Battlegames
Wednesday
(Hunger Games)
Twister
(3:00pm - 3:45pm)
Game Setup
Draw an equal amount of 10 foot diameter circles in each color arrayed in rows, there should be no less than 4 of each color, and no more than 1 of each color per 4 players.
Divide into 2 or more teams
Further divide each team into the 4 limbs.
Optionally mark limbs with different color head bands
Game Basics
Goal of the game: Be the last un-shattered team
Lives: Each player will have 5 lives
Spawning and re-spawning: May only spawn or re-spawn when your limb is called to a color and may do so at any
edge of the playing field.
Game Specific Modifications
Abilities may be used at any time, directed at any player within range
If 2 or more players are occupying a circle when the Whistle or horn is blown, all players occupying that circle die.
If a dead player is called to move, he must exit the field before re-spawning, and may not continue to wait for a resurrect spell.
If a player is called to move, and ends the movement period in the same circle he started in, this kills him/her
If a player leaves his/her circle when his limb has not been called, they die.
Deaths due to movement or whistle blowing occur through all states, including the out of game state imparted by the archer’s reload.
Reeve will spin the twister spinner, and begin the 30 second timer.
They will call out a limb, and a color
Limbs called are required to leave their circle and may NOT return to it during this movement period.
Limbs called must end the movement period in a circle of the appropriate color.
The reeve will use the whistle at the end of each movement period.
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DEATH BALL
(4:00pm - 4:45pm)
Game Setup
Choose 2 or more team captains
Divide the teams
Place spawn markers at far sides of field.
Place Death ball in center of the field.
Game Basics
Object of Game: Shatter the other team
Lives: 10 per player
Re-spawning: instant at your spawn point
Game Specific Modifications
Captains of each team are immune to the death ball
Any other player contacting the death ball is killed, has all equipment, destroyed, the player is
dispelled, cursed, and suppressed until they re-spawn.
This effect ignores invulnerability, and not a subject to spell schools, it will not interact with any kind of immunity or protection.
The death ball is engulfing
If a captain carries the death ball for more than 5 seconds, he/she loses his immunity for the rest of that life.
It is meant to be thrown and kicked quickly.
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The Arena
(6:00pm - 6:45pm)
Game setup
Lay out field with center cornucopia zone and pie wedges outside of it
Game Basics
Object of game: Be the last player standing.
Lives: 3 per player
Re-spawning: Dead players will remain dead until the next effect whistle. All players will Respawn in the cornucopia.
Game will last until a single player remains.
Game Specific Modifications:
Every 5 minutes the whistle will be blown which will trigger all terrain effects simultaneously. Reeves
will also drop relics in the cornucopia at this time.
If you step out of bounds, you die. If you do so while in possession of a relic, report to a reeve who will
record you as owning that relic for the duration of Spring War
Relics that are not cleared from the arena may be looted by living players.
No player will be permitted to exceed the relic limits in the rules of play. Relics violating these limits will
be returned to the cornucopia.
Winning player will be awarded their choice of any remaining relics, and 3 trinkets that will be re-usable
every game of spring war.
Terrain
Fire: A wall of fire erupts in the area killing all players that are in the zone and not immune to flame.
Poison: A deadly fog fills this zone killing all who are not immune to death
Deep Freeze: An extreme drop in temperature kills all players in this zone not immune to Subdual.
Carnivorous Swarm: A swarm of flesh eating bugs sweeps through the area killing all players who are
not insubstantial
Mind altering substance: A gas fills the area with maddening hallucinations, all players not immune to
command suffer a wound to the right arm trying to beat away invisible attackers.
Cornucopia: All players are affected as per heal, and word of mending.
Thursday
(Tolkien)
Battle of the 5 Armies
(2:00pm - 2:45pm)
Game Setup
Place team spawn markers
Mark off line for Nirvana
Divide into 5 teams
Optionally mark teams with headbands
All teams will replace the look the part bonus of their class with the bonus of the race.
Dwarves – Harden 2x per refresh
Humans (regular class LTP)
Elves – Tracking 1x per refresh charge 10
Half Orcs – Scavenge 1x per refresh charge 10
Goblins (Using the Dark Elf LTP) – Poison 1x per refresh charge 10
Game Basics
Object of game: Force the enemy to re-spawn more than you.
Lives: Unlimited
Re-spawning: Report to the Nirvana reeve, make sure you are tallied and then tag your teams spawn point.
Game will last 30 minutes. There will be a refresh at 15 minutes.
