields. There need not be enough equipment to supply every participant with a second weapon or a shield, but there should be at least one of every type of weapon from the rulebook (except bows, ordinarily). No melee fighting can take place inside the Armory, but fighters are free to grab any equipment from the Armory to supplement or replace their single short weapon. Slain fighters must immediately drop any equipment taken from the Armory, on the spot where they were killed (they can keep their single short). Equipment dropped by dead fighters can also be picked up and used by an Active fighter.<\par > \par At the beginning of the game, Caesar shall number off all the fighters incrementally. It does not matter which fighter is designated as #1. While the game is in progress, any newcomers are assigned the next number available. It doesn't really matter if the fighters get out of order as they enter and leave combat.<\par > \par \f1\cf2\fs24 \b Rules\b0 \par \cf1\f5\fs18 \par Caesar runs the game and calls for combatants to join in the Arena. Caesar also keeps one or more healers on the field (also reeves). While fighting is in progress, the healers may move about the field returning dropped equipment to the Armory, healing wounded and unconscious fighters, and generally keeping the mob entertained by keeping combat from devolving into "gimp fights". The healers may not be attacked.<\par > \par Caesar may call out any fighter's number. He may call multiple numbers in any sequence he wishes, at any time, at his discretion.\par \par Any fighter whose number is called are declared Active and must step into the Arena. Active fighters remain in the Arena as long as they remain alive, keeping any wounds or damage to armor until death.\par \par Caesar may also call "Caesar's Circus!", which signifies that all Inactive fighters are declared Active and must join in the Arena. (Dead fighters returning equipment or on their way back to the outside are not affected.)\par \par Active fighters who stray too close to the edge may be attacked by anyone standing outside the Arena (though the inactive fighters may not step inside in order to attack them). However, an inactive fighter who takes out an Active fighter in this way must immediately join in the Arena--keeping any wounds taken!\par <\par > \par \f1\cf2\fs24 \b Victory\b0 \par \cf1\f5\fs18 The closest thing to a victory condition in this game is being able to hold the field against all comers. Most fighters will immediately recognize the value in guarding the Armory, keeping newcomers from retrieving any gear to improve on their single short weapon. While this is a legal tactic, this also encourages Caesar to counter this by calling in multiple fighters at once to overwhelm the dirty camper. \par \f1\cf2\fs24 \b Misc\b0 \par \cf1\f5\fs18 \par \par \f1\cf2\fs24 \b Variations\b0 \par \cf1\f5\fs18 Bows\par Due to the nature of this scenario and its close-quarters combat, the inclusion of bows is not recommended. However, if you want to include the use of bows anyway, it would be best to cap bow strength at (say) 20 lb at a 28-inch draw, and to limit the number of arrows available on the field since they're likely to be trampled on if not quickly collected up (especially if Caesar calls for a "Caesar's Circus").\par \par \par Teams\par Instead of assigning each participant a unique number, Caesar may number off (for example) sixteen fighters from 1 through 8, or from 1 through 4. In this variant, fighters with the same number are always considered allied together. The number of 'teams' created in this way do not have to be equal in number. If Caesar calls out a team number with some members still Active and some dead, the dead teammates are made Active as soon as they have returned to the outside of the Arena. \par \par \par Finite Lives\par Each fighter begins the game with ten lives. Caesar is not honor-bound to ensure that no fighter is forced into the Arena more often than any other fighter, but all participants should be mindful that some fighters' lives do last longer than others'.\par \par \par Coups-De-Grace\par Fighters who takes a mortal blow to the torso or a second limb are not immediately slain, only mortally wounded. A mortally-wounded fighter falls unconscious but is still alive, at least until an opponent delivers a coup-de-grace shot on them. To deliver a coup-de-grace, a fighter simply need call out "coup de grace" (pronounced /koo-duh-grahss/ or /koo-day-grah/), "mercy kill", or some similar wording, followed by a courtesy tap to the upper torso. This finishes off the victim.\par \par Unconscious fighters must remain on the field until they've received a coup-de-grace shot from another fighter. Note that "simo" kills do not permit either fighter to deliver a coup-de-grace on the other.\par \par If the Finite Lives Rule is being used, a fighter does not lose a life until a coup-de-grace has been delivered on them.\par \par If the team rules are being used, teammates are permitted to "drag" unconscious fighters around the field in order to bring them to a healer or to keep them away from enemies. \par \fs20 \par \f3\cf2\fs32 \b \ul Recycler \ul0 \b0 \par \cf1\f4\fs18 \i Origin \b Matthulhu - esam\b0 Entered by Azus\i0 \par \f1\cf2\fs24 \b Created on\b0 \par \cf1\f5\fs18 2010-02-06 20:06:23\par \f1\cf2\fs24 \b Modified\b0 \par \cf1\f5\fs18 2010-05-05 10:53:08\par \f1\cf2\fs24 \b Class\b0 \par \cf1\f5\fs18 no class\par \f1\cf2\fs24 \b Lives\b0 \par \cf1\f5\fs18 cyle lives, cycle per game each life cycle\par \f1\cf2\fs24 \b Count\b0 \par \cf1\f5\fs18 10 second\par \f1\cf2\fs24 \b Reeves\b0 \par \cf1\f1\cf2\fs24 \b Materials\b0 \par \cf1\f5\fs18 Two or more 10-ft diameter circles of rope are needed. \par \f1\cf2\fs24 \b Setup\b0 \par \cf1\f5\fs18 \par \par \f1\cf2\fs24 \b Rules\b0 \par \cf1\f5\fs18 Each team has one or more Recyclers, a 5-foot-wide circle located in their base. These are the only locations on the field where you are allowed to return to life. When you die, you may immediately return to your base and call alive again once you've got at least one foot inside your team's Recycler circle. (There is no death count.) However: only one player is allowed to inside a given Recycler at any one time, so can end up with a line of dead teammates waiting to return to life.\par \par Additionally, living players can also occupy an enemy Recycler. Because only one player at a time is allowed inside a Recycler, players can prevent opponents from returning to life in this way.\par \par A team scores 1 point if they can eliminate all enemy players and occupy their Recycler(s) so they can't return to life.\par \par It's suggested that each team have one Recycler for every 3 to 5 players on that side. Larger teams will have an easier time having enough players to occupy the enemy team's Recyclers, so there should be multiple Recyclers in such cases. \par \f1\cf2\fs24 \b Victory\b0 \par \cf1\f5\fs18 Victory conditions are the same as in jugging: score at least 3 points and be ahead of the other team by 2 points or more. \par \f1\cf2\fs24 \b Misc\b0 \par \cf1\f5\fs18 This scenario is partially inspired by an ancient 16-bit computer war game called "Modem Wars". Part of the game included "recyclers" which were pre-selected hidden locations on the game map where previously-destroyed units were allowed to respawn as reinforcements. Only one unit could respawn at a time, and only if the recycler was unoccupied. Consequently, if you were able to occupy the enemy's recycler with one of your own units, they could not receive reinforcements. \par \f1\cf2\fs24 \b Variations\b0 \par \cf1\fs20 \par \f3\cf2\fs32 \b \ul Caravan Crossing\ul0 \b0 \par \cf1\f4\fs18 \i Origin \b \b0 Entered by Azus\i0 \par \f1\cf2\fs24 \b Created on\b0 \par \cf1\f5\fs18 2010-04-14 14:59:08\par \f1\cf2\fs24 \b Modified\b0 \par \cf1\f5\fs18 2010-07-20 22:02:13\par \f1\cf2\fs24 \b Class\b0 \par \cf1\f5\fs18 Class or Militia\par \f1\cf2\fs24 \b Lives\b0 \par \cf1\f5\fs18 standard per class (V7)\par \f1\cf2\fs24 \b Count\b0 \par \cf1\f5\fs18 Normal count\par \f1\cf2\fs24 \b Reeves\b0 \par \cf1\f1\cf2\fs24 \b Materials\b0 \par \cf1\f1\cf2\fs24 \b Setup\b0 \par \cf1\f5\fs18 Divide the populace into two teams. One to represent the Bandits and the other the Guards. One player should be designated a Political Figure (like a non-combatant, who walks slowly) and serve as the object of the battlegame. This game works best if there is a substantial playing area, particularly one with wooded areas. \par \f1\cf2\fs24 \b Rules\b0 \par \cf1\f5\fs18 For whatever reason, the Political Figure wants to get from point A to point B in a hurry. The Figure has commissioned/recruited a team of Guards to escort him/her across the territory. Unfortunately, the way is plagued with Bandits and (possibly) other dangers. The Guards must safely transport the Figure from Point A to Point B, without losing the Figure to the Bandits, who are trying to capture the Figure for ransom. To make matters worse, the Figure may never move faster than a walk. \par \f1\cf2\fs24 \b Victory\b0 \par \cf1\f5\fs18 The game is over when a) the Guards make it to Point B with the Figure or b) the Bandits capture the Figure and hold him for a 300 count. \par \f1\cf2\fs24 \b Misc\b0 \par \cf1\f1\cf2\fs24 \b Variations\b0 \par \cf1\f5\fs18 \par \par \b *\b0 Give the Bandits one or more Monster allies, to aid their cause.\par \par \par \b *\b0 The Guards must never leave more than 100 feet from the Figure. \par \par \par \b *\b0 Place mundane hazards (quicksand, water, etc.,) in the path of the Guards or Bandits. \par \par \par \b *\b0 Make the teams unbalanced in favor of the Bandits, like two-to-one odds or worse. Make the Bandits all low-level non-magic classes and the Guards higher-level with spellcasters. \par \par \par \b *\b0 Place Neutral encounters (like Healers or Unicorns) throughout the path. \par \par \par \par \fs20 \par \f3\cf2\fs32 \b \ul Deathball\ul0 \b0 \par \cf1\f4\fs18 \i Origin \b Matthulhu - e-sam\b0 Entered by Azus\i0 \par \f1\cf2\fs24 \b Created on\b0 \par \cf1\f5\fs18 2010-01-17 22:05:51\par \f1\cf2\fs24 \b Modified\b0 \par \cf1\f5\fs18 2014-08-23 15:07:22\par \f1\cf2\fs24 \b Class\b0 \par \cf1\f5\fs18 no class\par \f1\cf2\fs24 \b Lives\b0 \par \cf1\f5\fs18 See rules\par \f1\cf2\fs24 \b Count\b0 \par \cf1\f5\fs18 see rules\par \f1\cf2\fs24 \b Reeves\b0 \par \cf1\f1\cf2\fs24 \b Materials\b0 \par \cf1\f5\fs18 Every player is allowed to wield a single short weapon.\par \par You also need a number of 'deathballs': you should have at least three, up to one per participant if possible.\par \par Deathballs should be represented by 'dodgeballs'\par l\par \f1\cf2\fs24 \b Setup\b0 \par \cf1\f5\fs18 This is a free-for-all battle. \par \f1\cf2\fs24 \b Rules\b0 \par \cf1\f5\fs18 Players arrange themselves in a circle with the Deathballs in the center.\par \par After lay-on is called, players may not engage to their immediate left or right until two non-adjacent combatants have touched weapons.\par \par Every player starts with three lives. If you are slain with a sword, your death count is 10 (last 5 seconds counted aloud) but you do not lose a life. But if you are slain with a deathball, your death count is 20 (last 5 seconds counted aloud) and you DO lose a life.\par \par Deathballs are extremely dangerous. They can ONLY blocked with swords (and by mid-air collisions with other deathballs). Otherwise, deathballs count hits like a Fireball, including foot on ground and on a bounce. It is a common and legal tactic to halt a deathball's motion with your sword so you can pick it up without blowing yourself up.\par \par Any physical contact with a deathball in motion is a death (other than contact with your sword or another deathball). It doesn't matter if you try to stop it with your hand or foot while it's in motion on the ground or if you juggle it in your hands or if you manage to catch it, it's still a death.\par \par A deathball can be kicked (provided it's not in motion), but be careful how hard you kick at close range.\par \par While held, deathballs are considered garb. (We didn't have this happen today but it's bound to happen eventually. I'm guessing if it did come up we would have to treat them like they were spellballs or throwing weapons held in hand--consider them garb while held in hand.)\par \par \f1\cf2\fs24 \b Victory\b0 \par \cf1\f5\fs18 Be the last player alive in the game. \par \f1\cf2\fs24 \b Misc\b0 \par \cf1\f1\cf2\fs24 \b Variations\b0 \par \cf1\f5\fs18 \par \par \b *\b0 \b 'Taking a death' to restore a lost limb will still cost you a life.\b0 This one's more errata than variant rule, I guess. There's been times I really felt like I needed to get my mobility back, and wanted to take a death so I could negate the leg wound I had. Given that this game has two kinds of deaths, some players may think that it's legal to cancel out a wound by taking a 'lesser death'.\par \par \par \b *\b0 \b Define a field-centered Nirvana where players can return to life, instead of on-the-spot where they were killed. The initial fighters' circle forms up around Nirvana.\b0 Thrown deathballs are prone to 'wandering off' and the playing field expands accordingly. A central Nirvana would act as an anchor for the game and its participants, especially if the following sub-variants are used.\par \par \par \b *\b0 \b Fighters are allowed a single short and small shield (considered Hardened). Deathballs break weapons but not shields. Broken weapons will return only after losing a life.\b0 Naturally the tactic will shift to blocking and halting deathballs in motion with your shield instead of your sword. Blocking with your sword will still work in a pinch, and it will become a viable tactic to disarm a player by targeting their weapon.\par \par \i This variant was written with Shadowkin in mind; if you playtest this, let me know how it works out.\i0 \par \b *\b0 \b Players can heal wounds by standing still with no sword, shield, or deathball in hand and reciting loudly "Healing 1, Healing 2, Healing 3..." through to "Healing 9", followed by "Healed!"\b0 \par \par \par \b *\b0 \b Players can replace broken weapons by standing still with no sword, shield, or deathball in hand and reciting loudly "Mending 1, Mending 2, Mending 3..." through to "Mending 9", followed by "Mended\b0 \par \par \par \par \fs20 \par \f3\cf2\fs32 \b \ul King of the Hill\ul0 \b0 \par \cf1\f4\fs18 \i Origin \b \b0 Entered by Azus\i0 \par \f1\cf2\fs24 \b Created on\b0 \par \cf1\f5\fs18 2010-02-07 13:48:49\par \f1\cf2\fs24 \b Modified\b0 \par \cf1\f5\fs18 2010-02-07 13:48:49\par \f1\cf2\fs24 \b Class\b0 \par \cf1\f5\fs18 no class\par \f1\cf2\fs24 \b Lives\b0 \par \cf1\f5\fs18 1 life\par \f1\cf2\fs24 \b Count\b0 \par \cf1\f5\fs18 No count\par \f1\cf2\fs24 \b Reeves\b0 \par \cf1\f1\cf2\fs24 \b Materials\b0 \par \cf1\f1\cf2\fs24 \b Setup\b0 \par \cf1\f1\cf2\fs24 \b Rules\b0 \par \cf1\f5\fs18 Form a line. The first two players in the line step out and spar. The winner stays and spars the next person in line, wounds\par healed, and the loser moves to the back of the line. In the case of a simo, both fighters move to the back of the line, and the next two in\par line move up to fight. \par \f1\cf2\fs24 \b Victory\b0 \par \cf1\f1\cf2\fs24 \b Misc\b0 \par \cf1\f1\cf2\fs24 \b Variations\b0 \par \cf1\fs20 \par \f3\cf2\fs32 \b \ul Three Man\ul0 \b0 \par \cf1\f4\fs18 \i Origin \b \b0 Entered by Azus\i0 \par \f1\cf2\fs24 \b Created on\b0 \par \cf1\f5\fs18 2010-02-07 13:50:47\par \f1\cf2\fs24 \b Modified\b0 \par \cf1\f5\fs18 2010-02-07 13:50:47\par \f1\cf2\fs24 \b Class\b0 \par \cf1\f5\fs18 no class\par \f1\cf2\fs24 \b Lives\b0 \par \cf1\f5\fs18 1 life\par \f1\cf2\fs24 \b Count\b0 \par \cf1\f5\fs18 No count\par \f1\cf2\fs24 \b Reeves\b0 \par \cf1\f1\cf2\fs24 \b Materials\b0 \par \cf1\f1\cf2\fs24 \b Setup\b0 \par \cf1\f1\cf2\fs24 \b Rules\b0 \par \cf1\f5\fs18 Three Players set them selves in a triangle with their chests about a weapon's length apart. Then they plant their forward foot.\par This is usually the left foot for right handed players. This foot may never be moved. Leg shots don't count (maybe it is an EH Game).\par Other limb and kill shots count as normal. Player play until only one remains then they begin again. Score may be kept if desired. \par \f1\cf2\fs24 \b Victory\b0 \par \cf1\f1\cf2\fs24 \b Misc\b0 \par \cf1\f1\cf2\fs24 \b Variations\b0 \par \cf1\fs20 \par \f3\cf2\fs32 \b \ul Amoeba Tag\ul0 \b0 \par \cf1\f4\fs18 \i Origin \b Alona Two-Trees, e-sam\b0 Entered by Azus\i0 \par \f1\cf2\fs24 \b Created on\b0 \par \cf1\f5\fs18 2010-02-07 14:19:01\par \f1\cf2\fs24 \b Modified\b0 \par \cf1\f5\fs18 2010-02-07 14:19:01\par \f1\cf2\fs24 \b Class\b0 \par \cf1\f5\fs18 Militia\par \f1\cf2\fs24 \b Lives\b0 \par \cf1\f5\fs18 See rules\par \f1\cf2\fs24 \b Count\b0 \par \cf1\f5\fs18 No count\par \f1\cf2\fs24 \b Reeves\b0 \par \cf1\f1\cf2\fs24 \b Materials\b0 \par \cf1\f1\cf2\fs24 \b Setup\b0 \par \cf1\f1\cf2\fs24 \b Rules\b0 \par \cf1\f5\fs18 Divide everybody into 2-man teams. Teammates must remain in contact the entire time! Teams run around trying to beat the other\par teams. Every time a team defeats another team, the defeated team joins the victorious team. If this is done as a class battle, the class\par abilities are only usable by the person playing that class and level. Abilities do not become shared. The game ends when everyone is\par on the same team! \par \f1\cf2\fs24 \b Victory\b0 \par \cf1\f1\cf2\fs24 \b Misc\b0 \par \cf1\f1\cf2\fs24 \b Variations\b0 \par \cf1\fs20 \par \f3\cf2\fs32 \b \ul Island Battle\ul0 \b0 \par \cf1\f4\fs18 \i Origin \b Matthulhu - esam\b0 Entered by Azus\i0 \par \f1\cf2\fs24 \b Created on\b0 \par \cf1\f5\fs18 2010-03-29 01:49:56\par \f1\cf2\fs24 \b Modified\b0 \par \cf1\f5\fs18 2010-07-20 22:36:11\par \f1\cf2\fs24 \b Class\b0 \par \cf1\f5\fs18 Militia\par \f1\cf2\fs24 \b Lives\b0 \par \cf1\f5\fs18 See rules\par \f1\cf2\fs24 \b Count\b0 \par \cf1\f5\fs18 Normal count\par \f1\cf2\fs24 \b Reeves\b0 \par \cf1\f1\cf2\fs24 \b Materials\b0 \par \cf1\f5\fs18 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\par \f1\cf2\fs24 \b Setup\b0 \par \cf1\f5\fs18 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. \par \f1\cf2\fs24 \b Rules\b0 \par \cf1\f5\fs18 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. \par \par 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. \par \par 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. \par \par \par \f1\cf2\fs24 \b Victory\b0 \par \cf1\f5\fs18 There are two winners at the end of the game: The last islander left alive, and the sea monster who scores the most kills. \par \f1\cf2\fs24 \b Misc\b0 \par \cf1\f1\cf2\fs24 \b Variations\b0 \par \cf1\f5\fs18 Hobble the Sea Monsters with the Slow trait, but allow them to come up on dry land to munch on the islanders. \par \par Mark two islands on opposite sides of the field as Hallowed Ground areas (as the fixed enchantment), usable only by Islanders. <\par >Split the Islanders into two teams, and run the game as a Capture the Flag scenario. \par \fs20 \par \f3\cf2\fs32 \b \ul Oddball\ul0 \b0 \par \cf1\f4\fs18 \i Origin \b \b0 Entered by Azus\i0 \par \f1\cf2\fs24 \b Created on\b0 \par \cf1\f5\fs18 2010-04-02 13:54:41\par \f1\cf2\fs24 \b Modified\b0 \par \cf1\f5\fs18 2010-04-02 13:56:54\par \f1\cf2\fs24 \b Class\b0 \par \cf1\f5\fs18 melee - non class\par \f1\cf2\fs24 \b Lives\b0 \par \cf1\f5\fs18 1 life\par \f1\cf2\fs24 \b Count\b0 \par \cf1\f5\fs18 No count\par \f1\cf2\fs24 \b Reeves\b0 \par \cf1\f1\cf2\fs24 \b Materials\b0 \par \cf1\f5\fs18 Foam football or Jugging "dogskull" \par \f1\cf2\fs24 \b Setup\b0 \par \cf1\f5\fs18 Using ribbon, lay out a field as shown in the image. Divide the populace into two equal teams. All players should have only a single sword. Place the ball or dogskull in the center of the field. \par \f1\cf2\fs24 \b Rules\b0 \par \cf1\f5\fs18 Hold the ball in your own End Zone for 10 seconds to score a point. Winner is the first team to seven points. Players have unlimited lives, but must return to the End Zone to come alive. Lives regenerate instantly. The ball or dogskull may be used to block attacks. \par \f1\cf2\fs24 \b Victory\b0 \par \cf1\f1\cf2\fs24 \b Misc\b0 \par \cf1\f1\cf2\fs24 \b Variations\b0 \par \cf1\fs20 \par \f3\cf2\fs32 \b \ul Spell Ball Game\ul0 \b0 \par \cf1\f4\fs18 \i Origin \b \b0 Entered by Azus\i0 \par \f1\cf2\fs24 \b Created on\b0 \par \cf1\f5\fs18 2010-04-02 14:17:25\par \f1\cf2\fs24 \b Modified\b0 \par \cf1\f5\fs18 2010-04-02 14:17:25\par \f1\cf2\fs24 \b Class\b0 \par \cf1\f5\fs18 Full Class\par \f1\cf2\fs24 \b Lives\b0 \par \cf1\f5\fs18 1 life\par \f1\cf2\fs24 \b Count\b0 \par \cf1\f5\fs18 see rules\par \f1\cf2\fs24 \b Reeves\b0 \par \cf1\f1\cf2\fs24 \b Materials\b0 \par \cf1\f1\cf2\fs24 \b Setup\b0 \par \cf1\f1\cf2\fs24 \b Rules\b0 \par \cf1\f5\fs18 Each fighter begins the game with a single short sword and a single spell ball. It doesn't matter what the ball is as the will all have the same effect for this game. Each player picks a spot on the field to start and calls alive. When alive, the game proceeds like Chaos Res, with a few tweaks. Each spell ball is a fireball, so it kills on any hit or bounce. Each player may block freely with their shortsword (it can't be destroyed), and the spell balls don't need to be charged (you can just pick it up and throw it). A fighter may never have more then one spell ball in their possession at one time. \par \f1\cf2\fs24 \b Victory\b0 \par \cf1\f1\cf2\fs24 \b Misc\b0 \par \cf1\f1\cf2\fs24 \b Variations\b0 \par \cf1\fs20 \par \f3\cf2\fs32 \b \ul Three-team Variant Ditch \ul0 \b0 \par \cf1\f4\fs18 \i Origin \b Matthias\b0 Entered by Azus\i0 \par \f1\cf2\fs24 \b Created on\b0 \par \cf1\f5\fs18 2010-04-02 17:04:32\par \f1\cf2\fs24 \b Modified\b0 \par \cf1\f5\fs18 2010-04-02 17:12:32\par \f1\cf2\fs24 \b Class\b0 \par \cf1\f5\fs18 Militia\par \f1\cf2\fs24 \b Lives\b0 \par \cf1\f5\fs18 1 life\par \f1\cf2\fs24 \b Count\b0 \par \cf1\f5\fs18 No count\par \f1\cf2\fs24 \b Reeves\b0 \par \cf1\f1\cf2\fs24 \b Materials\b0 \par \cf1\f1\cf2\fs24 \b Setup\b0 \par \cf1\f5\fs18 Two teams are lined up facing each other, as with a regular ditch battle. The third team assembles in a large circle surrounding both battle lines (minimum of 20 feet from any of the two center teams). If the number of participants does not evenly divide by three, the third team should be short. \par \f1\cf2\fs24 \b Rules\b0 \par \cf1\f5\fs18 When lay on is called, it's ditch battle rules as normal, except that the first-dead rule operates as if the third team did not exist (first dead of winning team in the center goes to the other side). The third team never loses a first dead, even if they win the pass. \par After three passes, whichever's the smaller team in the center switches roles with the third team, and takes over the outside circle, with the outside team going into the center. (If the center teams happen to be even on that pass, then whichever team loses a player next will go to the outside). \par New players who join the three-way ditch after it's started always start on the outside team. \par Any backstabbing that goes on (especially on the part of the outside team) is meant as a teaching tool to encourage battlefield awareness. \par \f1\cf2\fs24 \b Victory\b0 \par \cf1\f1\cf2\fs24 \b Misc\b0 \par \cf1\f1\cf2\fs24 \b Variations\b0 \par \cf1\fs20 \par \f3\cf2\fs32 \b \ul Two or Three Man Eternals\ul0 \b0 \par \cf1\f4\fs18 \i Origin \b \b0 Entered by Azus\i0 \par \f1\cf2\fs24 \b Created on\b0 \par \cf1\f5\fs18 2010-04-02 17:46:24\par \f1\cf2\fs24 \b Modified\b0 \par \cf1\f5\fs18 2010-04-21 13:14:01\par \f1\cf2\fs24 \b Class\b0 \par \cf1\f5\fs18 Militia\par \f1\cf2\fs24 \b Lives\b0 \par \cf1\f5\fs18 Unlimited\par \f1\cf2\fs24 \b Count\b0 \par \cf1\f5\fs18 see rules\par \f1\cf2\fs24 \b Reeves\b0 \par \cf1\f1\cf2\fs24 \b Materials\b0 \par \cf1\f1\cf2\fs24 \b Setup\b0 \par \cf1\f1\cf2\fs24 \b Rules\b0 \par \cf1\f5\fs18 \par Rules: In this variation all players form into groups of two or three. Teams separate and begin fighting. As soon as a player dies he/she goes to Nirvana. As soon as there are enough players in Nirvana they form a new team and return to the fray. This continues infinitely. Obviously, this is one of those games that has no winner. Play till all are well exercised and tired of this game.<\par >\par \f1\cf2\fs24 \b Victory\b0 \par \cf1\f1\cf2\fs24 \b Misc\b0 \par \cf1\f1\cf2\fs24 \b Variations\b0 \par \cf1\fs20 \par \f3\cf2\fs32 \b \ul Tag \ul0 \b0 \par \cf1\f4\fs18 \i Origin \b \b0 Entered by Azus\i0 \par \f1\cf2\fs24 \b Created on\b0 \par \cf1\f5\fs18 2010-04-02 17:00:08\par \f1\cf2\fs24 \b Modified\b0 \par \cf1\f5\fs18 2010-04-02 17:00:08\par \f1\cf2\fs24 \b Class\b0 \par \cf1\f5\fs18 Militia\par \f1\cf2\fs24 \b Lives\b0 \par \cf1\f5\fs18 1 life\par \f1\cf2\fs24 \b Count\b0 \par \cf1\f5\fs18 No count\par \f1\cf2\fs24 \b Reeves\b0 \par \cf1\f1\cf2\fs24 \b Materials\b0 \par \cf1\f1\cf2\fs24 \b Setup\b0 \par \cf1\f5\fs18 One player is chosen to be IT, who stands still for a 100 count while the remainder of the populace attempts to put distance between themselves and IT. \par \f1\cf2\fs24 \b Rules\b0 \par \cf1\f5\fs18 One of the oldest games known to man, Tag and all it's variants (Hide-and-Seek, Statues, etc.) adapts well to Amtgard battlegames. Its purpose is to capture, subdue, slay, or otherwise render immobile as many of the populace as possible. The populace, in turn, must elude IT for as long as possible. The last person caught during any round is IT for the next game. If the players elude IT for an entire game, then IT may choose a replacement. Play continues until (select one or more goals): \par 1.A set number of populace has been caught.\par 2.The populace eludes IT for a 1000 count (about 15 minutes). \par 3.A "base" may be declared before the game. Base is usually the location where IT began the game. If all the populace can return to Base without being caught, then the game ends. \par \f1\cf2\fs24 \b Victory\b0 \par \cf1\f1\cf2\fs24 \b Misc\b0 \par \cf1\f1\cf2\fs24 \b Variations\b0 \par \cf1\f5\fs18 \par To help speed along play, and make the odds a little more fair, IT may point at any player within 20' and say "(Target's name or class) Stand and fight" x2. The target must then stop and do battle with IT, though Honor Duels are forbidden in this game. \par \fs20 \par \f3\cf2\fs32 \b \ul Ambush Style Battlegame\ul0 \b0 \par \cf1\f4\fs18 \i Origin \b Matthulhu - esam\b0 Entered by Azus\i0 \par \f1\cf2\fs24 \b Created on\b0 \par \cf1\f5\fs18 2010-04-02 17:59:41\par \f1\cf2\fs24 \b Modified\b0 \par \cf1\f5\fs18 2010-05-15 16:27:09\par \f1\cf2\fs24 \b Class\b0 \par \cf1\f5\fs18 Full Class\par \f1\cf2\fs24 \b Lives\b0 \par \cf1\f5\fs18 1 life\par \f1\cf2\fs24 \b Count\b0 \par \cf1\f5\fs18 see rules\par \f1\cf2\fs24 \b Reeves\b0 \par \cf1\f1\cf2\fs24 \b Materials\b0 \par \cf1\f5\fs18 A flag or other marker. \par \f1\cf2\fs24 \b Setup\b0 \par \cf1\f1\cf2\fs24 \b Rules\b0 \par \cf1\f5\fs18 In an ambush-style battlegame, a single flag or marker is posted in the center of the field. Players of Team A (the one being ambushed) come alive at this position. Team A must also begin the initial pass with their eyes shut or covered or with their faces down toward the ground. They don't have to be tightly packed together like sardines, but the size of the fighting area should determine how much they can spread out before the words "in the center" lose all meaning. \par \par Individual players on Team B can position themselves anywhere else on the field: in the open at least 20 feet from an enemy player, or behind any tree or or other large obstacle on the field (regardless of distance from the enemy). Team B players can come alive from behind any tree or other large obstacle at least 50 feet from the central flag. \par \par Once the ambushers are satisfied with their positions, the team captain gives the signal and the reeves can call Lay-On, at which point the ambushed team are allowed to look around and respond to the ambushers.\par \par All hostile-effect counts are divided by 10, and death counts are 50. There's no capture-the-flag, no ring-the-bell... it's still a mutual-annihilation game. You *could* still play it as a Capture the Flag-style game, but the flag is there mainly to indicate a 'spawning point'. \par \f1\cf2\fs24 \b Victory\b0 \par \cf1\f1\cf2\fs24 \b Misc\b0 \par \cf1\f1\cf2\fs24 \b Variations\b0 \par \cf1\fs20 \par \f3\cf2\fs32 \b \ul Battle Chess\ul0 \b0 \par \cf1\f4\fs18 \i Origin \b Celestial Codex\b0 Entered by Azus\i0 \par \f1\cf2\fs24 \b Created on\b0 \par \cf1\f5\fs18 2010-02-07 14:29:49\par \f1\cf2\fs24 \b Modified\b0 \par \cf1\f5\fs18 2010-02-07 14:29:49\par \f1\cf2\fs24 \b Class\b0 \par \cf1\f5\fs18 Militia\par \f1\cf2\fs24 \b Lives\b0 \par \cf1\f5\fs18 1 life\par \f1\cf2\fs24 \b Count\b0 \par \cf1\f5\fs18 see rules\par \f1\cf2\fs24 \b Reeves\b0 \par \cf1\f1\cf2\fs24 \b Materials\b0 \par \cf1\f5\fs18 2 crowns, sashes (2 year):yellow, grey. red \par \f1\cf2\fs24 \b Setup\b0 \par \cf1\f5\fs18 The "board" or playing field is a square 80 feet on a side (for smaller teams a square of 40 feet on a side may be used). The two teams begin each round with the "pawns" in front in a straight line, and everyone else behind them in the appropriate order: Rook, Knight, Bishop, royalty, Bishop, Knight, Rook. The "white" or "light" Queen stands to the "light" King's left, and the "black" or "dark" Queen stands to the "dark" King's right. \par \f1\cf2\fs24 \b Rules\b0 \par \cf1\f5\fs18 Battle Chess is a timed game, with 5 rounds of 60 count each. "Checkmating" the opposing king (see below) scores one point and ends the current round (there is no scoring of multiple points per round as in jugging). After a checkmate, a new round begins and the two teams change directions. Best of 5 rounds wins, unless the score is tied at the end by means of one or more stalemates; in such cases, a "sudden death" round is played where the first team to simply kill the enemy king once, wins the game. \par \par Each player has one life per round, except for the kings which have an infinite number. When anyone (except a king) is killed, they are removed from the board. Healing a wound is done the same way as in jugging. When a king is killed, he is not removed from the board. Instead, he remains where he died and returns to life after 5 stones. Any enemy player may "check" a king by pinning him (as in jugging, all pinning rules apply) to prevent him from returning to life. To "checkmate" a king, at least two enemy players** must "check" the king simultaneously for a total of 7 stones. If only pawns are putting the king in "check", there must be 3 of them pinning him. If, at any time, there are not enough players on either side to deliver checkmate, the round is considered a stalemate, and the side with the most number of players (including the kings) scores 1/2 point. If the two sides have an equal number of players, then no points are scored. There aren't enough players on a team to deliver checkmate whenever both sides have less than 2 pawns, and have no other pieces besides the kings. (Two pawns can always get promoted, and change into knights, bishops, rooks, or queens, of which only two are needed to checkmate.) \par \f1\cf2\fs24 \b Victory\b0 \par \cf1\f1\cf2\fs24 \b Misc\b0 \par \cf1\f1\cf2\fs24 \b Variations\b0 \par \cf1\fs20 \par \f3\cf2\fs32 \b \ul Tavern Brawl \ul0 \b0 \par \cf1\f4\fs18 \i Origin \b \b0 Entered by Azus\i0 \par \f1\cf2\fs24 \b Created on\b0 \par \cf1\f5\fs18 2010-04-02 17:02:22\par \f1\cf2\fs24 \b Modified\b0 \par \cf1\f5\fs18 2010-04-02 17:02:22\par \f1\cf2\fs24 \b Class\b0 \par \cf1\f5\fs18 Militia\par \f1\cf2\fs24 \b Lives\b0 \par \cf1\f5\fs18 5 lives (militia)\par \f1\cf2\fs24 \b Count\b0 \par \cf1\f5\fs18 Normal count\par \f1\cf2\fs24 \b Reeves\b0 \par \cf1\f1\cf2\fs24 \b Materials\b0 \par \cf1\f5\fs18 Table legs (legal sword under 30" with brown cover); steak knives (melee ); pots and pans (foam constructs only); plates, bottles, cups and mugs (safe foam throwing weapons); meat cleavers (flat blade melee daggers); rolling pins (legal sword u\par \f1\cf2\fs24 \b Setup\b0 \par \cf1\f5\fs18 Mark off the area to serve as the tavern with ribbon. Allow plenty of room for moving and fighting. Normal weaponry is not permitted inside the Tavern. All items carried into the Tavern Brawl must look like Tavern Items. No weapons permitted longer than 36" unless approved by the reeve. Armor and shields are not permitted. Throwing weapons are permitted, so long as they meet the above criteria. Bows and siege weapons are not allowed (well, maybe a huge Keg thrown by three people!) \par \f1\cf2\fs24 \b Rules\b0 \par \cf1\f5\fs18 \par \par \f1\cf2\fs24 \b Victory\b0 \par \cf1\f1\cf2\fs24 \b Misc\b0 \par \cf1\f5\fs18 To have fun using non-traditional Amtgard weapons. This is also a wonderful creative outlet. Just tell the populace to come up with non-weapons and give them a couple of weeks. You will be amazed at the interesting items they invent. \par \par \par \f1\cf2\fs24 \b Variations\b0 \par \cf1\f5\fs18 Use full class rules, but limit all players to first level. Same restrictions apply for weapons, though armor may be allowed.