Gambling Tourney (Tournament) Material: Rope and gold painted poker chips Set-Up: First, an arena is set up by laying a rope on the ground, preferably a long rope for a bigger arena. Organize a Tournament using the rules in that section. Each player is given a set amount of gold pieces. Object: The reeve calls out the first two combatants. He then gives two minutes for everybody to place his or her bets. Then he signals for the two combatants to fight. The gamblers are allowed to have daggers around the ring. If one of the combatants gets too close to the rope, a gambler may attempt to stab the combatant as long as he doesn't step over or on the rope. Gamblers may not attack each other. At the end of the tourney there are two winners. The fighter who won the tourney and the gambler who won the most money. Fighters may be gamblers when they are not fighting in the ring. Caves, Castles and Dungeons Three standards of fantasy literature lend their potential to Amtgard with relative ease. With a little imagination and several rolls of ribbon, hundreds of battlegames can be brought to life in the darkened corridors of a rank dungeon or the convoluted passages of a cavernous underground complex. Whether nailed to the ground or tied through the trees, mark the walls out in one particular color of ribbon (say, yellow). Use a separate color (like green) for doors and yet another color (red) for traps or other encounter areas. Color-coding will go a long way to avoiding confusion amongst reeves and players alike. The properties of various features will be discussed below in detail.