Battlegamers Anonymous 1: Deep Dark Sea ************** Boarding Parties (Class, Militia, or Ditch) Materials: several rolls of surveyor's ribbon and small stakes, 4 milk crates or boxes, a plank Set-Up: 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. Object: 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. Capture is accomplished by a) subduing or killing the rival Captain or b) destroying both the helm and the main mast (i.e.: 10 chops with a blue or red weapon, Fireball, Lightning Bolt, etc.) Options: 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. 2. Place the ships close enough to jump between, though caution should be used to ensure safe landings. ****** Bridge Battle (Ditch, Militia or Class) Materials: Something to denote the sides of a "bridge"; a trail, ribbon, rope, etc. Set-Up: Divide the populace into two equal teams. Draw or mark off a section of flat and debris-free land, roughly 30 feet long by 5 feet wide. Object: 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. Options: 1. Impose some interesting weapon restrictions, such as all players must use a single short sword, or each team is allowed only one polearm, or no shields, etc. 2. Set a Water Area running "under" the bridge, so any who fall off are subject to the usual Water Rules. ****** Aquatic Environment (the Water Area): used to simulate areas of deep water. 1. No one may move faster than a walk in water. The Reeve will determine just how fast that is. (Heel to toe is a good pace to use.) 2. A person must have one hand free in water at all times. This arm may hold neither a weapon or item in the hand, nor a shield on the arm. If one arm is not freed within a 10 count of entering water, then the player drowns. 3. People with one to three points of armor may only stay in water for a 100 count before drowning. People with 4 or more armor points cannot go in water at all without drowning. 4. Magic may not be cast in water. 5. Fireballs are negated if the person is in water. Iceballs have the same effect that they do on land, but the person is an ice cube that can be pushed around in water as they "bob". Lightning Bolts kill everyone in a 10 feet radius of where they land. Petrify bolts cause death. All other bolts have their normal effects. 6. Optional: Stun, Sleep, and other such spells cause death unless the person is rescued within 10 seconds of the spell being completed. The rescuer must still have one hand free while dragging the ensorcelled back to land. 7. Optional: Each person can be allotted a 25 count Dive (1/Life) which is activated by saying "Dive!" x5. While under water, the person cannot have magic cast upon them, they also cannot attack though they can be attacked by someone else. No spell ball except lightning bolt will affect them. They return to the surface By saying "Surfacing!" Xl. ************ Terrors of the Deep Sharks The Kings of the Deep. These horrible foes are doubtless the most feared of all natural terrors of the sea, and this reputation is well deserved. Sharks are confined to Water Area only and may not move or attack outside of those areas. A Shark should be allowed to roam freely within these areas at whatever speeds they can manage (basically, Sharks may run in Water, and are not limited to baby-steps). Sharks should be armed with a polearm, to simulate their attacking speeds and length of their bodies. A Shark may be given a point or two of Natural armor if the need for an especially brutal underwater encounter is called for. All spells that work in water may effect a Shark, though they are not effected by spells that Charm or Control. Sharks may be attacked at range by spellcasters and archers. Players killed by a Shark are considered Severed and may not be Resurrected. Piranha School Next to the Shark, these diminutive monstrosities might pale in comparison. Still, few creatures can last long in Piranhainfested Waters without suffering some damage. Piranha are not represented by actual players, but instead are treated similar to a Fixed-Area Enchantment. A red ribbon or red markers are placed in/around a Water Area to denote the range of the Piranha school. Any non-armored being who spends 10 seconds inside the Piranha school suffers a Wound to the leg (players choice which one). An additional 10 seconds brings death. Armor (both regular and Invulnerable) is consumed at the rate of 1 point per 5 seconds in the Piranha school until destroyed, after which time, the rules above apply (Wounded, then dead). Players killed by a Piranha school are considered Severed and may not be Resurrected. Seaweed Beds The aquatic equivalent to Quicksand (q.v.). Seaweed is marked within a Water Area by green ribbons. Anyone "swimming" into a Seaweed Bed may swim no farther and will drown in a 100 count regardless of armor or free hands. Victims may be pulled out just like Quicksand. Creatures with Aquatic Nature are immune to Seaweed. Aquatic Natures Many Amtgard Monsters are Aquatic in nature, though this ability is rarely discussed in the Monster's description. Creatures of this type are immune to the adverse effects of Water Areas, may move at full speed in water, and possess unlimited "Diving" ability. Additionally, Aquatic creatures are immune to Seaweed and may avoid Piranha schools without damage. Listed below are the creatures in the Dor Un Avathar, 7th Edition, who are considered to have Aquatic Natures: Aquatic Dor Un Avathar Monsters - Deadly Slime, Lizardman, Kraken, Scalor, Siren, Troglodyte, Water Elemental Aquatic Monsters of the Wetlands - Giant Crocodile, Spitting Snake, Amphiboid, Calimarin, Crahman, Rainbow Elementoid, Mudman Elementoid, Sea Giant, Merfolk, Naga, Protozoan, Genie, Thunder Giant, Kappa, Sea Zombie. ****** **** Political Figures 1. Political Figures are considered game items, and as such, may not be subjected to Teleport, Pass Plant, Circle of Protection, or any other magic or ability that removes them from play. 2. Political Figures must be as cooperative as possible to whichever team is currently "in possession" of her. This means that Figures should move when they are told, and stand still if "bound" to a tree or other object. 