\par \par \par \fs20 \par \f3\cf2\fs32 \b \ul Warcraft (Orcs Vs Humans)\ul0 \b0 \par \cf1\f4\fs18 \i Origin \b \b0 Entered by Azus\i0 \par \f1\cf2\fs24 \b Created on\b0 \par \cf1\f5\fs18 2010-04-02 17:50:49\par \f1\cf2\fs24 \b Modified\b0 \par \cf1\f5\fs18 2010-07-20 23:14:32\par \f1\cf2\fs24 \b Class\b0 \par \cf1\f5\fs18 Militia\par \f1\cf2\fs24 \b Lives\b0 \par \cf1\f5\fs18 5 lives (militia)\par \f1\cf2\fs24 \b Count\b0 \par \cf1\f5\fs18 Normal count\par \f1\cf2\fs24 \b Reeves\b0 \par \cf1\f5\fs18 one per nirvana,ane one per gold mine\par \f1\cf2\fs24 \b Materials\b0 \par \cf1\f5\fs18 Red headbands for the humans, green headbands for the Orcs, several boxes to serve as Gold Mines, piles of treasure markers or fake gold coins. You will also need one reeve for Nirvana for each base and one for each Gold Mine in play. \par \f1\cf2\fs24 \b Setup\b0 \par \cf1\f5\fs18 Divide the populace into two equal teams: Orcs and Humans. Send the reeves into the forest (or spread across the battlefield) with the stocked Gold Mines. Each team should be given a roll of ribbon to mark out their base (which also serves as their Nirvana). Use the rules for simple Castle construction for more information. \par \par \f1\cf2\fs24 \b Rules\b0 \par \cf1\f5\fs18 The eternal struggle between Orcs and Humans continues unabated on Amtgardia! All players begin with 3 lives. To start the scenario, all players are armed with a single melee weapon and up to 2 points of armor. As the teams spread out, they will discover the Gold Mines. Each player may only carry one gold piece at a time and it takes a 30 count to remove each piece. Only one player at a time may "dig" for gold. Players take their gold to their respective Nirvana reeve for a credit point. Once mined, Gold may be taken from a slain player, keeping in mind the limitations for how much Gold each player can carry. Once in Nirvana, Gold may not be taken from the base. \par Points may be saved or spent as follows: \par 3 Gold One extra life for any player \par 6 Gold One player may use a short bow or a medium shield \par 8 Gold One player may wear up to four points of armor \par 10 Gold One player may go Berserk (as Barbarian) on next life \par 20 Gold All players on the team gain one additional life \par \f1\cf2\fs24 \b Victory\b0 \par \cf1\f5\fs18 \par You have a couple options for victory:<\par > \par 1. Play as a shatter battle<\par > \par 2. Play as a timed game, whichever team has the most gold in 30 minutes wins. You may want to cycle lives for this.\par <\par > \par \f1\cf2\fs24 \b Misc\b0 \par \cf1\f1\cf2\fs24 \b Variations\b0 \par \cf1\f5\fs18 1.The team with the most Gold at the end of the game wins. \par a. May play as a timed game, with cycle lives.\par 2.Play until one team is shattered. \par 3.New levels of complexity may be added by allowing Gold to buy other things. Examples include buying Monsters, Siege Weapons, Armor or Weaponry for ALL teammates, a Relic, a Healer, etc. \par \fs20 \par \f3\cf2\fs32 \b \ul Armory\ul0 \b0 \par \cf1\f4\fs18 \i Origin \b Shotgun_Holiday\b0 Entered by Azus\i0 \par \f1\cf2\fs24 \b Created on\b0 \par \cf1\f5\fs18 2010-04-02 18:02:06\par \f1\cf2\fs24 \b Modified\b0 \par \cf1\f5\fs18 2010-04-02 18:02:06\par \f1\cf2\fs24 \b Class\b0 \par \cf1\f5\fs18 Militia\par \f1\cf2\fs24 \b Lives\b0 \par \cf1\f5\fs18 1 life\par \f1\cf2\fs24 \b Count\b0 \par \cf1\f5\fs18 No count\par \f1\cf2\fs24 \b Reeves\b0 \par \cf1\f1\cf2\fs24 \b Materials\b0 \par \cf1\f1\cf2\fs24 \b Setup\b0 \par \cf1\f1\cf2\fs24 \b Rules\b0 \par \cf1\f5\fs18 Every weapon you can find is put into a pile and an arena is marked off. Then each combatant chooses a weapon and everyone fights. Then the loser(s) give(s) the winner their weapon(s), and he makes his own pile of loot. Then the losers choose a new weapon from either their personal pile or the main pile. You lose the game when there is no weapons left for you to use, in your personal pile or the main one. \par \f1\cf2\fs24 \b Victory\b0 \par \cf1\f1\cf2\fs24 \b Misc\b0 \par \cf1\f1\cf2\fs24 \b Variations\b0 \par \cf1\fs20 \par \f3\cf2\fs32 \b \ul Assassination\ul0 \b0 \par \cf1\f4\fs18 \i Origin \b Sir Guy Kasama\b0 Entered by Azus\i0 \par \f1\cf2\fs24 \b Created on\b0 \par \cf1\f5\fs18 2010-04-02 18:08:47\par \f1\cf2\fs24 \b Modified\b0 \par \cf1\f5\fs18 2010-07-20 21:59:56\par \f1\cf2\fs24 \b Class\b0 \par \cf1\f5\fs18 Full Class\par \f1\cf2\fs24 \b Lives\b0 \par \cf1\f5\fs18 standard per class (V7)\par \f1\cf2\fs24 \b Count\b0 \par \cf1\f5\fs18 Normal count\par \f1\cf2\fs24 \b Reeves\b0 \par \cf1\f1\cf2\fs24 \b Materials\b0 \par \cf1\f1\cf2\fs24 \b Setup\b0 \par \cf1\f1\cf2\fs24 \b Rules\b0 \par \cf1\f5\fs18 Form up into two teams in the usually way. Each team should have a reeve. The reeve for each team chooses one player on his own team to be a 'spy'. The reeve then whispers to each member of the team whether he or she is the spy or not. To the one person who is the spy he also whispers a code word. After the lay on is called the reeves yell out random words regularly until they see a time for their spy to wreck some havoc. When a reeve calls out the code word his 'spy' switches teams for the rest of one life and tries to do as much damage to the team that picked him as possible. After a 'spy' has been killed the reeve again goes up to each player and whispers if they are the new 'spy' and a new code word if they are. Obviously, since both teams are\par occasionally turning on them selves this can be a chaotic variation. \par \f1\cf2\fs24 \b Victory\b0 \par \cf1\f1\cf2\fs24 \b Misc\b0 \par \cf1\f1\cf2\fs24 \b Variations\b0 \par \cf1\fs20 \par \f3\cf2\fs32 \b \ul Battle for Elfland\ul0 \b0 \par \cf1\f4\fs18 \i Origin \b Sir Michael Hammer of God\b0 Entered by Azus\i0 \par \f1\cf2\fs24 \b Created on\b0 \par \cf1\f5\fs18 2010-04-02 18:26:04\par \f1\cf2\fs24 \b Modified\b0 \par \cf1\f5\fs18 2010-04-21 12:15:25\par \f1\cf2\fs24 \b Class\b0 \par \cf1\f5\fs18 Full Class\par \f1\cf2\fs24 \b Lives\b0 \par \cf1\f5\fs18 standard per class (V7)\par \f1\cf2\fs24 \b Count\b0 \par \cf1\f5\fs18 Normal count\par \f1\cf2\fs24 \b Reeves\b0 \par \cf1\f1\cf2\fs24 \b Materials\b0 \par \cf1\f5\fs18 rope \par \f1\cf2\fs24 \b Setup\b0 \par \cf1\f5\fs18 Mark out 6-8 fortresses by making a 10-20 foot diameter circle with rope, preferable around a tree (hopefully you have a field with scattered trees). Place markers for the teams (3) on different sides of the field. \par \f1\cf2\fs24 \b Rules\b0 \par \cf1\f5\fs18 This battle-game revolves around capturing Territory with a slight elfish theme. This is a full class battle and players should be divided into three teams. Each team will represent one of the factions in the Elven civil war. Each team starts off the game at a different edge of the field. The game is played in three periods each approximately ten minutes in length. All three teams being to battle each other as they see fit and after a predetermined time between nine and eleven minutes (known only to the reeves) a hold should be called. During the hold the reeves will check who controls the fortresses. A team considered to control a fortress if they have at least one living team member within the rope circle and if no other team has a living player within the fortress. Each team will get one point per fortress then the hold should be lifted the fighting continue. There will be another period and then another hold. The same count will be made with the points being cumulative. Then we will play one final period and count the forts a third time. The team with the most total points will be the winner. The game also has the following special rules. All players will get one point of natural armor as long as they are within the ten foot circle of a fortress. If members of opposing teams are both within the same fortress, both players get the bonus. Finally, all bases for returning from Nirvana will be at the starting point for your team. All other functions of a base including healing,mending, and the prohibition of spells and abilities within a certain radius apply to any fortress. \par \f1\cf2\fs24 \b Victory\b0 \par \cf1\f1\cf2\fs24 \b Misc\b0 \par \cf1\f1\cf2\fs24 \b Variations\b0 \par \cf1\fs20 \par \f3\cf2\fs32 \b \ul Calvinball\ul0 \b0 \par \cf1\f4\fs18 \i Origin \b Alona, e-sam\b0 Entered by Azus\i0 \par \f1\cf2\fs24 \b Created on\b0 \par \cf1\f5\fs18 2010-04-14 14:46:33\par \f1\cf2\fs24 \b Modified\b0 \par \cf1\f5\fs18 2010-04-14 14:46:33\par \f1\cf2\fs24 \b Class\b0 \par \cf1\f5\fs18 Full Class\par \f1\cf2\fs24 \b Lives\b0 \par \cf1\f5\fs18 Unlimited\par \f1\cf2\fs24 \b Count\b0 \par \cf1\f5\fs18 see rules\par \f1\cf2\fs24 \b Reeves\b0 \par \cf1\f1\cf2\fs24 \b Materials\b0 \par \cf1\f1\cf2\fs24 \b Setup\b0 \par \cf1\f1\cf2\fs24 \b Rules\b0 \par \cf1\f5\fs18 Calvinball is simple, two sides, infinite lives. All per game abilities happen once every four lives. Barbarians FAD every 4th life. You have two sides, and you fight. Deaths do not come back immediately until one side "wins". Usually killing the other side, or otherwise establishing they win the exchange (i.e., don't waste half an hour hunting down some speedy guy hiding in the woods).Once one side wins, the side that lost gets to make a new rule. Pretty much any rule they want, with one caveat. You cannot name a player by name in a rule (e.g., "Grubilex is immune to green weapons"), or use a physical description (e.g. "all redheaded warrriors over 6' tall inflict double damage with their weapons"). You can make a rule which just happens to affect one person (all javelins are 'wounds kill' when only one person has a javelin). \par Some examples (all ones we have used) \par \par \par \b *\b0 Everyone must fight lefthanded. (the team who made this rule had two lefthanded people and the rest was mostly florentine)\par \par \par \b *\b0 All spellballs remain active.\par \par \par \b *\b0 All weapons are red.\par \par \par \b *\b0 Archers can only carry 3 arrows.\par \par \par \b *\b0 People struck by an arrow keep it.\par \par \par \b *\b0 Ditch battle sides - teams who lose also get first death of the other team.\par \par \par \b *\b0 Barbarians must berserk and attack anyone who asks them a question.\par \par \par \b *\b0 Everyone fights after death.\par \par \par \b *\b0 Barbarian FAD count resets to 0 every time they kill someone during FAD. \par \par \par \b *\b0 Spells must be cast with the left foot.\par \par \par \b *\b0 Anyone placing both hands over their ears is immune to verbal magics.\par \par \par \b *\b0 Stuff like that. \par \par \par \b *\b0 If a team does not like a rule, they can always lose and undo it. This continues until one team concedes the other team is "too silly". \par \par \par \par \f1\cf2\fs24 \b Victory\b0 \par \cf1\f1\cf2\fs24 \b Misc\b0 \par \cf1\f1\cf2\fs24 \b Variations\b0 \par \cf1\fs20 \par \f3\cf2\fs32 \b \ul Conquer Engoku\ul0 \b0 \par \cf1\f4\fs18 \i Origin \b Book of Engoku\b0 Entered by Azus\i0 \par \f1\cf2\fs24 \b Created on\b0 \par \cf1\f5\fs18 2010-04-14 15:16:02\par \f1\cf2\fs24 \b Modified\b0 \par \cf1\f5\fs18 2010-07-20 22:07:29\par \f1\cf2\fs24 \b Class\b0 \par \cf1\f5\fs18 Full Class\par \f1\cf2\fs24 \b Lives\b0 \par \cf1\f5\fs18 standard per class (V7)\par \f1\cf2\fs24 \b Count\b0 \par \cf1\f5\fs18 Normal count\par \f1\cf2\fs24 \b Reeves\b0 \par \cf1\f1\cf2\fs24 \b Materials\b0 \par \cf1\f5\fs18 Garb the five kings. Strips to mark out the landscape. Tabards for each team would be nice. \par \f1\cf2\fs24 \b Setup\b0 \par \cf1\f5\fs18 Divide the field into the five realms. Be as detailed as you like: draw countries on the ground, or just make a huge circle and divide it into five sections. Add appropriate terrain effects in the appropriate places (steppe & deserts in Tartarus, for instance). Pick five experienced players to be the kings. Divide the players evenly between them. \par \f1\cf2\fs24 \b Rules\b0 \par \cf1\f5\fs18 The object is simple: conquer the realms of Engoku. Whenever a king dies, it and the inhabitants of that realm become part of their conqueror's army. Everyone's nirvana remain unchanged, regardless of who commands them. If there is no clear conqueror (the king went down by the efforts of several realms), it's up to the dead king to decide which gets his lands and people. \par \f1\cf2\fs24 \b Victory\b0 \par \cf1\f1\cf2\fs24 \b Misc\b0 \par \cf1\f1\cf2\fs24 \b Variations\b0 \par \cf1\fs20 \par \f3\cf2\fs32 \b \ul Class Hunt \ul0 \b0 \par \cf1\f4\fs18 \i Origin \b \b0 Entered by Azus\i0 \par \f1\cf2\fs24 \b Created on\b0 \par \cf1\f5\fs18 2010-04-14 15:14:32\par \f1\cf2\fs24 \b Modified\b0 \par \cf1\f5\fs18 2010-04-14 15:14:32\par \f1\cf2\fs24 \b Class\b0 \par \cf1\f5\fs18 Full Class\par \f1\cf2\fs24 \b Lives\b0 \par \cf1\f5\fs18 standard per class (V7)\par \f1\cf2\fs24 \b Count\b0 \par \cf1\f5\fs18 Normal count\par \f1\cf2\fs24 \b Reeves\b0 \par \cf1\f1\cf2\fs24 \b Materials\b0 \par \cf1\f5\fs18 None, or perhaps a "stolen" artifact. \par \f1\cf2\fs24 \b Setup\b0 \par \cf1\f5\fs18 Divide the populace into two teams, one team comprised wholly of members of one specific fighting class (Assassins, Barbarians, Scouts, etc.), the other made up of the remaining populace. If the ratio is greater than 3 to 1, consider asking other players to play one of the Hunted at 1st level (or higher, if someone has credits in that class) \par \f1\cf2\fs24 \b Rules\b0 \par \cf1\f5\fs18 For whatever reason, the local Lord has declared the members of a certain class are evil and must be destroyed. The Hunted Class flees into the woods, pursued by the Populace. The Populace must catch and/or shatter the Hunted. The Hunted must elude the Populace for a specified amount of time. Theme is important to this battlegame, for without a story, this turns into little more than a "destroy the bad guys" blood bath. \par \f1\cf2\fs24 \b Victory\b0 \par \cf1\f5\fs18 \par \par \f1\cf2\fs24 \b Misc\b0 \par \cf1\f5\fs18 \par \par \f1\cf2\fs24 \b Variations\b0 \par \cf1\f5\fs18 Try and even things up for the Hunted by using one or more of these options\par \par \par \b *\b0 Band two similar classes together for larger groups. For example: a band of Barbarians and Scouts are robbing the local merchants and must be stopped, or a renegade sect of evil Assassins and Monks terrorize the farmers of the Shire and must be tracked down.\par \par \par \b *\b0 Put some Monsters, or a high-level spellcaster, on the side of the Hunted. \par \par \par \b *\b0 Give the Hunted two or three times the normal number of lives, and have them come alive in a 50 count. \par \par \par \b *\b0 Make the Hunted Class able to use Bows and forbid the use of Bows by the Hunters. This will go a long way in evening things up, especially if the Hunted don't have magic. \par \par \par \b *\b0 Give the Hunted another goal, such as assassinating a specific member of the populace or carrying an object from one point to another. If the Hunted does this before they are all killed or captured, then they win. Or perhaps they receive some beneficial aid or magical relic. \par \par \par \par \fs20 \par \f3\cf2\fs32 \b \ul Darklord \ul0 \b0 \par \cf1\f4\fs18 \i Origin \b \b0 Entered by Azus\i0 \par \f1\cf2\fs24 \b Created on\b0 \par \cf1\f5\fs18 2010-04-14 15:22:50\par \f1\cf2\fs24 \b Modified\b0 \par \cf1\f5\fs18 2010-04-14 15:22:50\par \f1\cf2\fs24 \b Class\b0 \par \cf1\f5\fs18 Class or Militia\par \f1\cf2\fs24 \b Lives\b0 \par \cf1\f5\fs18 standard per class (V7)\par \f1\cf2\fs24 \b Count\b0 \par \cf1\f5\fs18 Normal count\par \f1\cf2\fs24 \b Reeves\b0 \par \cf1\f1\cf2\fs24 \b Materials\b0 \par \cf1\f5\fs18 Black headbands for the Darklord and his minions. \par \f1\cf2\fs24 \b Setup\b0 \par \cf1\f5\fs18 Send the Darklord into the woods, with or without any Minions. The rest of the populace makes up the other team. \par \f1\cf2\fs24 \b Rules\b0 \par \cf1\f5\fs18 A lesson in futility. The Darklord (see Dor Un Avathar, 7th Ed.) has unlimited lives, and anyone who is slain by the Darklord (or his minions, read the description of the Monster) becomes a minion of the Darklord for the remainder of their lives. Eventually the Darklord's team will win, the fun comes from seeing who survives the longest. \par \f1\cf2\fs24 \b Victory\b0 \par \cf1\f1\cf2\fs24 \b Misc\b0 \par \cf1\f1\cf2\fs24 \b Variations\b0 \par \cf1\f5\fs18 \par \par \b *\b0 Last one alive becomes the new Darklord.\par \par \par \par \b *\b0 Make this scenario part of a larger battlegame or Quest and provide some means for the Darklord's ultimate destruction.\par \par \par \par \fs20 \par \f3\cf2\fs32 \b \ul Easter Egg Battle\ul0 \b0 \par \cf1\f4\fs18 \i Origin \b Sir Michael Hammer of God\b0 Entered by Azus\i0 \par \f1\cf2\fs24 \b Created on\b0 \par \cf1\f5\fs18 2010-04-15 01:02:10\par \f1\cf2\fs24 \b Modified\b0 \par \cf1\f5\fs18 2010-04-21 12:17:48\par \f1\cf2\fs24 \b Class\b0 \par \cf1\f5\fs18 Full Class\par \f1\cf2\fs24 \b Lives\b0 \par \cf1\f5\fs18 standard per class (V7)\par \f1\cf2\fs24 \b Count\b0 \par \cf1\f5\fs18 Normal count\par \f1\cf2\fs24 \b Reeves\b0 \par \cf1\f1\cf2\fs24 \b Materials\b0 \par \cf1\f5\fs18 Plastic eggs, paper and pen \par \f1\cf2\fs24 \b Setup\b0 \par \cf1\f5\fs18 Several different versions of Easter Egg Hunt games exist. In this one the person running the prepares by filling 30 or so Easter Eggs with beneficial scrolls. (Examples provided below). Before the game these eggs should be hidden in the play area. \par \par \par \b *\b0 The Bearer of this Scroll may cast Fireball as per the third level wizard spell for the rest of the game. \par \par \par \b *\b0 The bearer of this scroll is immune to all magic for the remainder of the battle-game. (Note this is not an enchantment although it does ruin any enchantments active on the bearer. Magic, including enchantments on equipment work normally)\par \par \par \b *\b0 Any weapon wielded by the bearer of this scroll does one extra point of damage, on top of any abilities or enchantments for the duration of the game.\par \par \par \b *\b0 The bearer of this scroll may at anytime choose to add two-points of invulnerable natural armor to him or herself. This works just like Stoneskin only it is non-dispelable. These points may be added one at a time or both together but once used they are gone for good. Like Stoneskin a Mend spell will repair one point in one location.\par \par \par \b *\b0 The bearer of this scroll has two points of natural armor on each life for the rest of the game.\par \par \par \b *\b0 The bearer of this scroll may resurrect three other players during this game merely by touching the egg that this scroll was in to a dead player. After three players have been so raised, the scroll provides no further benefit.\par \par \par \b *\b0 The bearer of this scroll may choose to go berserk twice more during this game than he or she would otherwise be allowed. For high level barbarians this includes the ability to fight after death. For all others it should be treated exactly as the first level barbarian ability.\par \par \par \b *\b0 The bearer of this scroll may cast the heal spell as a first level healer. If the bearer is already a healer with unlimited access to the spell, the scroll allows him or her to cast the spell by using only the first stanza to cast the spell.\par \par \par \b *\b0 The bearer of this scroll may make either a shield or weapon belonging to and used by him or herself completely indestructible. This piece of equipment will also bounce Iceball/Entangle as per the wizard spell enchant shield. Once used this effect lasts until the end of the game.\par \par \par \b *\b0 The bearer of this scroll gains Paladin/Anti-Paladin immunities for the remainder of the game. That is he or she is immune to all wizard spells except Iceball, Lightning Bolt, Magic Bolt, and Sphere of Annihilation. Other classes spells work as normal.\par \par \par \b *\b0 One weapon used by the bearer of this scroll becomes a flaming blade like the Druid enchantment. This weapon is immune to flame and Iceball/Entangle and may also be used to free others from Iceball/Entangle effects. It provides no protection against any of these things to the bearer if they strike the body or equipment, they must be batted away by the weapon. This weapon is also treated as a two-point blade. This lasts till game end.\par \par \par \b *\b0 One weapon used by the bearer becomes a Enchanted Blade, as per the wizard enchantment, Enchanted Blade. This weapon will kill on any wound through armor. The effect lasts until the game ends.\par \par \par \b *\b0 The bearer of this scroll gains the ability to use throwing weapons of any kind. If the bearer already possesses the ability to use throwing weapons then he or she does one extra point of damage any time he or she uses a throwing weapon that is normally allowable. (This has no effect on bow usage.)\par \par \par \b *\b0 The bearer of this scroll may mimic the first level abilities of any class as the Bard spell with the following restrictions. This does not allow spell casting from the class being mimicked. Spell casters using mimic must still pay spell points for any equipment that they choose to use. Any piece of equipment that in not normally allowable to a class,such as shields for wizards, gained by mimic, cost five spell points per level. This ability may be used on one life and then expires.\par \par \par \b *\b0 The Bearer of this Scroll may cast Iceball as per the first level wizard spell for the rest of the game.\par \par \par \b *\b0 The Bearer of this Scroll may cast Petrify as per the fourth level wizard spell for the Rest of the Game.\par \par \par \b *\b0 The Bearer of this Scroll may cast Lightning Bolt as per the second level wizard spell for the rest of the game. \par \par \par \b *\b0 The Bearer of this Scroll may cast Circle of Protection as per the third level wizard spell for the rest of the game. \par \par \par \b *\b0 One weapon owned and used by the bearer of this scroll, becomes a Weapon of Wounding for the remainder of this life. Any are or leg wound caused by this weapon will not be healable by magical means. Scout binding will work as normal and death will, of course, solve the problem.\par \par \par \b *\b0 The bearer of this scroll gains one extra class ability or spell that duplicates something that has already been taken. For example a warrior could take another life, a barbarian an extra berserk life, or a druid and extra Stoneskin spell. Spell maximums and armor maximums may be violated using this ability.\par \par \par \b *\b0 The bearer of this scroll plays for the rest of this game at one level higher than his or her actual level. If a sixth level Character becomes the bearer of this scroll, he or she may choose one duplicate ability from his or her class and gain that.\par \par \par \b *\b0 The bearer of this scroll gains the ability to fly twice during the course of this game. The Incantation is "I rise and take flight" X 5. Spells and missile weapons may be used normally while flying but no melee combat is possible, using this ability. Each application of this scroll lasts until death, voluntary landing, entering melee combat or the successful application of Dispel Magic.\par \par \par \b *\b0 The bearer of this scroll may Teleport as per the Assassin ability, 5 times during this battle game.\par \par \par \par \b *\b0 The bearer of this scroll may carry as many enchantments as he or she can get for the remainder of this game.\par \par \par \b *\b0 The Bearer of this Scroll may cast Finger of Death as per the sixth level druid spell twice during the rest of the game. Incantation "I call for your Death" X 5.\par \par \par \b *\b0 The Bearer of this Scroll may cast Hold Person as per the second level wizard spell four times during the rest of the game. Incantation "I command thee to stop" X 3. This spell may be used while moving.\par \par \par \b *\b0 The Bearer of this Scroll may cast Wounding as per the second level wizard spell four 24 times during the rest of the game. Incantation "By my heart, I strike off your (fill in appropriate limb)" X 3. This spell may be used while moving.\par \par \par \b *\b0 The bearer of this scroll may force an Honor Duel upon any non-Barbarian player within 20 feet twice during this game. Incantation "Honor Duel" X 5\par \par \par \par \b *\b0 The bearer of this scroll is surrounded by an Aura of Flame. This ability provides both protection from flame, as the wizard enchantment, and immunity to Iceball/Entangle. This lasts throughout the remainder of this game.\par \par \par \b *\b0 This scroll provides no benefit but the egg it came in counts as two unopened eggs at the end of the game. This egg, once open can not be taken from the bearer by a player who kills them.\par \par \par \b *\b0 The bearer of this scroll gains the ability to steal a life as per the Anti-Paladin ability once during this game.\par \par \par \b *\b0 The Bearer of this scroll gains Barbarian Immunities, that is immunity to all holding type spells except stun, for the rest of the game.\par \par \par \b *\b0 One weapon, owned and used by the bearer of this scroll, gains the ability to break weapons twice during this game. To use it call out "Weapon Breaker" X 3 and the first weapon that you hit within 10 seconds is considered destroyed.\par \par \par \b *\b0 One weapon owned and used by the bearer of this scroll becomes poisoned for the rest of this game. Treat this as per the Assassin ability.\par \par \par \par \f1\cf2\fs24 \b Rules\b0 \par \cf1\f5\fs18 During the game players can find the eggs and choose whether to open them or not. If an egg is opened the player opening it gains whatever abilities are listed on the scroll inside. Unopened eggs count toward the teams eventual score. Once an egg is opened it may not be put back together and the player has the ability provided on the scroll until he or she opens another egg or until the end of the game. Unopened eggs may be freely traded, given or stolen but scrolls from opened eggs may not. Also, upon killing a member of the opposing team a player may demand one unopened egg from that person if he or she carries one. The abilities found in eggs are not enchantments and anyone can use them. \par \f1\cf2\fs24 \b Victory\b0 \par \cf1\f5\fs18 Gain the most points in unopened eggs in the allotted time period (ex 30 minutes) \par \f1\cf2\fs24 \b Misc\b0 \par \cf1\f5\fs18 \par \par \f1\cf2\fs24 \b Variations\b0 \par \cf1\f5\fs18 \par \par \fs20 \par \f3\cf2\fs32 \b \ul Finders - Keepers\ul0 \b0 \par \cf1\f4\fs18 \i Origin \b DasArcaneStars - esam\b0 Entered by Azus\i0 \par \f1\cf2\fs24 \b Created on\b0 \par \cf1\f5\fs18 2010-04-15 01:03:24\par \f1\cf2\fs24 \b Modified\b0 \par \cf1\f5\fs18 2010-07-20 22:28:17\par \f1\cf2\fs24 \b Class\b0 \par \cf1\f5\fs18 Militia\par \f1\cf2\fs24 \b Lives\b0 \par \cf1\f5\fs18 1 life\par \f1\cf2\fs24 \b Count\b0 \par \cf1\f5\fs18 see rules\par \f1\cf2\fs24 \b Reeves\b0 \par \cf1\f1\cf2\fs24 \b Materials\b0 \par \cf1\f1\cf2\fs24 \b Setup\b0 \par \cf1\f1\cf2\fs24 \b Rules\b0 \par \cf1\f5\fs18 We took all the weapons, scattered them around on the ground, had everyone get at least 15' away from the weapons, and then on the signal of 'go', you could run and pick them up. If you happened to pick up a spellbag with spellballs or enchants in it, you could use any of those spellballs or enchants as a class of that level... but if you didn't know the incantations... you were fucked.... \par \f1\cf2\fs24 \b Victory\b0 \par \cf1\f1\cf2\fs24 \b Misc\b0 \par \cf1\f1\cf2\fs24 \b Variations\b0 \par \cf1\fs20 \par \f3\cf2\fs32 \b \ul Genie In a Bottle\ul0 \b0 \par \cf1\f4\fs18 \i Origin \b \b0 Entered by Azus\i0 \par \f1\cf2\fs24 \b Created on\b0 \par \cf1\f5\fs18 2010-04-15 01:10:05\par \f1\cf2\fs24 \b Modified\b0 \par \cf1\f5\fs18 2010-07-20 22:31:10\par \f1\cf2\fs24 \b Class\b0 \par \cf1\f5\fs18 Class or Militia\par \f1\cf2\fs24 \b Lives\b0 \par \cf1\f5\fs18 standard per class (V7)\par \f1\cf2\fs24 \b Count\b0 \par \cf1\f5\fs18 Normal count\par \f1\cf2\fs24 \b Reeves\b0 \par \cf1\f1\cf2\fs24 \b Materials\b0 \par \cf1\f5\fs18 An object to serve as the "lamp" \par \f1\cf2\fs24 \b Setup\b0 \par \cf1\f5\fs18 Pick a genie and an item to use as a lamp. Throw the lamp on the field. Divide the Populace into equal teams. \par \f1\cf2\fs24 \b Rules\b0 \par \cf1\f5\fs18 \par This self-contained game features a near-omnipotent Monster bound by some very concise rules. Be certain the player portraying the Genie is willing to play in character, a truly impartial Being of Cosmic Power doling out favors to all teams equally. Description below.<\par > \par Winner must keep lamp for designated period of time. Use the Genie of the Lamp, presented below, or give the Genie 6th level Magic use in one or more classes. The side who gains the lamp gets three wishes from the Genie. To summon genie, you must rub the lamp and say "I call upon the power of the lamp" x3. The Genie may perform one task before having to be summoned again. Genie has unlimited lives and can only be killed while carrying out a request. If the Genie is killed, your wishes are used up. Limit of three wishes per team per possession. If team loses lamp then all enchantments/magic are lost. The other team now gets three wishes. Continues until time runs out. <\par > \par \par <\par > \par \b Genie of the Lamp \b0 \par (SW: Star) \par Q/M: QUEST \par Armor: 8 points Invulnerable \par Attacks: Spells only \par Abilities: \par 1.Intangibility (unlimited) As creatures of pure magical energy, Genies are naturally vaporous and intangible. They are immune to all physical game effects (i.e.: most spellballs, walls of thorns, fire, or force, all normal melee and throwing weapons, etc.) Their Invulnerability is only effected by the following powers, items, and spells: Curse, Finger of Death, Touch of Death, Vibrating Palm, Odin's Hammer, Enchanted weapons, the Dagger of Infinite Penetration, and Mutual Destruction. They may be attacked with normal physical attacks only if in the process of casting a spell or fulfilling a wish. \par 2.Wish Fulfillment (3/owner) The Genie's master can command them to fulfill a variety of wishes, within certain guidelines and limitations. First, they may cast ANY spell or use ANY ability of ANY class or Monster to fulfill a wish, including Resurrect. May grant the abilities of a Relic on a non-Relic item for one of the master's lives per wish. Enchantments and other wish effects have to be wished for again when the master dies and returns from Nirvana (i.e.: no wishing for "the Sword of Flame for the entire battlegame!", that would be one wish for every life the master has). No wishing for more wishes. No "freebies", "substitutions, exchanges, or refunds!" Lastly, and perhaps most importantly, Genies can BREAK THE RULES. With Reeve permission, the Genie can cause wild acts of mass destruction, Teleport entire teams, Resurrect everyone on the battlefield, cast the Wind spell with a single word, or do effectively anything the master's heart desires. A Reeve should be on hand for all non-standard or mass requests ("I wish everyone on my team has an Enchanted Weapon!"), to rule whether the request is feasible. \par 3.Teleport (unlimited) Must say "Teleport" x3 to activate and "Poof!" x1 to reappear. Else treat as Wizard Teleport. \par 4.Heal Self (unlimited) May be cast while Intangible. Must say: "Sword cut, spear stab, mace smash, arrow jab / The white light of Healing hath healed me!" x2. This spell heals the Genie and restores all lost armor points in any one location. \par <\par > \par Vulnerabilities: \par 1."Phenomenal cosmic powers! Itty-bitty living space!" The Genie is bound to serve the possessor of his/her Magic Lamp, an extra-dimensional prison which contains the Genie's soul. The Genie is subject to the whim of his/her Master. Each Genie is bound to serve a single owner for the extent of three wishes (see above), after which time both Genie and Lamp vanish to find a new owner. If the Lamp is lost to an owner before he/she uses the three wishes, should he/she ever regain the same Lamp, they get the remainder of their wishes. Once having been a Genie's an individual may never again have the servitude of any other Genie. (Three wishes to a customer!) \par 2.Genies may not exist within an area of Anti-Magic, and will be Teleported to the nearest boundary of the spell if caught within one. Genies may NOT Dispel an Anti-Magic area, nor do any of their abilities or gifts function in such an area. 26\par 3.Additionally, the Genie may never use Wish Fulfillment on himself/herself without a Master's wishing this so. All other powers may be used normally. \par Garb: For women, a belly-dancers costume. For men, a turban with Arabic robes. \par Description: Genies can appear in any form they desire, though usually to achieve some response in humans (love, terror, respect) or to fulfill a wish for their Master. Generally speaking, the females appear as incredibly beautiful human females in Arabic-style clothing, the males vary widely from truly frightening to almost comedic. Each Genie has a distinct personality, much like humans, and can be of any temperament or ethos. Some Genie's are quite evil and will twist their master's wishes to the letter of the wish, potential master's beware! \par <\par > \par Lives: 1 \par Levels: As mastodons of magical power, Genies are as powerful as they will ever be.