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Battle of Helms Deep
(3:00pm - 3:45pm)
Game Setup
Mark off inner and outer keep walls
Reeves placed at spawn points
Players will be the same races as battle of five armies game
Game Basics
Object of the game: Defenders hold out as long as possible, Attackers run defenders out of lives as fast as possible, or break the inner keep and have a player alive in there for 30 seconds. Defenders win if they hold out for 20 minutes (ents finally show up to the battle and destroy the attackers from the back)
Both teams will have a turn defending
Initial defenders will be: Humans, Dwarves, Elves
Defenders will have 200 lives between them and an instant Respawn at reeve inside inner keep.
Attackers will have unlimited lives and spawn across the field in 60 second Respawn
Game Specific modifications
Outer keep walls may be fought over, but may only be crossed if dead, insubstantial, or out of game.
Inner keep walls may only be crossed if dead or out of game
Players in the inner keep are suppressed and cursed.
Players in the inner keep may not be made insubstantial, frozen, or stopped
Walls of the inner keep may be fought over.
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Moria
(4:00pm - 4:45pm)
The dwarves have delved too deeply, grown too wealthy off mithril,
the elves and men have become jealous and the mining has awoken the Balrog
Game Basics
Lives: each team will have 100 lives
Win condition: Dwarves, Humans, Elves, whomever banks the most Mithril without getting shattered
Goblins, Half Orks: Shatter non-goblinoids – they care not for Mithril
Game will last 45 minutes or until all non-goblimoids are shattered.
Game Specific Modifications
Mithril will be scattered across the battlefield and intermittently dropped by reeves onto the field.
The Balrog will be represented by a large yoga ball. Goblins and Half Orcs are immune to the deadly effects of the Balrog, however will be dispelled if they touch it. But the more noble races of middle earth are despised. Humans, Elves and Dwarves struck in equipment by the Balrog are affected as per a wounds kill strike to each limb and torso, The Balrog is also armor destroying, weapon destroying and shield destroying. The wounds kill wounds happen before armor is destroyed. Humans, Elves, and Dwarves, killed by the Balrog are cursed
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Siege of Lorien
(5:00pm - 6:45pm)
The Orcs have invaded the elves homeland and are vying for control of the woods.
Game Basics
Object of game: control more territory for longer than your opponents
Reeves will record time at each flag spot that each team has control.
Players may spawn instantly at the free spawn point
Players may spawn in 30 count at a flag they control
Lives: unlimited
Game Specific Modifications
After 1 minute of control, the capturing team will start acquiring points
Team will be awarded 2 points for a capture
Team will be awarded an additional 1 point every 20 seconds
Friday
(Harry Potter)
House Cup
(3:00pm - 3:45pm)
The bestiary has been let loose, and teachers have unanswered questions. Compete for the glory of your house!
Monster catching game with quizzing on rules.
Game Setup
Players will be divided into the 4 houses and marked with head bands.
All Players will participate as a first level spell caster, they will be limited to Healer, Wizard, Bard, and Druid classes
Spawn marker for each house
Multiple monsters
Wandering teachers with reeves tests.
Monsters and teachers will be given tokens
Mark monster pens
Spawn markers for monsters
Game Basics
Lives 10 each
Death: 60 count
Object of game: score the most points for your house
Monsters delivered to the correct monster pen will Drop a 10 point token
Monsters that are killed will remove a point from the house that lands the killing blow before re-spawning
Teachers may ask each group/player a question from their reeves test. Correct answers will get them to drop a 3 point token, incorrect answers will make them go insubstantial and remove 1 point from the house that got it wrong. Killing a Teacher will cost 15 points from the offending team
Teachers will keep track of Demerits to be tallied at end of game. Insubstantial teachers may wander freely for 30 seconds before they can be questioned again. Tracking can be used to end this state early.
Monsters may be stunned with melee weaponry by calling subdue with a strike. This stun will last for 15 seconds. If they are stunned 5 times in the same life in such a manner, they die.
Players killed with unbanked tokens drop them and they may be looted.
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Summoner War
(4:00pm - 4:45pm)
(Presented by Dax)
A battle game revolving around 6 magic staves, and 'hordes' of element-themed minions (players), seeking to emulate iconic scenes of eldritch wizardry and nether conjurers embroiled in an arcane tempest.
Idealy sides will be composed of teams divided evenly into six. For ease of explanation we will assume that there are two sides, with three staves and 100 people, per side playing. Players will be chosen based off of Class, level and any known fighting experience and allowed to choose one staff per 33 people. Upon establishing said teams and designated to their respective sides they will then locate their 'summoning portal' more aptly known as their nirvana, or spawn point.