3. A Figure may be "bound" to a tree or other permanent structure (not really, merely simulated bondage!) by standing her next to the object and repeating "Binding" x20. Unless the Figure is rescued or untied (similarly repeat "Untying" x20 to free her) they must remain at that location. 4. Figures may never be forced into real harm, physically restrained, or forced to move any faster than a walk. As Figures may be taken from the ranks of color, children, and noncombatants, it is best to use care and caution. 5. Figures generally do not have combat abilities, and may not be struck with Amtgard weapons during play unless approved beforehand. To simulate subdual blows, gently place a weapon upon her shoulder and say "I subdue thee" xl. 6. Optional: Grant the Figure class abilities of level they have previously attained if the game is a Full Class. Or if the game is Militia or Ditch, grant them the abilities of a I st level Wizard or Healer to make things really interesting. In these cases the Figure is a combatant and is subject to all the rules of the battlegame. ***** Noble's Free-For-All (Class, Militia, or Ditch) Materials: one roll of ribbon for each team. Set-up: 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". See the section on Castle Sieges (q.v.) for those rules. Object: Beat the opposing teams. The last team with living members is considered the winner. Options: 1. 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. 2. Give each Noble a "treasure" to protect. Instead of remaining lives, the winner is the team that accumulates the most treasures. ***** Caravan Crossing (Class or Militia) Materials: None Set-up: Divide the populace into two teams. One to represent the Bandits and the other the Guards. One player should be designated a Political Figure (q.v.) and serve as the object of the battlegame. This game works best if there is a substantial playing area, particularly one with wooded areas. Object: 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. 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. Options: 1. Give the Bandits one or more Monster allies, to aid their cause. 2. The Guards must never leave more than 100 feet from the Figure. 3. Place mundane hazards (quicksand, water, etc.,) in the path of the Guards or Bandits. 4. 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. 5. Place Neutral encounters (like Healers or Unicorns) throughout the path. ******** Insurrection (Modified Class) Materials: Fancy garb or belt favors for nobility Set-Up: Divide the nobles out from the rest of the populace and send them into the park. Object: 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 shouldtry 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, peaseants are killed by any limb shot. ******** Warlords 'R Us (Ditch) Set-up: Everyone starts as a team of one. Materials: none Object: To be the greatest warlord with everyone on your team as a fighting minion. Each player begins the game as warlord of his own team. Whenever a player is killed he comes back to life (after a 60 count) fighting for his killer's team or warlord. When the warlord of a team is killed, all minions of that team are released as free agents. This is a quick game for up to 10 people but it takes much longer as the population increases. Any new players simply join the game as a warlord. Death lasts for 60 seconds (just long enough to catch your breath). Sacrificing a living minion may heal a Warlord's wounds. Options: 1. Often it is suggested that each combatant fight with similar weapons. Another variant is for each fighter to fight single short sword. ******* Political Figures 1. Political Figures are considered game items, and as such, may not be subjected to Teleport, Pass Plant, Circle of Protection, or any other magic or ability that removes them from play. 2. Political Figures must be as cooperative as possible to whichever team is currently "in possession" of her. This means that Figures should move when they are told, and stand still if "bound" to a tree or other object. 3. A Figure may be "bound" to a tree or other permanent structure (not really, merely simulated bondage!) by standing her next to the object and repeating "Binding" x20. Unless the Figure is rescued or untied (similarly repeat "Untying" x20 to free her) they must remain at that location. 4. Figures may never be forced into real harm, physically restrained, or forced to move any faster than a walk. As Figures may be taken from the ranks of color, children, and noncombatants, it is best to use care and caution. 