\par <\par >\par \f1\cf2\fs24 \b Victory\b0 \par \cf1\f5\fs18 One team must hold onto the lamp for a designated period of time.\par \par \f1\cf2\fs24 \b Misc\b0 \par \cf1\f1\cf2\fs24 \b Variations\b0 \par \cf1\f5\fs18 \par \par \b *\b0 \par Free for all, or 2 person teams. There is no point to the game than silly requests.<\par >\par \par \par \par \fs20 \par \f3\cf2\fs32 \b \ul Good vs. Evil\ul0 \b0 \par \cf1\f4\fs18 \i Origin \b Jabberwock Pentacles\b0 Entered by Azus\i0 \par \f1\cf2\fs24 \b Created on\b0 \par \cf1\f5\fs18 2010-04-15 02:00:49\par \f1\cf2\fs24 \b Modified\b0 \par \cf1\f5\fs18 2010-04-21 12:18:18\par \f1\cf2\fs24 \b Class\b0 \par \cf1\f5\fs18 Full Class\par \f1\cf2\fs24 \b Lives\b0 \par \cf1\f5\fs18 standard per class (V7)\par \f1\cf2\fs24 \b Count\b0 \par \cf1\f5\fs18 Normal count\par \f1\cf2\fs24 \b Reeves\b0 \par \cf1\f5\fs18 2 (1 per team)\par \f1\cf2\fs24 \b Materials\b0 \par \cf1\f5\fs18 \par \par \f1\cf2\fs24 \b Setup\b0 \par \cf1\f5\fs18 \par \par \f1\cf2\fs24 \b Rules\b0 \par \cf1\f5\fs18 \par This game is based on a certain amount of role-playing and teams are likely to be unbalanced. Teams should be chosen by allowing people to split up depending on whether his/her persona is "good", "evil" or "neutral". Neutral characters should be assigned to the good or evil team based to attempt to balance the game. Each team should have its own reeve. Basically, the idea is that the two reeves represent the Powers of Goodness and Evil. Each will give benefits to his/her team if they perform acts of exemplary goodness or evil. Each will also give curses to those who defy their team's alignment. This will call for judgment on the part of the reeves. Minor good acts may include dropping a shield to be more fair to a wounded opponent, or not taking an opportunity to backstab. A major act of goodness may include jumping in front of an arrow. A minor act of evil might be back-stabbing or tricking an opponent. A major act might be convincing the good team that he/she is on their side, then back-stabbing them all. Once a benefit has been used, it should be given back to the reeve to be given out again. Below are the benefits and below those are the curses. Evil curses are given to the good team and vice versa.<\par >\i \b Benefits\b0 \i0 :\par For a Great Act of Goodness, we have decided to grant thee:\par \b The Power of Conversion\b0 \par The next person you kill will be converted to the power of Light and Goodness. For one life they must fight with you and your kind against the powers of Evil. They may, instead, if they wish, take a 2nd death.\par . \par For an Act of Goodness, we have decided to grant thee:\par \b The Armor of Faith\b0 \par You are armored with 2 points of armor. This is invisible, magical armor which need not be worn and can be repaired. It will last only until the end of this life.\par \b The Aura of Protection\b0 \par You cannot be affected my the foul magics of Evil. Good can still affect thee normally, but against Evil, you are a bastion of hope. This will last until the end of this life.\par \b The Gift of Life-Giving\b0 \par You can, by touch, resurrect one character as per the 3rd level Healer spell.\par \b The Armor of Hope\b0 \par You are armored with 1 point of armor. This is invisible, magical armor which need not be worn and can be repaired by a mend spell. It will last only until the end of this life.\par \b The Gift of Healing\b0 \par You can heal others by touching them. You must touch the person to be healed and call "Gods of Good, heal this person!" and it will heal them just like the 1st level Healer spell. You may do 5 points of healing in this manner.\par \par For a Minor Act of Goodness, we have decided to grant thee:\par \b The Gift of Life\b0 \par You may live one extra life. It will be your next life and will be the same as the first life you lived (i.e. no berserks, kazikame, etc.)\par \b The Gift of Freedom\b0 \par You are now immune to Iceball, Entangle, Petrify, Flesh to Stone and Hold Person. This will last until the end of this life.\par \par For your Great Act of Evil for the Dark Powers, you have been granted\par \b The Power of Corruption\b0 \par The next person you kill will be corrupted to Evil. For one life they must fight with you and your kind against the vile powers of Goodness. They may, instead, if they wish, take a 2nd death.\par \par For your Act of Evil for the Dark Powers, you have been granted\par \b The Power of Hellfire\b0 \par Until the end of this life, you may cast Fireball. You may only have one Fireball on your person at a time and you must cast it normally.\par \b The Power of Rage\b0 \par Until the end of this life, you can do 1 extra point of damage and break shields with your melee weapons.\par \par For your Minor Act of Evil for the Dark Powers, you have been granted\par \b The Power of Life-Theft\b0 \par The next person you kill will be Spirit Severed and cannot be resurrected. In addition, you add one life to your own count.\par \par \i \b Curses:\b0 \i0 \par For your act of Evil, you have been punished!\par \b Take a wound! \b0 This wound cannot be healed and will last until you are slain. Resurrection will bring the wound back as well. You may choose where the wound is taken. (Note to reeve: this curse should not be given out to a wounded character.)\par \b Your strength is taken from you! \b0 You may not wield a great weapon or wield more than\par more than one weapon. In addition, you may not use both sword and shield, but must\par choose one or another. You may not gain any benefit from armor.\par \b You are made weak! \b0 Wounds kill you.\par \b You are damned!\b0 You cannot be resurrected.\par \par For your act of Goodness, you have been punished!\par \b Take a wound!\b0 This wound cannot be healed and will last until you are slain. Resurrection will bring the wound back as well. You may choose where the wound is taken. (Note to reeve: this curse should not be given out to a wounded character.)\par \b You are commanded to work with the worms of goodness!\b0 You must now go over to the side of good and fight with them. Wounds will kill you. After you have died, you may return to the side of evil.\par \b You are made hated in the side of all evil\b0 ! You may not accept enchantments from your team, nor can you be healed by your team.\par \b You are turned into a toad!\b0 You must hop around for 30 seconds. You cannot use weapons and must ribbit. You may wear no armor and have no enchantments. Do not disobey the powers of evil again! \par \f1\cf2\fs24 \b Victory\b0 \par \cf1\f5\fs18 \par \par \f1\cf2\fs24 \b Misc\b0 \par \cf1\f5\fs18 \par \par \f1\cf2\fs24 \b Variations\b0 \par \cf1\f5\fs18 \par \par \fs20 \par \f3\cf2\fs32 \b \ul Jugging\ul0 \b0 \par \cf1\f4\fs18 \i Origin \b \b0 Entered by Azus\i0 \par \f1\cf2\fs24 \b Created on\b0 \par \cf1\f5\fs18 2010-04-16 02:42:59\par \f1\cf2\fs24 \b Modified\b0 \par \cf1\f5\fs18 2010-09-24 12:47:37\par \f1\cf2\fs24 \b Class\b0 \par \cf1\f5\fs18 Militia\par \f1\cf2\fs24 \b Lives\b0 \par \cf1\f5\fs18 5 lives (militia)\par \f1\cf2\fs24 \b Count\b0 \par \cf1\f5\fs18 see rules\par \f1\cf2\fs24 \b Reeves\b0 \par \cf1\f5\fs18 as many as you can get\par \f1\cf2\fs24 \b Materials\b0 \par \cf1\f1\cf2\fs24 \b Setup\b0 \par \cf1\f5\fs18 The jugging field is a rectangle 100 feet by 50 feet, the lines being 1" wide. Two goals are placed along the long middle axis of the field, five feet from the edges. The goals should be 1 foot in diameter, and 8" to 10" in height, and be Amtgard safe. In the center of the field is a circular area 10 feet in diameter, defined by a line 1" wide, which is considered part of the circle. The dog skull is placed in the center of the circle at the beginning of play. \par \f1\cf2\fs24 \b Rules\b0 \par \cf1\f5\fs18 \par When play begins, only the Quicks may step inside this circle until the dog skull is fully outside its perimeter. If any other player steps in the circle, or onto the line, before the skull is removed, they die immediately, and take position outside the circle where the player crossed the circle. Once the skull is removed, the circle does not affect the game until the skull is reset by the Reeve. \par <\par > \par There are five positions in jugging. The Quick is armed with only a dagger under 18" in length, and is the only person on the team who can touch the dog skull. If a player other than the Quick picks up the dog skull, or intentionally moves it by touching it (including weapons or equipment), they immediately die. The Shield is armed with a short sword and small shield. The Slash is armed with two short swords, the Chain carries one or two (Amtgard-legal) flails, or a flail and short sword, and the Heavy has a single non-chain weapon at least 4 feet in length (if the weapon is a legal great weapon, as defined by the current edition Amtgard rules, it may break shields, otherwise it may not). \par <\par > \par The Quicks line up on opposite sides, outside of the center circle, each facing their own goal. The Heavy starts just in front of the enemy's goal. The Shield lines up midway between the Quick and the Heavy, and is flanked by the Slash and the Chain, Slash to the right of the Shield, and Chain to the left side of the Shield, five feet from the sidelines. All players must remain in their starting positions until play begins. In the case of a false start, play is halted, teams are reset to starting positions, and the stone count is started again. \par <\par > \par The game begins when the timekeeper casts the first "stone." This is done by throwing a rock at another object to make a loud noise, by hitting an object with a stick, or some other way of producing a sound that all players can hear. The timekeeper proceeds to cast additional stones, once every two seconds, and calls their number after each one. The actual count is the sound of the stone, not the number being called out. This is done until a goal is scored by a Quick or the timekeeper reaches 100 stones. When a goal is scored, the timekeeper stops counting stones, the Reeve resets the dog skull, and all players who are not shattered return to their starting positions, alive and healed, for a new round of play. When all are ready (within 30 seconds), the timekeeper commences the stone count from where it was stoppped, and play resumes. If a count of 100 stones is reached, play is halted, all players regain their full complement of lives, and the game resumes at a count of 1 stone after a short rest break. \par <\par > \par Substitutions may be made at the following times: \par after a score \par at the end of a 100 stone count \par in the case of an injury. \par <\par > \par If a time-out or substitution is called for an injury, the injured player is required to leave the field until the next substitution opportunity. 100 stone breaks are for 60 seconds; injury breaks last for 30 seconds after the injured player is removed from the field. Play continues as outlined above until one team wins. \par <\par > \par Normal rules of combat in Amtgard apply to jugging (head shots are illegal, torso shots kill, limb shots wound, two limb shots will kill, etc). However, there is no such thing as a subdual blow. If a limb is wounded, it is useless for a count of 7 stones. If a player is killed, the player must remain in place, "dead" for 15 stones. If they have lives remaining, they must yell "Alive!", get up, and continue fighting. "Alive!" must be yelled before resuming play. \par <\par > \par Each player begins the game with 5 lives. If they are killed 5 times, they are considered "shattered," and are out of the game. Shattered players must remove themselves from play at the earliest possible moment without affecting the game play. Shattered players may only rejoin if the stone count reaches 100 (in which case all players are restored to 5 lives). If the Quicks on both teams are shattered, play halts and the stone count advances to the next 100 count. \par If, during the course of play, a player steps on or past the game boundaries, they are stunned for 5 stones. Stunned players are not able to affect game play, but being stunned does not count as a death. Stunned players may not be killed or wounded while stunned, but they may be pinned. Stunned players must remain on the field nearest the spot they were stunned, and must yell "Unstunned!" before resuming play. \par <\par > \par Dead or stunned players may be either standing, sitting or crouched (but not laying down), as long as they have either a weapon or hand resting on top of their head. Dead or stunned players may not affect game play in any way (including verbally). After the count is finished for being either dead or stunned, a player must yell "Alive!" or "Unstunned!" immediately and resume playing. A yell of "Alive!" or "Unstunned!" should be able to be heard for 50 feet. \par Dead players may be pinned. To pin someone, a living player must hold a weapon against the body of the dead player. The pinning weapon must be placed on the torso (including top of shoulders, but not the groin) of the player being pinned. Excessive force may never be used in pinning, or any other time during play. If the weapon is removed, the pin is lost, and may not be re-established. Once a player is unpinned, that player may not be re-pinned until stunned or killed again. A pinned player may not come back to life even if they have counted their required 15 stones. If a player becomes unpinned, they may not come alive for one full stone after the pin is broken and then only if they have been dead for 15 stones. The Slash may pin two people simultaneously; all other players may only pin one player at a time. \par <\par > \par Fighting one player while pinning another is possible only if one weapon remains in constant contact with the pinned player. A pinning weapon may not be used in combat whatsoever, although breaking a pin to block or attack is permissible. If a pinned player has reached the end of their death count, and the weapon that is pinning them is removed (even for an instant) the pin is broken, and the player may come alive after the next stone is struck. \par <\par > \par In order to score, the dog skull must be placed in the goal by the Quick. Dead Quicks cannot score, and if the skull falls out of the goal, it does not count as a goal. Stunned Quicks cannot score, either; if a quick has a hand on the skull in the goal and is also out of bounds, a goal cannot be scored. He is stunned and the skull must be placed nearest the spot where the Quick went out of bounds. Quicks only may move the dog skull towards the goal while they have possession of it either in hand or under arm or tucked in belt. It may not be kicked or thrown or transported by any other means, and there may not be any forward independent movement of the dog skull. The Quick may use the dog skull to block shots, but it may never be used as a weapon. Anytime a Quick must surrender the dog skull (dead or stunned), it must be placed on the ground, at the appropriate spot, immediately. \par <\par > \par \f1\cf2\fs24 \b Victory\b0 \par \cf1\f5\fs18 \par \par \par <\par >\par \f1\cf2\fs24 \b Misc\b0 \par \cf1\f1\cf2\fs24 \b Variations\b0 \par \cf1\f5\fs18 \par \par \b *\b0 The quick is allowed to use the dogskull as a throwing weapon.\par \par \par \b *\b0 A non-quick is allowed to push a dogskull with his her weapon, as long as they do not touch it directly, but still may not score with it.\par \par \par \b *\b0 The game consists of three periods of 150 stones each rather than 100.The scoring method of "ahead by 2 and at least 3 points total" does not apply; instead, the full game time is observed and the team with the most points at the end of it is the winner.\par \par \par \b *\b0 I've seen where no players could move until the skull was removed from the circle by one of the two quicks, I've also seen where ALL players could move at 1 Stone, however only the quicks could enter the center circle while the dogskull was still there.\par \par \par \b *\b0 Locally, I've seen it played where none of the non-quick players could move until the skull was removed from the circle or ten stones had passed.\par \par \par \par \fs20 \par \f3\cf2\fs32 \b \ul King of the Hill\ul0 \b0 \par \cf1\f4\fs18 \i Origin \b \b0 Entered by Azus\i0 \par \f1\cf2\fs24 \b Created on\b0 \par \cf1\f5\fs18 2010-04-16 22:37:55\par \f1\cf2\fs24 \b Modified\b0 \par \cf1\f5\fs18 2010-04-16 22:37:55\par \f1\cf2\fs24 \b Class\b0 \par \cf1\f5\fs18 Class or Militia\par \f1\cf2\fs24 \b Lives\b0 \par \cf1\f5\fs18 standard per class (V7)\par \f1\cf2\fs24 \b Count\b0 \par \cf1\f5\fs18 Normal count\par \f1\cf2\fs24 \b Reeves\b0 \par \cf1\f1\cf2\fs24 \b Materials\b0 \par \cf1\f5\fs18 rope \par \f1\cf2\fs24 \b Setup\b0 \par \cf1\f5\fs18 mark off an circle in the middle of the field about 10" in diameter. Divide the populace into 2+ teams \par \f1\cf2\fs24 \b Rules\b0 \par \cf1\f5\fs18 Each team battles to control the circle. After 5 minutes, a hold is called, and if one team have uncontested control of the circle, they gain a point. Uncontested means that one or more of that team is in the circle, alive, not camoflaged, sanctuaried, circle of protectioned, etc; and not so much as a foot of an opponent is across the line (hands holding weapons above do not count as contesting control). Play for the best of 5 points. \par \f1\cf2\fs24 \b Victory\b0 \par \cf1\f1\cf2\fs24 \b Misc\b0 \par \cf1\f1\cf2\fs24 \b Variations\b0 \par \cf1\fs20 \par \f3\cf2\fs32 \b \ul Lifeball\ul0 \b0 \par \cf1\f4\fs18 \i Origin \b Matthulhu - e-sam\b0 Entered by Azus\i0 \par \f1\cf2\fs24 \b Created on\b0 \par \cf1\f5\fs18 2010-01-17 22:11:37\par \f1\cf2\fs24 \b Modified\b0 \par \cf1\f5\fs18 2015-05-21 03:48:18\par \f1\cf2\fs24 \b Class\b0 \par \cf1\f5\fs18 no class\par \f1\cf2\fs24 \b Lives\b0 \par \cf1\f5\fs18 See rules\par \f1\cf2\fs24 \b Count\b0 \par \cf1\f5\fs18 see rules\par \f1\cf2\fs24 \b Reeves\b0 \par \cf1\f1\cf2\fs24 \b Materials\b0 \par \cf1\f5\fs18 Ditch-battle equipment\par One or more Amt-legal Rocks/dodgeballs to represent Lifeballs. There should not be more than 1 Lifeball per 10 players. Each Lifeball should have a unique color or cloth cover so fighters can tell them apart\par \f1\cf2\fs24 \b Setup\b0 \par \cf1\f5\fs18 Fighters begin the game as a large circle with Nirvana in the center, and the Lifeballs in formation just outside Nirvana. \par \f1\cf2\fs24 \b Rules\b0 \par \cf1\f5\fs18 This game is played the same as Kill My Killer except as follows:\par \par Dead players must go to Nirvana. They may return to life after a verbal 5-count once their killer is slain in turn.\par \par If you slay another player while a Lifeball is in your possession, they do not return to life if you are slain as part of a "simo" with another player. This does not apply to the player you simo with.\par \par If you are wounded and carrying a Lifeball, you can instantly heal any wound by returning to Nirvana and making a verbal 5-count.\par \par If you are slain while carrying a Lifeball, you are allowed to return to life immediately (accompanied by the usual verbal 5-count) and your killer does not get 'credit' for your death. However, you must drop any Lifeballs in your possession and may not use it/them again until you've slain another fighter (simos included). You may, however, pick up and use any other unattended Lifeball. \par \par Lifeballs may also be thrown as normal 1-point projectiles \par \f1\cf2\fs24 \b Victory\b0 \par \cf1\f5\fs18 \par \par \f1\cf2\fs24 \b Misc\b0 \par \cf1\f5\fs18 \par \par \f1\cf2\fs24 \b Variations\b0 \par \cf1\f5\fs18 \par \par \fs20 \par \f3\cf2\fs32 \b \ul In The Barre\ul0 \b0 \par \cf1\f4\fs18 \i Origin \b Matthulhu - E-sam\b0 Entered by Azus\i0 \par \f1\cf2\fs24 \b Created on\b0 \par \cf1\f5\fs18 2011-04-17 16:09:46\par \f1\cf2\fs24 \b Modified\b0 \par \cf1\f5\fs18 2011-04-17 16:09:46\par \f1\cf2\fs24 \b Class\b0 \par \cf1\f5\fs18 Class or Militia\par \f1\cf2\fs24 \b Lives\b0 \par \cf1\f5\fs18 1 life\par \f1\cf2\fs24 \b Count\b0 \par \cf1\f5\fs18 10 second\par \f1\cf2\fs24 \b Reeves\b0 \par \cf1\f1\cf2\fs24 \b Materials\b0 \par \cf1\f5\fs18 Ditch battle equipment and a 20-ft radius circle designated by markers or lines, which is "The Barrel" \par \f1\cf2\fs24 \b Setup\b0 \par \cf1\f5\fs18 Everyone begins the game ringing the outside of the circle, with one player starting out "In the Barrel". It will be good to have a reeve on hand to keep on eye on the action and to keep track of which round the current victim is on.\par \par The initial player must be the highest ranking participant present, going by the following order of precedence:\par \par Current park Champion;\par Current Captain of the Guard;\par Current Weaponmaster;\par Sword knight;\par Warlord;\par Most Orders of the Warrior;\par Most credits in Warrior;\par Most credits in any other nonmagic class;\par Most time spent in game.\par \par Any ties are broken by chronological age/birth date. For example: the current Champion and Weaponmaster are absent, there is no captain of the guard, and the park has no sword knight or warlord, but there are two players with 7 OOTWs participating (and no locals or visitors with more than 7), so the older player between them starts off In The Barrel.\par \par \f1\cf2\fs24 \b Rules\b0 \par \cf1\f5\fs18 The player In The Barrel is stuck there until he/she can earn their way out by performing the following tasks, in order:\par \par (round 1) Call out a single player to fight you one-on-one, and defeat them without being killed.\par (round 2) Call out two other players to fight you as a two-man team, and defeat them both (you can be slain but it must be a simo)\par (round 3) Call out a fourth player to fight you one-on-one, and defeat them without taking even a limb wound.\par \par If the player In the Barrel fails to meet the requirements at a given round, he doesn't have to start over, but he does have to repeat that round, choosing a different opponent/s until they defeat them and survive (if necessary, he can alternate between players previously unfought). The player In the Barrel does not keep wounds between rounds, but cannot change his equipment during his turn (other than replacing broken items).\par \par After the player In The Barrel completes his tasks, he then gets choose someone else to take his place. If possible, he must choose a player whom he did not fight that turn. It's now that player's turn In The Barrel.\par \par In cases where the player In The Barrel "gets stuck" and cannot progress even after multiple tries (perhaps because of inadequate skill or poor choice of equipment), the reeve on hand can declare mercy and give him/her a free pass to the next round. \par \f1\cf2\fs24 \b Victory\b0 \par \cf1\f1\cf2\fs24 \b Misc\b0 \par \cf1\f5\fs18 This is a fighting-practice scenario that is geared to giving more fighting opportunities to the less experienced players, since players may be expected to choose opponents they have a good chance of defeating.\par Popular reference: http://www.urbandictionary.com/define.p ... the+barrel \par \f1\cf2\fs24 \b Variations\b0 \par \cf1\fs20 \par \f3\cf2\fs32 \b \ul Goblin Daggerball\ul0 \b0 \par \cf1\f4\fs18 \i Origin \b \b0 Entered by Azus\i0 \par \f1\cf2\fs24 \b Created on\b0 \par \cf1\f5\fs18 2010-01-24 15:16:00\par \f1\cf2\fs24 \b Modified\b0 \par \cf1\f5\fs18 2010-01-24 15:28:19\par \f1\cf2\fs24 \b Class\b0 \par \cf1\f5\fs18 Militia\par \f1\cf2\fs24 \b Lives\b0 \par \cf1\f5\fs18 1 life\par \f1\cf2\fs24 \b Count\b0 \par \cf1\f5\fs18 No count\par \f1\cf2\fs24 \b Reeves\b0 \par \cf1\f1\cf2\fs24 \b Materials\b0 \par \cf1\f5\fs18 Rope and 1 throwing dagger per person \par \f1\cf2\fs24 \b Setup\b0 \par \cf1\f5\fs18 Mark out a good sized rectangle. The Goblins divide into two equal teams, one team on each side of the center line. Each\par Goblin is then given one throwing weapon (only!) with which to play. \par \f1\cf2\fs24 \b Rules\b0 \par \cf1\f5\fs18 The teams throw their weapons back and forth across the centerline at members of the opposing team, in no particular order or\par fashion. A Goblin is "out" when one of two things happen: a) the Goblin is wounded in any way by any weapon thrown through the\par air or b) if a Goblin on the other team catches a weapon that has been thrown, the thrower is ejected. Goblins may catch weapons\par without injury, so long as the catch is clean and the weapon does not hit the ground. Sides refresh after all the Goblins on one side are\par dead. \par \f1\cf2\fs24 \b Victory\b0 \par \cf1\f5\fs18 One team has 1+live goblins!\par \par \f1\cf2\fs24 \b Misc\b0 \par \cf1\f1\cf2\fs24 \b Variations\b0 \par \cf1\fs20 \par \f3\cf2\fs32 \b \ul Goblin Feetsball\ul0 \b0 \par \cf1\f4\fs18 \i Origin \b \b0 Entered by Azus\i0 \par \f1\cf2\fs24 \b Created on\b0 \par \cf1\f5\fs18 2010-01-24 15:23:28\par \f1\cf2\fs24 \b Modified\b0 \par \cf1\f5\fs18 2010-07-16 21:16:28\par \f1\cf2\fs24 \b Class\b0 \par \cf1\f5\fs18 Militia\par \f1\cf2\fs24 \b Lives\b0 \par \cf1\f5\fs18 See rules\par \f1\cf2\fs24 \b Count\b0 \par \cf1\f5\fs18 see rules\par \f1\cf2\fs24 \b Reeves\b0 \par \cf1\f1\cf2\fs24 \b Materials\b0 \par \cf1\f5\fs18 rope! \par \f1\cf2\fs24 \b Setup\b0 \par \cf1\f5\fs18 Mark out a good sized rectangle. You can use any number of people; just split them evenly. This battle is best held in an open\par field (i.e.: no trees or other obstacles). Mark out a rectangular field as large as you have room for, or as appropriate for the number of\par players participating. \par \f1\cf2\fs24 \b Rules\b0 \par \cf1\f5\fs18 \par As in many informal football games, it is recommended that the defense waits 3-5 seconds before charging the line, and that the number of rushers be limited.<\par > \par Mark the boundaries as clearly as possible, including the outer edges of the end zones. Once a person steps out of bounds, they cannot re-enter that play. (There is no such thing as being "forced out", since you have a weapon to take care of anyone who approaches, and there is no physical bumping...)<\par > \par All participants are members of two goblin clans, which are at war over a most treasured object. (A tub of candy or something similar works well, and the team is welcome to do as it pleases with this treasure after the game.) To avoid injury to innocent family members and needless property damage to the villages, the leaders of the goblin tribes have agreed to settle their disputes on the football field.<\par > \par Armbands, headbands, or war paint will mark membership in the clans (teams). For a football: if you have a foam or stuffed football that would work great. Otherwise, make an elongated spellball, or use a normal spellball or throwing dagger or anything that can be thrown and caught easily and safely.<\par > \par To score a point, a team member must have possession of the football beyond the opponent's goal line, without having stepped out of the marked boundaries. A "safety" is counted the same number of points (i.e.: one) as a touchdown. There are no ways to score by kicking.<\par > \par More or less regular football rules apply (including things like "offside" and 'pass interference"), except that instead of tackling or blocking each other, each player has a single, one-handed, less than 4 foot weapon (hinged or non-hinged), with no armor, shields, magic, or projectiles. Any wound kills. Dead players are asked to signal their death clearly and quickly, and to do their best to avoid interfering with those who are still alive. Deaths last until the beginning of the next down. (See below.)<\par > \par After gaining possession of the football, a team has four plays to score. (If the field is large enough, there may be a certain distance they need to go to gain a "first down"). On the fourth down, they may choose to forfeit the ball by throwing or kicking it to the other team (this must be announced in advance). (Initial or post-scoring kickoffs are also conducted this way: the ball can be kicked or thrown.)<\par > \par Both leaders have huge numbers of goblins at their call. As players die, they are "replaced" on the next play by another family member who looks a lot like them. (In other words, the same Amtgardian, who is now representing a relative of the goblin who just died.) All participants have one life per play, for as long as the game lasts.<\par > \par The game may continue as long as the reeve or the two captains are willing to let it, but a general guideline of one hour is recommended. At the reeve or captains' discretion, teams may change ends of the field halfway through. (Half-time shows are optional.)<\par >\par \f1\cf2\fs24 \b Victory\b0 \par \cf1\f1\cf2\fs24 \b Misc\b0 \par \cf1\f1\cf2\fs24 \b Variations\b0 \par \cf1\fs20 \par \f3\cf2\fs32 \b \ul Goblin Ball\ul0 \b0 \par \cf1\f4\fs18 \i Origin \b \b0 Entered by Azus\i0 \par \f1\cf2\fs24 \b Created on\b0 \par \cf1\f5\fs18 2010-01-24 15:36:05\par \f1\cf2\fs24 \b Modified\b0 \par \cf1\f5\fs18 2010-03-26 02:25:28\par \f1\cf2\fs24 \b Class\b0 \par \cf1\f5\fs18 Militia\par \f1\cf2\fs24 \b Lives\b0 \par \cf1\f5\fs18 cyle lives, cycle per game each life cycle\par \f1\cf2\fs24 \b Count\b0 \par \cf1\f5\fs18 10 second\par \f1\cf2\fs24 \b Reeves\b0 \par \cf1\f5\fs18 optional for larger games\par \f1\cf2\fs24 \b Materials\b0 \par \cf1\f5\fs18 Rope, 1 dagger per person, something for goals (spare shields work, roped off area), and a "ball". The ball can be a large throwing weapon, a flag, a sword, a water bottle, whatever is handy.\par \par \f1\cf2\fs24 \b Setup\b0 \par \cf1\f5\fs18 Mark off a rectangle, with a line halfway across. Set up goals at either end (shields, or a roped off area shield sized. Set the ball in the center of the midline. \par \f1\cf2\fs24 \b Rules\b0 \par \cf1\f5\fs18 \par Everyone is goblin, armed with a single dagger only.\par <\par > \par There are two teams, starting spread out on either side of the mid-line. In the center is the ball. At lay on, each team tries to get the ball past the other team into the goal. The ball needs to be in the goal, as opposed to touching it, to score a point. \par <\par > \par If a goblin is killed, s/he will count out 10 seconds, at which point the player will come alive again at the spot they died. Going out of bounds counts as a death. \par <\par >\par \f1\cf2\fs24 \b Victory\b0 \par \cf1\f5\fs18 Best out of 3! Or higher, if there's a goblin smart enough to count that high. \par \f1\cf2\fs24 \b Misc\b0 \par \cf1\f1\cf2\fs24 \b Variations\b0 \par \cf1\f5\fs18 \par \par \b *\b0 The ball is heavy, and can be carried at a walk\par \par \par \b *\b0 The ball is two handed, and the goblin must drop their weapon to carry it.\par \par \par \b *\b0 The ball is a weapon (sword, throwing dagger), and can be used to fight with.\par \par \par \par \par \fs20 \par \f3\cf2\fs32 \b \ul Work off the Warriors\ul0 \b0 \par \cf1\f4\fs18 \i Origin \b Tiger Clan\b0 Entered by Azus\i0 \par \f1\cf2\fs24 \b Created on\b0 \par \cf1\f5\fs18 2010-02-07 13:57:26\par \f1\cf2\fs24 \b Modified\b0 \par \cf1\f5\fs18 2010-04-21 12:57:01\par \f1\cf2\fs24 \b Class\b0 \par \cf1\f5\fs18 no class\par \f1\cf2\fs24 \b Lives\b0 \par \cf1\f5\fs18 1 life\par \f1\cf2\fs24 \b Count\b0 \par \cf1\f5\fs18 No count\par \f1\cf2\fs24 \b Reeves\b0 \par \cf1\f1\cf2\fs24 \b Materials\b0 \par \cf1\f1\cf2\fs24 \b Setup\b0 \par \cf1\f1\cf2\fs24 \b Rules\b0 \par \cf1\f1\cf2\fs24 \b Victory\b0 \par \cf1\f5\fs18 This practice game is used to allow competitive practice among fighters of widely different abilities. For those who like\par competition even in practice it is pretty fun.