The goal of the game is to disable the opposing side's ability to respawn, through the destruction of their component staves.
Each of the six magic staves follow a theme, and inherently grant any players spawned at their portals a single use ability. Each stave has 3 durability points, which when untended and not being held by any player is struck with a weapon and 'broken' is loses one (1) durability point.
When a staff loses a durability point its selection of inherently granted power decreases and when reduced two one durability will only function to allow the Respawn of any players currently waiting at their portal.
Staves should not be treated as weapons and for all intents and purposes should be classed as a 'Game Item'. All staves will have their Ability listed on them, as well as a way to monitor their Durability Points
Staff of Fire
3pt Pyrotechnics 1/L
2pt Heat Weapon 1/L
1pt (Nothing)
Staff of Air
3pt Lightning Bolt 1/L
2pt Shove 1/L
1pt (Nothing)
Staff of Water
3pt Gift of Water 1/L
2pt Ice Blast 1/L
1pt (Nothing)
Staff of Earth
3pt Lycanthropy 1/L
2pt Stone form 1/L
1pt (Nothing)
Staff of Life
3pt Blessed Aura 1/L
2pt Swift Heal 1/L
1pt (Nothing)
Staff of Death
3pt Vampirism 1/L
2pt Poison 1/L
1pt (Nothing)
Ideally these Staves will have their given powers listed on them for ease of reference, any powers are granted to the player and not castable on other powers (i.e. Blessed Aura is granted on resurrect and cannot be cast on another player during gameplay)
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Amtgard Quidditch
(5:00pm - 6:45pm)
The Playing Field
Regulation or Full Pitch Quidditch for amtgard is played on a rectangular Pitch 75 feet wide by 150 feet long (see Figure 1). The Pitch has a 10 foot diameter circle in the center where the Quaffle is put into play.
Figure 1: Amtgard Quidditch Pitch Measures
On each end there are three goal posts positioned on the boundary line. One post is positioned in the exact middle of the boundary line while the other two are positioned exactly 12 feet on either side of the center post. The goals are rings positioned with their bottoms at 6’, 3’ and 6” off of the ground. Experimentation has shown that a goal post is easily made by mounting a hula hoop between two poles of bamboo or pipe. Plastic tape is good to attach them because it is disposable and the goals can come down for transport.
Twelve feet out from each of the boundary lines where the goal posts are mounted is a line known as the Keeper Line. This marks the boundary of the “scoring area” in which the Keeper must stay. The only other players who can enter the “scoring area” are the chasers from the opposing team. Any player who leaves the pitch (including the keeper) is stunned (see the section on stuns).
Playing Balls
In Amtgard quidditch there are three types of balls that are used, the Quaffle, the Golden Snitch, and Bludgers. The Quaffle should be bright red in color and about the size of a soccer ball. Nerf Soccer balls work very well. The Golden Snitch is represented by at least three gold or yellow spell balls, one of which should have a distinguishing mark to denote the actual snitch. Since we don’t have enchanted bludgers to knock people off of their brooms, the bludgers are represented by four purple spell balls.
Players Positions:
Chasers (3)
Chasers are responsible for passing the Quaffle and scoring points by throwing the Quaffle through one of the opponent's goals. There are three Chasers on a team and they are each armed with a short sword.
Keeper (1)
The Keeper is the goal protector and must try to block attempts to score by the opposing team's Chasers. He is armed with a short sword and a medium shield.
Beaters (1)
The Beater attempts to block the Bludgers from hitting their team, and to hit the other team with the Bludgers. The Beaters is armed with only a medium shield and a bludger.
Seeker (1)
The Seeker attempts to catch the Golden Snitch. He or she is armed with a short sword and must wear the “seeker hat” or some other distinguishing piece of clothing. (Engineering tape works.)
Officials
Reeves
Two reeves monitor the game, call penalties, and insure that the game is played according to the rules.
Snitchers
Because the Golden Snitch cannot be enchanted to fly on its own, we need the Snitchers. The Snitchers throw the Golden Snitch at random times across the playing field, as well as making the initial attacks with the extra Bludgers, and attacking with the Bludgers should they go out of bounds.
The Game
Starting lineup and tip-off
When play commences, players line up on their own side of the midfield line with the keepers in the scoring zone. The referee in the center of the field tosses the Quaffle up and the Seekers in the starting circle attempt to tip it off to one of their team's Chasers. This is similar to the tip-off in basketball. Neither may be attacked by anyone until the Quaffle is in one team’s possession, nor may either team cross the midfield line.