5. Figures generally do not have combat abilities, and may not be struck with Amtgard weapons during play unless approved beforehand. To simulate subdual blows, gently place a weapon upon her shoulder and say "I subdue thee" xl. 6. Optional: Grant the Figure class abilities of level they have previously attained if the game is a Full Class. Or if the game is Militia or Ditch, grant them the abilities of a I st level Wizard or Healer to make things really interesting. In these cases the Figure is a combatant and is subject to all the rules of the battlegame. ***** Noble's Free-For-All (Class, Militia, or Ditch) Materials: one roll of ribbon for each team. Set-up: 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". See the section on Castle Sieges (q.v.) for those rules. Object: Beat the opposing teams. The last team with living members is considered the winner. Options: 1. 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. 2. Give each Noble a "treasure" to protect. Instead of remaining lives, the winner is the team that accumulates the most treasures. ***** Caravan Crossing (Class or Militia) Materials: None Set-up: Divide the populace into two teams. One to represent the Bandits and the other the Guards. One player should be designated a Political Figure (q.v.) and serve as the object of the battlegame. This game works best if there is a substantial playing area, particularly one with wooded areas. Object: 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. 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. Options: 1. Give the Bandits one or more Monster allies, to aid their cause. 2. The Guards must never leave more than 100 feet from the Figure. 3. Place mundane hazards (quicksand, water, etc.,) in the path of the Guards or Bandits. 4. 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. 5. Place Neutral encounters (like Healers or Unicorns) throughout the path. ******** Insurrection (Modified Class) Materials: Fancy garb or belt favors for nobility Set-Up: Divide the nobles out from the rest of the populace and send them into the park. Object: 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 shouldtry 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, peaseants are killed by any limb shot. ******** Warlords 'R Us (Ditch) Set-up: Everyone starts as a team of one. Materials: none Object: To be the greatest warlord with everyone on your team as a fighting minion. Each player begins the game as warlord of his own team. Whenever a player is killed he comes back to life (after a 60 count) fighting for his killer's team or warlord. When the warlord of a team is killed, all minions of that team are released as free agents. This is a quick game for up to 10 people but it takes much longer as the population increases. Any new players simply join the game as a warlord. Death lasts for 60 seconds (just long enough to catch your breath). Sacrificing a living minion may heal a Warlord's wounds. Options: 1. Often it is suggested that each combatant fight with similar weapons. Another variant is for each fighter to fight single short sword. ******* Battlegamers Anonymous 1: Deep Dark Sea ************** Boarding Parties (Class, Militia, or Ditch) Materials: several rolls of surveyor's ribbon and small stakes, 4 milk crates or boxes, a plank Set-Up: 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. Object: 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. Capture is accomplished by a) subduing or killing the rival Captain or b) destroying both the helm and the main mast (i.e.: 10 chops with a blue or red weapon, Fireball, Lightning Bolt, etc.) Options: 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. 2. Place the ships close enough to jump between, though caution should be used to ensure safe landings. ****** Bridge Battle (Ditch, Militia or Class) Materials: Something to denote the sides of a "bridge"; a trail, ribbon, rope, etc. Set-Up: Divide the populace into two equal teams. Draw or mark off a section of flat and debris-free land, roughly 30 feet long by 5 feet wide. Object: 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. Options: 1. Impose some interesting weapon restrictions, such as all players must use a single short sword, or each team is allowed only one polearm, or no shields, etc. 2. Set a Water Area running "under" the bridge, so any who fall off are subject to the usual Water Rules. ****** Aquatic Environment (the Water Area): used to simulate areas of deep water. 1. No one may move faster than a walk in water. The Reeve will determine just how fast that is. (Heel to toe is a good pace to use.) 2. A person must have one hand free in water at all times. This arm may hold neither a weapon or item in the hand, nor a shield on the arm. If one arm is not freed within a 10 count of entering water, then the player drowns. 3. People with one to three points of armor may only stay in water for a 100 count before drowning. People with 4 or more armor points cannot go in water at all without drowning. 4. Magic may not be cast in water. 5. Fireballs are negated if the person is in water. Iceballs have the same effect that they do on land, but the person is an ice cube that can be pushed around in water as they "bob". Lightning Bolts kill everyone in a 10 feet radius of where they land. Petrify bolts cause death. All other bolts have their normal effects. 