\par \par The game is basically a normal hold the field ditch battle style where fighters go after each or one on one until one of them wins and then the looser leaves the field while the next player in line fights the winner. (with two players obviously they just keep fighting each other. Scoring for this variant works as follows. Each player has a starting score equal to the number of Orders of the Warrior that he or she has earned. Players with Zero Orders of the Warrior start with one point. Optionally all players with ten or more Orders may start with only 10 points. Each time a player wins a duel he or she looses a point. The first player to get to zero wins the round. All players go back to their starting number of lives and begin a new round if desired. It is recommended that if you plan to play multiple rounds, each time a player wins a round that he or she adds one point to his or her starting score each round for the rest of the play session. This helps deal with the problem of fighters who have on yet received Warriors commensurate with their abilities. <\par >\par \f1\cf2\fs24 \b Misc\b0 \par \cf1\f1\cf2\fs24 \b Variations\b0 \par \cf1\fs20 \par \f3\cf2\fs32 \b \ul Axe Game\ul0 \b0 \par \cf1\f4\fs18 \i Origin \b Turris Lunae - CK\b0 Entered by Azus\i0 \par \f1\cf2\fs24 \b Created on\b0 \par \cf1\f5\fs18 2010-02-07 14:23:42\par \f1\cf2\fs24 \b Modified\b0 \par \cf1\f5\fs18 2010-04-21 13:08:52\par \f1\cf2\fs24 \b Class\b0 \par \cf1\f5\fs18 Ditch Style\par \f1\cf2\fs24 \b Lives\b0 \par \cf1\f5\fs18 1 life\par \f1\cf2\fs24 \b Count\b0 \par \cf1\f5\fs18 No count\par \f1\cf2\fs24 \b Reeves\b0 \par \cf1\f1\cf2\fs24 \b Materials\b0 \par \cf1\f1\cf2\fs24 \b Setup\b0 \par \cf1\f1\cf2\fs24 \b Rules\b0 \par \cf1\f5\fs18 Form all players up into teams of two. One person alone is acceptable if you are playing with odd numbers. Each player should be armed with a single on handed weapon (no shields). There is also one legal throwing ax total in play. The teams start out in a big circle. The odd man out or just anyone, if playing with an even number, throws the ax into the middle of the Circle. Once the ax hits the ground the game starts and it is a legal throwing weapon for any team to pick up and use. Fight as a free for all until only one team survives. They are the winners. Then go ahead and reform teams for the next round. People should try to fight with different partners each round to learn teamwork. The most unwounded player on the winning team starts as the odd man out (unless you have even numbers) and throws the ax in to start the next round. Play until people get sick of it. \par \par \f1\cf2\fs24 \b Victory\b0 \par \cf1\f1\cf2\fs24 \b Misc\b0 \par \cf1\f1\cf2\fs24 \b Variations\b0 \par \cf1\fs20 \par \f3\cf2\fs32 \b \ul Arena Battle\ul0 \b0 \par \cf1\f4\fs18 \i Origin \b Matthulhu - esam\b0 Entered by Azus\i0 \par \f1\cf2\fs24 \b Created on\b0 \par \cf1\f5\fs18 2010-02-07 23:40:06\par \f1\cf2\fs24 \b Modified\b0 \par \cf1\f5\fs18 2010-03-16 00:58:13\par \f1\cf2\fs24 \b Class\b0 \par \cf1\f5\fs18 no class\par \f1\cf2\fs24 \b Lives\b0 \par \cf1\f5\fs18 See rules\par \f1\cf2\fs24 \b Count\b0 \par \cf1\f5\fs18 10 second\par \f1\cf2\fs24 \b Reeves\b0 \par \cf1\f1\cf2\fs24 \b Materials\b0 \par \cf1\f1\cf2\fs24 \b Setup\b0 \par \cf1\f5\fs18 Use the safety cones to fence in a large square or rectangular 'arena', leaving about 10 feet between adjacent cones. Lay down the lengths of rope in a random pattern within the arena to form walls. Don't completely enclose any areas, but it's okay if you arrange these rope-walls to form T-shapes, X-shapes, right angles, alleyways, and three-sided bunkers. Walls need not be perfectly straight; leaving a gentle curve is fine (and the walls won't stay straight forever!) It is not necessary to put down walls along the boundaries. \par \par Each safety cone represents a base. Every player starts the game at one of these bases. \par \f1\cf2\fs24 \b Rules\b0 \par \cf1\f5\fs18 This is a free-for-all scenario. Everyone has 5 lives.\par \par The ropes on the ground represent Forcewalls and block all movement and attacks. Projectile attacks that cross a Forcewall at any point along their path are cancelled out. Walls may not be moved during the game, except to fix one that has been kicked or dragged out of position. \par \par Combat is not limited to inside the arena, but players must drop to their knees while outside the arena (such as for retrieving projectiles or evading projectile attack). \par \par Players who are killed must go to any base of their choice and loudly count down from 10, then may return to life. \par \par Broken items may be replaced at any corner base for a 10 count. \par \f1\cf2\fs24 \b Victory\b0 \par \cf1\f5\fs18 The last player standing wins. \par \f1\cf2\fs24 \b Misc\b0 \par \cf1\f1\cf2\fs24 \b Variations\b0 \par \cf1\f5\fs18 \b Healing Circle \b0 \par \par \par \b *\b0 Place a 3-ft circle of white or red rope in the center of the arena. This is a healing circle. \par \par \par \b *\b0 Attacks may not occur across this circle but it's okay to move through it yourself. \par \par \par \b *\b0 To heal a wound, a player must repeat "Heal 1, Heal 2, Heal 3..." through "Heal 10" while sitting or kneeling inside the healing circle with both hands empty. \par \par \par \b *\b0 Broken items can be mended at the healing circle. \par \par \par \par \par \b Sniper \b0 \par <\par > \par \par \b *\b0 One or more reeve's pages are assigned to the area outside the arena. They are allowed to 'return' any projectiles that fall ouside the arena. Players struck by these 'returning' projectiles take damage as normal, but being killed by a sniper does not count as a life lost. Snipers may not be attacked. \par \par \par \par \par \b Team Arena \b0 \par <\par > \par \par \b *\b0 The members of a multi-player team fight as a unit. They begin the game at a single base. No player can return to life until every member of their team is also killed. They then return to life at the same time at a single base. \par \par \par \par \fs20 \par \f3\cf2\fs32 \b \ul Goblin Daggerball\ul0 \b0 \par \cf1\f4\fs18 \i Origin \b \b0 Entered by Azus\i0 \par \f1\cf2\fs24 \b Created on\b0 \par \cf1\f5\fs18 2010-03-24 01:41:59\par \f1\cf2\fs24 \b Modified\b0 \par \cf1\f5\fs18 2010-03-24 01:41:59\par \f1\cf2\fs24 \b Class\b0 \par \cf1\f5\fs18 no class\par \f1\cf2\fs24 \b Lives\b0 \par \cf1\f5\fs18 1 life\par \f1\cf2\fs24 \b Count\b0 \par \cf1\f5\fs18 No count\par \f1\cf2\fs24 \b Reeves\b0 \par \cf1\f1\cf2\fs24 \b Materials\b0 \par \cf1\f5\fs18 Rope \par \f1\cf2\fs24 \b Setup\b0 \par \cf1\f5\fs18 Mark out a good sized rectangle. The Goblins divide into two equal teams, one team on each side of the center line. Each Goblin is then given one throwing weapon (only!) with which to play. \par \f1\cf2\fs24 \b Rules\b0 \par \cf1\f5\fs18 The teams throw their weapons back and forth across the centerline at members of the opposing team, in no particular order or fashion. A Goblin is "out" when one of two things happen: a) the Goblin is wounded in any way by any weapon thrown through the air or b) if a Goblin on the other team catches a weapon that has been thrown, the thrower is ejected. Goblins may catch weapons without injury, so long as the catch is clean and the weapon does not hit the ground. Sides refresh after all the Goblins on one side are dead. \par \f1\cf2\fs24 \b Victory\b0 \par \cf1\f1\cf2\fs24 \b Misc\b0 \par \cf1\f1\cf2\fs24 \b Variations\b0 \par \cf1\fs20 \par \f3\cf2\fs32 \b \ul Meat Grinder \ul0 \b0 \par \cf1\f4\fs18 \i Origin \b \b0 Entered by Azus\i0 \par \f1\cf2\fs24 \b Created on\b0 \par \cf1\f5\fs18 2010-04-02 13:47:48\par \f1\cf2\fs24 \b Modified\b0 \par \cf1\f5\fs18 2010-04-02 13:49:05\par \f1\cf2\fs24 \b Class\b0 \par \cf1\f5\fs18 melee - non class\par \f1\cf2\fs24 \b Lives\b0 \par \cf1\f5\fs18 1 life\par \f1\cf2\fs24 \b Count\b0 \par \cf1\f5\fs18 No count\par \f1\cf2\fs24 \b Reeves\b0 \par \cf1\f1\cf2\fs24 \b Materials\b0 \par \cf1\f1\cf2\fs24 \b Setup\b0 \par \cf1\f5\fs18 Everyone stands in a fairly large circle. The leader of the game numbers everyone off. \par \f1\cf2\fs24 \b Rules\b0 \par \cf1\f5\fs18 The leader or reeve calls out two numbers, those two people go in and fight. This continues for as long as you want. If the leader/reeve calls "Meatgrinder", everyone runs in and fights. The leader/reeve can also call out garb colors, weapon styles, or anything. Also, people that form the circle can poke fighters with their weapon if they get close enough (They must stand in their spot however). \par \f1\cf2\fs24 \b Victory\b0 \par \cf1\f1\cf2\fs24 \b Misc\b0 \par \cf1\f1\cf2\fs24 \b Variations\b0 \par \cf1\fs20 \par \f3\cf2\fs32 \b \ul Dog Tag / Inuoumono\ul0 \b0 \par \cf1\f4\fs18 \i Origin \b Book of Engoku\b0 Entered by Azus\i0 \par \f1\cf2\fs24 \b Created on\b0 \par \cf1\f5\fs18 2010-03-23 23:50:57\par \f1\cf2\fs24 \b Modified\b0 \par \cf1\f5\fs18 2010-07-20 22:09:17\par \f1\cf2\fs24 \b Class\b0 \par \cf1\f5\fs18 Full Class\par \f1\cf2\fs24 \b Lives\b0 \par \cf1\f5\fs18 See rules\par \f1\cf2\fs24 \b Count\b0 \par \cf1\f5\fs18 No count\par \f1\cf2\fs24 \b Reeves\b0 \par \cf1\f1\cf2\fs24 \b Materials\b0 \par \cf1\f5\fs18 material to mark out circles. Garb for the dogs helps. Notepads and pencils to keep track of\par \f1\cf2\fs24 \b Setup\b0 \par \cf1\f5\fs18 In a large field, two concentric circles are set up. The inner circle is about 20' in diameter, the outer circle, about 35' in diameter. All the players are divided in half. One half becomes the dogs, and is unceremoniously released into the outer circle, where they must stay. The other half is divided into two teams. The two teams line up on opposite sides of the inner circle.\par \f1\cf2\fs24 \b Rules\b0 \par \cf1\f5\fs18 The first person in line for each team enters the outer circle with a bow and three arrows and unlimited uses of the ability Gallop, and with 'lay on', begins to fire into the dogs. They may move about the outer ring however they like. Hits are scored by location (leg: 1pt, arm: 2pts, torso: 2pts, any killing shot: +1pt). Reeves must keep track of points for each team, but it's the responsibility of the dogs to call hits and locations. When the player is killed or out of arrows, he returns to his team, to the back of the line, and the next teammate in line takes their turn with the bow, three arrows, and Gallup (unlimited). The dogs may do whatever they wish, so long as their feet do not go outside of the outer ring. Dogs are armed with two daggers, and have four lives. Play continues until all the dogs are dead.\par \f1\cf2\fs24 \b Victory\b0 \par \cf1\f1\cf2\fs24 \b Misc\b0 \par \cf1\f5\fs18 \par This game will have people shooting each other at close range. Make sure the arrows are in good shape, your archers only half draw, and your bows aren't too strong (a 35# bow half drawn at 20 feet still hurts!) <\par > \par Also known as Inuoumono, it is a sport practiced by nobles and the wealthy. Despite the fact that PETA would have a heart attack if they knew we were glorifying this nasty sport, it had to be included in this work, since it is the first time in history a game was developed using boffer-arrows. Our version here harkens back to the origins of the sport, though, before the PC police made the nobles stop killing dogs for fun, and instead use padded arrows.<\par >\par \f1\cf2\fs24 \b Variations\b0 \par \cf1\f5\fs18 \par 1.Use throwies instead of bows. \par <\par > \par 2.Sure, shooting at helpless dogs is fun, but to REALLY kick things up a notch, use beasts that can bite back-creatures with a range attack, or reach weapons. Armor is good, too. \par <\par > \par 3.For a tournament game, score by individual instead of by team.<\par >\par \fs20 \par \f3\cf2\fs32 \b \ul Fox in the River (Sharks and Minnows)\ul0 \b0 \par \cf1\f4\fs18 \i Origin \b \b0 Entered by Azus\i0 \par \f1\cf2\fs24 \b Created on\b0 \par \cf1\f5\fs18 2010-03-23 23:55:32\par \f1\cf2\fs24 \b Modified\b0 \par \cf1\f5\fs18 2010-07-20 22:28:48\par \f1\cf2\fs24 \b Class\b0 \par \cf1\f5\fs18 Militia\par \f1\cf2\fs24 \b Lives\b0 \par \cf1\f5\fs18 1 life\par \f1\cf2\fs24 \b Count\b0 \par \cf1\f5\fs18 No count\par \f1\cf2\fs24 \b Reeves\b0 \par \cf1\f1\cf2\fs24 \b Materials\b0 \par \cf1\f5\fs18 Items (Rope or spare weapons) to mark boundaries \par \f1\cf2\fs24 \b Setup\b0 \par \cf1\f5\fs18 Make a large rectangle (the river) \par \f1\cf2\fs24 \b Rules\b0 \par \cf1\f5\fs18 One player (The fox) stands in the 'river'. The rest of the players stand on one side of the river. When the fox says, everyone runs across. Runners retain wounds fox only keeps them for the round. If people kill the fox, it's safe passage. If the fox kills a person, he joins the fox. If someone steps out of bounds, he also becomes a fox. Last person alive is the beginning fox for the next game.\par \f1\cf2\fs24 \b Victory\b0 \par \cf1\f1\cf2\fs24 \b Misc\b0 \par \cf1\f1\cf2\fs24 \b Variations\b0 \par \cf1\fs20 \par \f3\cf2\fs32 \b \ul Cavalry Vs Infantry \ul0 \b0 \par \cf1\f4\fs18 \i Origin \b \b0 Entered by Azus\i0 \par \f1\cf2\fs24 \b Created on\b0 \par \cf1\f5\fs18 2010-03-18 02:59:28\par \f1\cf2\fs24 \b Modified\b0 \par \cf1\f5\fs18 2010-03-22 00:40:50\par \f1\cf2\fs24 \b Class\b0 \par \cf1\f5\fs18 Militia\par \f1\cf2\fs24 \b Lives\b0 \par \cf1\f5\fs18 See rules\par \f1\cf2\fs24 \b Count\b0 \par \cf1\f5\fs18 see rules\par \f1\cf2\fs24 \b Reeves\b0 \par \cf1\f1\cf2\fs24 \b Materials\b0 \par \cf1\f1\cf2\fs24 \b Setup\b0 \par \cf1\f5\fs18 \par Divide the populace in two teams, the team Captain and every third "pick" is a Cavalryman. <\par > \par Object: This is the next step of the Dwarf Battle. Instead of all players fighting from their knees, only two-thirds of the players on each team must kneel. These represent Infantry. Those who remain standing are considered Cavalry, and are considered to be riding a "horse". Cavalry take twice the normal leg wounds (not armor value!) before dropping to their knees (considered thrown from their steed). In other words, a Cavalry must be hit twice on one unprotected leg in order to be damaged. There are two ways of dealing with the horses and Cavalry, which needs to be decided before the game begins: <\par > \par Options:<\par > \par 1. Horses may not die: The person who slays a Cavalry may claim the horse and their own and may stand up. If one cavalry slays another, the victor may chose who to give the horse to. This keeps the action moving, but can get confusing with lots of players.<\par > \par 2. Horses may die: When a Cavalry suffers a leg wound, the horse is considered slain and the Cavalry then fights as an Infantry. This mean eventually all players will be fighting from their knees. When this happens, all kneeling players may stand and the fight may continue until one side is victorious.<\par > \par \f1\cf2\fs24 \b Rules\b0 \par \cf1\f1\cf2\fs24 \b Victory\b0 \par \cf1\f1\cf2\fs24 \b Misc\b0 \par \cf1\f1\cf2\fs24 \b Variations\b0 \par \cf1\fs20 \par \f3\cf2\fs32 \b \ul Dodgeball\ul0 \b0 \par \cf1\f4\fs18 \i Origin \b Mattias FW\b0 Entered by Azus\i0 \par \f1\cf2\fs24 \b Created on\b0 \par \cf1\f5\fs18 2010-03-19 21:16:07\par \f1\cf2\fs24 \b Modified\b0 \par \cf1\f5\fs18 2010-07-20 22:08:20\par \f1\cf2\fs24 \b Class\b0 \par \cf1\f5\fs18 Militia\par \f1\cf2\fs24 \b Lives\b0 \par \cf1\f5\fs18 1 life\par \f1\cf2\fs24 \b Count\b0 \par \cf1\f5\fs18 No count\par \f1\cf2\fs24 \b Reeves\b0 \par \cf1\f1\cf2\fs24 \b Materials\b0 \par \cf1\f5\fs18 \par \par \f1\cf2\fs24 \b Setup\b0 \par \cf1\f5\fs18 \par Split everyone into two teams and throw in an even number of javelins. Mark out a big 20'x100' rectangular field to fight in, and put boundary lines 20 feet from each end line like this: <\par > \par \f1\cf2\fs24 \b Rules\b0 \par \cf1\f5\fs18 \par As in dodgeball, the objective is to take people out by hitting them with javelins (optional rule: wounds kill). Javelins may not be used in melee, but if you catch a javelin thrown by an opponent, the one who threw it is out. \par \par Neither team can go within 20 feet of the other team's end line. No one can step out of bounds except to retrieve a javelin that landed outside, and they must call "Retrieving" while doing this. The first time one steps out of bounds they get a warning; the second time they do this they lose an arm (or they are out if wounds kill). \par \par A good time limit for one match is 15 minutes. If a game goes longer than this, the reeve can call "no boundaries" or "melee allowed" which means the 20-foot lines can be crossed by anyone and the game usually ends much quicker after that. <\par > \par \f1\cf2\fs24 \b Victory\b0 \par \cf1\f5\fs18 \par \par \f1\cf2\fs24 \b Misc\b0 \par \cf1\f5\fs18 \par \par \f1\cf2\fs24 \b Variations\b0 \par \cf1\f5\fs18 \par \par \fs20 \par \f3\cf2\fs32 \b \ul Checkers\ul0 \b0 \par \cf1\f4\fs18 \i Origin \b Sir Egil Njalsson \b0 Entered by Azus\i0 \par \f1\cf2\fs24 \b Created on\b0 \par \cf1\f5\fs18 2010-03-18 03:01:11\par \f1\cf2\fs24 \b Modified\b0 \par \cf1\f5\fs18 2010-03-26 13:55:51\par \f1\cf2\fs24 \b Class\b0 \par \cf1\f5\fs18 Militia\par \f1\cf2\fs24 \b Lives\b0 \par \cf1\f5\fs18 See rules\par \f1\cf2\fs24 \b Count\b0 \par \cf1\f5\fs18 see rules\par \f1\cf2\fs24 \b Reeves\b0 \par \cf1\f1\cf2\fs24 \b Materials\b0 \par \cf1\f1\cf2\fs24 \b Setup\b0 \par \cf1\f5\fs18 The basic board consists of an 8x8 grid consisting of squares 4-5' per side. This can be marked out with lines consisting of lime, chalk, flour, food coloring, or other environment-friendly materials. Two or more pieces of twine with markings at every 4-5' (or whatever you decide to use) would help to keep the lines straight when marking, as would a piece of an appropriate length to help with triangulation, thus making sure your field has right angles at the corners. (The latter piece would need to be approximately 1.414 times the length of one of the side pieces of twine.) \par Ground tape, often used in battlegames and quests to mark boundaries, would not work as line markers for the checkerboard: the playing pieces move around a lot during the game, and it doesn't take much to hook a toe underneath and snap the thin plastic tape we normally use. It would therefore take only a few moves to turn the battlefield into a mess of unconnected tape fragments. Rope or nylon tape, on the other hand, would not break, but would present a severe safety hazard, as either is very likely to trip the participants. Lines made of some kind of powder or liquid may be less readily visible, and may take longer to set up; but they are also less likely to be a hazard during play. <\par > \par One alternative to this trade-off is to use cloth squares or circles to mark the center of the squares, ignoring the lines altogether: remember that all you need to do is set up relative positions for the pieces -- the exact borders of the squares are irrelevant to actual play. The cloth pieces need to be large enough to be spotted readily, but small enough that you don't have a lot of exposed edges for people to trip over. Squares 10-12" across should suffice. One advantage of using cloth is that you can easily alternate colors of the squares; another is that they are very re-usable (even for chess!); a third is that they are readily visible from a distance; and a fourth is that these should speed the setup process. Suitable pieces can be made by reinforcing the edges of cloth squares, and setting eyelets in them to hold roofing-type nails which will hold the pieces to the ground. The main disadvantage of using these cloth markers (as opposed to drawing the lines with powder or liquid) is that to the outsider it may look like you're playing some weird variant of Twister, rather than checkers (or chess); and there is a slight risk of tripping, depending on the size of gaps you leave between the nails. <\par > \par Two opposing players will be the ones controlling the pieces, and 24 other players (12 per team) will represent the checkers. (If you wish to play with fewer pieces, just make sure both teams are equal, and that they are set up in the same pattern.) The playing pieces will be identified by color-coded sashes, arm bands, face paint, or other means. The two controlling players will be identified by color-coded hoods or tabards, or left unmarked. <\par > \par \f1\cf2\fs24 \b Rules\b0 \par \cf1\f5\fs18 As was mentioned in the Introduction (misc), all checkers have equal abilities: in this case, a single short sword. The pieces will begin in the standard position for a game of checkers (or a mutually agreed-upon arrangement if there are fewer pieces). The controlling players walk among the pieces, literally moving (or commanding) their pieces to the desired squares. No square can be o fight to get past. When a piece is ordered to capture another piece, both combatants stay where they are until "lay on" is called, then they enter into one-on-one combat. Wounds and death occur as in a normal ditch battle, with no armor or special abilities. (Pieces not directly involved in the current move cannot attack or be attacked, and are asked to try to stay out of the way of the combatants.) If the attacking piece is defeated, the capture is unsuccessful -- the attack was "repelled" -- and both pieces stay where they were before combat began. If the attacking piece is victorious, the defeated piece is removed from the field, and the victorious piece moves to the empty space beyond the defeated piece. (Any piece which dies is asked to do so dramatically, especially if mundanes are watching. The overall atmosphere of the game would be enhanced if volunteers can be found to carry the dead "captured" pieces off the field.) \par Multiple captures are possible: if, from the spot the victorious attacking piece moved to, there is another piece they can capture, they can proceed to fight (after "lay on" is called again) for the next one as well, if ordered to do so by the controlling player. Any wounds they may have received while fighting the first piece are still in effect. If successful again, the piece moves on; if unsuccessful, they remain where they are at this point. When the turn ends, either by an unsuccessful attack or by the controlling player deciding to end the move, all wounds to either party are considered healed. (Remember that an attacking piece can never be removed from the board: if killed by the defender, they simply stay where they were, and are restored to health for the next turn.) <\par > \par A piece moved into the opponent's back row is considered "kinged," as signified by the placing of a paper crown, headband, or other appropriate marker on their head. Any future movement of a "kinged" piece can be either forward or backward, but otherwise uses the same movement rules as before. A "kinged" piece is considered to have one point of all-over natural body armor in future combats. Any damage to this armor, as with wounds on a normal piece, is carried over between successive combats in the same turn, but is healed (like wounds) when that turn ends. <\par > \par \f1\cf2\fs24 \b Victory\b0 \par \cf1\f5\fs18 \par Play continues until one controlling player has lost all their pieces. <\par > \par \f1\cf2\fs24 \b Misc\b0 \par \cf1\f5\fs18 \par At the recent Ren Fair in Las Cruces, the success of the chess games (in the eyes of both the participants and the general public) led many to ask, "Why don't we have rules for checkers?" With that prompting, and some thought, I have come up with the following rules, and the basic necessary equipment. <\par > \par Unlike chess pieces, all checkers (except those which have been "kinged") have equal abilities, and these rules reflect that fact. This fact will make the game much easier to keep track of than chess, but also means you are relying more on basic fighting ability rather than class specializations. If Amtgard Chess can be compared to a specialized battlegame, then Amtgard Checkers can be compared to a specialized ditch battle. <\par > \par \f1\cf2\fs24 \b Variations\b0 \par \cf1\f5\fs18 \par \b Iron checkers\b0 : Normal pieces are considered to have one point of natural armor, while kings have two points. <\par > \par \b Attrition variant: \b0 Wounds (and damage to natural armor) are never healed. If a wounded piece is kinged, the wound is still there but now has armor on top of it: that is, they can take one additional shot to the wounded limb with no further injury occurring. <\par > \par \b Damned-if-you-do \b0 variant: Attacking pieces, if defeated, are removed from the board. <\par > \par \b Open checkers\b0 : Instead of using a single sword, pieces may use their choice of melee weapons and/or shields, as in a ditch battle. <\par > \par \b Goblin (speed) checkers\b0 : Any wound kills, on regular pieces. Kings either take damage as a normal human, or are considered to have one non-magical Protect each turn. (The controlling players mutually decide which option to use.) <\par > <\par these>\par \fs20 \par \f3\cf2\fs32 \b \ul Iron Triangle \ul0 \b0 \par \cf1\f4\fs18 \i Origin \b \b0 Entered by Azus\i0 \par \f1\cf2\fs24 \b Created on\b0 \par \cf1\f5\fs18 2010-03-29 01:47:02\par \f1\cf2\fs24 \b Modified\b0 \par \cf1\f5\fs18 2010-04-02 17:12:21\par \f1\cf2\fs24 \b Class\b0 \par \cf1\f5\fs18 Militia\par \f1\cf2\fs24 \b Lives\b0 \par \cf1\f5\fs18 standard per class (V7)\par \f1\cf2\fs24 \b Count\b0 \par \cf1\f5\fs18 10 second\par \f1\cf2\fs24 \b Reeves\b0 \par \cf1\f1\cf2\fs24 \b Materials\b0 \par \cf1\f5\fs18 The reeve will need a watch. Rope or tape to better define the triangle would be nice. \par \f1\cf2\fs24 \b Setup\b0 \par \cf1\f5\fs18 Divide the populace into three equal teams \par \f1\cf2\fs24 \b Rules\b0 \par \cf1\f5\fs18 There is a large triangle on a field, each leg at least 15 yards long. Three teams fight for possession of it. At the end of 15 minutes (reeve calls "time"), the team with the most players inside the triangle wins. Each team may only enter from one side of the triangle and no other. Teams may only fight each other within the triangle. Repeat until all are satisfied. \par \f1\cf2\fs24 \b Victory\b0 \par \cf1\f1\cf2\fs24 \b Misc\b0 \par \cf1\f1\cf2\fs24 \b Variations\b0 \par \cf1\fs20 \par \f3\cf2\fs32 \b \ul Greed is Good\ul0 \b0 \par \cf1\f4\fs18 \i Origin \b Lord Squire Spyder\b0 Entered by Azus\i0 \par \f1\cf2\fs24 \b Created on\b0 \par \cf1\f5\fs18 2010-03-24 01:49:38\par \f1\cf2\fs24 \b Modified\b0 \par \cf1\f5\fs18 2010-04-21 12:13:23\par \f1\cf2\fs24 \b Class\b0 \par \cf1\f5\fs18 Militia\par \f1\cf2\fs24 \b Lives\b0 \par \cf1\f5\fs18 1 life\par \f1\cf2\fs24 \b Count\b0 \par \cf1\f5\fs18 No count\par \f1\cf2\fs24 \b Reeves\b0 \par \cf1\f1\cf2\fs24 \b Materials\b0 \par \cf1\f5\fs18 coins \par \f1\cf2\fs24 \b Setup\b0 \par \cf1\f5\fs18 \par Of the several types of coin or ribbon games this is the simplest. Before the game starts each player gets one coin. Then the teams are divided as usual for ditch battles. The game is played as a normal ditch with the following special rules. When you are killed the player who killed you may take all the coins you are carrying. No one other than the player who killed you may ever take your coins. The player who killed you must survive long enough to physically take the coins even if you need to get them out of a pocket or something. Dead players should stay on the field until their killer is eliminated in case that person wants to return to collect later. If you are killed before you can collect any coins owed to you then their original owners retain them for the next round. Between rounds the winning team gives its first death to the loosing team as is standard in ditch battles. If after this one team has no players with even one coin, the player with the most coins gives one to a player on the other team. The game continues until a single player has all the coins.<\par > \par \f1\cf2\fs24 \b Rules\b0 \par \cf1\f1\cf2\fs24 \b Victory\b0 \par \cf1\f1\cf2\fs24 \b Misc\b0 \par \cf1\f1\cf2\fs24 \b Variations\b0 \par \cf1\fs20 \par \f3\cf2\fs32 \b \ul Hit the Shield\ul0 \b0 \par \cf1\f4\fs18 \i Origin \b Mattias FW\b0 Entered by Azus\i0 \par \f1\cf2\fs24 \b Created on\b0 \par \cf1\f5\fs18 2010-03-24 01:51:51\par \f1\cf2\fs24 \b Modified\b0 \par \cf1\f5\fs18 2010-03-24 01:52:20\par \f1\cf2\fs24 \b Class\b0 \par \cf1\f5\fs18 no class\par \f1\cf2\fs24 \b Lives\b0 \par \cf1\f5\fs18 See rules\par \f1\cf2\fs24 \b Count\b0 \par \cf1\f5\fs18 No count\par \f1\cf2\fs24 \b Reeves\b0 \par \cf1\f1\cf2\fs24 \b Materials\b0 \par \cf1\f5\fs18 Javelins! \par \f1\cf2\fs24 \b Setup\b0 \par \cf1\f1\cf2\fs24 \b Rules\b0 \par \cf1\f5\fs18 Mark off an area of like 50 feet diameter circle. Throw a bunch of javelins around, and give everyone a small round shield. Each time you hit someone on their shield with a javelin you score a point. First one to 10 points wins. You can block javelins with javelins but you can't melee with them. You can't go out of the circle except to get a javelin that flew out, and hits don't count while you're outside. If you stand outside more than a 5 count you lose a point. \par \f1\cf2\fs24 \b Victory\b0 \par \cf1\f1\cf2\fs24 \b Misc\b0 \par \cf1\f1\cf2\fs24 \b Variations\b0 \par \cf1\f5\fs18 Alternatively you could mark off two 3-foot diameter circles some distance apart and have two players fight at a time with 1 or 3 points to win a match. \par \fs20 \par \f3\cf2\fs32 \b \ul Militia Maneuvers\ul0 \b0 \par \cf1\f4\fs18 \i Origin \b \b0 Entered by Azus\i0 \par \f1\cf2\fs24 \b Created on\b0 \par \cf1\f5\fs18 2010-04-02 13:50:46\par \f1\cf2\fs24 \b Modified\b0 \par \cf1\f5\fs18 2010-07-20 22:38:17\par \f1\cf2\fs24 \b Class\b0 \par \cf1\f5\fs18 melee - non class\par \f1\cf2\fs24 \b Lives\b0 \par \cf1\f5\fs18 5 lives (militia)\par \f1\cf2\fs24 \b Count\b0 \par \cf1\f5\fs18 Normal count\par \f1\cf2\fs24 \b Reeves\b0 \par \cf1\f1\cf2\fs24 \b Materials\b0 \par \cf1\f1\cf2\fs24 \b Setup\b0 \par \cf1\f5\fs18 Divide the populace into three or more equal teams. \par \f1\cf2\fs24 \b Rules\b0 \par \cf1\f1\cf2\fs24 \b Victory\b0 \par \cf1\f5\fs18 Out-maneuver and annihilate the opposition. The last team with living players is considered the winner. This game can be combined with Capture-the-Flag, King-of-the-Hill, Ring-the-Bell and many other normal Class Scenarios to bring a little taste of realism to the days battlegaming. \par \f1\cf2\fs24 \b Misc\b0 \par \cf1\f1\cf2\fs24 \b Variations\b0 \par \cf1\f5\fs18 When a player is slain, he/she joins the team that killed him/her for the next life. Be certain to change colored headbands, because no one likes to be slain by someone who was their teammate only minutes before.\par Please do not let Militia and Ditch Battles become the mainstay of your groups battles! The real draw of Amtgard is the Class and Magic systems. Militia Battles make a great addition to any groups regular game days, but should never be allowed to totally take the magic away from those players who desire to play Full Class.r). \par \fs20 \par \f3\cf2\fs32 \b \ul One Axe to Rule Them All \ul0 \b0 \par \cf1\f4\fs18 \i Origin \b \b0 Entered by Azus\i0 \par \f1\cf2\fs24 \b Created on\b0 \par \cf1\f5\fs18 2010-04-02 13:58:54\par \f1\cf2\fs24 \b Modified\b0 \par \cf1\f5\fs18 2010-04-02 13:58:54\par \f1\cf2\fs24 \b Class\b0 \par \cf1\f5\fs18 Militia\par \f1\cf2\fs24 \b Lives\b0 \par \cf1\f5\fs18 1 life\par \f1\cf2\fs24 \b Count\b0 \par \cf1\f5\fs18 No count\par \f1\cf2\fs24 \b Reeves\b0 \par \cf1\f1\cf2\fs24 \b Materials\b0 \par \cf1\f5\fs18 Each player should be armed with a single, one handed weapon (no shields). There is also one legal throwing axe total in play. \par \f1\cf2\fs24 \b Setup\b0 \par \cf1\f5\fs18 Form all players up into teams of two. One person alone is acceptable if you are playing with odd numbers. \par \f1\cf2\fs24 \b Rules\b0 \par \cf1\f5\fs18 The teams start out in a big circle. The odd man out or just anyone, if playing with an even number, throws the axe into the middle of the Circle. Once the axe hits the ground the game starts and it is a legal throwing weapon for any team to pick up and use. Fight as a free-for-all until only one team survives. They are the winners. Then go ahead and reform teams for the next round. People should try to fight with different partners each round to learn teamwork. The most unwounded player on the winning team starts as the odd man out (unless you have even numbers) and throws the axe to start the next round. \par \f1\cf2\fs24 \b Victory\b0 \par \cf1\f1\cf2\fs24 \b Misc\b0 \par \cf1\f1\cf2\fs24 \b Variations\b0 \par \cf1\fs20 \par \f3\cf2\fs32 \b \ul Pirate Knife Fighting\ul0 \b0 \par \cf1\f4\fs18 \i Origin \b Nautical Knights\b0 Entered by Azus\i0 \par \f1\cf2\fs24 \b Created on\b0 \par \cf1\f5\fs18 2010-04-02 14:08:00\par \f1\cf2\fs24 \b Modified\b0 \par \cf1\f5\fs18 2010-04-02 14:08:00\par \f1\cf2\fs24 \b Class\b0 \par \cf1\f5\fs18 melee - non class\par \f1\cf2\fs24 \b Lives\b0 \par \cf1\f5\fs18 1 life\par \f1\cf2\fs24 \b Count\b0 \par \cf1\f5\fs18 No count\par \f1\cf2\fs24 \b Reeves\b0 \par \cf1\f5\fs18 at least one\par \f1\cf2\fs24 \b Materials\b0 \par \cf1\f5\fs18 The reeve will need a watch. Two feet of rope \par \f1\cf2\fs24 \b Setup\b0 \par \cf1\f1\cf2\fs24 \b Rules\b0 \par \cf1\f5\fs18 A favorite pastime amongst pirates, two men are lashed together and forced to duel with naught but daggers between themselves and a bloodthirsty foe. Rope off a circular area with ribbon, either in the open or amongst some trees. Wagering between spectators is encouraged, as is colorful banter between contestants..\par 1.Never actually tie people together. Instead use a two foot piece of knotted rope and have both contestants get a good grip. Letting go of the rope results in a Fault.\par 2.Intentionally yanking the rope from your opponent's grip is a Fault.\par 3.Limb wounds do not count in this duel. Only torso/ killing shots count. Intentionally striking out-of-bounds areas is a Fault.\par 4.No grappling, wrestling or excessive physical contact is permitted. Any such behavior results in an immediate expulsion from the game.\par 5.Should a player acquire a Fault, he is given a warning on the first one, and expelled from the game on the second. \par \f1\cf2\fs24 \b Victory\b0 \par \cf1\f1\cf2\fs24 \b Misc\b0 \par \cf1\f1\cf2\fs24 \b Variations\b0 \par \cf1\fs20 \par \f3\cf2\fs32 \b \ul Slaughterball\ul0 \b0 \par \cf1\f4\fs18 \i Origin \b Geryon TD, e-sam\b0 Entered by Azus\i0 \par \f1\cf2\fs24 \b Created on\b0 \par \cf1\f5\fs18 2010-04-02 14:12:36\par \f1\cf2\fs24 \b Modified\b0 \par \cf1\f5\fs18 2010-04-02 14:12:36\par \f1\cf2\fs24 \b Class\b0 \par \cf1\f5\fs18 see rules\par \f1\cf2\fs24 \b Lives\b0 \par \cf1\f5\fs18 Unlimited\par \f1\cf2\fs24 \b Count\b0 \par \cf1\f5\fs18 10 second\par \f1\cf2\fs24 \b Reeves\b0 \par \cf1\f1\cf2\fs24 \b Materials\b0 \par \cf1\f5\fs18 rope, 2 shields, 1 well weighted spellball \par \f1\cf2\fs24 \b Setup\b0 \par \cf1\f5\fs18 \par Mark off a field 30feet by 40 feet. Set the shields face down as goals.