Goblin Games (Goblins Only!) Materials: Two rolls or so of surveyors ribbon. Set-up: Mark out the field and choose two equal teams. The field for both Goblin Games is a large rectangle. For Daggerball, divide the field in half (short-wise). For Feetsball, mark the in-zones. Object: In Goblin Games, all players participate as a Pop Goblin. All players come back to life after a 30 count and a loud "POP!" Players are encouraged to giggle madly and make like a damn fool Goblin throughout the game. Daggerball The Goblins divide into two equal teams, one team on each side ofthe center line. Each Goblin is then given one throwing weapon (only!) with which to play. The teams then 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. Goblin Feetsball (ganked from the Adventurer's Archive On-Line. I mean, we all know the rules, but they were alredy typed there!) You can use any number of people; just split them evenly. This battle is best held in an open 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 players participating. 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. 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...) Rules of Feetsball: 1. 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. 2. 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 daggeror anything that can be thrown and caught easily and safely. 3. 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. 4. 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.) 5. 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.) 6. 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.) A11 participants have one life per play, for as long as the game lasts. 7. 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.)