6. Optional: Stun, Sleep, and other such spells cause death unless the person is rescued within 10 seconds of the spell being completed. The rescuer must still have one hand free while dragging the ensorcelled back to land. 7. Optional: Each person can be allotted a 25 count Dive (1/Life) which is activated by saying "Dive!" x5. While under water, the person cannot have magic cast upon them, they also cannot attack though they can be attacked by someone else. No spell ball except lightning bolt will affect them. They return to the surface By saying "Surfacing!" Xl. ************ Terrors of the Deep Sharks The Kings of the Deep. These horrible foes are doubtless the most feared of all natural terrors of the sea, and this reputation is well deserved. Sharks are confined to Water Area only and may not move or attack outside of those areas. A Shark should be allowed to roam freely within these areas at whatever speeds they can manage (basically, Sharks may run in Water, and are not limited to baby-steps). Sharks should be armed with a polearm, to simulate their attacking speeds and length of their bodies. A Shark may be given a point or two of Natural armor if the need for an especially brutal underwater encounter is called for. All spells that work in water may effect a Shark, though they are not effected by spells that Charm or Control. Sharks may be attacked at range by spellcasters and archers. Players killed by a Shark are considered Severed and may not be Resurrected. Piranha School Next to the Shark, these diminutive monstrosities might pale in comparison. Still, few creatures can last long in Piranhainfested Waters without suffering some damage. Piranha are not represented by actual players, but instead are treated similar to a Fixed-Area Enchantment. A red ribbon or red markers are placed in/around a Water Area to denote the range of the Piranha school. Any non-armored being who spends 10 seconds inside the Piranha school suffers a Wound to the leg (players choice which one). An additional 10 seconds brings death. Armor (both regular and Invulnerable) is consumed at the rate of 1 point per 5 seconds in the Piranha school until destroyed, after which time, the rules above apply (Wounded, then dead). Players killed by a Piranha school are considered Severed and may not be Resurrected. Seaweed Beds The aquatic equivalent to Quicksand (q.v.). Seaweed is marked within a Water Area by green ribbons. Anyone "swimming" into a Seaweed Bed may swim no farther and will drown in a 100 count regardless of armor or free hands. Victims may be pulled out just like Quicksand. Creatures with Aquatic Nature are immune to Seaweed. Aquatic Natures Many Amtgard Monsters are Aquatic in nature, though this ability is rarely discussed in the Monster's description. Creatures of this type are immune to the adverse effects of Water Areas, may move at full speed in water, and possess unlimited "Diving" ability. Additionally, Aquatic creatures are immune to Seaweed and may avoid Piranha schools without damage. Listed below are the creatures in the Dor Un Avathar, 7th Edition, who are considered to have Aquatic Natures: Aquatic Dor Un Avathar Monsters - Deadly Slime, Lizardman, Kraken, Scalor, Siren, Troglodyte, Water Elemental Aquatic Monsters of the Wetlands - Giant Crocodile, Spitting Snake, Amphiboid, Calimarin, Crahman, Rainbow Elementoid, Mudman Elementoid, Sea Giant, Merfolk, Naga, Protozoan, Genie, Thunder Giant, Kappa, Sea Zombie. Political Figures 1. Political Figures are considered game items, and as such, may not be subjected to Teleport, Pass Plant, Circle of Protection, or any other magic or ability that removes them from play. 2. Political Figures must be as cooperative as possible to whichever team is currently "in possession" of her. This means that Figures should move when they are told, and stand still if "bound" to a tree or other object. 3. A Figure may be "bound" to a tree or other permanent structure (not really, merely simulated bondage!) by standing her next to the object and repeating "Binding" x20. Unless the Figure is rescued or untied (similarly repeat "Untying" x20 to free her) they must remain at that location. 4. Figures may never be forced into real harm, physically restrained, or forced to move any faster than a walk. As Figures may be taken from the ranks of color, children, and noncombatants, it is best to use care and caution. 5. Figures generally do not have combat abilities, and may not be struck with Amtgard weapons during play unless approved beforehand. To simulate subdual blows, gently place a weapon upon her shoulder and say "I subdue thee" xl. 6. Optional: Grant the Figure class abilities of level they have previously attained if the game is a Full Class. Or if the game is Militia or Ditch, grant them the abilities of a I st level Wizard or Healer to make things really interesting. In these cases the Figure is a combatant and is subject to all the rules of the battlegame. ***** Noble's Free-For-All (Class, Militia, or Ditch) Materials: one roll of ribbon for each team. Set-up: 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". See the section on Castle Sieges (q.v.) for those rules. Object: Beat the opposing teams. The last team with living members is considered the winner. Options: 1. 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. 2. Give each Noble a "treasure" to protect. Instead of remaining lives, the winner is the team that accumulates the most treasures. ***** Caravan Crossing (Class or Militia) Materials: None Set-up: Divide the populace into two teams. One to represent the Bandits and the other the Guards. One player should be designated a Political Figure (q.v.) and serve as the object of the battlegame. This game works best if there is a substantial playing area, particularly one with wooded areas. Object: 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. 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. Options: 1. Give the Bandits one or more Monster allies, to aid their cause. 2. The Guards must never leave more than 100 feet from the Figure. 