<\par > \par Create 3 person teams\par <\par >\par \f1\cf2\fs24 \b Rules\b0 \par \cf1\f5\fs18 \par Any person at any time can touch the ball and pass it to their teammates or shoot for a goal. It's basically basketball, except there is lots of Slaughtering. \par \par When you are killed or limbed, you regenerate in an OUT LOUD 5 second count. \par \par Ball must stay inside of shield for point to count. Players may never touch their goal when defending. You get 1 second "in motion" time when going for a basket and being struck down on the way. \par \f1\cf2\fs24 \b Victory\b0 \par \cf1\f5\fs18 First team to 3 baskets wins. \par \f1\cf2\fs24 \b Misc\b0 \par \cf1\f1\cf2\fs24 \b Variations\b0 \par \cf1\fs20 \par \f3\cf2\fs32 \b \ul Tlatchtli\ul0 \b0 \par \cf1\f4\fs18 \i Origin \b Book of Engoku\b0 Entered by Azus\i0 \par \f1\cf2\fs24 \b Created on\b0 \par \cf1\f5\fs18 2010-04-02 14:19:48\par \f1\cf2\fs24 \b Modified\b0 \par \cf1\f5\fs18 2010-04-02 14:19:48\par \f1\cf2\fs24 \b Class\b0 \par \cf1\f5\fs18 Militia\par \f1\cf2\fs24 \b Lives\b0 \par \cf1\f5\fs18 Unlimited\par \f1\cf2\fs24 \b Count\b0 \par \cf1\f5\fs18 10 second\par \f1\cf2\fs24 \b Reeves\b0 \par \cf1\f1\cf2\fs24 \b Materials\b0 \par \cf1\f5\fs18 \par Nerf-type football or other non-spherical padded ball<\par > \par Ttwo shields, hoops, or small rope circles for goals.<\par > \par Rope\par <\par > \par \f1\cf2\fs24 \b Setup\b0 \par \cf1\f5\fs18 Mark out a rectangular field. Divide the players into two equal teams, but best if played with less than ten players per team. Teams start at their base, 10' behind their goal, and the ball in the middle. I set it up this way to avoid injuries that might occur if everyone starts near the ball and too many people try to kick it at once. \par \f1\cf2\fs24 \b Rules\b0 \par \cf1\f5\fs18 Amtgard soccer! Put ball in the goal. If using hoops, you can insist that the ball stop in the goal for a point - going in and bouncing out doesn't count. Caveat: Cannot touch or carry ball with hands or arms, may strike with swords, kick, etc. Game goes for four points. When killed, move to the sideline behind your goal and come back in a 10 count. If a player is hit with the ball, it counts as a 1 point hit. \par \f1\cf2\fs24 \b Victory\b0 \par \cf1\f1\cf2\fs24 \b Misc\b0 \par \cf1\f1\cf2\fs24 \b Variations\b0 \par \cf1\f5\fs18 Class battle. In this variation, make all spells last 10 seconds, the same as the death count. Life count still doesn't matter.\par Decide if per game spells/skills reset per point or never. \par \fs20 \par \f3\cf2\fs32 \b \ul Three-way Boat Battles (T\ul0 \b0 \par \cf1\f4\fs18 \i Origin \b Sir Rook - CK\b0 Entered by Azus\i0 \par \f1\cf2\fs24 \b Created on\b0 \par \cf1\f5\fs18 2010-04-02 17:06:22\par \f1\cf2\fs24 \b Modified\b0 \par \cf1\f5\fs18 2010-04-21 13:12:37\par \f1\cf2\fs24 \b Class\b0 \par \cf1\f5\fs18 Militia\par \f1\cf2\fs24 \b Lives\b0 \par \cf1\f5\fs18 1 life\par \f1\cf2\fs24 \b Count\b0 \par \cf1\f5\fs18 No count\par \f1\cf2\fs24 \b Reeves\b0 \par \cf1\f1\cf2\fs24 \b Materials\b0 \par \cf1\f5\fs18 rope! \par \f1\cf2\fs24 \b Setup\b0 \par \cf1\f5\fs18 See diagram \par \f1\cf2\fs24 \b Rules\b0 \par \cf1\f5\fs18 This game works very much like boat battles except that there are three teams. Each team starts out inside one of the "boats" (see Diagram). The object is to be the last team alive. I recommend one spear and one throwing weapon per team. Throwing weapons that land on the s or on the boats may be reused, by whomever gets them. Once a throwing weapon goes into the water it is lost. This in a great cat and mouse game, as a team cannot press across one bridge after one enemy without opening themselves to attack by spear and throwing weapon from their other enemy. This variation is also better if the winning team gives their first dead to the first team eliminated after each round. Obviously, switching players should not take a teams spear or throwing weapon with them. \par \f1\cf2\fs24 \b Victory\b0 \par \cf1\f1\cf2\fs24 \b Misc\b0 \par \cf1\f1\cf2\fs24 \b Variations\b0 \par \cf1\fs20 \par \f3\cf2\fs32 \b \ul Trifecta Chaos Rez\ul0 \b0 \par \cf1\f4\fs18 \i Origin \b Matthulhu - esam\b0 Entered by Azus\i0 \par \f1\cf2\fs24 \b Created on\b0 \par \cf1\f5\fs18 2010-04-02 17:44:38\par \f1\cf2\fs24 \b Modified\b0 \par \cf1\f5\fs18 2010-05-05 10:52:44\par \f1\cf2\fs24 \b Class\b0 \par \cf1\f5\fs18 Single Short Sword\par \f1\cf2\fs24 \b Lives\b0 \par \cf1\f5\fs18 1 life\par \f1\cf2\fs24 \b Count\b0 \par \cf1\f5\fs18 see rules\par \f1\cf2\fs24 \b Reeves\b0 \par \cf1\f1\cf2\fs24 \b Materials\b0 \par \cf1\f1\cf2\fs24 \b Setup\b0 \par \cf1\f1\cf2\fs24 \b Rules\b0 \par \cf1\f5\fs18 A variant of Chaos Rez including the use of three powerful game items. The player who is able to capture all three artifacts achieves the Trifecta and is most favored to win the game by killing everyone else (skill notwithstanding, of course).\par \par As with standard Chaos Rez, the objective remains the same: to conquer the field by slaying everyone else in a single life.\par \par \par Players are limited to a single short weapon each. There are no class abilities.\par \par Every player has unlimited lives.\par \par When you die, remain where you were slain (except for impeding play) and you only return to life when the player who slew you is killed in turn.\par \par In cases of mutual destruction, both players may return to life, and all victims of both players may also return to life.\par \par To return to life, loudly count down from 5 then call 'alive'. \par \par \b The Artifacts\b0 \par \par Each game item confers some special ability on the owner.\par \b \par The Shield\b0 (represented by a small shield or buckler with a gold-colored ribbon or cover): Aside from its obvious defensive use, it grants its owner complete immunity to torso hits from normal weapons. Torso hits from the Orb and Scepter are still lethal.\\par \b The Orb\b0 (represented by a spellball or rock with a gold cover): This artifact allows the owner to heal a limb wound by loudly declaring X10 "Healing (present count)" If thrown, the Orb deals damage as a throwing weapon but can kill on a bounce as though it were a Fireball.\par \b The Scepter\b0 (represented by a shortsword with a gold ribbon): The Scepter can be used in combat. It grants the wielder's other sword the "wounds kill" ability and is itself considered an Imbued weapon. The Scepter may parry the Orb without penalty.\par <\par > \par \f1\cf2\fs24 \b Victory\b0 \par \cf1\f1\cf2\fs24 \b Misc\b0 \par \cf1\f1\cf2\fs24 \b Variations\b0 \par \cf1\f5\fs18 \b Looting\b0 \par \par Ordinarily, living players can strip a dead player of all artifacts immediately after death. As an alternative, a living player might be allowed to take control of just one artifact at a time from a dead player. This is done by touching their shoulder and declaring loudly X5 "Thy (shield/orb/scepter) is mine!", as appropriate.\par \par [It's a predictable trend for the artifacts to end up "sticking together": once a player acquires two or all three artifacts and is killed, their slayer will certainly take them all, and so on and so on. This optional rule should make the artifacts "stick together" less often, and keep the game going for longer.] \par \fs20 \par \f3\cf2\fs32 \b \ul Boarding Parties\ul0 \b0 \par \cf1\f4\fs18 \i Origin \b \b0 Entered by Azus\i0 \par \f1\cf2\fs24 \b Created on\b0 \par \cf1\f5\fs18 2010-04-02 18:31:16\par \f1\cf2\fs24 \b Modified\b0 \par \cf1\f5\fs18 2010-07-20 22:01:01\par \f1\cf2\fs24 \b Class\b0 \par \cf1\f5\fs18 Full Class\par \f1\cf2\fs24 \b Lives\b0 \par \cf1\f5\fs18 standard per class (V7)\par \f1\cf2\fs24 \b Count\b0 \par \cf1\f5\fs18 Normal count\par \f1\cf2\fs24 \b Reeves\b0 \par \cf1\f1\cf2\fs24 \b Materials\b0 \par \cf1\f5\fs18 several rolls of surveyor's ribbon and small stakes, 4 milk crates or boxes, a plank \par \f1\cf2\fs24 \b Setup\b0 \par \cf1\f5\fs18 Using the ribbon and stakes, mark off two sections on flat ground (the ships). Connect the two with the plank (or use ribbon to simulate a plank) Multiple planks may be used, depending on the relative size of the ships. Both ships should be close to the same size, unless the Reeves decide otherwise (or you start running out of ribbon! ) Place a crate at the center of each ship, near the fore and aft sections. The crates represent the helm and the main mast. Also, mark off a "Lifeboat" for each ship, tied to the back or either side. \par \f1\cf2\fs24 \b Rules\b0 \par \cf1\f5\fs18 Two teams, representing pirate crews, do battle for each others ship. Divide the populace into two teams, put one team in each ship. The plank(s) is (are) the only "safe" way to cross the distance. Anyone who steps or falls "overboard" is subjected to the Water Rules (q.v.) and must walk slowly back to the Lifeboat (or die trying). Once inside the lifeboat, the player must count "Climbing" x 10 and may then board the ship. Climbing players are subject only to missile fire and polearm attacks. Players may board on their opponent's lifeboat. The goal is annihilation of the opposition or capture of their vessel. \par \par \par \f1\cf2\fs24 \b Victory\b0 \par \cf1\f5\fs18 Capture of the other ship is accomplished by \par 1.subduing or killing the rival Captain\par 2.destroying both the helm and the main mast (i.e.: 10 chops with a blue or red weapon, Fireball, Lightning Bolt, etc.) \par \f1\cf2\fs24 \b Misc\b0 \par \cf1\f1\cf2\fs24 \b Variations\b0 \par \cf1\f5\fs18 1.Place one or more Sharks (q.v.) or other Terrors of the Deep in the water to make things more interesting for players who fall overboard.\par 2.Place the ships close enough to jump between, though caution should be used to ensure safe landings. \par \fs20 \par \f3\cf2\fs32 \b \ul Boat Battles\ul0 \b0 \par \cf1\f4\fs18 \i Origin \b \b0 Entered by Azus\i0 \par \f1\cf2\fs24 \b Created on\b0 \par \cf1\f5\fs18 2010-04-02 18:34:54\par \f1\cf2\fs24 \b Modified\b0 \par \cf1\f5\fs18 2010-04-02 18:34:54\par \f1\cf2\fs24 \b Class\b0 \par \cf1\f5\fs18 Full Class\par \f1\cf2\fs24 \b Lives\b0 \par \cf1\f5\fs18 standard per class (V7)\par \f1\cf2\fs24 \b Count\b0 \par \cf1\f5\fs18 Normal count\par \f1\cf2\fs24 \b Reeves\b0 \par \cf1\f1\cf2\fs24 \b Materials\b0 \par \cf1\f5\fs18 Lots of rope \par \f1\cf2\fs24 \b Setup\b0 \par \cf1\f5\fs18 Each boat should be 12' long by 8' wide or so. Feel free to vary this based on the number of players. The gangplanks between the boats should be one person wide or maybe one and a half. \par \f1\cf2\fs24 \b Rules\b0 \par \cf1\f5\fs18 \par Divide into two teams and each team will defend one boat. Players may only walk on the areas inside the boats. If anyone steps a whole foot off of the boat then that player takes a death. One throwing weapon per team might be appropriate and short spears (6') are also good. Full-length pole-arms kind of spoil the fun of limited opportunities. This should be played several times with the first dead from the winning team changing teams just like in a ditch battle.\par <\par > \par \f1\cf2\fs24 \b Victory\b0 \par \cf1\f1\cf2\fs24 \b Misc\b0 \par \cf1\f1\cf2\fs24 \b Variations\b0 \par \cf1\f5\fs18 \par * 1-3 gangplanks<\par >* shore vs boat\par \par * place a cabin at the back of the boat that can't be shot into or out of<\par > \par * People can drown in the water, or swim in it. One variation I did was that players with 0 points armor could swim quickly (walk), 1-2 points swim slowly (on their knees), and 3+ points armor drown. <\par > \par * Each ship has a cargo (a large box or boxes, a number of gold pieces) which must be captured <\par >\par \fs20 \par \f3\cf2\fs32 \b \ul Predator / Prey\ul0 \b0 \par \cf1\f4\fs18 \i Origin \b Greydon, Malkav (e-sam)\b0 Entered by Azus\i0 \par \f1\cf2\fs24 \b Created on\b0 \par \cf1\f5\fs18 2010-04-10 17:11:11\par \f1\cf2\fs24 \b Modified\b0 \par \cf1\f5\fs18 2010-04-10 17:11:11\par \f1\cf2\fs24 \b Class\b0 \par \cf1\f5\fs18 Full Class\par \f1\cf2\fs24 \b Lives\b0 \par \cf1\f5\fs18 1 life\par \f1\cf2\fs24 \b Count\b0 \par \cf1\f5\fs18 No count\par \f1\cf2\fs24 \b Reeves\b0 \par \cf1\f1\cf2\fs24 \b Materials\b0 \par \cf1\f1\cf2\fs24 \b Setup\b0 \par \cf1\f1\cf2\fs24 \b Rules\b0 \par \cf1\f5\fs18 \par One player begins the game as a monster. The remaining players will attempt to slay the monster. Include whatever terrain you wish. \par <\par > \par There will be six fights for each round of this battle game. For the first fight the monster may choose to be any monster with a 1:1 ratio. The winner of each fight will choose the type of monster to be played for the next fight, but the Q/M ratio will increase by one. \par <\par > \par After fighting six different monsters choose a new player to play the monsters. Repeat until each player has had a chance to play the monsters. The player who wins the most battles as a monster wins. I wold suggest letting the monster's level be around the average level of the players.\par <\par > \par \f1\cf2\fs24 \b Victory\b0 \par \cf1\f1\cf2\fs24 \b Misc\b0 \par \cf1\f1\cf2\fs24 \b Variations\b0 \par \cf1\fs20 \par \f3\cf2\fs32 \b \ul Bounty Hunt\ul0 \b0 \par \cf1\f4\fs18 \i Origin \b By Night They Dance, Dor \b0 Entered by Azus\i0 \par \f1\cf2\fs24 \b Created on\b0 \par \cf1\f5\fs18 2010-04-14 14:34:26\par \f1\cf2\fs24 \b Modified\b0 \par \cf1\f5\fs18 2010-07-20 22:01:42\par \f1\cf2\fs24 \b Class\b0 \par \cf1\f5\fs18 Full Class\par \f1\cf2\fs24 \b Lives\b0 \par \cf1\f5\fs18 standard per class (V7)\par \f1\cf2\fs24 \b Count\b0 \par \cf1\f5\fs18 Normal count\par \f1\cf2\fs24 \b Reeves\b0 \par \cf1\f1\cf2\fs24 \b Materials\b0 \par \cf1\f5\fs18 Tokens \par \f1\cf2\fs24 \b Setup\b0 \par \cf1\f5\fs18 \par Split into three or more teams: 1 of monsters to be hunted, and two or more of players, The monsters get a supply of tokens.\par <\par > \par \f1\cf2\fs24 \b Rules\b0 \par \cf1\f5\fs18 Two (or more) small teams of Questors compete against one another to see who can slay the most Monsters. Each Monster has a number of Life Tokens which must be turned over to the team responsible for slaying it. \par \f1\cf2\fs24 \b Victory\b0 \par \cf1\f5\fs18 Team with the most token wins. \par \f1\cf2\fs24 \b Misc\b0 \par \cf1\f1\cf2\fs24 \b Variations\b0 \par \cf1\f5\fs18 1.See Pack Attack (q.v.) for the lupine version.\par 2.Set up a complex "sewer system" using flagging tape. Skirit have infested it and need to be exterminated.\par 3.An "Undead Nexus" has opened in the woods, letting in all kinds of abominations. Slay the Monsters for a few points or destroy the Nexus for lots of points.\par 4.Vampires make great fodder for a Hunt, as do Assassins, Anti-Paladins and other icons of Evil.\par 5.Empty the Werewoods of Werecreatures. Low-powered Wererats are worth fewer points than rabid Werecats or Werewolves, but maybe quantity counts for more than quality in this game.\par 6.Establish alternate goals that are worth points as well: recover an artifact for 10 points, bring a live Monster back for double the normal points, etc.\par 7.Use water and Aquatic Monsters to shake things up a little bit, or mark off an area as Lava and populate it with flame-dwelling creatures. This makes for a deadly variation for the unprepared!\par 8.Turn the tables on the Questors and assign a point value to them. Monsters then compete to accumulate points too.\par 9.Use the Hunt as a springboard for a series of Quests, with the results of each successive Hunt setting the stage for the next weeks game. Example: Week One is a simple Bear Hunt where the Questors collect fur "tails" for points. Week Two: a team of renegade Ursunids seek revenge against the populace for killing their pet Bears. Week Three: the Baron forms a Hunting party to enter the woods to root out the Ursunids and any other Monsters living therein (like a tribe of Lepus, or a pair of White Rabbits). \par \fs20 \par \f3\cf2\fs32 \b \ul Bridge Battle\ul0 \b0 \par \cf1\f4\fs18 \i Origin \b \b0 Entered by Azus\i0 \par \f1\cf2\fs24 \b Created on\b0 \par \cf1\f5\fs18 2010-04-14 14:37:58\par \f1\cf2\fs24 \b Modified\b0 \par \cf1\f5\fs18 2015-05-20 07:52:19\par \f1\cf2\fs24 \b Class\b0 \par \cf1\f5\fs18 Full Class\par \f1\cf2\fs24 \b Lives\b0 \par \cf1\f5\fs18 standard per class (V7)\par \f1\cf2\fs24 \b Count\b0 \par \cf1\f5\fs18 Normal count\par \f1\cf2\fs24 \b Reeves\b0 \par \cf1\f1\cf2\fs24 \b Materials\b0 \par \cf1\f5\fs18 Something to denote the sides of a "bridge"; a trail, ribbon, rope, etc. \par \f1\cf2\fs24 \b Setup\b0 \par \cf1\f5\fs18 \par \par \f1\cf2\fs24 \b Rules\b0 \par \cf1\f5\fs18 A team enters at either end of the bridge and must battle their way past the opposition to the other end. Players who die exit the bridge and re-enter after a 20 count from the end the started from. Players who step out of the boundaries are considered to have fallen from the bridge, and must similarly exit and re-enter after a 20 count. The team who reaches the opposite end first, wins. Sides refresh and begin again after each scoring \par \f1\cf2\fs24 \b Victory\b0 \par \cf1\f1\cf2\fs24 \b Misc\b0 \par \cf1\f5\fs18 \par \par \f1\cf2\fs24 \b Variations\b0 \par \cf1\f5\fs18 1.Capture the Flag over the bridge\par 2.Players stepping off the bridge fall into a chasm and die\par 3.Water effects - see the Dor terrain effects\par 4.Shove: either there is a railing on the bridge, and shove cause the player to move back to shore, or shove pushes them off the bridge where they either have the 20 second wait or die \par \fs20 \par \f3\cf2\fs32 \b \ul Daikaiju Attack\ul0 \b0 \par \cf1\f4\fs18 \i Origin \b Book of Engoku\b0 Entered by Azus\i0 \par \f1\cf2\fs24 \b Created on\b0 \par \cf1\f5\fs18 2010-04-14 15:20:42\par \f1\cf2\fs24 \b Modified\b0 \par \cf1\f5\fs18 2010-04-14 15:20:42\par \f1\cf2\fs24 \b Class\b0 \par \cf1\f5\fs18 Full Class\par \f1\cf2\fs24 \b Lives\b0 \par \cf1\f5\fs18 standard per class (V7)\par \f1\cf2\fs24 \b Count\b0 \par \cf1\f5\fs18 Normal count\par \f1\cf2\fs24 \b Reeves\b0 \par \cf1\f1\cf2\fs24 \b Materials\b0 \par \cf1\f5\fs18 Monster garb, The Cosmos relic \par \f1\cf2\fs24 \b Setup\b0 \par \cf1\f5\fs18 Choose and garb the Monsters. You'll want two appropriately uber Monsters, with the Trait Large or Very Large. Dragons and Gargantuans are perfect. The remaining populace should be divided into three camps: cityfolk, tribesmen, and the militia. The latter two should be evenly balanced. \par \par \b Cityfolk \b0 - Non-combative Peasants (give this job to the Color players). Their job is to run from the Daikaiju and get in the way of the militia. Running and pointing at the Daikaiju, talking in a badly dubbed way encouraged.\par \par \b Tribesmen \b0 - Barbarians, Druids, Scouts, any 'indigenous' archetype. They are defenders of the relics. The 'Chief ' should get one half of The Cosmos, and some trusted member who can flee with it should get the other.\par \par \par \b Militia \b0 - Any classes. These are defenders of the town.<\par >You'll also need someone to play 'The Alchemist' NCP\par \f1\cf2\fs24 \b Rules\b0 \par \cf1\f5\fs18 \par Several truly terrible creatures (Daikaiju) have marched upon the town, and are threatening to crush, burn, and destroy everything in sight (sound familiar?). So terrible is the threat that no simple counter attack will defeat it or drive it away. No, an item of great power must be employed to even up the playing ground.\par <\par > \par The militia must defend the town from the attack of both Daikaiju. Naturally, a frontal assault is all but hopeless, but they'll probably try anyway. Interrupt them after they've been thinned down a bit (enough to make an even match against the Tribesmen) with the intrusion of 'The Alchemist', who explains that there's only one way to stop a Daikaiju attack: with the Cosmos relic, which is being held by the local Tribesmen. He then explains the Militia needs to retrieve the relic from the Tribesmen, who've been using it to cause the attack. He tells them all they need do is touch the relic to the beast to control it. 'The Alchemist' does not know the artifact has two halves. Naturally, they'll run off to the Tribesmen's' home to fetch it. It's assumed then that the Daikaiju are too far away for the Tribesmen to summon to defend the relic. The Cosmos goes to the Militia as soon as the Chief takes a death. At that point, the Tribesmen retreat from the battle, disappearing into the woods. If the setup is successful, the nature of the relic will allow one side to control one Monster, while the other side controls the other. The two teams should then line up to fight it out, each with a Daikaiju. The winning team gets both pieces of the artifact.<\par >\par \par \f1\cf2\fs24 \b Victory\b0 \par \cf1\f1\cf2\fs24 \b Misc\b0 \par \cf1\f5\fs18 Relic - Cosmos\par The Cosmos is a pair of statues, about three inches high. The statues are of twins, two lovely ladies clad in white, that sing when activated. Each statue conveys the ability to utterly control, for all of its lives, a single creature of Large or Very Large size (1/Game/ Statue). If the statues are separated (more than 20' from one another for longer than a 100 count), the effect is weakened: as above, but the control only extends to orders to keep the wielder safe. To use, the wielder must touch the target with one of the statues. The Cosmos ignores immunities to Control. Monsters regaining control somehow (including the weakening effects of splitting up the statues) tend to get mad. \par \f1\cf2\fs24 \b Variations\b0 \par \cf1\f5\fs18 This scenario works well within AmtRisk. Lay out the buildings as normal, and let the Monsters 'go to town' on them. Destroyed buildings should produce boulders. Clever use of Terrain is also suggested…a battle on Mountain Terrain, for instance, may be quite invigorating. \par \fs20 \par \f3\cf2\fs32 \b \ul DragonEgg Free for All\ul0 \b0 \par \cf1\f4\fs18 \i Origin \b \b0 Entered by Azus\i0 \par \f1\cf2\fs24 \b Created on\b0 \par \cf1\f5\fs18 2010-04-14 15:25:43\par \f1\cf2\fs24 \b Modified\b0 \par \cf1\f5\fs18 2010-07-20 22:09:44\par \f1\cf2\fs24 \b Class\b0 \par \cf1\f5\fs18 Class or Militia\par \f1\cf2\fs24 \b Lives\b0 \par \cf1\f5\fs18 standard per class (V7)\par \f1\cf2\fs24 \b Count\b0 \par \cf1\f5\fs18 No count\par \f1\cf2\fs24 \b Reeves\b0 \par \cf1\f1\cf2\fs24 \b Materials\b0 \par \cf1\f5\fs18 One or more large watermelons. \par \f1\cf2\fs24 \b Setup\b0 \par \cf1\f5\fs18 First, the Reeve marks off a 5' x 5' square to serve as the Dragons Nest. Then place the watermelons in different places out in the woods. \par \f1\cf2\fs24 \b Rules\b0 \par \cf1\f5\fs18 This is the simplest version of the dragon egg games. There are no teams, everybody is on their own. When the Reeve calls "lay on" each person goes out into the woods and attempts to return the eggs to the nest. They may do this by finding the egg and returning it or killing someone else and stealing their egg. \par \f1\cf2\fs24 \b Victory\b0 \par \cf1\f1\cf2\fs24 \b Misc\b0 \par \cf1\f1\cf2\fs24 \b Variations\b0 \par \cf1\fs20 \par \f3\cf2\fs32 \b \ul Feed The Monsters\ul0 \b0 \par \cf1\f4\fs18 \i Origin \b Dor un Avathar\b0 Entered by Azus\i0 \par \f1\cf2\fs24 \b Created on\b0 \par \cf1\f5\fs18 2010-04-15 00:54:05\par \f1\cf2\fs24 \b Modified\b0 \par \cf1\f5\fs18 2010-05-03 02:05:00\par \f1\cf2\fs24 \b Class\b0 \par \cf1\f5\fs18 Class or Militia\par \f1\cf2\fs24 \b Lives\b0 \par \cf1\f5\fs18 standard per class (V7)\par \f1\cf2\fs24 \b Count\b0 \par \cf1\f5\fs18 Normal count\par \f1\cf2\fs24 \b Reeves\b0 \par \cf1\f1\cf2\fs24 \b Materials\b0 \par \cf1\f5\fs18 Foam bits to represent sandwiches (bread and filling) \par \f1\cf2\fs24 \b Setup\b0 \par \cf1\f1\cf2\fs24 \b Rules\b0 \par \cf1\f5\fs18 Divide the populace into three teams and assign one player on each team to play a 1st level Goblin. Each team is given a foam sandwich component at their base. ( Two are Bread, one is Filling) Each team is trying to feed its Goblins. When one team has all three parts assembled into a sandwich, they must guard their Goblin while it, unarmed, eats the sandwich by saying "Eating 1, Eating 2..." up to "Eating 20". That team then scores a point; the Reeve calls a hold; foam pieces are redistributed, and counts are advanced. If a team is ahead of all others by 2 points, another player becomes a Goblin, and both Goblins must eat the sandwich, counting in unison. If ahead by three points, a third player becomes a Goblin, and so on. If an eating Goblin dies or moves their feet before the count is finished, no point is scored and play continues. \par \f1\cf2\fs24 \b Victory\b0 \par \cf1\f5\fs18 A team feeds their goblins the most sandwiches. \par \f1\cf2\fs24 \b Misc\b0 \par \cf1\f1\cf2\fs24 \b Variations\b0 \par \cf1\fs20 \par \f3\cf2\fs32 \b \ul Rock Muncher\ul0 \b0 \par \cf1\f4\fs18 \i Origin \b \b0 Entered by Azus\i0 \par \f1\cf2\fs24 \b Created on\b0 \par \cf1\f5\fs18 2010-04-15 00:56:23\par \f1\cf2\fs24 \b Modified\b0 \par \cf1\f5\fs18 2010-04-15 00:56:23\par \f1\cf2\fs24 \b Class\b0 \par \cf1\f5\fs18 Class or Militia\par \f1\cf2\fs24 \b Lives\b0 \par \cf1\f5\fs18 standard per class (V7)\par \f1\cf2\fs24 \b Count\b0 \par \cf1\f5\fs18 Normal count\par \f1\cf2\fs24 \b Reeves\b0 \par \cf1\f1\cf2\fs24 \b Materials\b0 \par \cf1\f5\fs18 Two or more large chunks of foam represent gold bars (see below) \par \f1\cf2\fs24 \b Setup\b0 \par \cf1\f5\fs18 \par Each team choose one player to portray their Rock Muncher<\par > \par \f1\cf2\fs24 \b Rules\b0 \par \cf1\f5\fs18 To score a point, a team must get one of the gold bars and feed it to their Rock Muncher (who holds it in both hands, with no weapons, and says "Eating" x10). The Reeve then tosses the gold bar back onto the field, or holds it until all gold bars have been eaten and then tosses them all out onto the field. Players other than the Rock Muncher may be regular classes, Monsters or Peasants, as the Reeve decides. \par \f1\cf2\fs24 \b Victory\b0 \par \cf1\f5\fs18 Feed their Rock Muncher the most gold. \par \f1\cf2\fs24 \b Misc\b0 \par \cf1\f5\fs18 \b The Rock Muncher\b0 \par Type: Standard Beast\par Q/M Ratio: 1/1\par Armor: None\par Weapons: A single short melee weapon (Natural)\par Immunities: None\par Natural Lives: 3\par Abilities & Traits:\par · Amorphous (2 points of Invulnerability)\par Levels: None \par \f1\cf2\fs24 \b Variations\b0 \par \cf1\fs20 \par \f3\cf2\fs32 \b \ul Generals\ul0 \b0 \par \cf1\f4\fs18 \i Origin \b Geryon , e-sam\b0 Entered by Azus\i0 \par \f1\cf2\fs24 \b Created on\b0 \par \cf1\f5\fs18 2010-04-15 01:05:33\par \f1\cf2\fs24 \b Modified\b0 \par \cf1\f5\fs18 2010-04-15 01:05:33\par \f1\cf2\fs24 \b Class\b0 \par \cf1\f5\fs18 Full Class\par \f1\cf2\fs24 \b Lives\b0 \par \cf1\f5\fs18 standard per class (V7)\par \f1\cf2\fs24 \b Count\b0 \par \cf1\f5\fs18 see rules\par \f1\cf2\fs24 \b Reeves\b0 \par \cf1\f1\cf2\fs24 \b Materials\b0 \par \cf1\f1\cf2\fs24 \b Setup\b0 \par \cf1\f1\cf2\fs24 \b Rules\b0 \par \cf1\f5\fs18 This is a alt-class or special class that I came up with for a certain battlegame last week. \par General 5 Lives \par 2 points stoneskin per life \par Single Long or Short sword that cannot be destroyed in anyway \par Serves as a HomeStone, which means players come alive at the General \par Cannot carry enchantments. \par \par Abilities: \par \par 'Rally Heal': Unlimited uses. General chants "Rally Heal 1" through "Rally Heal 20." Cannot move while casting. At the end of Rally Heal 20, all friendly players within 20 feet of General are healed. \par \par \b 'Rally Resurrect'\b0 : 2 uses per game. General chants "Rally Res 1" through "Rally Res 20." Cannot move while casting. At the end of Rally Res 20, all friendly players within 20 feet of General are instantly resurrected as per the resurrect spell. \par \par \b 'Inspire':\b0 Can be used every 100 seconds. General chants "Inspire 1" through "Inspire 20." At the end of Inspire 20, all friendly players within 20 feet of the General become "Inspired" and now have 1 point of Barkskin on all locations. This works even on Barbarians. Players that already have armor can only gain the Inspiration BarkSkin point on locations that are not already covered by armor. Cannot stack in any way. \par \par Generals abilities do NOT work on himself. \par \par The game I built was that each team had one of these guys, and the rest of the players on the team have standard lives. \par \par We play 30 second deaths and half count effect spells at our park(arcade style) \par \par Whenever one of the Generals men are shattered, they wait a full 300 seconds and then come back with full lives and abilities again. \par \par The generals must go to their beginning base to come back alive after dying. \par \par This game plays best with at least 8 ppl to a team. \par \par \f1\cf2\fs24 \b Victory\b0 \par \cf1\f5\fs18 The object of the game is to shatter the enemy general, but other games could be played that include the use of the General. \par \f1\cf2\fs24 \b Misc\b0 \par \cf1\f5\fs18 The game turned out pretty interesting. I played one general and one of the other teams top fighters played their General. The fighting was very centralized and focused. Everyone wants to be around the General so that he can heal and Inspire ppl, because armor is fun to have. It ended up being a lot more Unit-style than the spread out and conquer that our games turn out to be a lot of the time. \par \f1\cf2\fs24 \b Variations\b0 \par \cf1\fs20 \par \f3\cf2\fs32 \b \ul Goblin Treasure\ul0 \b0 \par \cf1\f4\fs18 \i Origin \b Saew - esam\b0 Entered by Azus\i0 \par \f1\cf2\fs24 \b Created on\b0 \par \cf1\f5\fs18 2010-04-15 01:11:18\par \f1\cf2\fs24 \b Modified\b0 \par \cf1\f5\fs18 2010-07-20 22:33:07\par \f1\cf2\fs24 \b Class\b0 \par \cf1\f5\fs18 Class or Militia\par \f1\cf2\fs24 \b Lives\b0 \par \cf1\f5\fs18 Unlimited\par \f1\cf2\fs24 \b Count\b0 \par \cf1\f5\fs18 10 second\par \f1\cf2\fs24 \b Reeves\b0 \par \cf1\f1\cf2\fs24 \b Materials\b0 \par \cf1\f1\cf2\fs24 \b Setup\b0 \par \cf1\f1\cf2\fs24 \b Rules\b0 \par \cf1\f5\fs18 I took a small wooden trunk and locked it using three key rings after putting some candy in it. then told everyone that we were all pop goblins trying to open the treasure, game ends when someone opens the treasure and eats it. \par \f1\cf2\fs24 \b Victory\b0 \par \cf1\f1\cf2\fs24 \b Misc\b0 \par \cf1\f1\cf2\fs24 \b Variations\b0 \par \cf1\fs20 \par \f3\cf2\fs32 \b \ul Great Goblin Massacre\ul0 \b0 \par \cf1\f4\fs18 \i Origin \b Squire Jabberwock\b0 Entered by Azus\i0 \par \f1\cf2\fs24 \b Created on\b0 \par \cf1\f5\fs18 2010-04-15 02:03:21\par \f1\cf2\fs24 \b Modified\b0 \par \cf1\f5\fs18 2015-05-20 07:40:43\par \f1\cf2\fs24 \b Class\b0 \par \cf1\f5\fs18 Full Class\par \f1\cf2\fs24 \b Lives\b0 \par \cf1\f5\fs18 standard per class (V7)\par \f1\cf2\fs24 \b Count\b0 \par \cf1\f5\fs18 Normal count\par \f1\cf2\fs24 \b Reeves\b0 \par \cf1\f1\cf2\fs24 \b Materials\b0 \par \cf1\f1\cf2\fs24 \b Setup\b0 \par \cf1\f1\cf2\fs24 \b Rules\b0 \par \cf1\f5\fs18 This game is designed around the idea that it's always fun to just hack through a whole bunch of bad guys. The game is fairly simple: two teams will take turns being the Goblin Hordes while the other team tries to mow them down. For 15 minutes, one team will be Human, allowing normal classes and armor while the other team is Goblins, which are allowed no armor at all. Goblins are the normal kind: they die when hit and come back from Nirvana in 50 seconds. These Goblins have the added benefit that they have unlimited lives. Much like resurrection games, the name of the game is deaths, not "winning". Each time a Goblin dies, he should check in with the Score Keeper at his Nirvana, who will record his death as a point for the Human team. After 15 minutes, the Humans will play the Goblins and the Goblins will become the Humans and try to score more points. \par \f1\cf2\fs24 \b Victory\b0 \par \cf1\f1\cf2\fs24 \b Misc\b0 \par \cf1\f1\cf2\fs24 \b Variations\b0 \par \cf1\f5\fs18 \par \par \b *\b0 There are two added complexities to The Great Goblin Massacre. These are the Human Captain and the Orcs. The Human team must choose one among their number to be their Captain. That Captain is worth 20 points if killed by the Goblin team. The Captain may not be removed from game by any means, including fleeing the field and Circle Pro. He is someone who will be targeted and often get mulched, so choose wisely. The Orcs are just that, Orcs. The Goblins may choose as many of their number as they wish to be Orcs. Orcs will always be first level and can wear armor and use class abilities normally. They come back from Nirvana in a 300 count and are worth 4 Goblin deaths each time they die. Powerful Orc warriors can be a valuable asset to a team, but their deaths will cost dearly\par \par \par \b *\b0 Make it harder for the humans! Split into 3 teams. One will play the humans, who are defending. The other two are goblins, who are working together. After 15 minutes, rotate which team is human. \par \par \par \par \par \fs20 \par \f3\cf2\fs32 \b \ul Hold the Treasure\ul0 \b0 \par \cf1\f4\fs18 \i Origin \b e-sam?