Restarting play after scoring
When a team scores a goal with the Quaffle, the team who did not score is given possession of the Quaffle at their goal line. Both teams must remain on their side of the pitch until the reeves call lay on. If a team scores by catching a snitch, then there is a new tip-off.
Playing the Quaffle
Chasers attempt to move the Quaffle to their opponent’s end of the field in order to score goals by throwing the Quaffle through one of the hoops.
Moving the Quaffle
Chasers may pass the Quaffle as in Basketball, or run down field with it. Other team members (Beaters, or Seekers) may not touch the Quaffle. If a person is stunned, by either a weapon or a Bludger he or she must drop the Quaffle immediately.
Out of Bounds Quaffle
If the Quaffle is thrown out of bounds it is tossed back in to play by one of the reeves.
Scoring with the Quaffle
Each time a Chaser throws the Quaffle through one of the opposing team's goals his/her team receives 10 points. A seeker may shoot and score from anywhere within the pitch, however a person may only enter the “scoring area” if he or she is in possession of the Quaffle.
Blocking by the Keeper
The Keeper's objective is to keep the opposing team from scoring with the Quaffle. The Keeper is armed with a short sword and medium shield with which the Quaffle may be deflected from the hoops.
Recovery and Throw-in by the Keeper
If the Keeper can recover the Quaffle while it is still inside the Keeper line he/she can throw the Quaffle back in to one of his/her team's Chasers. It is also allowed for a Chaser to pass back to his own Keeper.
Playing the Bludgers
While the Chasers are playing the Quaffle the Beaters are attempting to hit the opposing team's Chasers with the Bludgers. The Beaters attempt to block the other Beaters from hitting their Chasers.
Bludging the Chasers
Initially two of the the Bludgers start in the possession of the Snitchers while the other two start in the possession of each teams Beater. The Snitchers may throw the Bludgers at any player, but once the Bludgers are on the field only the Beaters may touch them. The Beaters may pick up used Bludgers and throw them at the opposing team, however when a Beater has a Bludger he may not move until after he has thrown the Bludger. The Beater may, however, take a single step in order to throw the Bludger. The Beaters must throw the Bludgers at another player; they may not toss them forward simply to move them in to a better position. Additionally the Beaters may not hold the Bludgers for an extended period of time (at the referee’s discretion). Any player hit by a Bludger is stunned for a 15 count (see the section on stuns below).
Bludger Boundaries
Any bludger thrown out of bounds may be used by the Snitchers as if the match had just begun.
Playing the Golden Snitch
During play the Seekers are patrolling the field waiting for the opportunity to catch the Golden Snitch when it is thrown by one of the Snitchers. The Snitchers, like the referees, are not part of either team. They are considered officials who control one very important aspect of the game.
Throwing the Snitch
The four Snitchers move along the boundaries and throw the Golden Snitch over the field at random intervals. When throwing the Golden Snitch the Snitcher must aim for a position mid way between both Seekers. It is not necessary to have the Seekers looking at the Snitcher when the Golden Snitch is thrown. In addition to the Golden Snitch the Snitchers have a number of "fake" Snitches which they throw to misdirect the Seekers. The Snitches may be thrown either to another Snitcher or to some point within the playing field. If the Snitch lands on the field one of the seekers should return it to a Snitcher. If the Snitcher chooses to throw the Snitch to another Snitcher, the Snitch should be thrown in a way that a Seeker can still catch it (i.e. not 5 feet over the Snitchers’ heads).
Snitch Throwing Times
One of the Snitchers must throw the true Snitch at least once in every 5 throws. A throw of the Snitch does not count if it does not travel a minimum of 15 feet in bounds. It is counted, however, if caught by a Seeker before traveling 15 feet. The "fake" Snitches may be thrown as often as desired. Either a fake Snitch or the real Snitch must be thrown at least once a minute.
Catching the Golden Snitch
In order for the catch to count the Seeker must catch and hold the Snitch while it is still in the air. If the Snitch is dropped the catch does not count. If the Snitch touches the ground it is out of play. If a person is stunned after he or she catches the Snitch the catch still counts.
Scoring with the Golden Snitch
If a Seeker catches the Golden Snitch his/her team receives 50 points.
Interference and the Golden Snitch
No player, with the exception of the Seekers, is allowed to touch or interfere with the flight of the Snitch. If a player, other than the Seeker, touches the Snitch while it is in flight his/her team will be penalized 5 points. If a player other than a Seeker deliberately knocks the Golden Snitch down to prevent the Seeker from the opposing team from catching it that player's team is penalized 25 points. These penalties apply whether the Snitch is the real or fake Snitch.
Winning the Game
The first team to 100 points wins the game.