3. Place mundane hazards (quicksand, water, etc.,) in the path of the Guards or Bandits. 4. 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. 5. Place Neutral encounters (like Healers or Unicorns) throughout the path. ******** Insurrection (Modified Class) Materials: Fancy garb or belt favors for nobility Set-Up: Divide the nobles out from the rest of the populace and send them into the park. Object: 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 shouldtry 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, peaseants are killed by any limb shot. ******** Warlords 'R Us (Ditch) Set-up: Everyone starts as a team of one. Materials: none Object: To be the greatest warlord with everyone on your team as a fighting minion. Each player begins the game as warlord of his own team. Whenever a player is killed he comes back to life (after a 60 count) fighting for his killer's team or warlord. When the warlord of a team is killed, all minions of that team are released as free agents. This is a quick game for up to 10 people but it takes much longer as the population increases. Any new players simply join the game as a warlord. Death lasts for 60 seconds (just long enough to catch your breath). Sacrificing a living minion may heal a Warlord's wounds. Options: 1. Often it is suggested that each combatant fight with similar weapons. Another variant is for each fighter to fight single short sword. ******* Today's theme: Amtgard Sporting Events! (well, everything but Jugging, which I also have the rules for, but so does everyone else) *************** 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.) ********** Tree Hugger (Ditch) Set-up: Mark two trees clearly with ribbon. One clearly designated Nirvana area should be marked off between them. Materials: Ribbon Object: 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. Options: 1. 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. 2. 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. ********** Treeball (Class, Militia, or Ditch) Materials: A safe Nerf-type ball, ribbons to mark goals. Set-up: 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. Object: 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. Options: What you see is pretty much what you get. ****** Neutral Archer (Modified Ditch, Militia or Class) Set-Up: Divide the populace into 2-4 equal teams Materials: An archer Object: 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. ******* Fox-Across-the-River (Sharks and Minnows) (Ditch) Materials: None Set-up: A field of play is designated, roughly 50 yards long by 20 yards wide. One player is chosen as the "Fox" (or Shark) and stands in the center of the field. All other players line up on one end of the field, as "Chickens" (or Minnows). Weapon restrictions, if any, are decided upon before play begins. Object: When Lay-On is called, the chickens must try and run or maneuver past the Fox and make it to the safety of the other side of the field. The Fox, in turn, tries to defeat the Chickens. Any chickens slain by the Fox become Foxes for the next round. All wounds to all players are regenerated after each crossing. Play continues until all the chickens are Foxes. The last surviving chicken becomes the Fox for the next round. Options: 1. The Fox may regenerate from wounds or death in a 5 count, if slain or injured by a chicken during the crossing. Only the first (original) Fox may do this. Other, secondary Foxes (basically all the chickens who get killed) may not regenerate Today's Theme: Reasons to Hit People With a Foam Sword, Volume One ********* Arena (Tournament) Materials: Any flat and clearly defined area will serve as an Arena. Set-Up: Mark off the Arena and have the participants surround the outside edge, with their weapons at their feet. Object: To kick everybody's butt! A reeve or pre-decided participant calls the names of any two participants. The winner stays and the loser takes a place back outside the Arena. The reeve then calls the next warrior to challenge the winner. Options: 1. Gladiators enter without weapons. The populace throws a weapon or shield into the ring for each warrior. Be sure to choose only three or four people for this task, as any weapons under foot become a hazard. ********** Bear Pit (Tournament, Ditch) Materials: None Set-up: The Bear Pit is an easy to set-up battlegame that is really little more than a round-robin ditch fight with some tournament-style rules. All players form a ring around a single player in the center. Weapon choice may or may not be restricted, as the participants decide prior to beginning. Object: The player in the center is considered the Bear and squares off against one opponent at a time. All players entering the Pit must declare their entrance and the Bear may never be struck unawares. The Bear wins all ties and regenerates wounds after each successful round. Players who defeat the Bear become the Bear for the next fight. Bears who win remain in the center until they are defeated or they "walk the circle" twice by defeating all other players. ******* Capture the Flag (Ring the Bell) (Ditch, Militia or Class) Materials: One or more flags Set-up: Two or more balanced teams are chosen, and each is given a token to serve as the "flag" for their team. Tokens may be actual flags, colored cones, bright ribbons, a person, or any other object that is clearly visible and easy to transport. Object: This game is a spin-off of the age-old children's game. The object is for one team to capture the flag of one or more of the opposing teams. If a person is used as the flag, see the Political Figures section (q.v.) for more details. Play continues until a flag is captured, one or more times, as decided upon before play begins. In all circumstances, flags are considered game items, and as such, may not be held while Teleporting, Passing without Trace, etc. For Ring the Bell, just place the markers at opposite ends of the field. Instead of moving the markers, teams just have to touch their opponents marker and shout "DING!" ****** Tag (Class, Militia, or Ditch) Materials: None Set-up: 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. Object: One of the oldest games known to man, Tag and all it's variants (Hide-and-Seek, Statues, etc.) adapts well to Amtgard battlegames. IT's 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): 1. A set number of populace has been caught. 