\b0 Entered by Azus\i0 \par \f1\cf2\fs24 \b Created on\b0 \par \cf1\f5\fs18 2010-04-15 02:04:39\par \f1\cf2\fs24 \b Modified\b0 \par \cf1\f5\fs18 2010-07-20 22:34:43\par \f1\cf2\fs24 \b Class\b0 \par \cf1\f5\fs18 Militia\par \f1\cf2\fs24 \b Lives\b0 \par \cf1\f5\fs18 5 lives (militia)\par \f1\cf2\fs24 \b Count\b0 \par \cf1\f5\fs18 10 second\par \f1\cf2\fs24 \b Reeves\b0 \par \cf1\f1\cf2\fs24 \b Materials\b0 \par \cf1\f1\cf2\fs24 \b Setup\b0 \par \cf1\f1\cf2\fs24 \b Rules\b0 \par \cf1\f5\fs18 No teams, incredibly short death counts, one object that needs to be held at the end of the game to win. Possibly a difficult to fight with object like a basketball or treasure chest.. \par \f1\cf2\fs24 \b Victory\b0 \par \cf1\f1\cf2\fs24 \b Misc\b0 \par \cf1\f1\cf2\fs24 \b Variations\b0 \par \cf1\fs20 \par \f3\cf2\fs32 \b \ul Hunting\ul0 \b0 \par \cf1\f4\fs18 \i Origin \b Glenalth - e-sam\b0 Entered by Azus\i0 \par \f1\cf2\fs24 \b Created on\b0 \par \cf1\f5\fs18 2010-04-15 02:05:28\par \f1\cf2\fs24 \b Modified\b0 \par \cf1\f5\fs18 2010-07-20 22:35:09\par \f1\cf2\fs24 \b Class\b0 \par \cf1\f5\fs18 Class or Militia\par \f1\cf2\fs24 \b Lives\b0 \par \cf1\f5\fs18 standard per class (V7)\par \f1\cf2\fs24 \b Count\b0 \par \cf1\f5\fs18 10 second\par \f1\cf2\fs24 \b Reeves\b0 \par \cf1\f1\cf2\fs24 \b Materials\b0 \par \cf1\f1\cf2\fs24 \b Setup\b0 \par \cf1\f1\cf2\fs24 \b Rules\b0 \par \cf1\f5\fs18 Take one person and send them out to hide with a 150 count head start. The remaining players are sent out 1-2 at a time. Options: give the first player a monster class or invulnerabilities. \par \f1\cf2\fs24 \b Victory\b0 \par \cf1\f1\cf2\fs24 \b Misc\b0 \par \cf1\f1\cf2\fs24 \b Variations\b0 \par \cf1\fs20 \par \f3\cf2\fs32 \b \ul Ichabod's Bridge\ul0 \b0 \par \cf1\f4\fs18 \i Origin \b By Night They Dance\b0 Entered by Azus\i0 \par \f1\cf2\fs24 \b Created on\b0 \par \cf1\f5\fs18 2010-04-16 00:09:59\par \f1\cf2\fs24 \b Modified\b0 \par \cf1\f5\fs18 2010-05-03 02:06:02\par \f1\cf2\fs24 \b Class\b0 \par \cf1\f5\fs18 Full Class\par \f1\cf2\fs24 \b Lives\b0 \par \cf1\f5\fs18 1 life\par \f1\cf2\fs24 \b Count\b0 \par \cf1\f5\fs18 Normal count\par \f1\cf2\fs24 \b Reeves\b0 \par \cf1\f1\cf2\fs24 \b Materials\b0 \par \cf1\f5\fs18 Rope\par \f1\cf2\fs24 \b Setup\b0 \par \cf1\f5\fs18 One end of the field is Town, the other end is the Haunted Woods, and a Bridge connects the two. \par \f1\cf2\fs24 \b Rules\b0 \par \cf1\f5\fs18 In the forest and bridge, hunting for grisly trophies, roams the Headless Horseman and his ferocious mount (a War Horse or Dark Steed, at the Reeve's discretion). All the Questors start out on the farthest end of the Haunted Woods and are sent forth, one at a time, toward Town. Anyone making the trek is safe once they cross the Bridge, otherwise they're fair game! \par \f1\cf2\fs24 \b Victory\b0 \par \cf1\f1\cf2\fs24 \b Misc\b0 \par \cf1\f1\cf2\fs24 \b Variations\b0 \par \cf1\f5\fs18 1.Questors may not run through the Haunted Woods.\par 2.Questors may wait at the Bridge to help other Questors combat the Horseman.\par 3.Questors must move on their knees, while the Horseman may move normally. This simulates the far superior speed of the Horseman.\par 4.Give the Questors some tokens to move from the Woods into Town. The Questors win once they move a set number of tokens, the Horseman wins if he collects more tokens than the Questors\par \fs20 \par \f3\cf2\fs32 \b \ul Insurrection \ul0 \b0 \par \cf1\f4\fs18 \i Origin \b \b0 Entered by Azus\i0 \par \f1\cf2\fs24 \b Created on\b0 \par \cf1\f5\fs18 2010-04-16 00:12:34\par \f1\cf2\fs24 \b Modified\b0 \par \cf1\f5\fs18 2010-04-16 00:12:34\par \f1\cf2\fs24 \b Class\b0 \par \cf1\f5\fs18 Full Class\par \f1\cf2\fs24 \b Lives\b0 \par \cf1\f5\fs18 See rules\par \f1\cf2\fs24 \b Count\b0 \par \cf1\f5\fs18 see rules\par \f1\cf2\fs24 \b Reeves\b0 \par \cf1\f1\cf2\fs24 \b Materials\b0 \par \cf1\f1\cf2\fs24 \b Setup\b0 \par \cf1\f5\fs18 Divide the nobles out from the rest of the populace and send them into the park. \par \f1\cf2\fs24 \b Rules\b0 \par \cf1\f5\fs18 The theme to this game is that the peasants have decided to throw off the yoke of the nobles in a very final way. Nobles have their full class abilities. The rest of the group represents the peasantry. Peasants are treated as 2nd level goblins for the purpose of this game. The people playing the peasants should try to get into the spirit of the game by yelling slogans such as "down with the aristocracy" or "death to the nobles". Peasants receive 10 lives. (Represents large numbers), a fifty count for death and lies where killed until alive again. However, peasants are killed by any limb shot. \par \f1\cf2\fs24 \b Victory\b0 \par \cf1\f1\cf2\fs24 \b Misc\b0 \par \cf1\f1\cf2\fs24 \b Variations\b0 \par \cf1\fs20 \par \f3\cf2\fs32 \b \ul Invasion\ul0 \b0 \par \cf1\f4\fs18 \i Origin \b by Night They Dance\b0 Entered by Azus\i0 \par \f1\cf2\fs24 \b Created on\b0 \par \cf1\f5\fs18 2010-04-16 01:18:16\par \f1\cf2\fs24 \b Modified\b0 \par \cf1\f5\fs18 2010-05-03 02:06:14\par \f1\cf2\fs24 \b Class\b0 \par \cf1\f5\fs18 Full Class\par \f1\cf2\fs24 \b Lives\b0 \par \cf1\f5\fs18 standard per class (V7)\par \f1\cf2\fs24 \b Count\b0 \par \cf1\f5\fs18 Normal count\par \f1\cf2\fs24 \b Reeves\b0 \par \cf1\f1\cf2\fs24 \b Materials\b0 \par \cf1\f5\fs18 monster garb \par \f1\cf2\fs24 \b Setup\b0 \par \cf1\f1\cf2\fs24 \b Rules\b0 \par \cf1\f5\fs18 For whatever reason, a force of Monsters has set their sights on taking over the Village. One team is made up of Villagers, the other team is the Invading Horde. This is a Mutual Annihilation Battle with a theme. \par Possible Monsters include:\par 1.A host of Zombies, led by an evil Necromancer. They want to move out of the graveyard and into town. The Wizard has also summoned an Undead Elemental to assist in his endeavor.\par 2.The Night Elves have grown tired of the Villagers' wasteful ways and decide to eradicate the threat to their ancestral trees.\par 3.A Skeletal Champion, Nosferatu or high-level Necromancer, riding a Night Dragon, decides to set himself up as Tyrant. The Tyrant's team is made up of Zombies, Vampires or Skeletons, a fits the scenario.\par 4.A mysterious caped warrior, clad in black armor, arrives in the night. He demands to be made Baron (or Duke, whatever) and when refused he calls forth an endless swarm of bats to plague the land! \par \f1\cf2\fs24 \b Victory\b0 \par \cf1\f1\cf2\fs24 \b Misc\b0 \par \cf1\f1\cf2\fs24 \b Variations\b0 \par \cf1\fs20 \par \f3\cf2\fs32 \b \ul Juggernaut\ul0 \b0 \par \cf1\f4\fs18 \i Origin \b Glen\b0 Entered by Azus\i0 \par \f1\cf2\fs24 \b Created on\b0 \par \cf1\f5\fs18 2010-04-16 02:37:53\par \f1\cf2\fs24 \b Modified\b0 \par \cf1\f5\fs18 2010-04-16 02:37:53\par \f1\cf2\fs24 \b Class\b0 \par \cf1\f5\fs18 see rules\par \f1\cf2\fs24 \b Lives\b0 \par \cf1\f5\fs18 1 life\par \f1\cf2\fs24 \b Count\b0 \par \cf1\f5\fs18 30 second\par \f1\cf2\fs24 \b Reeves\b0 \par \cf1\f1\cf2\fs24 \b Materials\b0 \par \cf1\f1\cf2\fs24 \b Setup\b0 \par \cf1\f1\cf2\fs24 \b Rules\b0 \par \cf1\f5\fs18 You have one juggernaut, who has five points of protect. Everyone else is against him. Every person he kills earns him a point. As soon as someone else kills the Juggernaut, they become the new Juggernaut, recovering all wounds and getting five points of protect. Dead players have a 30 second death count. We found that if you have more than about six people attacking the juggernaut you need more than one juggernaut, so settled on about a 1:5 ratio of Juggernauts to attackers. \par \f1\cf2\fs24 \b Victory\b0 \par \cf1\f1\cf2\fs24 \b Misc\b0 \par \cf1\f1\cf2\fs24 \b Variations\b0 \par \cf1\fs20 \par \f3\cf2\fs32 \b \ul Tree of Forbidden Power\ul0 \b0 \par \cf1\f4\fs18 \i Origin \b Zombiac - e-sam\b0 Entered by Azus\i0 \par \f1\cf2\fs24 \b Created on\b0 \par \cf1\f5\fs18 2010-06-28 00:40:48\par \f1\cf2\fs24 \b Modified\b0 \par \cf1\f5\fs18 2010-06-28 00:40:48\par \f1\cf2\fs24 \b Class\b0 \par \cf1\f5\fs18 Class or Militia\par \f1\cf2\fs24 \b Lives\b0 \par \cf1\f5\fs18 standard per class (V7)\par \f1\cf2\fs24 \b Count\b0 \par \cf1\f5\fs18 Normal count\par \f1\cf2\fs24 \b Reeves\b0 \par \cf1\f1\cf2\fs24 \b Materials\b0 \par \cf1\f5\fs18 Red headbands, and a fruit. \par \f1\cf2\fs24 \b Setup\b0 \par \cf1\f5\fs18 Lay out the headbands near a tree. Select one person to play the Serpent (described below), and select 2 teams.\par \par \f1\cf2\fs24 \b Rules\b0 \par \cf1\f5\fs18 \par There is a tree of power. On it are a great number of berserk headbands. In the tree is a serpent. \par <\par > \par There are two teams, one trying to protect the tree, and one trying to raid it and steal the berserk bands (the forbidden fruit).<\par > \par \b The Serpent-- \b0 the Serpent is immortal and immune to all forms of attack. The Serpent has two poisoned daggers representing fangs (natural weapons). The Serpent has the ability to tempt. The serpent can tempt anyone within 20 feet of the tree, including the team defending the tree. "tempting (3x)". Once tempted a player must approach the serpent seeking the forbidden fruit, and may only fight to defend themselves. The Serpent can choose to kill them, give them the fruit, or simply toy with them. <\par >Effects of the \b forbidden fruit:\b0 \par The player must put on a berserk band. You have berserk and fight after death. You are also confused, as per the confusion spell. All of these effects and conditions endure until you are killed.\par \par \par <\par > \par \f1\cf2\fs24 \b Victory\b0 \par \cf1\f5\fs18 Last player not shattered is awarded the fruit of knowledge and may play in one battlegame with infinite lives. The fruit is an actual fruit and must be eaten by the player who wins or someone they give it to. \par \f1\cf2\fs24 \b Misc\b0 \par \cf1\f1\cf2\fs24 \b Variations\b0 \par \cf1\fs20 \par \f3\cf2\fs32 \b \ul Siege fortifications\ul0 \b0 \par \cf1\f4\fs18 \i Origin \b Matthulhu - e-sam\b0 Entered by Azus\i0 \par \f1\cf2\fs24 \b Created on\b0 \par \cf1\f5\fs18 2011-01-13 00:04:06\par \f1\cf2\fs24 \b Modified\b0 \par \cf1\f5\fs18 2011-03-15 01:33:07\par \f1\cf2\fs24 \b Class\b0 \par \cf1\f5\fs18 see rules\par \f1\cf2\fs24 \b Lives\b0 \par \cf1\f5\fs18 See rules\par \f1\cf2\fs24 \b Count\b0 \par \cf1\f5\fs18 10 second\par \f1\cf2\fs24 \b Reeves\b0 \par \cf1\f1\cf2\fs24 \b Materials\b0 \par \cf1\f1\cf2\fs24 \b Setup\b0 \par \cf1\f5\fs18 \par \par \f1\cf2\fs24 \b Rules\b0 \par \cf1\f5\fs18 General Rules\par * Fortifications are considered nonmagical and part of the terrain while they are in effect.\par * Multiple fortifications can exist at a time, but a player can only participate in creating one at a time.\par * Unless otherwise noted, fortifications are considered objects and can carry enchantments like siege weapons.\par * Fortifications never block movement by flying creatures.\par * Creating a fortification takes three players working in place (not fighting or casting magic) for the specified duration. In most cases, a fortification can be destroyed either by physically damaging it or by having three players working in place for a certain amount of time.\par * A new fortification cannot be placed so that it overlaps an existing fortification or an active fixed enchantment.\par \par \par \par Light Fortifications\par \par Sniper's Nest (50 count)\par M: Green strip up to 30 ft long laid in a circle around (or adjacent to) a tree or tall bush\par E: A sniper's nest grants Camouflage to a single player as long as they stand inside the circle, and the sniper must recite the incants for Camouflage in order to climb into or climb out of the sniper's nest. If two or more players enter the sniper's nest, it does not function for either of them. A sniper's nest is cancelled by Tracking or by the sniper making two or more attacks from inside the nest.\par \par Spiked Pit (50 count)\par M: a black circle up to 10 ft in circumference\par E: Players who step into a spiked hit take a point of damage or a hit against Invulnerability to two hit locations (their choice) and must state "Climbing" x10 to escape the pit.\par L: May be destroyed in half the creation time (25 count) by three players working in place (not fighting or casting magic).\par N: This fortification is considered a trap and can be Poisoned as though it were a weapon.\par \par \par \par Medium Fortifications\par \par Trench (100 count)\par M: Green strips laid in a rectangle up to 10 ft long and up to 3 ft on the short side\par E: Players kneeling inside the trench are immune to non-Siege attacks outside of 20 ft (except from flying creatures)\par L: May be destroyed in half the creation time (50 count) by three players working in place (not fighting or casting magic).\par N: Cannot be enchanted.\par \par Wall of Spikes (100 count)\par M: Brown and black strip up to 10 ft long\par E: Blocks movement but not line of sight, magic, or projectiles. Anyone who crosses the wall takes a point of damage or a hit to Invulnerability to two hit locations (their choice). Tracking allows a player to pass through unhindered. A wall of spikes can be destroyed like a siege weapon.\par N: A wall of spikes is considered a trap and can be Poisoned as though it were a weapon.\par \par Wall of Wood (100 count)\par M: Brown strip up to 10 ft long\par E: Effects are identical to a Thornwall, except that flying creatures are not hindered in any way.\par N: Walls of wood are considered to have ten points of armor. It can be destroyed by a flame effect (Fireball, Flameblade, Flame Arrow, etc), or by a single hit from a siege weapon. If struck by a flame effect, the wall is treated as a nonmagical Flamewall for a 100 count before being consumed and disappearing.\par \par \par Heavy Fortifications\par \par Moat (300 count)\par M: Silver tarp up to 15 ft across, or a silver strip up to 50 ft long forming any closed shape\par E: Effects are equivalent to Deep Water terrain (see below), with a 30 count allowed to hold one's breath.\par L: May be destroyed in half the creation time (150 count) by three players working in place (not fighting or casting magic).\par N: May not be enchanted, but a player with Poison Weapon can use their ability on the Moat. If this is done, anyone previously wounded who enters the Moat's area becomes Poisoned.\par \par Oil (300 count)\par M: Orange strip up to 50 ft long forming any closed shape\par E: Has no effect when initially placed, but this fortification becomes lit once any kind of active flame effect hits or touches the ground within its area (including shields struck by a Flame Arrow being tapped out). Any non-flying players caught inside the area once the Oil has been lit are slain unless immune to flame. Any non-flying player entering this area with Invulnerability loses one point and is ejected from the point at which he entered. Against Invulnerable Armor this counts as one hit to every hit location and has a full effect on the target if any hit locations have no points of Invulnerable Armor.\par L: Once lit, an Oil area will continue to burn for 10 minutes, then disappears.\par N: Frozen or Entangled players inside a lit Oil area are freed after a 10 count and then killed unless protected from flame.\par \par Tower (300 count)\par M: Rectangle of brown strips up to 10 feet on a side, with one side being a different shade of brown to represent the entrance\par E: Players inside the tower are immune to ranged magic and projectiles from players outside and are considered out of line-of-sight to players outside, but players inside can attack without any restrictions. Non-flying creatures and players outside cannot enter a tower without the permission of anyone inside (the door is locked, barred, etc).\par N: Can be destroyed like a siege weapon, except that towers are immune to non-Red melee weapons.\par \par Wall of Stone (300 count)\par M: Gray strip up to 10 ft long\par E: Effects are identical to a Thornwall, except that flying creatures are not hindered in any way and Tracking has no effect.\par N: A wall of stone can be destroyed by ten hits from a Red melee weapon or by a single hit from a siege weapon. It is immune to flame and non-Red melee weapons.\par \par \par \par Additional Rules\par \par Pre-placed Fortifications\par Before the game begins, both teams allowed to pre-place a up to certain number of fortifications. The actual limits of each can be determined ether by fortification category (light, medium, or heavy) or by the specific type of fortification.\par \par Example List A (by category)\par 15 light fortifications\par 10 medium fortifications\par 5 heavy fortifications\par 30 total fortifications\par \par Example List B (by specific type)\par 8 spiked pits\par 8 walls of wood\par 4 walls of stone\par 2 sniper's nests\par 2 trenches\par 2 walls of spikes\par 2 moats\par 1 tower\par 1 oil area\par 30 total fortifications\par \par Description of Deep Water terrain\par Players entering this area may move on their knees for a predetermined count to be declared by the Reeve before the start of the game (somewhere between 10 and 30 seconds, depending on the scenario). After that time, the player drowns and dies, regardless of armor or Invulnerabilities. Only Aquatic, flying and Large creatures are immune to this effect, and even the Large ones might be in jeopardy if the Reeve declares the water to be especially deep. Players in Deep Water may not engage in missile combat or cast spells. \par \f1\cf2\fs24 \b Victory\b0 \par \cf1\f1\cf2\fs24 \b Misc\b0 \par \cf1\f5\fs18 \par \par \f1\cf2\fs24 \b Variations\b0 \par \cf1\f5\fs18 Optional Incantations for Fortifications\par As an alternative to the stated counts for building fortifications, the reeve/gamemaster might call for incants to be done instead. Some suggested incants to use, which will be similar in nature to those of Doomsday and Mass Sleep, and the verbal count required is equal to the physical count (thus the incant for building a Tower would be "Tower 1, Tower 2, Tower 3..." through "Tower 300".) At least one of the workers needs to be speaking the incant, but all three need not. They may take turns reciting as long as there are no words misspoken nor a break of more than 2 seconds between syllables. Switching to incants may allow fortifications to be completed faster.\par \par \par \par Conjuring Fortifications\par Fortifications can be 'conjured' by players, allowing fortifications to be instantly created at the beginning of the game. Different classes are allowed to conjure different fortifications, but the sacrifices are uniform. Conjured fortifications must be declared to the reeves and be placed before the game begins. They may not be placed within 100 ft of an enemy base or Nirvana. (On smaller fields, conjured fortifications may be allowed to be placed anywhere on the field so that one's own base is clearly the closest one--Nirvana is also counted as a base for this purpose.)\par \par \par Fortification costs (sacrificing one level grants one conjurable fortification)\par Light fortification: all traits and class abilities gained from 4th, 5th, or 6th level (player's choice)\par Medium fortification: all traits and class abilities gained from 5th or 6th level (player's choice)\par Heavy fortification: all traits and class abilities gained from 5th AND 6th level\par As expected, the minimum class level for conjuring fortifications is 4th level for light, 5th for medium, and 6th for heavy.\par \par \par Classes and allowed conjurable fortifications (these are not to be interpreted as limitations on what classes can work together to build fortifications the hard way)\par Anti-paladin: all light and medium fortifications, towers\par Archer: sniper's nests, oil (cf. Flame Arrow)\par Assassin: sniper's nests, spiked pits\par Barbarian: all light and medium fortifications, moats, towers\par Bard: none\par Druid: walls of spikes, walls of wood\par Healer: none\par Monk: none\par Paladin: all light and medium fortifications (except sniper's nests); oil, towers\par Scout: all light and medium fortifications, oil\par Warrior: all fortifications\par Wizard: none \par \fs20 \par \f3\cf2\fs32 \b \ul Theft\ul0 \b0 \par \cf1\f4\fs18 \i Origin \b Azus\b0 Entered by Azus\i0 \par \f1\cf2\fs24 \b Created on\b0 \par \cf1\f5\fs18 2010-04-21 01:55:24\par \f1\cf2\fs24 \b Modified\b0 \par \cf1\f5\fs18 2010-04-21 01:55:24\par \f1\cf2\fs24 \b Class\b0 \par \cf1\f5\fs18 Class or Militia\par \f1\cf2\fs24 \b Lives\b0 \par \cf1\f5\fs18 standard per class (V7)\par \f1\cf2\fs24 \b Count\b0 \par \cf1\f5\fs18 Normal count\par \f1\cf2\fs24 \b Reeves\b0 \par \cf1\f1\cf2\fs24 \b Materials\b0 \par \cf1\f5\fs18 3 ropes, a treasure (box, ball, fancy weapon)\par \par \par \f1\cf2\fs24 \b Setup\b0 \par \cf1\f5\fs18 Mark out a building as shown. Put your treasure in the middle of the building. Mark a base some distance away.\par \par \par \f1\cf2\fs24 \b Rules\b0 \par \cf1\f5\fs18 This is a timed game. One team defends the house, the other attacks. The defending team can move their treasure around the house, and if it's removed they can bring it back, but they can't take it out of the house. The attacking team is trying to get the treasure to their base. When they do this, they win. The defenders goal is to shatter out the opposition. When one team wins (most likely the attackers getting the treasure), the teams switch sides. The tower stands about the house, letting anyone in there shoot, cast magic, etc. The tower is high enough that the person can't be attack with melee weapons, only magic or projectiles.\par \par \par \f1\cf2\fs24 \b Victory\b0 \par \cf1\f1\cf2\fs24 \b Misc\b0 \par \cf1\f1\cf2\fs24 \b Variations\b0 \par \cf1\f5\fs18 \par \par \b *\b0 The treasure is heavy, so anyone carrying it must walk\par \par \par \b *\b0 A high level mage / archer who stays with the house despite team changes \par \par \par \par \fs20 \par \f3\cf2\fs32 \b \ul Zombie Land\ul0 \b0 \par \cf1\f4\fs18 \i Origin \b Dor un Avathar\b0 Entered by Azus\i0 \par \f1\cf2\fs24 \b Created on\b0 \par \cf1\f5\fs18 2010-04-21 02:04:52\par \f1\cf2\fs24 \b Modified\b0 \par \cf1\f5\fs18 2010-04-21 02:04:52\par \f1\cf2\fs24 \b Class\b0 \par \cf1\f5\fs18 Full Class\par \f1\cf2\fs24 \b Lives\b0 \par \cf1\f5\fs18 standard per class (V7)\par \f1\cf2\fs24 \b Count\b0 \par \cf1\f5\fs18 Normal count\par \f1\cf2\fs24 \b Reeves\b0 \par \cf1\f1\cf2\fs24 \b Materials\b0 \par \cf1\f1\cf2\fs24 \b Setup\b0 \par \cf1\f5\fs18 Divide the populace into two equal teams plus one neutral Zombie (any Monster with Conversion or Replication will do).\par \par \par \f1\cf2\fs24 \b Rules\b0 \par \cf1\f5\fs18 \par It's really bright and sunny. The trees create shadows that define shapes on the ground. Each team starts out at the two shadows that are the farthest apart within the bounds of the game and can only fight inside the shadows. The Zombie must stay in the light and can only fight (and be killed) in the light. The light becomes like Ether, the Zombie Land. \par <\par > \par In Zombie Land: You might have noticed that the shadows don't all connect. In fact, the sparser the field of trees, the better the game. Players may only run through the light. They can come and go as they please from the shade to the light, but they must run in the light. Any player that walks in the light becomes a zombie in 3 seconds. If a player is legged, scampering is considered "running." The players' objective is to kill off the other team, but they must also be aware of the Zombie (who should have something like unlimited lives) who attacks the players at will. The Zombie's goal is to make Zombies. The light is an Anti-Magic Zone. <\par >Other Rules:\par 1. Players may not attack each other in the light, they can only attack each other in the shade.\par 2. Projectiles cannot be thrown/shot into the light. The shot is dead at the light.\par 3. A player is considered in the shadow when any part of him or her in the shade. \par 4. For the sake of reeving, sword swings and skirmishing half in the light and half out will be allowed to continue until one player is out of the shade or slain.\par 5. It is up to the Reeve and players to police rules of the shade. As always, battlegaming done on the honor system.\par \par \par \f1\cf2\fs24 \b Victory\b0 \par \cf1\f1\cf2\fs24 \b Misc\b0 \par \cf1\f1\cf2\fs24 \b Variations\b0 \par \cf1\fs20 \par \f3\cf2\fs32 \b \ul Zombie Battle \ul0 \b0 \par \cf1\f4\fs18 \i Origin \b Dor un Avathar\b0 Entered by Azus\i0 \par \f1\cf2\fs24 \b Created on\b0 \par \cf1\f5\fs18 2010-04-21 02:06:18\par \f1\cf2\fs24 \b Modified\b0 \par \cf1\f5\fs18 2010-05-14 00:09:18\par \f1\cf2\fs24 \b Class\b0 \par \cf1\f5\fs18 Full Class\par \f1\cf2\fs24 \b Lives\b0 \par \cf1\f5\fs18 standard per class (V7)\par \f1\cf2\fs24 \b Count\b0 \par \cf1\f5\fs18 Normal count\par \f1\cf2\fs24 \b Reeves\b0 \par \cf1\f1\cf2\fs24 \b Materials\b0 \par \cf1\f5\fs18 Zombie garb \par \f1\cf2\fs24 \b Setup\b0 \par \cf1\f5\fs18 Choose one skilled fighter to be the Zombie and set him loose on the field. The rest of the populace makes up the other team. Sounds like a mosh, right? Well not exactly. See, this Zombie has all the regular abilities and a few extra tricks. It has unlimited lives, gains Replication (unlimited) and does not have the Slow trait. Also, this Zombie comes back to life in a 10 count! Replicated Zombies keep their normal life count, number of lives and gain the Slow trait, but they also get Replication (unlimited). \par \f1\cf2\fs24 \b Rules\b0 \par \cf1\f5\fs18 This is really a low-powered version of the Darklord Scenario. Eventually the players will all become Zombies, and the fun comes from seeing who hangs on as the last survivor. The last player to survive starts as the Zombie for the next round. Be sure to encourage good role-play from Zombies; they should be dragging their feet, howling out "Brains!" and moaning like a good undead corps \par \f1\cf2\fs24 \b Victory\b0 \par \cf1\f5\fs18 Be the last to be turned! \par \f1\cf2\fs24 \b Misc\b0 \par \cf1\f1\cf2\fs24 \b Variations\b0 \par \cf1\f5\fs18 \par \par \b *\b0 Don't let Replicated Zombies convert their victims - only players slain by the original Zombie becomes Monsters. Allow Replicated Zombies to drag subdued or slain victims back to the original Zombie to do his dirty work! This will slow down the game time considerably.\par \par \par \par \par \fs20 \par \f3\cf2\fs32 \b \ul Assassin Rule\ul0 \b0 \par \cf1\f4\fs18 \i Origin \b Matthulhu - e-sam\b0 Entered by Azus\i0 \par \f1\cf2\fs24 \b Created on\b0 \par \cf1\f5\fs18 2011-01-12 13:21:55\par \f1\cf2\fs24 \b Modified\b0 \par \cf1\f5\fs18 2011-01-12 13:21:55\par \f1\cf2\fs24 \b Class\b0 \par \cf1\f5\fs18 see rules\par \f1\cf2\fs24 \b Lives\b0 \par \cf1\f5\fs18 See rules\par \f1\cf2\fs24 \b Count\b0 \par \cf1\f5\fs18 see rules\par \f1\cf2\fs24 \b Reeves\b0 \par \cf1\f1\cf2\fs24 \b Materials\b0 \par \cf1\f1\cf2\fs24 \b Setup\b0 \par \cf1\f1\cf2\fs24 \b Rules\b0 \par \cf1\f5\fs18 Before the start of a limited-life battle, the reeves write out on slips of paper three identifyiing attributes about each player, such as 'red tunic', 'bow-user', 'bard class', 'persona name starting with Q', 'leftie fighter', etc. (A little effort should be made to avoid ambiguity, although a clever reeve could phrase these as riddles or plays on words). These slips are mixed up and distributed to the players and then the game will start. Whenever a player makes a kill on a target he thinks fits the description of one of his slips of paper, he goes to see the reeves to confirm his target's identity, and shall win an extra life if deemed successful. Note that teammates can be slain for extra lives. If an atrribute slip accidentally matches more than one player, this is fine, but credit should still be given in good faith. \par \f1\cf2\fs24 \b Victory\b0 \par \cf1\f1\cf2\fs24 \b Misc\b0 \par \cf1\f1\cf2\fs24 \b Variations\b0 \par \cf1\fs20 \par \f3\cf2\fs32 \b \ul Scarred Terrain Rule\ul0 \b0 \par \cf1\f4\fs18 \i Origin \b Matthulhu - e-sam\b0 Entered by Azus\i0 \par \f1\cf2\fs24 \b Created on\b0 \par \cf1\f5\fs18 2011-01-12 13:23:22\par \f1\cf2\fs24 \b Modified\b0 \par \cf1\f5\fs18 2011-01-12 13:26:38\par \f1\cf2\fs24 \b Class\b0 \par \cf1\f5\fs18 see rules\par \f1\cf2\fs24 \b Lives\b0 \par \cf1\f5\fs18 See rules\par \f1\cf2\fs24 \b Count\b0 \par \cf1\f5\fs18 see rules\par \f1\cf2\fs24 \b Reeves\b0 \par \cf1\f1\cf2\fs24 \b Materials\b0 \par \cf1\f5\fs18 For this mod, each caster will need at least four \par \f1\cf2\fs24 \b Setup\b0 \par \cf1\f1\cf2\fs24 \b Rules\b0 \par \cf1\f5\fs18 For this mod, each caster will need at least four 10-ft strips of cloth in the ribbon color of their class plus one of two secondary metallic colors (benign or malevolent). Whenever a caster dies, they place a strip on the ground as a circle, centered on the place of their death, as a permanent magical terrain feature. Effects are as follows:\par \par Bard (gold): players are immune to Control while inside the circle.\par Bard (silver): players who enter are immediately targeted by Confusion.\par \par Druid (gold): players inside may Commune.\par Druid (silver, and also red): players who enter are immediately targeted by Immolation.\par \par Healer (gold): players inside benefit from a Hallowed Ground.\par Healer (silver): players who enter are immediately targeted by Stun.\par \par Wizard (gold): players inside are Protected From Magic.\par Wizard (silver): players who enter are immediately targeted by a Finger of Death.\par \par Casters must choose at the start which secondary color to use for the game.\par (Optional) Casters' circumferences/strip lengths are equal to 10 ft per class level. For example, the scarred terrain left behind by a 6th level caster would be 60 ft in circumference, or approx. 19 ft across. \par \f1\cf2\fs24 \b Victory\b0 \par \cf1\f1\cf2\fs24 \b Misc\b0 \par \cf1\f1\cf2\fs24 \b Variations\b0 \par \cf1\f5\fs18 \b kemoctregarth - \b0 As a variant on the sacred lands idea,\par \par Use only one color strip. When the caster dies they inform a reeve of the effect. The other players can only find out what the effect is by trying it\par \fs20 \par \f3\cf2\fs32 \b \ul Ring the Bell\ul0 \b0 \par \cf1\f4\fs18 \i Origin \b \b0 Entered by Azus\i0 \par \f1\cf2\fs24 \b Created on\b0 \par \cf1\f5\fs18 2010-04-21 01:02:07\par \f1\cf2\fs24 \b Modified\b0 \par \cf1\f5\fs18 2010-04-21 01:02:07\par \f1\cf2\fs24 \b Class\b0 \par \cf1\f5\fs18 Class or Militia\par \f1\cf2\fs24 \b Lives\b0 \par \cf1\f5\fs18 cyle lives, cycle per game each life cycle\par \f1\cf2\fs24 \b Count\b0 \par \cf1\f5\fs18 Normal count\par \f1\cf2\fs24 \b Reeves\b0 \par \cf1\f5\fs18 1 to keep score\par \f1\cf2\fs24 \b Materials\b0 \par \cf1\f1\cf2\fs24 \b Setup\b0 \par \cf1\f5\fs18 Divide the populace into 2 teams. Give each team a short name. Place a item (we use a shield) in the middle of the battlefield to represent the "bell". \par \f1\cf2\fs24 \b Rules\b0 \par \cf1\f5\fs18 The goal of the game is to accumulate a number of points (we often use 20). To get points you must ring the bell by hitting it with any melee weapon. Once you ring the bell, call out your team's name and the reeve will start counting. Once the reeve counts 10 seconds, your team is a awarded 1 point. You get another point for each additional 10 seconds afterwards. The counting is reset by the other team ringing the bell and calling out their teams name (now allowing them to score points every 10 seconds). Points will accumulate, meaning that you don't have to hold the bell for 20 points at a time, you can score a point here, 4 points there, etc.. The first team to score a total of 20 points wins. The counts should be very fast. We often use 30 seconds for everything (deaths, entangles, heat weapons, etc...), or 10 second death counts and 1/5 count for spells, but that can change based on how many people you have. Everyone has unlimited lives, and your per game abilities reset every natural life cycle (for instance, a first level barbarian has 3 lives and can go berserk once per game on his last life. that means he will berserk every 3 lives if he chooses). \par \f1\cf2\fs24 \b Victory\b0 \par \cf1\f1\cf2\fs24 \b Misc\b0 \par \cf1\f1\cf2\fs24 \b Variations\b0 \par \cf1\f5\fs18 \par \par \b *\b0 touch base to come alive (useful for small teams)\par \par \par \par \par \fs20 \par \f3\cf2\fs32 \b \ul Lords and Ladies\ul0 \b0 \par \cf1\f4\fs18 \i Origin \b \b0 Entered by Azus\i0 \par \f1\cf2\fs24 \b Created on\b0 \par \cf1\f5\fs18 2010-04-21 01:03:38\par \f1\cf2\fs24 \b Modified\b0 \par \cf1\f5\fs18 2010-04-21 01:35:14\par \f1\cf2\fs24 \b Class\b0 \par \cf1\f5\fs18 Class or Militia\par \f1\cf2\fs24 \b Lives\b0 \par \cf1\f5\fs18 standard per class (V7)\par \f1\cf2\fs24 \b Count\b0 \par \cf1\f5\fs18 Normal count\par \f1\cf2\fs24 \b Reeves\b0 \par \cf1\f1\cf2\fs24 \b Materials\b0 \par \cf1\f5\fs18 rope for 4 areas\par \par \f1\cf2\fs24 \b Setup\b0 \par \cf1\f5\fs18 Pick out 3 lords. Rope off a small area to represent their dungeons. In the center rope off a large area to represent the village. Before the game starts, the populace forms a line and closes their eyes. The Reeve will select people to be spies for the lords, one spy per lord. \par \f1\cf2\fs24 \b Rules\b0 \par \cf1\f5\fs18 The lords/ladies must fight sword and board. Their equipment is indestructible, and they are immune to magic. They can not fight each other directly, and must stay at least 5 feet away from each other. They are free to attack, and be attacked by, each other's armies. They start on the different sides of the field. They have 5 lives.\par At lay-on, all the villagers are in the village. The lords will try to kill villagers, and the spies will start making kills for their lords. A killed villager goes to the dungeon of the lord who killed them (or the lord of the spy). If a villager kills a lord, the lord goes back to his base. If a villager kills a spy or one of the lord's fighters, that person becomes a villager. A dead person switches to the team that killed them. The first death of a villager doesn't count against their total life count (ie, they get an extra life)\par 2 times per life and when they come alive (or, see options below), lords can go to their dungeon, and yell, "I release you!". The lords MUST be at the dungeon, not walking towards it, not halfway across the field running towards it, but actually at the base. At this point, all villagers in their dungeon come out to fight for them. \par Anyone killed goes to the dungeon of that lord/lady to wait until released to fight for their new master. If a villager kills a lord, the lord returns to their base. \par Death count for the Lords/Ladies is 0 (they come alive when they return to base - unless they need a break). Villager's life counts don't matter, they come alive when the new lord releases them. \par \f1\cf2\fs24 \b Victory\b0 \par \cf1\f5\fs18 shatter the opposing lords/ladies \par \f1\cf2\fs24 \b Misc\b0 \par \cf1\f1\cf2\fs24 \b Variations\b0 \par \cf1\f5\fs18 1.The Lord/Lady can only release their villagers when they come alive, plus 2 times per game.\par 2.Villagers cycle lives instead of shattering.\par 3.2 lords instead of three. \par \fs20 \par \f3\cf2\fs32 \b \ul Maps\ul0 \b0 \par \cf1\f4\fs18 \i Origin \b Randell?\b0 Entered by Azus\i0 \par \f1\cf2\fs24 \b Created on\b0 \par \cf1\f5\fs18 2010-04-21 01:05:23\par \f1\cf2\fs24 \b Modified\b0 \par \cf1\f5\fs18 2010-07-20 22:37:40\par \f1\cf2\fs24 \b Class\b0 \par \cf1\f5\fs18 Class or Militia\par \f1\cf2\fs24 \b Lives\b0 \par \cf1\f5\fs18 cyle lives, cycle per game each life cycle\par \f1\cf2\fs24 \b Count\b0 \par \cf1\f5\fs18 Half Count\par \f1\cf2\fs24 \b Reeves\b0 \par \cf1\f1\cf2\fs24 \b Materials\b0 \par \cf1\f5\fs18 different colors of rope \par \f1\cf2\fs24 \b Setup\b0 \par \cf1\f5\fs18 Use surveying tape to create a large-scale map of some part of the world. Make it so nobody can walk on water. Use a different color tape to lay out a few cities. These cities are spawn points for whoever controls them. \par \f1\cf2\fs24 \b Rules\b0 \par \cf1\f5\fs18 The goal is to control a majority of the cities. Death count is halved, lives are extended (when you lose all your lives, you keep coming back.) The game is timed, and whoever controls the most cities at the end wins. For added flavor, have multiple teams. For example, you could have a map of Italy, France, Spain and North Africa and have one team represent the Romans and the other three represent invading barbarians. \par \par The cities are spawn points for whoever controls them. If you have no spawn points, you must walk off the battlefield and approach from 20 feet away. \par <\par > \par \f1\cf2\fs24 \b Victory\b0 \par \cf1\f1\cf2\fs24 \b Misc\b0 \par \cf1\f1\cf2\fs24 \b Variations\b0 \par \cf1\fs20 \par \f3\cf2\fs32 \b \ul Maze Craze\ul0 \b0 \par \cf1\f4\fs18 \i Origin \b Dor un Avathar\b0 Entered by Azus\i0 \par \f1\cf2\fs24 \b Created on\b0 \par \cf1\f5\fs18 2010-04-21 01:10:39\par \f1\cf2\fs24 \b Modified\b0 \par \cf1\f5\fs18 2010-05-03 02:05:06\par \f1\cf2\fs24 \b Class\b0 \par \cf1\f5\fs18 Full Class\par \f1\cf2\fs24 \b Lives\b0 \par \cf1\f5\fs18 standard per class (V7)\par \f1\cf2\fs24 \b Count\b0 \par \cf1\f5\fs18 Normal count\par \f1\cf2\fs24 \b Reeves\b0 \par \cf1\f1\cf2\fs24 \b Materials\b0 \par \cf1\f5\fs18 Lots and lots of bright ribbon or rope! Monster garb \par \f1\cf2\fs24 \b Setup\b0 \par \cf1\f5\fs18 Lay out the maze on a large area of flat and debris-free ground. The pattern is unimportant, just so long as it is large, fairly well-marked and has plenty of dead-ends and/or extra openings. Below is an example, but by no means the absolute rule on how to design one:\par \par Be creative, the only limits are imagination and the amount of ribbon you have available. Once the layout is done, place a few suitably powered Monsters in the maze. \par \f1\cf2\fs24 \b Rules\b0 \par \cf1\f5\fs18 All ribbons are Forcewalls and may not be crossed or fought through. Remember that it is likely that any teams will gang-up to destroy the Monsters first, before resolving the mutual conflict. Be certain your Monsters are up to the task of getting pounded upon as they will be at the center of every combat. \par \f1\cf2\fs24 \b Victory\b0 \par \cf1\f5\fs18 Variable. Just pick one, two or more of the Options below with a well-designed maze and you have an instant\par afternoon's entertainment. \par \f1\cf2\fs24 \b Misc\b0 \par \cf1\f1\cf2\fs24 \b Variations\b0 \par \cf1\f5\fs18 1.Teams enter from opposite ends and must battle their way past the other team and the Monsters to touch the opposing base, score a point and reset.\par 2.Place a treasure in the center of the maze. Teams follow Option 1, but must return to their own base with the prize, instead of touching a base.\par 3.Place lots of little flags all over the maze. The team who collects the most flags and returns them to their base wins the round. Each player may only carry one flag at a time.\par 4.As Option 3, but each team may only carry one flag at a time.\par 5.Place a Neutral Monster in the center or remote hallway. Teams then compete against one another to get the Monster back to their own bases. Feel free to bestow the Neutral Trait on any Monsters desired for this battlegame, as all teams should have an equal chance at the new ally. The Monster must use its abilities to aid whatever team is currently controlling it, though it need not engage in melee.\par 6.Make the Maze an obstacle course. One player at a time makes their way through the maze and whatever mundane hazards or Monsters the Reeve puts in his way. Choose an object or goal (touch the base on the other side, carry a glass of water to the pail in the middle, collect the five colored balls and place them in order on the ground, etc.) and the winner is the player who completes the maze first wins.\par 7.As Option 6, but use small teams of two or three players at a time.\par 8. You might choose to not use ribbon at all, but rather a well-defined trail or woodland area. Instead of confining the Monsters to hallways, give them large areas in which to roam. Be certain Questors and Monsters are aware of the boundaries and legal walking areas. In this type of game, encounters can be set up in a series of independent scenes, or be allowed to overlap one another. \par \fs20 \par \f3\cf2\fs32 \b \ul Missions\ul0 \b0 \par \cf1\f4\fs18 \i Origin \b Viktor (e-sam)\b0 Entered by Azus\i0 \par \f1\cf2\fs24 \b Created on\b0 \par \cf1\f5\fs18 2010-04-21 01:12:49\par \f1\cf2\fs24 \b Modified\b0 \par \cf1\f5\fs18 2010-04-21 01:12:49\par \f1\cf2\fs24 \b Class\b0 \par \cf1\f5\fs18 Full Class\par \f1\cf2\fs24 \b Lives\b0 \par \cf1\f5\fs18 See rules\par \f1\cf2\fs24 \b Count\b0 \par \cf1\f5\fs18 Normal count\par \f1\cf2\fs24 \b Reeves\b0 \par \cf1\f1\cf2\fs24 \b Materials\b0 \par \cf1\f5\fs18 Rope \par \f1\cf2\fs24 \b Setup\b0 \par \cf1\f1\cf2\fs24 \b Rules\b0 \par \cf1\f5\fs18 Each team has a certain goal that must be done. The first team to achieve this goal, wins. No other team knows what the others goals are. People can also be given sub objectives, which when complete, they could get benefits of extra lives, or free enchantments to complete their original goal. Whenever you fail a sub objective, you lose a life. THIS IS THE ONLY way to lose a life in this game. Other then that, its "infinite' lives. Each player starts out with the lives usually allotted to them in a normal shatter battle. For instance, a warrior can fail more sub objectives, then say a wizard could. When a sub objective is failed, your ENTIRE team is docked 1 life. Abilities such as berserk can be changed to 2/game, 2/ death (remember, deaths don't count toward life count, only failed objectives).\par Possible Main Objectives\par \par \par \b *\b0 holding a position (tree, roped area)for 10-31 minutes / king of the hill\par \par \par \par \par \b *\b0 protect one of your members for 30 minutes\par \par \par \par \par \b *\b0 Kill all members of one team\par \par \par \par \par \b *\b0 Capture a position (such as one that another team is holding)\par \par \par \par \par \b *\b0 Capture and hold a certain number of flags on the field\par \par \par (possible setup: Team A has to kill team C. Team B tries to hold the hill for 10 minutes. Team C needs to take the hill. And Team B Needs to kill team A. This way everyone has an objective, and yet no one group is overpowering (evil Randy)\par Sub Objectives\par \par \par \b *\b0 killing someone of the other team \par \par \par \par \par \b *\b0 killing and severing another person \par \par \par \par \par \b *\b0 protect a member of another team for 20 minutes \par \par \par \par \f1\cf2\fs24 \b Victory\b0 \par \cf1\f1\cf2\fs24 \b Misc\b0 \par \cf1\f1\cf2\fs24 \b Variations\b0 \par \cf1\fs20 \par \f3\cf2\fs32 \b \ul Neutral Archer\ul0 \b0 \par \cf1\f4\fs18 \i Origin \b \b0 Entered by Azus\i0 \par \f1\cf2\fs24 \b Created on\b0 \par \cf1\f5\fs18 2010-04-21 01:26:29\par \f1\cf2\fs24 \b Modified\b0 \par \cf1\f5\fs18 2010-07-20 22:38:52\par \f1\cf2\fs24 \b Class\b0 \par \cf1\f5\fs18 Class or Militia\par \f1\cf2\fs24 \b Lives\b0 \par \cf1\f5\fs18 standard per class (V7)\par \f1\cf2\fs24 \b Count\b0 \par \cf1\f5\fs18 Normal count\par \f1\cf2\fs24 \b Reeves\b0 \par \cf1\f1\cf2\fs24 \b Materials\b0 \par \cf1\f5\fs18 An Archer\par \par \f1\cf2\fs24 \b Setup\b0 \par \cf1\f5\fs18 Divide the populace into 2-4 equal teams \par \f1\cf2\fs24 \b Rules\b0 \par \cf1\f5\fs18 To sway an archer to fight with you to the death. The teams are set equidistant from a central location. At that location start the Neutral Archer and a reeve. The reeve calls "lay-on" and the teams fight for possession of the archer. The last team alive with possession of the archer wins the game. The Archer is dumb. The archer fights very loyally for whichever team possesses him or her. He fights with only his bow. His arrows are only do 2-points. To posses the archer you must subdue him. The archer can only be subdued; any deathblow will subdue him. He fights for the first team he sees when he awakes. The archer fights for the team until another team subdues him. Subdual count for the Archer is 50 count. \par \f1\cf2\fs24 \b Victory\b0 \par \cf1\f1\cf2\fs24 \b Misc\b0 \par \cf1\f1\cf2\fs24 \b Variations\b0 \par \cf1\fs20 \par \f3\cf2\fs32 \b \ul Noble's Free-For-All \ul0 \b0 \par \cf1\f4\fs18 \i Origin \b \b0 Entered by Azus\i0 \par \f1\cf2\fs24 \b Created on\b0 \par \cf1\f5\fs18 2010-04-21 01:37:18\par \f1\cf2\fs24 \b Modified\b0 \par \cf1\f5\fs18 2010-04-21 01:37:18\par \f1\cf2\fs24 \b Class\b0 \par \cf1\f5\fs18 Class or Militia\par \f1\cf2\fs24 \b Lives\b0 \par \cf1\f5\fs18 standard per class (V7)\par \f1\cf2\fs24 \b Count\b0 \par \cf1\f5\fs18 Normal count\par \f1\cf2\fs24 \b Reeves\b0 \par \cf1\f1\cf2\fs24 \b Materials\b0 \par \cf1\f5\fs18 one roll of ribbon for each team. \par \f1\cf2\fs24 \b Setup\b0 \par \cf1\f5\fs18 Choose Team Captains for two or more teams from the elected or titled Nobles (Lord or higher) present at the park. Rotate choices through the Nobles until all of the Populace has been chosen. Give each Captain a roll of ribbon (or a length of ribbon of equal sizes) with which mark out their castles. Send the teams out, one team at a time, into the playing area. The team that picked first moves out last, and vice versa. When all castles are constructed, signal for the "lay-on". \par \f1\cf2\fs24 \b Rules\b0 \par \cf1\f5\fs18 \par \par \f1\cf2\fs24 \b Victory\b0 \par \cf1\f5\fs18 Beat the opposing teams. The last team with living members is considered the winner \par \f1\cf2\fs24 \b Misc\b0 \par \cf1\f1\cf2\fs24 \b Variations\b0 \par \cf1\f5\fs18 \par \par \b *\b0 When a player is slain, he/she joins the team that killed him/her for the next life. Be certain to change colored headbands, because no one likes to be slain by someone that was their teammate only minutes before. See Lords and Ladies for an expanded version.\par \par \par \b *\b0 Give each Noble a "treasure" to protect. Instead of remaining lives, the winner is the team that accumulates the most treasures.\par \par \par \par \fs20 \par \f3\cf2\fs32 \b \ul The One\ul0 \b0 \par \cf1\f4\fs18 \i Origin \b Glen\b0 Entered by Azus\i0 \par \f1\cf2\fs24 \b Created on\b0 \par \cf1\f5\fs18 2010-04-21 01:38:31\par \f1\cf2\fs24 \b Modified\b0 \par \cf1\f5\fs18 2010-07-20 23:15:20\par \f1\cf2\fs24 \b Class\b0 \par \cf1\f5\fs18 melee - non class\par \f1\cf2\fs24 \b Lives\b0 \par \cf1\f5\fs18 Unlimited\par \f1\cf2\fs24 \b Count\b0 \par \cf1\f5\fs18 No count\par \f1\cf2\fs24 \b Reeves\b0 \par \cf1\f1\cf2\fs24 \b Materials\b0 \par \cf1\f1\cf2\fs24 \b Setup\b0 \par \cf1\f1\cf2\fs24 \b Rules\b0 \par \cf1\f5\fs18 With only three people fighting, we usually point. Some people call it "The One." You start out free for all until only one person is left, that person becomes The One. (Or the point) As soon as he says "me" to indicate he realizes he is the last survivor, it becomes a two on one situation versus him. If he kills both other people, he says "me" again to acknowledge his victory and the 2 on 1 immediately begins again. If both attackers kill him and survive, they immediately turn on him to determine who the last one standing is. When only one player remains alive, he calls "me" and becomes the new point. Everyone then comes alive and combat immediately ensues. If you want to keep score, then only the point can get points and he gets one for each person he kills. This can also be played as a 5 person, 3 on 2 game. \par \f1\cf2\fs24 \b Victory\b0 \par \cf1\f1\cf2\fs24 \b Misc\b0 \par \cf1\f1\cf2\fs24 \b Variations\b0 \par \cf1\fs20 \par \f3\cf2\fs32 \b \ul Pack Attack\ul0 \b0 \par \cf1\f4\fs18 \i Origin \b By Night They Dance\b0 Entered by Azus\i0 \par \f1\cf2\fs24 \b Created on\b0 \par \cf1\f5\fs18 2010-04-21 01:40:02\par \f1\cf2\fs24 \b Modified\b0 \par \cf1\f5\fs18 2010-05-03 02:06:19\par \f1\cf2\fs24 \b Class\b0 \par \cf1\f5\fs18 Full Class\par \f1\cf2\fs24 \b Lives\b0 \par \cf1\f5\fs18 standard per class (V7)\par \f1\cf2\fs24 \b Count\b0 \par \cf1\f5\fs18 Normal count\par \f1\cf2\fs24 \b Reeves\b0 \par \cf1\f1\cf2\fs24 \b Materials\b0 \par \cf1\f5\fs18 one roll of ribbon for each team. \par \f1\cf2\fs24 \b Setup\b0 \par \cf1\f1\cf2\fs24 \b Rules\b0 \par \cf1\f5\fs18 A renegade Pack of Wolves is roaming the countryside, slaying farmers and disrupting the trade routes leading to town. Only a band of brave adventurers can root out the true cause of the attacks! Divide the Populace into two teams: one team is the Adventurers, the other team is the Pack. The Adventurers are less numerous, but full class. The Pack has more players, but they are all Wolves. Fight this as a Mutual Annihilation Battle for an easy game, or use one of the variations below:\par \par \par \f1\cf2\fs24 \b Victory\b0 \par \cf1\f1\cf2\fs24 \b Misc\b0 \par \cf1\f1\cf2\fs24 \b Variations\b0 \par \cf1\f5\fs18 \par \par \b *\b0 Bounty Hunt-style with each of the Wolves carrying a set number of "tails" (gray or black ribbons, or some other token). The Adventurers are made up of small teams, like three or four members tops. The Teams compete to bring in the most "tails" to win the Bounty. \par \par \par \b *\b0 Soup up the Pack with the addition of one or more of the following: Alpha Male, Pack Mother, or Werewolf. Let the tougher Monsters lead the Pack into battle.\par \par \par \par \fs20 \par \f3\cf2\fs32 \b \ul Possession\ul0 \b0 \par \cf1\f4\fs18 \i Origin \b Azus\b0 Entered by Azus\i0 \par \f1\cf2\fs24 \b Created on\b0 \par \cf1\f5\fs18 2010-04-21 01:41:48\par \f1\cf2\fs24 \b Modified\b0 \par \cf1\f5\fs18 2010-07-20 22:39:17\par \f1\cf2\fs24 \b Class\b0 \par \cf1\f5\fs18 Class or Militia\par \f1\cf2\fs24 \b Lives\b0 \par \cf1\f5\fs18 standard per class (V7)\par \f1\cf2\fs24 \b Count\b0 \par \cf1\f5\fs18 No count\par \f1\cf2\fs24 \b Reeves\b0 \par \cf1\f1\cf2\fs24 \b Materials\b0 \par \cf1\f1\cf2\fs24 \b Setup\b0 \par \cf1\f5\fs18 A dark spirit is in possession of a player. That player has 2 points armor in addition to what he is wearing. When killed, the dark spirit inhabits the player who killed it, and the game continues. The player the spirit inhabited becomes a normal human. This is fun if players roleplay an ancient, evil, and loudmouthed spirit. Play until people are tired.\par \f1\cf2\fs24 \b Rules\b0 \par \cf1\f1\cf2\fs24 \b Victory\b0 \par \cf1\f1\cf2\fs24 \b Misc\b0 \par \cf1\f1\cf2\fs24 \b Variations\b0 \par \cf1\f5\fs18 1.For more players, make the spirit stronger: more armor, wounds kill, strong, tough, etc.\par 2.A cult of the spirit! The spirit can convert people to its side (from an incantation, "I convert 'target'" ten times, or convincing arguments \par \fs20 \par \f3\cf2\fs32 \b \ul Shifting Bases\ul0 \b0 \par \cf1\f4\fs18 \i Origin \b Matthulhu - esam\b0 Entered by Azus\i0 \par \f1\cf2\fs24 \b Created on\b0 \par \cf1\f5\fs18 2010-04-21 01:43:29\par \f1\cf2\fs24 \b Modified\b0 \par \cf1\f5\fs18 2010-05-05 10:53:01\par \f1\cf2\fs24 \b Class\b0 \par \cf1\f5\fs18 Class or Militia\par \f1\cf2\fs24 \b Lives\b0 \par \cf1\f5\fs18 standard per class (V7)\par \f1\cf2\fs24 \b Count\b0 \par \cf1\f5\fs18 Normal count\par \f1\cf2\fs24 \b Reeves\b0 \par \cf1\f1\cf2\fs24 \b Materials\b0 \par \cf1\f5\fs18 rope! \par \f1\cf2\fs24 \b Setup\b0 \par \cf1\f1\cf2\fs24 \b Rules\b0 \par \cf1\f5\fs18 This isn't so much a special scenario per se, just something that sounds fun to try out once for something different. It may be just the way my home park's field is arranged that makes it interesting, though. \par \par This will work best on a field with lots of trees (a dozen or more) where teams in class battles use trees for bases. \par \par Players can destroy base trees (but not ordinary ones) with 10 hits from a slashing weapon or by a Siege or fire effect. A destroyed base tree should have a piece of rope or ribbon tied around it to indicate this and the team using it for a base must move on to another tree to use for a base. Destroyed base trees can be mended. They have Protect or have Barkskin or Stoneskin placed on it (treated as non-segmented armor) but may not be Hardened. \par \par If at any point there's two trees still intact on the field, bases can't be destroyed anymore. (Unless you have an indestructible Nirvana as well.) \par \par A team could be driven further and further back after multiple lost passes, but this may give them more time to regroup and dole out enchantments before the other side engages them again. Or they might move their base to a more open area so their opponents don't have as many trees to take cover behind, or they might move to a cluster of trees to use more cover themselves. Having to move your base after every defeat gives you a little more control over your tactical position; the enemy will control the field for the next pass but the losing side will have a little more say about where the lines will form up next. \par \f1\cf2\fs24 \b Victory\b0 \par \cf1\f1\cf2\fs24 \b Misc\b0 \par \cf1\f1\cf2\fs24 \b Variations\b0 \par \cf1\fs20 \par \f3\cf2\fs32 \b \ul Skull Relay\ul0 \b0 \par \cf1\f4\fs18 \i Origin \b Matthulhu - esam\b0 Entered by Azus\i0 \par \f1\cf2\fs24 \b Created on\b0 \par \cf1\f5\fs18 2010-04-21 01:47:50\par \f1\cf2\fs24 \b Modified\b0 \par \cf1\f5\fs18 2010-05-05 10:52:56\par \f1\cf2\fs24 \b Class\b0 \par \cf1\f5\fs18 Class or Militia\par \f1\cf2\fs24 \b Lives\b0 \par \cf1\f5\fs18 See rules\par \f1\cf2\fs24 \b Count\b0 \par \cf1\f5\fs18 10 second\par \f1\cf2\fs24 \b Reeves\b0 \par \cf1\f1\cf2\fs24 \b Materials\b0 \par \cf1\f5\fs18 A dogskull\par \par \f1\cf2\fs24 \b Setup\b0 \par \cf1\f1\cf2\fs24 \b Rules\b0 \par \cf1\f5\fs18 \b The Dogskull \b0 \par \par The dogskull can be an actual jugging dogskull, a specially-marked javelin or dart, or some other small padded object. At the start of the game and after every point scored, the dogskull is returned to the center of the field and both teams will start the new pass at their respective bases. \par \par The dogskull doesn't count as a weapon, but you can use it to block with. You can also parry and intercept the dogskull while it's in flight (but don't forget you can't move your feet once you catch it.) The dogskull is a game item. \par \par \b Moving the Dogskull \b0 \par \par \par The only way to move the dogskull around the field is by throwing it, perhaps to a teammate (or their general direction) or by throwing it out of reach of the enemy. You may throw the dogskull in any direction, or hand it off to someone else (requiring them to stand still while allowing you to move again), but you may not kick the dogskull or whack it with a weapon to move it across the field. <\par >A player holding the dogskull is immune to any magic or class ability that allows or forces special movement of any sort (Awe/Fear, Charm, Flight, Honor Duel, Legend, Lost, Messenger, Pass Without Trace, Shove, Teleport, Wind, Yield, and so on). Effects that inhibit movement instead (such as Hold Person or Trap) function as normal. \par \par If you're running while you catch it or pick it up, you should immediately stop moving and (if necessary) return to the spot where you caught it and stay there until you drop it, give it away, or lose it. If you're killed, entangled, frozen, petrified, put to sleep, stunned, or otherwise disabled, you have to drop the dogskull at your feet. \par \par The same player may not acquire the dogskull twice in a row. That is, if you drop it or throw it, you cannot be the next person to retrieve it again. At least two people are needed to relay the dogskull across the field. \par \par If the dogskull happens to end up in a place which no one can enter without being killed (such as in the middle of an Immolation circle), the reeves may call a hold to have the skull moved outside an area that's accessible to both teams. \par \par \b Player Lives \b0 \par \par After a player has lost their last natural life playing their standard class, they remain in the game as peasant with infinite lives from that time on (see rulebook page 21). Thus, there is a benefit to killing the enemy MVP as quickly as possible though it won't eliminate them permanently. Your highest priority should be to gain control of that dogskull and pass it around the field to your teammates. \par \par \par \f1\cf2\fs24 \b Victory\b0 \par \cf1\f5\fs18 Score 7 points by relaying the dogskull to the enemy base. \par \par To score a point you have to touch the enemy's base with the dogskull. Unlike in jugging, anyone can pick up the dogskull. The dogskull may not move while it is being held by a player (see Moving the Dogskull below). Throwing the dogskull and hitting the enemy base with it will not count, so you will have to have a teammate standing near enough to the enemy base to retrieve it and tag the base with the dogskull without having to move their feet. \par \f1\cf2\fs24 \b Misc\b0 \par \cf1\f1\cf2\fs24 \b Variations\b0 \par \cf1\f5\fs18 \par \par \b *\b0 Instead of giving the player with the dogskull immunity to travel-based effects, the player is forced to drop the dogskull when they are affected by a travel-based class ability or magic. Example: A warrior with the dogskull is confronted by a wizard. The wizard casts Shove on the warrior, who must then drop the dogskull and retreat 20 feet from the wizard. \par \par \par \par \par \fs20 \par \f3\cf2\fs32 \b \ul Social Disease\ul0 \b0 \par \cf1\f4\fs18 \i Origin \b By Night They Dance\b0 Entered by Azus\i0 \par \f1\cf2\fs24 \b Created on\b0 \par \cf1\f5\fs18 2010-04-21 01:49:03\par \f1\cf2\fs24 \b Modified\b0 \par \cf1\f5\fs18 2010-04-21 01:49:03\par \f1\cf2\fs24 \b Class\b0 \par \cf1\f5\fs18 Full Class\par \f1\cf2\fs24 \b Lives\b0 \par \cf1\f5\fs18 standard per class (V7)\par \f1\cf2\fs24 \b Count\b0 \par \cf1\f5\fs18 Normal count\par \f1\cf2\fs24 \b Reeves\b0 \par \cf1\f1\cf2\fs24 \b Materials\b0 \par \cf1\f5\fs18 : Air horn or whistle, colored ribbon to mark the "infected" players \par \f1\cf2\fs24 \b Setup\b0 \par \cf1\f1\cf2\fs24 \b Rules\b0 \par \cf1\f5\fs18 For whatever reason (plague, an evil spell, magical energy draining virus, etc.), the populace has been subjected to a malady which cannot be cured by conventional means (i.e.: Immunities and Cure Disease seem to offer no lasting protection). Each Quest and its symptoms will be unique. As this scenario profoundly alters the abilities and strength of the players, Reeves and Questmasters should be extremely clear when describing the effects of the disease to the players. This scenario is generally broken down into three distinct phases of play lasting between 10 and 30 minutes each. To start and end each stage, an air horn, whistle or other clearly audible device is sounded and the populace regroups and resets for the next phase. Be sure everyone understands the effects of the malady and plays accordingly as it ravages the populace unabated.\par Period Breakdown:\par 1. Outbreak - At the start of the Quest, most players and Monsters are unaffected by the virus. The regular course of the Quest should proceed, indeed the players may not even realize the dire circumstances about to unfold. One or more Plaguers are secreted into the ranks of Questors and/or Monsters, however, and begin the slow process of infecting as many players as possible. Any symptoms at this stage should be minimal or superficial.\par 2. Epidemic - The virus continues to spread through the players. Penalties can range from loss of one life to loss of class abilities. Rumors begin to spread regarding a possible cure. By the end of this stage, most of the players should be under the influence of the disease.\par 3. Plague! - At the start of this phase, all players are considered to be diseased. The possibility of a cure becomes realized and (hopefully) made available to all. Of course, there may be players or teams who do not wish to make the cure publicly available. This leads to all manner of possibilities in role-play.\par \par \par \f1\cf2\fs24 \b Victory\b0 \par \cf1\f1\cf2\fs24 \b Misc\b0 \par \cf1\f1\cf2\fs24 \b Variations\b0 \par \cf1\f5\fs18 Questmasters are encouraged to create a unique story to drive the plot of this game. Be creative and descriptive when explaining the story line and effects of the disease.\par \par \par \fs20 \par \f3\cf2\fs32 \b \ul Treeball \ul0 \b0 \par \cf1\f4\fs18 \i Origin \b \b0 Entered by Azus\i0 \par \f1\cf2\fs24 \b Created on\b0 \par \cf1\f5\fs18 2010-04-21 01:59:03\par \f1\cf2\fs24 \b Modified\b0 \par \cf1\f5\fs18 2010-04-21 01:59:03\par \f1\cf2\fs24 \b Class\b0 \par \cf1\f5\fs18 Class or Militia\par \f1\cf2\fs24 \b Lives\b0 \par \cf1\f5\fs18 1 life\par \f1\cf2\fs24 \b Count\b0 \par \cf1\f5\fs18 Normal count\par \f1\cf2\fs24 \b Reeves\b0 \par \cf1\f1\cf2\fs24 \b Materials\b0 \par \cf1\f5\fs18 A safe Nerf-type ball, ribbons to mark goals. \par \par \par \f1\cf2\fs24 \b Setup\b0 \par \cf1\f5\fs18 Designate two trees roughly 300 feet away by tying ribbons around them. Divide the populace into two equal teams, one team near each tree. Place the ball in the center of the field. \par \f1\cf2\fs24 \b Rules\b0 \par \cf1\f5\fs18 To get the ball to the opponent's tree. The first team to score 5 points wins the match. Reset teams at their trees after each scoring. Teams must scramble for the first possession of the ball, after that, the team who scores kicks-off to the other team. \par \f1\cf2\fs24 \b Victory\b0 \par \cf1\f1\cf2\fs24 \b Misc\b0 \par \cf1\f1\cf2\fs24 \b Variations\b0 \par \cf1\f5\fs18 \par \par \b *\b0 Have a neutral monster in the middle guarding the ball. Wondering monsters attacking anyone can screw the game, if the monster is near one base when layon is called.\par \par \par \b *\b0 Throwing the ball against the tree vs touching the ball to it\par \par \par \b *\b0 make the ball a throwing weapon\par \par \par \par \fs20 \par \f3\cf2\fs32 \b \ul Tree Hugger \ul0 \b0 \par \cf1\f4\fs18 \i Origin \b \b0 Entered by Azus\i0 \par \f1\cf2\fs24 \b Created on\b0 \par \cf1\f5\fs18 2010-04-21 02:02:27\par \f1\cf2\fs24 \b Modified\b0 \par \cf1\f5\fs18 2010-04-21 02:02:27\par \f1\cf2\fs24 \b Class\b0 \par \cf1\f5\fs18 Class or Militia\par \f1\cf2\fs24 \b Lives\b0 \par \cf1\f5\fs18 standard per class (V7)\par \f1\cf2\fs24 \b Count\b0 \par \cf1\f5\fs18 see rules\par \f1\cf2\fs24 \b Reeves\b0 \par \cf1\f1\cf2\fs24 \b Materials\b0 \par \cf1\f5\fs18 \par \par \f1\cf2\fs24 \b Setup\b0 \par \cf1\f5\fs18 Mark two trees clearly with ribbon. One clearly designated Nirvana area should be marked off between them. \par \f1\cf2\fs24 \b Rules\b0 \par \cf1\f5\fs18 Have someone from your team reach the enemy tree, place both hands on it, and count loudly to 100. Each count is one second. The count must be heard at least to Nirvana. While counting, nothing else may be in hand. It is okay to prop up a shield, though. The counter may move about the tree as long as he or she does not let go. It is possible for each team to be counting at each other's bases simultaneously. Obviously team members not counting will try to kill people counting at their tree, and protect those counting at the enemy tree. Once this is done, score one for the team that did it. If it seemed balanced, do it again. If not, adjust, and do it again. Deaths are 50 count. Dead people go to Nirvana and count. Upon finishing 50, they come alive as soon as they depart Nirvana. No fighting (or loitering) in the immediate vicinity (20' or so) of Nirvana. There are unlimited lives. Teams begin at their own tree. \par \f1\cf2\fs24 \b Victory\b0 \par \cf1\f1\cf2\fs24 \b Misc\b0 \par \cf1\f1\cf2\fs24 \b Variations\b0 \par \cf1\f5\fs18 \par \par \b *\b0 A night variant in which glowing circles are used to mark Nirvana and the enemy base. In the night version the circle is placed on open ground, and the count must be made within it, instead of at a tree. This permits the counter to still wield weapons.\par \par \par \b *\b0 Another variant involves a "keeper" for each team. Keepers are prevented from crossing over past the midway point between the two bases. They only have a 25 count death, and return to life at or near their own tree. This tends to slow the game down more, with the emphasis on defense.\par \par \par \par \par \fs20 \par \f3\cf2\fs32 \b \ul Handicapping\ul0 \b0 \par \cf1\f4\fs18 \i Origin \b Matthulhu - e-sam\b0 Entered by Azus\i0 \par \f1\cf2\fs24 \b Created on\b0 \par \cf1\f5\fs18 2010-05-02 00:23:24\par \f1\cf2\fs24 \b Modified\b0 \par \cf1\f5\fs18 2010-05-15 16:19:12\par \f1\cf2\fs24 \b Class\b0 \par \cf1\f5\fs18 Full Class\par \f1\cf2\fs24 \b Lives\b0 \par \cf1\f5\fs18 cyle lives, cycle per game each life cycle\par \f1\cf2\fs24 \b Count\b0 \par \cf1\f5\fs18 Normal count\par \f1\cf2\fs24 \b Reeves\b0 \par \cf1\f1\cf2\fs24 \b Materials\b0 \par \cf1\f1\cf2\fs24 \b Setup\b0 \par \cf1\f1\cf2\fs24 \b Rules\b0 \par \cf1\f5\fs18 \par All standard classes have infinite lives.<\par > \par Your team scores points when you take out an enemy player.<\par > \par The point value for a slain non-monster enemy is equal to their normal complement of lives according to class & level, times two for casters.<\par > \par Non-sword knight players are counted as though they had 2 more lives (or 4 for casters), while sword knight players are count as though they had 3 more lives (or 6 for casters). \par <\par > \par \b dezren39 says:\b0 <\par > \par \par MonsterRatio*(Lives+2or3)\par \par Another option would be the same game except the amount of points you get for killing them is the number of OotW they have +2 for SwordKnight +2 for Class Mastery in the class they are playing.\par \par I would also make speedcount mandatory after a couple minutes of a whole team being shattered to prevent peoples from running the clock.