2. The populace eludes IT for a 1000 count (about 15 minutes). 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. Options: 1. 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. ********* Scalphunter (Class Tournament) Materials: Index Cards Set-Up: Each player is given one index card for each life he has. He then signs his name and class and level on the cards. All the players are then sent out into the park to await the beginning of the game. Object: Once the game has begun, it's every man for himself. When a person gets killed, he gives on of his cards to his killer and goes to Nirvana. At the end of the game, the person with the most cards wins. This game is played best when a time limit is imposed. ******** Iron Triangle (Ditch) Materials: The reeve will need a watch. Rope or tape to better define the triangle would be nice. Set-Up: Divide the populace into three equal teams Object: 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. ****** Multiple Teams (Class, Militia, or Ditch) Materials: Colored headbands for all players. Set-up: Divide the populace into four or more equal teams. Object: Out-maneuver and annihilate the opposition. The last team with living players is considered the winner. Options: 1. 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. ********* Tavern Brawl (Modified Ditch) Materials: Table legs (legal sword under 30" with brown cover); steak knives (melee daggers); 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 under 24" with brown or gray cover); table tops (medium shields with brown covers, may not be aff~xed to the arm but may be held by the cover); sausage links (brown or red covered nunchucks). Other foam representations of food, kitchen items or anything that might be found in an actual fantasy/medieval tavem. Set-up: Mark offthe area to serve as the tavern with ribbon. Allow plenty of room for moving andfighting. 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!) Object: 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. Options: 1. Use full class rules, but limit all players to first level. Same restrictions apply for weapons, though armor may be allowed. ******** 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. ******** Todays theme: The Underworld Above Ground ************* 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. *** Walls The most important aspect of any structure are the walls of which it is comprised. Generally, walls are considered to be invulnerable to all forrns of attacks. This just keeps the rules-lawyering to a minimum. On the chance that a scenario requires a wall or building to be breached or destroyed, I offer the following suggestions: 1. Spells which may be used to destroy a wall: Sphere of Annihilation, Fireball, Lightning Bolt, Stone to Flesh. Each of these spells will destroy a 10x10 section of wall. Fireball and Lightning Bolt will also catch inflammable buildings on fire. 2. Burning structures are completely destroyed in a 300 count. After that time, treat the structure as a Lava Bed (q.v.). Any player inside a burning structure will perish in a 50 count. 3. Mend and the Homestone may be used to repair a 10x 10 section of wall. 4. Siege Weapons will also destroy a 10x10 section of wall. Monster White Weapons require three strikes to destroy an area of the same size. 5. Teleport and other such abilities will only function as line-of-sight (i.e.: players may Teleport into a room with an open door, but may not Teleport around corners or into areas obstructed by walls, doors, or other players). ***** Doors Doors come in a variety of types, most of which may be used to hinder players entry into a particular section of the structure. Varieties include: 1. Normal Doors may be entered freely, just touch the door and say "Open" xl. Players may also "Close" a portal. 2. Locked Doors may require a key, object or special phrase to open. 3. Wooden Doors may be battered down by 10 strikes with a blue weapon or 5 strikes with a red weapon. Fireball, Sphere of Annihilation and Lightning Bolt will completely destroy a wooden door. Shove may force a door open, at the reeve's discretion. 4. Stone or Iron Doors may not be battered down with ordinary weapons. Siege Weapons, Monster White Weapons and Sphere may be used to destroy this type of door in one shot. ****** INTERIOR RULES These rules may be used to simulate the interior of buildings, caves or dungeons. Be sure your players are clear on the hazards involved when venturing into these areas. Darkness You can't fight what can't be seen. In the darkness of underground dungeons or deep caves, the lack of light becomes as dangerous as any Monster. Since safety is the primary concern in Amtgard, we can not very well walk and fight with our eyes closed or blindfolded. Instead, we just have to use our imaginations and a few simple rules. 