<\par >\par \f1\cf2\fs24 \b Victory\b0 \par \cf1\f5\fs18 Battlegames run for 30 minutes. Advance counts/speed times may be agreed-upon by both captains as usual without affecting the clock. At the end of the 30 minutes, the team with the most points wins. \par \f1\cf2\fs24 \b Misc\b0 \par \cf1\f1\cf2\fs24 \b Variations\b0 \par \cf1\fs20 \par \f3\cf2\fs32 \b \ul Ditching\ul0 \b0 \par \cf1\f4\fs18 \i Origin \b amtwiki\b0 Entered by Azus\i0 \par \f1\cf2\fs24 \b Created on\b0 \par \cf1\f5\fs18 2010-06-11 03:01:04\par \f1\cf2\fs24 \b Modified\b0 \par \cf1\f5\fs18 2010-06-11 03:01:04\par \f1\cf2\fs24 \b Class\b0 \par \cf1\f5\fs18 Ditch Style\par \f1\cf2\fs24 \b Lives\b0 \par \cf1\f5\fs18 1 life\par \f1\cf2\fs24 \b Count\b0 \par \cf1\f5\fs18 No count\par \f1\cf2\fs24 \b Reeves\b0 \par \cf1\f1\cf2\fs24 \b Materials\b0 \par \cf1\f1\cf2\fs24 \b Setup\b0 \par \cf1\f5\fs18 A Ditch Battle is a Class, without armor, projectiles, or (in theory) Red Weapons do not destroy shields in a Ditch Battle.* \par \f1\cf2\fs24 \b Rules\b0 \par \cf1\f5\fs18 \par In a Ditch Battle, you split into two sides. It doesn't matter if you split them evenly, it will work itself out in time. You can do this with just a handful of people or you can do it with over a hundred. \par <\par > \par The two sides fight, with dead people staying dead and moving out of the way. Once one side wins, the victorious side sends the first person on their team to die over to the losing side. And you repeat. In time the better side gets whittled down until they are much smaller and the tide turns. <\par > \par Between rounds, if new people arrive, they are added to the losing side instead of having someone switch. Generally all new people enter the same side at the same time no matter how many new people are arriving. <\par > \par If the losing side did not kill anyone, no one moves, they have to try harder next time. <\par > \par It is not uncommon for a team to make its goal to get one guy they want first, so even if they lose they'll get the person they want. <\par > \par \f1\cf2\fs24 \b Victory\b0 \par \cf1\f5\fs18 \par \par <\par > \par \f1\cf2\fs24 \b Misc\b0 \par \cf1\f5\fs18 \i *The use of red weapons in ditch is the source of occasional controversy. A strict reading of the rulebook on the subject seems to show they are permitted. Great / red weapons with shield breaking weapons are a weapon category, not a class ability, and the rulebook only says that projectiles and bows are not used in ditch. However, by tradition, the vast majority of lands ditch without great weapons breaking shields in the core kingdoms, they have never, ever been used in ditches. \i0 \par \f1\cf2\fs24 \b Variations\b0 \par \cf1\f5\fs18 \par \par \b *\b0 weapon restrictions (e.g., "Single Sword Ditch" is everyone uses only single swords), \par \par \par \par \b *\b0 wounds (the losing side gets first wound if no one is killed), \par \par \par \par \b *\b0 Militia Battles, which add armor and projectiles. \par \par \par \par \b *\b0 Melee Battle - like a ditch, but with armor & ranged and shield destruction.\par \par \par \b *\b0 Trench Battle - like a ditch, but with eh'ers. In some areas, like a ditch without legs.\par \par \par \b *\b0 axe ditch - like a ditch, but with one throwing axe in the middle that anyone can use\par \par \par \b *\b0 Witch Battle - like a ditch, but with magic! each player can opt to not carry weapons and gain access to the verbals Wounding, Hold Person and finger of death, each of which may be used once only.\par \par \par \b *\b0 Metcalf - in addition to ditchers, you need a duct tape mummy roughly man-sized with arms and legs and a head, in garb, with at least a dagger taped to his hand. This is Metcalf. Metcalf is placed on a team like anyone else. Metcalf dies like anyone else, two limbs or a torso. Metcalf switches sides just like a player if he dies first, instead of another player. Teams often kill Metcalf right off the bat if they think they are going to win. The ultimate goal is to get metcalf to be the sole person on his team, which can only be accomplished by winning until it is two (including metcalf), having the other person kill everyone else and then simo with the last opponent. \par \par \par \b *\b0 tri-ditch aka tritch - three way ditch. first death on winning team goes to first team to die, other team stays the same.\par \par \par \b *\b0 tornado ditch - like tritch, except each team must target the one on the left. i.e. team A must go after B, B after C, and so on, and cannot attack or harm the other team until they have eliminated all of their targeted team. In northern hemisphere, targets must be arranged counter-clockwise, in southern clockwise.\par \par \par \b *\b0 Hot Potato Ditch - like a ditch battle except someone from the winning team must start with the potato (a throwing object roughly potato sized). When lay on is called they have ten seconds to throw it (often everyone counts down as this goes on). Once thrown, anyone may pick it up. It does wounds as a normal throwing weapon, but again anyone who has it has ten seconds in which to throw it.\par \par \par \b *\b0 Hot Potato Ditch: Variant 2 - like a ditch battle except someone from the winning team must start with the potato (a throwing object roughly potato sized). When lay on is called they have ten seconds to throw it OR DIE. You must target someone, then say "hot potato" and toss it nearby or at them. That person now has 10 seconds to pick up the potato and repeat the process OR DIE. If the potato kills someone, the original owner must get the potato in 10 seconds OR DIE.\par \par \par \b *\b0 Mystery ditch - cloth strips (large enough to be headbands) of two colors are needed, and placed in a bag, they are drawn from at random and kept hidden (in pockert or balled in fist) and players are arranged in a relatively close area. when lay on is called these strips should immediately be revealed and placed on head, at which point those are the teams.\par \par \par \b *\b0 Sluffin Ditch - like a normal ditch, except everyone starts with four levels of sectional invulnerability. \par \par \par \par \par See also \par <\par > \par \par \b *\b0 3 team variant\par \par \par \par \par \par \fs20 \par \f3\cf2\fs32 \b \ul Life Stealer Sword\ul0 \b0 \par \cf1\f4\fs18 \i Origin \b Zombiac - e-sam\b0 Entered by Azus\i0 \par \f1\cf2\fs24 \b Created on\b0 \par \cf1\f5\fs18 2010-06-28 00:21:40\par \f1\cf2\fs24 \b Modified\b0 \par \cf1\f5\fs18 2010-07-31 22:21:52\par \f1\cf2\fs24 \b Class\b0 \par \cf1\f5\fs18 Class or Militia\par \f1\cf2\fs24 \b Lives\b0 \par \cf1\f5\fs18 8 lives\par \f1\cf2\fs24 \b Count\b0 \par \cf1\f5\fs18 Normal count\par \f1\cf2\fs24 \b Reeves\b0 \par \cf1\f1\cf2\fs24 \b Materials\b0 \par \cf1\f5\fs18 There will be a special sword constructed with a four sided die stashed in the pommel.. \par \f1\cf2\fs24 \b Setup\b0 \par \cf1\f5\fs18 The sword will initially be placed in a location remote to all players \par \f1\cf2\fs24 \b Rules\b0 \par \cf1\f5\fs18 \par Every player for themselves, limited alliances. The sword will initially be placed in a location remote to all players. First player who finds it wields it. The wielder of the sword can only be killed or wounded in melee combat, death magic, or sphere of annihilation.<\par >Each time the sword strikes a killing blow, the four sided die will be rolled. The number rolled determines how many lives a player looses when killed. After the sword is used to kill once, the wielder must drop it and retreat 20 feet away from it for 50 count OR, if a 1 was rolled, the sword will vanish and re-appear in the possession of a random player, determined by drawing lots.\par \par Players with 0 or -1 lives are shattered. Players who are killed at more than -1 lives can be raised from the dead as brainless undead slaves of the next wielder of the sword (wielder must lay the sword on the body and announce "The Soul Stealers quickens thy life under my power!")<\par > \par Players with less than -1 lives will let it be known they can be raised by intermittently announcing "My soul burns in Hell!"<\par >Undead players have one life. If the sword wielder is killed and undead players are still alive, they remain alive and under control of the next sword wielder.\par \par No alliances are permitted except when undead players are employed, at which point, players may join together against the unholy dead!<\par > \par \f1\cf2\fs24 \b Victory\b0 \par \cf1\f1\cf2\fs24 \b Misc\b0 \par \cf1\f5\fs18 \b Zombiac wrote:\par \b0 \par play tested it. Here are a few ways to speed things up, we found.<\par >The sword will be constructed with a loose crosspiece with an arrow marked on it. The pommel will be sectioned into marked quarters with a numerical value of 1-4. Spin the cross piece and roll a random number-- no more dice to keep track of. Also first shattered player will follow the sword wielder in order to get lots drawn faster.\par \par \f1\cf2\fs24 \b Variations\b0 \par \cf1\fs20 \par \f3\cf2\fs32 \b \ul Beneath the the Planet of the Apes\ul0 \b0 \par \cf1\f4\fs18 \i Origin \b Zombiac - e-sam\b0 Entered by Azus\i0 \par \f1\cf2\fs24 \b Created on\b0 \par \cf1\f5\fs18 2010-06-28 00:31:47\par \f1\cf2\fs24 \b Modified\b0 \par \cf1\f5\fs18 2010-07-20 22:00:27\par \f1\cf2\fs24 \b Class\b0 \par \cf1\f5\fs18 Melee classes\par \f1\cf2\fs24 \b Lives\b0 \par \cf1\f5\fs18 standard per class (V7)\par \f1\cf2\fs24 \b Count\b0 \par \cf1\f5\fs18 Normal count\par \f1\cf2\fs24 \b Reeves\b0 \par \cf1\f1\cf2\fs24 \b Materials\b0 \par \cf1\f5\fs18 \par \par \f1\cf2\fs24 \b Setup\b0 \par \cf1\f5\fs18 \par \b Apes\b0 \par Assemble a team of your best fighters. These are your apes. Apes are limited to single swords and get no armor. <\par > \par \b Mutants\b0 \par Assemble a team of noobs and/or players who are not devastating fighters. These are your mutants. Mutants have all weapons and armor available to the class they are playing<\par > \par \f1\cf2\fs24 \b Rules\b0 \par \cf1\f5\fs18 Mutants have an illusionary wall protecting them. They have a doomsday device. Their goal is to blow up the planet.\par \par \b Illusionary wall:\b0 \par Mutants must stand within 20 feet of the wall and describe frightful illusions. Apes can not cross this border unless they stand next to it and announce "disbelieving" six times. During that time, mutants may attack them.\par <\par > \par \b Doomsday device:\b0 \par This will be represented as a shield. To activate the doomsday device one mutant must maintain physical contact with the device and commence a 300 count. If the contact is broken, the device resets and another mutant or the same mutant must establish contact and start over from 1.\par <\par >\par \f1\cf2\fs24 \b Victory\b0 \par \cf1\f5\fs18 \par \b Apes\b0 \par Their goal is to shatter the mutants. <\par > \par \b Mutants: \b0 \par Their goal is to blow up the planet. <\par >\par \f1\cf2\fs24 \b Misc\b0 \par \cf1\f5\fs18 \par \par \f1\cf2\fs24 \b Variations\b0 \par \cf1\f5\fs18 \par \par \fs20 \par \f3\cf2\fs32 \b \ul The Punk Rock Sphynx \ul0 \b0 \par \cf1\f4\fs18 \i Origin \b Zombiac - e-sam\b0 Entered by Azus\i0 \par \f1\cf2\fs24 \b Created on\b0 \par \cf1\f5\fs18 2010-06-28 00:35:13\par \f1\cf2\fs24 \b Modified\b0 \par \cf1\f5\fs18 2010-06-28 00:35:13\par \f1\cf2\fs24 \b Class\b0 \par \cf1\f5\fs18 Class or Militia\par \f1\cf2\fs24 \b Lives\b0 \par \cf1\f5\fs18 Unlimited\par \f1\cf2\fs24 \b Count\b0 \par \cf1\f5\fs18 Normal count\par \f1\cf2\fs24 \b Reeves\b0 \par \cf1\f1\cf2\fs24 \b Materials\b0 \par \cf1\f1\cf2\fs24 \b Setup\b0 \par \cf1\f5\fs18 Divide the players into to teams, plus one non-fighting Sphynx. \par \f1\cf2\fs24 \b Rules\b0 \par \cf1\f5\fs18 \par The sphynx is decked out like a punk rocker to represent his or her otherworldiness and processes a magical sword. The Sphynx will release it only to the player who answers his or her riddle. Make it a good one. The Sphynx can not be attacked in any way, only approached and spoken to. \par <\par > \par The sword has these properties: It will penetrate through all armor and kill and injure anyone it hits, or take one point of invulnerability off. Anyone killed by this weapon looses infinate lives and is shattered. \par <\par > \par While anyone may approach the Sphynx, there will quite obviously be stiff competition to solve the riddle, win the sword for your team, and shatter your enemies. <\par > \par \f1\cf2\fs24 \b Victory\b0 \par \cf1\f1\cf2\fs24 \b Misc\b0 \par \cf1\f1\cf2\fs24 \b Variations\b0 \par \cf1\fs20 \par \f3\cf2\fs32 \b \ul Free the Prisoners!\ul0 \b0 \par \cf1\f4\fs18 \i Origin \b Azus\b0 Entered by Azus\i0 \par \f1\cf2\fs24 \b Created on\b0 \par \cf1\f5\fs18 2010-07-04 18:47:52\par \f1\cf2\fs24 \b Modified\b0 \par \cf1\f5\fs18 2010-07-20 22:30:47\par \f1\cf2\fs24 \b Class\b0 \par \cf1\f5\fs18 Class or Militia\par \f1\cf2\fs24 \b Lives\b0 \par \cf1\f5\fs18 standard per class (V7)\par \f1\cf2\fs24 \b Count\b0 \par \cf1\f5\fs18 Normal count\par \f1\cf2\fs24 \b Reeves\b0 \par \cf1\f1\cf2\fs24 \b Materials\b0 \par \cf1\f5\fs18 Rope! \par \f1\cf2\fs24 \b Setup\b0 \par \cf1\f5\fs18 \par Spit everyone into three groups:<\par > \par \par \b *\b0 Prisoners, who start with 1 dagger per 2 people (these have been smuggled in);\par \par \par \b *\b0 Guards, who carry full gear;\par \par \par \b *\b0 Townspeople, who start out sword and board (assuming they have a class that permits boards!).\par \par \par \par Rope off 2 simple buildings (see image below). One will be the prison, and the other will be the armory. Put a supply of weapons, throwies, shields, spell balls, spell strips, arrows, armor etc.\par <\par > \par \par <\par > \par The guards' nirvana will be a short distance behind the buildings (perhaps 20 feet), and the Townspeoples' Nirvana will be a distance in front (say, 50 feet). Prisoners' Nirvana will be inside the prison.\par <\par > \par \f1\cf2\fs24 \b Rules\b0 \par \cf1\f5\fs18 \par The guards are holding people prisoners, the the townspeople are trying to free them! The guards need to guard both the armory and the prison.\par <\par > \par The prisoners start unarmed in the prison, and can only leave when when a townsperson rescues them. One townsperson can rescue one prisoner at a time, by leading them out the door while saying "rescue... rescue..." 10 times. Once freed, a prisoner joins the townspeople team (and will be referred to as a townsperson for these rules)\par <\par > \par All people can gather new weapons from the armory. Guards can simply walk in, pick up one item per life, and simply walk out with it. Townspeople need to steal it, by saying "stealing... stealing..." 10 times. Townspeople my only take one item at a time, but can do so multiple times per life. Any item removed, by guards or townspeople, must be wielded by them - no removing items simple for the purpose of keeping it out of the other team's hands. On death, the player can keep the item for future lives.<\par > \par A townsperson may give a weapon to a prisoner still in prison, provided it's a weapon they had at game start (and not one stolen from the armory).<\par > \par Guards have the option of executing prisoners. One guard may execute one prisoner at a time, by entering the prison and saying "executing... executing..." 10 times. This removes one life from the prisoner's count. Due to bloodlust and excitement, a guard may not move or stop the execution unless attacked.\par <\par > \par \f1\cf2\fs24 \b Victory\b0 \par \cf1\f5\fs18 This is a shatter battle! \par \par \f1\cf2\fs24 \b Misc\b0 \par \cf1\f5\fs18 This will need to be tested for balance. Assuming three equal groups, the guards start with a strong advantage, in that they have a wider variety of weapons and armor. I'm not sure how balanced this will actually be.\par \par \f1\cf2\fs24 \b Variations\b0 \par \cf1\f5\fs18 Make this a timed game (perhaps 15 minutes per round), and rotate teams so that each fills each position. Victory will be which town frees most prisoners, shatters the guards, or keeps the most prisoners from escaping. \par \fs20 \par \f3\cf2\fs32 \b \ul World Domination\ul0 \b0 \par \cf1\f4\fs18 \i Origin \b Matthulhu - esam\b0 Entered by Azus\i0 \par \f1\cf2\fs24 \b Created on\b0 \par \cf1\f5\fs18 2010-08-07 00:54:35\par \f1\cf2\fs24 \b Modified\b0 \par \cf1\f5\fs18 2010-08-07 00:54:35\par \f1\cf2\fs24 \b Class\b0 \par \cf1\f5\fs18 melee - non class\par \f1\cf2\fs24 \b Lives\b0 \par \cf1\f5\fs18 See rules\par \f1\cf2\fs24 \b Count\b0 \par \cf1\f5\fs18 No count\par \f1\cf2\fs24 \b Reeves\b0 \par \cf1\f1\cf2\fs24 \b Materials\b0 \par \cf1\f5\fs18 A Risk(tm) game set, any melee weapon, any size shield, javelins, throwing weapons, rocks. 2 to 6 players may participate. No armor or bows are used. \par \f1\cf2\fs24 \b Setup\b0 \par \cf1\f5\fs18 Arrangement of the board is as per the game of Risk; beginning territories may be randomly assigned by dealing out the territory cards face down to all players minus the wild cards, or beginning territories can be claimed in player order until the whole map is filled up with the armies. \par \f1\cf2\fs24 \b Rules\b0 \par \cf1\f5\fs18 \par The rules for World Domination are the same as Risk except for the non-use of dice. Instead, players fight one-on-one in battle to determine whether an attacking army succeeds in its invasion or whether the defending force in an invaded territory is able to hold its ground.<\par > \par \b Equipment Selection:\b0 For every die a player could use in the board game version, he carry one item into battle, which can be a weapon or a shield (limit of one shield as per standard Amtgard). However, attackers may carry up to six items maximum, while defenders are limited to four items. [Whereas the original board game is limited to 3 dice for attackers and 2 for defenders, doubling these numbers is a concession to allow the practical use of multiple projectiles.] For example, an defending player with five invading armies may carry a short weapon and two javelins and a shield (note the defender's limit of four items), or a shield with two short weapons and a throwing weapon, or some other combination of four items.<\par > \par \b Defender's Perogative:\b0 The attacker always chooses his equipment first, and then the defender may pick whatever equipment will work best for him. This advantage of the defender is in honor of the rule from the original game in which "defender wins all ties" with dice rolls.\par \par \b Equipment Attrition\b0 : In the course of a battle, whenever a player has lost enough armies that he has fewer armies than items he is using, they must quit one of his items. For example, if a attacker began with 5 invading armies and began with a sword, shield, and three javelins, but loses an invading army, he must immediately quit one of his weapons or his shield to continue the 'invasion'. Of course, once a player is out of armies, they can no longer attack or defend, and the battle is over.\par \par \b The Battle Circle:\b0 All battles are resolved in a circle of 20-foot radius. The defender always begins combat inside the circle and may not leave. The attacker begins combat outside the circle and may enter or leave at any time. Whenever either is slain, the positions are reset (i.e. the attacker returns to life outside the circle).\par \par \b Losing Armies:\b0 Each time a player is slain while previously wounded (torso shot or second limb shot), they lose an army. Each time a player is slain unwounded (a 'clean kill') they lose TWO armies. Naturally, a player may elect to self-inflict a wound in battle to avoid rapid attrition; this is not unlike the option in the original board game in which a player could use fewer dice than what's normally allowed to them.\par \par <\par > \par \f1\cf2\fs24 \b Victory\b0 \par \cf1\f1\cf2\fs24 \b Misc\b0 \par \cf1\f1\cf2\fs24 \b Variations\b0 \par \cf1\f5\fs18 \b Team Domination\b0 : There are rules for teams in the Risk rulebook itself, but following is specific to World Domination, and allows up to 12 players to participate. Players may voluntarily organize into teams of two, with each team controlling one set of armies. One player acts as the General and the other is the Champion, and cooperate to win the game. The General determines which territories to invade and how the armies are to be deployed on the map, while the Champion does all of the fighting. Players who wish to go it alone may still do so.\par \par \b Armies Limit\b0 : To prevent long, drawn out stalemated matches and runaway reinforcements, the reeve may impose a limit on the number of armies any given territory may hold for a given player. A good limit for this would be seven armies. Thus defenders would be limited to defending with seven armies, and attackers may invade with no more than six. If all of a player's territories are full and he still has reinforcements to place, those reinforcements are forfeited. \par \fs20 \par \f3\cf2\fs32 \b \ul Scavenger Rule\ul0 \b0 \par \cf1\f4\fs18 \i Origin \b Matthulhu - e-sam\b0 Entered by Azus\i0 \par \f1\cf2\fs24 \b Created on\b0 \par \cf1\f5\fs18 2011-01-12 13:20:52\par \f1\cf2\fs24 \b Modified\b0 \par \cf1\f5\fs18 2011-01-12 13:20:52\par \f1\cf2\fs24 \b Class\b0 \par \cf1\f5\fs18 no class\par \f1\cf2\fs24 \b Lives\b0 \par \cf1\f5\fs18 See rules\par \f1\cf2\fs24 \b Count\b0 \par \cf1\f5\fs18 see rules\par \f1\cf2\fs24 \b Reeves\b0 \par \cf1\f1\cf2\fs24 \b Materials\b0 \par \cf1\f1\cf2\fs24 \b Setup\b0 \par \cf1\f1\cf2\fs24 \b Rules\b0 \par \cf1\f5\fs18 All weapons are held in common so participation implies consent to lending equipment. If one player slays another in melee, the victor is allowed to take up and use any melee weapon or shield the dead player may have been using, under the following conditions:\par - the victor has a free hand to use the item\par - the victor's class (if any) permits the use of that item\par Players cannot have more than four total items (melee weapons and shields) on their person at a time. (Melee daggers are not counted for this purpose.) If the victor with four items chooses to 'loot the corpse', they must drop an existing item to pick up a new one--but are not obliged to leave behind anything the dead player could use \par \f1\cf2\fs24 \b Victory\b0 \par \cf1\f1\cf2\fs24 \b Misc\b0 \par \cf1\f1\cf2\fs24 \b Variations\b0 \par \cf1\fs20 \par \f3\cf2\fs32 \b \ul Mook Rules\ul0 \b0 \par \cf1\f4\fs18 \i Origin \b Hrafn - e-sam\b0 Entered by Azus\i0 \par \f1\cf2\fs24 \b Created on\b0 \par \cf1\f5\fs18 2011-01-12 13:25:16\par \f1\cf2\fs24 \b Modified\b0 \par \cf1\f5\fs18 2011-01-12 13:25:16\par \f1\cf2\fs24 \b Class\b0 \par \cf1\f5\fs18 see rules\par \f1\cf2\fs24 \b Lives\b0 \par \cf1\f5\fs18 See rules\par \f1\cf2\fs24 \b Count\b0 \par \cf1\f5\fs18 see rules\par \f1\cf2\fs24 \b Reeves\b0 \par \cf1\f1\cf2\fs24 \b Materials\b0 \par \cf1\f1\cf2\fs24 \b Setup\b0 \par \cf1\f1\cf2\fs24 \b Rules\b0 \par \cf1\f5\fs18 each side chooses either warrior or barbarian. That side gets a number of 'Mook points' equal to the number of players on that team times the starting lives of the class (3•P for barbarian hordes, 5•P for castle soldiers).\par When a player shatters out of the game, he can come back as a 1st level mook; either barbarian with 1 point of armor, or warrior with 2. Each 'mook' that enters play detracts from the mook pool; every player could have five lives as a mook warrior, or one really crappy player can have ALL of them, based on game flow.\par Each barbarian mook still only gets 1 berserk, no matter how many lives they use (exception: a single player can receive multiple uses of the berserk enchantment).\par \par Works out as the Mighty Heroes(TM) going down fighting, but the mainstay of the fighting force is still there, roaring for action. Aside from the armor (which I just added) I'm working on this to do an invading army themed reign. \par \f1\cf2\fs24 \b Victory\b0 \par \cf1\f1\cf2\fs24 \b Misc\b0 \par \cf1\f1\cf2\fs24 \b Variations\b0 \par \cf1\fs20 \par \f3\cf2\fs32 \b \ul testing\ul0 \b0 \par \cf1\f4\fs18 \i Origin \b \b0 Entered by Azus\i0 \par \f1\cf2\fs24 \b Created on\b0 \par \cf1\f5\fs18 2011-03-15 01:50:24\par \f1\cf2\fs24 \b Modified\b0 \par \cf1\f5\fs18 2013-05-03 14:54:48\par \f1\cf2\fs24 \b Class\b0 \par \cf1\f5\fs18 Class or Militia\par \f1\cf2\fs24 \b Lives\b0 \par \cf1\f5\fs18 1 life\par \f1\cf2\fs24 \b Count\b0 \par \cf1\f5\fs18 10 second\par \f1\cf2\fs24 \b Reeves\b0 \par \cf1\f1\cf2\fs24 \b Materials\b0 \par \cf1\f5\fs18 testing\par \par \f1\cf2\fs24 \b Setup\b0 \par \cf1\f5\fs18 testing \par \f1\cf2\fs24 \b Rules\b0 \par \cf1\f1\cf2\fs24 \b Victory\b0 \par \cf1\f1\cf2\fs24 \b Misc\b0 \par \cf1\f1\cf2\fs24 \b Variations\b0 \par \cf1\fs20 \par \f3\cf2\fs32 \b \ul Battlefront Basic\ul0 \b0 \par \cf1\f4\fs18 \i Origin \b Talaisan - e-sam\b0 Entered by Azus\i0 \par \f1\cf2\fs24 \b Created on\b0 \par \cf1\f5\fs18 2011-09-24 21:52:45\par \f1\cf2\fs24 \b Modified\b0 \par \cf1\f5\fs18 2011-09-24 21:52:45\par \f1\cf2\fs24 \b Class\b0 \par \cf1\f5\fs18 Class or Militia\par \f1\cf2\fs24 \b Lives\b0 \par \cf1\f5\fs18 Unlimited\par \f1\cf2\fs24 \b Count\b0 \par \cf1\f5\fs18 touch base\par \f1\cf2\fs24 \b Reeves\b0 \par \cf1\f5\fs18 3+ reeves\par \f1\cf2\fs24 \b Materials\b0 \par \cf1\f5\fs18 Stopwatch, 2 clipboards with pen and paper \par \f1\cf2\fs24 \b Setup\b0 \par \cf1\f5\fs18 Stick a nirvana on each end of the field. Stick a reeve at each Nirvana with a clipboard. Divide the teams as evenly as possible, but don't stress over it. \par \f1\cf2\fs24 \b Rules\b0 \par \cf1\f5\fs18 After each death, players return to their nirvana. They come alive as soon as their nirvana reeve marks the death on their tally sheet. More fighting, less counting. After 5 (or 10, or whatever) minutes, end the game. Whichever team had the least deaths wins that round. Redistribute teams, start another round. \par \f1\cf2\fs24 \b Victory\b0 \par \cf1\f5\fs18 \par \par \f1\cf2\fs24 \b Misc\b0 \par \cf1\f5\fs18 \par \par \f1\cf2\fs24 \b Variations\b0 \par \cf1\f5\fs18 \par \par \fs20 \par \f3\cf2\fs32 \b \ul Amtgard freeze tag\ul0 \b0 \par \cf1\f4\fs18 \i Origin \b Monkey - e-sam\b0 Entered by Azus\i0 \par \f1\cf2\fs24 \b Created on\b0 \par \cf1\f5\fs18 2011-09-24 22:00:40\par \f1\cf2\fs24 \b Modified\b0 \par \cf1\f5\fs18 2011-09-24 22:00:40\par \f1\cf2\fs24 \b Class\b0 \par \cf1\f5\fs18 Militia\par \f1\cf2\fs24 \b Lives\b0 \par \cf1\f5\fs18 1 life\par \f1\cf2\fs24 \b Count\b0 \par \cf1\f5\fs18 see rules\par \f1\cf2\fs24 \b Reeves\b0 \par \cf1\f1\cf2\fs24 \b Materials\b0 \par \cf1\f5\fs18 \par \par \f1\cf2\fs24 \b Setup\b0 \par \cf1\f5\fs18 \par Divide out teams of five.<\par >\par \par \f1\cf2\fs24 \b Rules\b0 \par \cf1\f5\fs18 Divi out teams of five on a kill shot or killing blow the person is frozen \par \par Only team members may unfreeze each other game lasts till only one team remains unfroze..\par \par Inbetween rounds u can add team freeze or iceballs anything to keep it going really... \par \f1\cf2\fs24 \b Victory\b0 \par \cf1\f5\fs18 game lasts till only one team remains unfroze.. \par \f1\cf2\fs24 \b Misc\b0 \par \cf1\f5\fs18 \par \par \f1\cf2\fs24 \b Variations\b0 \par \cf1\f5\fs18 \par \par \fs20 \par \f3\cf2\fs32 \b \ul Sticks and Stones\ul0 \b0 \par \cf1\f4\fs18 \i Origin \b Matthulhu - e-sam\b0 Entered by Azus\i0 \par \f1\cf2\fs24 \b Created on\b0 \par \cf1\f5\fs18 2011-09-24 22:19:37\par \f1\cf2\fs24 \b Modified\b0 \par \cf1\f5\fs18 2011-09-24 22:19:37\par \f1\cf2\fs24 \b Class\b0 \par \cf1\f5\fs18 Militia\par \f1\cf2\fs24 \b Lives\b0 \par \cf1\f5\fs18 1 life\par \f1\cf2\fs24 \b Count\b0 \par \cf1\f5\fs18 10 second\par \f1\cf2\fs24 \b Reeves\b0 \par \cf1\f1\cf2\fs24 \b Materials\b0 \par \cf1\f5\fs18 A whole bunch of javelins and rocks, one each per player \par \f1\cf2\fs24 \b Setup\b0 \par \cf1\f5\fs18 \par \par \f1\cf2\fs24 \b Rules\b0 \par \cf1\f5\fs18 Rules are as per Kill My Killer with the following changes.\par \par (1) Single short weapon, javelins and rocks are the only weapons allowed. No shields, no armor, no class abilities.\par \par (2) Once per game (not per life) you can taunt any one other player into attacking you by calling their name and repeating the eponymous rhyme at them. This is considered an Honor Duel and cannot be used on a player who was unarmed when you started your taunt. Range of taunt is line of sight.\par \par (3) No melee attacks in the first 10 count after lay-on. \par \f1\cf2\fs24 \b Victory\b0 \par \cf1\f5\fs18 \par \par \f1\cf2\fs24 \b Misc\b0 \par \cf1\f5\fs18 \par \par \f1\cf2\fs24 \b Variations\b0 \par \cf1\f5\fs18 \par \par \fs20 \par \f3\cf2\fs32 \b \ul Amtgard Baseball\ul0 \b0 \par \cf1\f4\fs18 \i Origin \b Roger - e-sam\b0 Entered by Azus\i0 \par \f1\cf2\fs24 \b Created on\b0 \par \cf1\f5\fs18 2011-09-24 22:23:49\par \f1\cf2\fs24 \b Modified\b0 \par \cf1\f5\fs18 2011-09-24 22:23:49\par \f1\cf2\fs24 \b Class\b0 \par \cf1\f5\fs18 see rules\par \f1\cf2\fs24 \b Lives\b0 \par \cf1\f5\fs18 1 life\par \f1\cf2\fs24 \b Count\b0 \par \cf1\f5\fs18 10 second\par \f1\cf2\fs24 \b Reeves\b0 \par \cf1\f1\cf2\fs24 \b Materials\b0 \par \cf1\f5\fs18 1 bow. \par 1 arrow (you can have more but only need 1. others save on retrieval time)\par 1 sword (the "bat")\par 1 throwie (the "ball")\par 1 small shield (the "base")\par 1 honda accord (the "plate"... other car with trunk can \par \f1\cf2\fs24 \b Setup\b0 \par \cf1\f5\fs18 It went like this. Open the trunk of the car. This is the goal. \par The "pitcher" sets up a decent distance away from it, enough that he can reasonably throw the throwie it into the trunk. He gets the throwie.\par The "batter" sets up in front of the trunk. one side or the other or in front, it doesn't matter. He gets the sword.\par The "fielder" sets up past the pitcher, no closer than the base. He gets the bow, and an arrow.\par \par \f1\cf2\fs24 \b Rules\b0 \par \cf1\f5\fs18 So, the pitcher throws the throwie. He is trying to get it into the trunk. If he does, it is a strike. 3 strikes, and the batter is out and your rotate positions (pitcher becomes batter, batter becomes fielder, fielder becomes pitcher).\par If the pitcher hits the batter directly he is injured or killed as normal. If killed, he is out (and you rotate). If injured the batter can attempt to keep going.\par If the batter makes contact with the throwie, he then runs to the base, and then attempts to run back to the trunk. If he can do this, he scores 1 run. While this is happening, the pitcher and fielder attempt to track down the throwie. Either can get it. If they have it they can attempt to throw it to hit the batter (now runner). Injuries as normal. You can be injured and then killed on the same play. The pitcher and fielder can throw the throwie to each other. The batter does not discard the sword, he takes it with him and this can be used to parry the throwie or kill the pitcher or fielder. The batter does not need to stick to the path to the base if he feels it is in his interest to kill them first.\par \par Oh, and the bow. The archer can take one shot at the batter while he is running as long as either he or the pitcher has the throwie (stepping on it with foot is enough to take a shot). \par \par when the batter reaches the base he can pick it up and use it as a shield for the way home if he desires (but this is not required, all he has to do is touch it). If the batter scores, he bats again, and continues until he gets out.\par \par Just keep going, tallying the runs. I guess you could play until each person has batted 9 times. \par \f1\cf2\fs24 \b Victory\b0 \par \cf1\f5\fs18 \par \par \f1\cf2\fs24 \b Misc\b0 \par \cf1\f5\fs18 \par \par \f1\cf2\fs24 \b Variations\b0 \par \cf1\f5\fs18 \par \par \fs20 \par \f3\cf2\fs32 \b \ul Scramble\ul0 \b0 \par \cf1\f4\fs18 \i Origin \b QuietEyed1 - e-sam\b0 Entered by Azus\i0 \par \f1\cf2\fs24 \b Created on\b0 \par \cf1\f5\fs18 2011-09-24 22:27:30\par \f1\cf2\fs24 \b Modified\b0 \par \cf1\f5\fs18 2011-09-24 22:27:30\par \f1\cf2\fs24 \b Class\b0 \par \cf1\f5\fs18 Class or Militia\par \f1\cf2\fs24 \b Lives\b0 \par \cf1\f5\fs18 1 life\par \f1\cf2\fs24 \b Count\b0 \par \cf1\f5\fs18 10 second\par \f1\cf2\fs24 \b Reeves\b0 \par \cf1\f1\cf2\fs24 \b Materials\b0 \par \cf1\f5\fs18 \par \par \f1\cf2\fs24 \b Setup\b0 \par \cf1\f5\fs18 \par \par \f1\cf2\fs24 \b Rules\b0 \par \cf1\f5\fs18 Everybody holds a weapon, stands in a circle. On three, everyone flings their weapons into the air. The frenzy to catch weapons, run clear, find weapons after the initial slaughter and such is mildly hilarious.\par \par Repeat until either everybody's exhausted, or somebody is the last man standing X times.\par \par I'd advise against throwing bows and shields, also. Just never works out well. \par \f1\cf2\fs24 \b Victory\b0 \par \cf1\f5\fs18 \par \par \f1\cf2\fs24 \b Misc\b0 \par \cf1\f5\fs18 \par \par \f1\cf2\fs24 \b Variations\b0 \par \cf1\f5\fs18 \par \par \fs20 \par \f3\cf2\fs32 \b \ul Goblin Bomball\ul0 \b0 \par \cf1\f4\fs18 \i Origin \b Azus and Yrduna\b0 Entered by Azus\i0 \par \f1\cf2\fs24 \b Created on\b0 \par \cf1\f5\fs18 2014-06-27 13:20:47\par \f1\cf2\fs24 \b Modified\b0 \par \cf1\f5\fs18 2014-06-27 13:20:47\par \f1\cf2\fs24 \b Class\b0 \par \cf1\f5\fs18 see rules\par \f1\cf2\fs24 \b Lives\b0 \par \cf1\f5\fs18 Full reset each point\par \f1\cf2\fs24 \b Count\b0 \par \cf1\f5\fs18 10 second\par \f1\cf2\fs24 \b Reeves\b0 \par \cf1\f1\cf2\fs24 \b Materials\b0 \par \cf1\f5\fs18 rope, throwing boulder\par \par \f1\cf2\fs24 \b Setup\b0 \par \cf1\f5\fs18 Lay out a rectangle, with goals at opposite ends.\par \par \f1\cf2\fs24 \b Rules\b0 \par \cf1\f1\cf2\fs24 \b Victory\b0 \par \cf1\f1\cf2\fs24 \b Misc\b0 \par \cf1\f1\cf2\fs24 \b Variations\b0 \par \cf1\fs20 \par }