1. In the dark, no player can move faster than a walk. Any player who runs more than three steps should take leg wound from a "twisted ankle". 2. Missile weapons and projectiles may not be used on any target farther away than 10 feet. In any case, all such weapons are reduced by one point value (to a minimum of 1) to reflect poor targeting conditions (i.e.: two-point arrows only do one point to armor). 3. Players within 50 feet of a Light Source (see below) are exempt from these rules. ****** Light Sources A Light Source is defined as any object capable of illuminating an area to a level suitable for human vision to function normally. In games terms this can be accomplished in a number of ways, both magical and mundane. Any player within 50 feet of a Light Source is immune to the effects of Darkness. The following objects/items may be used as a source of light: 1. An active Fireball or Lightning Bolt (for two minutes at a time, anyway). 2. An active Flameblade or the Sword of Flame. 3. Any object bearing Illuminate (q.v.) 4. A "torch" may be constructed by tying a red cloth around a legal weapon and holding it aloft. Torches constructed in this manner may be used in combat, but is considered extinguished after two legal strikes. Optionally, a stick, flashlight or other such object may be used, but utmost care should be used when carrying any unsafe object on the field. 5. Safe torches and lanterns can be constructed like legal weapons. This is by far the most preferable solution. Not only is it safer, it makes a great creative project. See the Tavern Brawl (q.v.) for more information regarding safe simulations of non-weapon items. 6. The player carrying a Light Source may not use another object in the same hand wielding the source. **** Spell Adjustments While Indoors Magic works normally indoors and underground, with only a couple of exceptions: 1. Call Lightning may not be cast while totally indoors. This spell may be cast and targeted normally if the caster has line-of-sight with the outside world. 2. Players can not be Transformed into a Giant while indoors. 3. Teleport and other such magics are line-of-sight into unexplored areas. Familiar or explored areas may be the destination for these spells. 4. Unless stated otherwise by the reeve, trees do not grow in caves. Any spell or ability that requires a tree may not be used unless specified by a reeve. ******** Class Ability Adjustments While Indoors Make the following modifications to class abilities while fighting inside a structure: 1. Scout Entangle Trap does NOT work inside a building, castle or dungeon. It may be used normally in a cave setting. 2. Barbarians may not Heal Self unless they carry their herbs with them into the structure. 3. Pass Without Trace does not function inside man-made buildings or dungeons. This ability functions without modification in natural cave surroundings. ******** Traps, Tricks and Other Nasty Things This section details several ways to make life miserable for your players. Use these with caution, and be sure reeves and players are aware of any special rules involved. Firewire From the minds of mages come the most deadly ideas. This trap was perfected by Master Wizard Gideon Goldmoon to help defend his mysterious Crypt against invaders. Stretch red, pink or orange ribbon in a crisscross pattern between several trees to achieve an obstacle course-style challenge. Players must weave, bend and crawl through the wires without touching any. To touch one means death, unless Protectedirom Flame or bearing Invulnerable armor. Touching a wire counts as a physical hit to whatever location contacted it for purposes of determining damage to Invulnerable armor. Wires remain in play for the entire game, or may be removed once it has been contacted, at the game master's option. ****** Ground Traps Floor-level obstacles are often overlooked and can be the source of much vexation for unwary adventurers. Mark off a section of ground with ribbon in the desired shape of the trap. Don't worry if it is clearly visible, someone will step on it whether it is bright orange or cleverly camouflaged. Make sure reeves are informed as to the effects of a trap and optimally there should be enough reeves so that each trap (or series of traps and encounters) has its own individual judge. Additionally, give each trap a physical description, because smart players will ask, "what do I see?" Best bet: write the information down on a card so the reeve can refer to it during the game. ***** Pit Traps These traps epresent a hole in the ground. This can be anything from naturally hazardous footing to devised pits with spring doors and razor spikes. A few examples of the Pit Trap: 1. Half Hole - step in and take a leg wound unless protected by Inwlnerable armor or enchantments. Counts as a physical hit to one leg. 2. Whole Hole - fall in and die unless protected by Inwlnerable armor or enchantments. Counts as a physical hit to all locations. 3. Poisoned Spikes - take a leg wound and die in a 100 count unless Cured of Poison. Normal immunities apply as do rules for Inwlnerability. 4. Acid Pit - all non-Hardened weapons, shields and armor destroyed, death in a 50 count unless pulled free. Enchantments offer no protection and natural Inwlnerable armor is dissolved completely in 15 count per point. 5. Fire Trap - BOOM! Death unless Protected From Flame or bearing Inwlnerable armor. Counts as a physical hit with a Fireball to all locations, including armor and weapons. 6. Electrical Trap - ZAP! Take a wound (reeve's decision, usually the first location to touch the trap) unless Protected From Flame or bearing Inwlnerable armor. Counts as a physical hit to one location. Victims wearing metal armor are slain unless protected. 7. Entangle Trap - Player is held in place and must strike each leg 10 times with an edged weapon to be freed. Armor and enchantments do not stop this trap. Barbarians are immune. 8. Teleportal - step in and be transported to another location (which may or may not have a teleportal back out! ). All classes are effected and enchantments confer no protection. A Dispel Magic cast on a teleportal renders it inoperable for a 300 count. 9. Bottomless Pit - Good bye, thank you for playing, go straight to Nirvana unless you can Fly or Teleport. Victims are considered Severed (no body left to Resurrect). ********* Climbing Out Any trap that represents a normal hole or pit can be climbed out of at a rate of "Climbing" x Number of feet deep the trap is supposed to be (i.e.: a twenty foot deep pit takes Climbing x20 to escape). Both hands must be empty in order to climb, which may mean leaving items "at the bottom". Teleport, Pass Without Trace and Fly can be used to escape a pit much more quickly if the victim is capable of such feats. Rope (or an Adventurer's Best Friend) Some pits may be described as too steep or slick to climb. Other than the above mentioned spells, the only way of escaping such a trap is to have someone outside the trap "throw down a rope" and pull the victim to safety. A roll of ribbon easily simulates rope if no real rope or twine is available. Once the rope is thrown down, the normal rules for Climbing apply. ***** Maze Craze (Class or Militia) Materials: Lots and lots of bright ribbon or rope! Set-up: 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 and fairly geometrical with plenty of dead-ends and/or extra openings. Be creative, the only limits are imagination and the amount of ribbon you have available. Object: Variable. Just pick one, two, or more of the Options below with a well-designed maze and you have an instant afternoon's entertainment. All ribbons are impenetrable walls and may not be crossed or fought through, without magical aid. Options: 1. Teams enter from opposite ends and must battle their way past the other team to touch the opposing base. Score points and reset. 2. Place a treasure in the center of the maze. Teams follow Option I, but must return to their own base with the prize, instead of touching a base. 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. 4. As Option 3, but each team may only control one flag at a time. 5. Place a Political Figure (q.v.) in the center or remote hallway. Teams then compete against one another to get the Figure back to their own bases. For another twist, play this as a Militia Battle and allow the Figure to have 6th level spell casting ability in Healer or Wizard. The Figure must cast spells to aid whatever team is currently controlling her. 6. Make the Maze an obstacle course. One player at a time makes their way through the maze and whatever mundane hazards or opponents the Reeve put 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. 7. As Option 6, but use small teams of two or three players at a time. ******* Mazes and Monsters (Class or Militia) Materials: See Maze Craze (q.v.) plus Monster garb. Set-up: As above, but place a few suitably powered Monsters in the maze. Object: Choose some of the Maze Craze Options and add Monsters to defend the goal(s). 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. Options: 1. Instead of one large maze, run this Quest-style in several "scenes". Set up a series of encounters and traps and run teams or individuals through one at a time. This is particularly entertaining if the areas are separated out of sight, so each team is unaware of what waits ahead or how well their opposition is fairing. ******* Castle Seige (Class, Militia, or Ditch) Materials: A castle of some type, either hay bales, playground equipment, or constructed of ribbon stretched between trees. Set-up: Unless you have to build your own castle, none. Otherwise divide the populace into two teams, one inside the castle as Defenders, and the others serving as Invaders. Object: The Defenders must repel the Invaders, who in turn, must attempt to oust the castles occupants. This game can be played repeatedly by changing roles after each successful Invasion. In other words, every time the Invaders win, they become the Defenders for the next battle. Castle walls are invulnerable to attack, and may not be fought through or over, though Thieves and other classes with that ability may climb them. At least one opening should be left, no thinner than 3' wide and no wider than 10' across. ********** Warcraft (Orcs Vs Humans) (Modified Militia) Materials: 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. Set-Up: 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. Object: 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. Points may be saved or spent as follows: 3 Gold One extra life for any player 6 Gold One player may use a short bow or a medium shield 8 Gold One player may wear up to four points of armor 10 Gold One player may go Berserk (as Barbarian) on next life 20 Gold All players on the team gain one additional life Options: 1. The team with the most Gold at the end of the game wins. 2. Play until one team is shattered. 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.