Stuns
Any player killed by a sword, or hit by a Bludger as per normal amtgard combat is stunned. Wounds are treated as per normal Amtgard combat and do not regenerate until a player is stunned. A stunned player must drop to at least one knee and count out loud to the specified number. The count varies depending on if a person was stunned by a weapon, or a Bludger. If a player is stunned by a weapon or steps out of bounds the player must count to 7, a bludger requires a 15 count. After the requisite count the player may immediately rejoin play. As in normal Amtgard 1 count is equal to 1 second.
Penalties
Blatching
(See Whisp, Quidditch through the Ages, page 29 for Wizard Quidditch description.) Physical contact against another player violating the Amtgard rules of play. First offense: 30 seconds in the penalty box, Second offense: Player is removed from the game. At the Reeve’s discretion serious offenses may merit ejection on the first offense. See also Cobbing and Slamming.
Blumphing
(See Whisp, Quidditch through the Ages, page 29 for Wizard Quidditch description.) Called against a Beater for deliberately throwing a Bludger in a way meant not to hit another player but to allow the Beater to change positions. Also called against a Beater who holds a Bludger for an excessive amount of time, referee’s discretion. 30 seconds in the penalty box and Loss of 2 points from the offending team.
Haversacking
(See Whisp, Quidditch through the Ages, page 30 for Wizard Quidditch description.) Called against a Chaser for "slam-dunking" the Quaffle through a hoop. The Quaffle must be thrown through the hoop. Goal is disallowed. If the hoop is broken while Haversacking then offending team forfeits the game.
Quaffle-pocking
(Interference with the Quaffle) (See Whisp, Quidditch through the Ages, page 30 for Wizard Quidditch description.) Beater or Seeker interfering with or tampering with the Quaffle – 30 Seconds in the penalty box.
Snitchnip
(Interference with the Golden Snitch) (See Whisp, Quidditch through the Ages, page 30 for Wizard Quidditch description.) Touching the Golden Snitch (except for the Seeker) –Loss of 5 points. This penalty shall apply even if the player is accidentally struck by the Snitch, but only as long as the Snitch is airborne. If a player deliberately knocks the Golden Snitch down to prevent the Seeker from the opposing team from catching it that player's team is penalized 25 points.
Saturday will be a series of Game of Thrones theme games. At the beginning of Saturday people will be assigned Houses by company, or Amtgard household that best fits the colors/heraldry of the respective groups. During each game, it will be 2 houses formally competing, but they will have allies from the other houses. Members of the houses officially competing are risking their role as humans in the final battle. If a house loses its fight, all members of that house will play as white walkers on the last battle of the day.
Each house will have an additional ability that they can use in any battle where they are at risk, Allies cannot use their House abilities.
House Abilities:
House Lannister: Harden 1x refresh charge 10. May have no more than 3 active at a time, these do count against the bearer’s enchantment limit.
House Stark: Fight after death 2x refresh
House Baratheon: Awe 2x refresh charge 10
Knights Watch: True Grit 2x refresh
Wildlings: Shadow step 1x refresh charge 30, Tracking 1x refresh charge 10
White Walkers: Will no be playing normal classes
Description: Foul unfortunate creatures that are destined to wander the earth in undeath. They are corpses who have been doomed to ever roam bringing ice and snow with them.
Garb suggestions: Silver sash, Rags and the more gore the better
Type: Undead
Level: 3
Power Rating: 2
Armor: None
Shields: None
Weapons: Short
Abilities:
Immune to Command (T)
Immune to Death (T)
Regeneration (T) (unlimited use of swift heal at a range of self)
Hard to Kill (T) (players only die if they suffer a wound to the torso)
True Grit 0/refresh charge x30 (T)
Steal Life Essence (ex) 2/life
Vulnerabilities:
Added Effect [Flame] (T) (If affected by a Flame magic or ability, the White Walker loses regeneration until they actually Respawn.
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House Lannister
VS
House Stark
(The War Begins)
(1:00pm - 1:45pm)
Game Setup
Position the 5 flag posts around the field
Place a spawn point 20 feet from each flag post
Place additional spawn points at opposite ends of the field
Place terrain stockpiles at each flag spawn point. (optional)
Position 1 reeve at each spawn point.
Divide into 2 teams
Game Basics
Object of game: Control more territory for longer than the other team.
Lives: Unlimited
Re-Spawning: 30 seconds at spawn marker for any flag you control, or your starting spawn marker instantly.
End of game: 30 minutes
Game Specific Modifications
Players may fortify flag locations with the optional terrain
Moving terrain requires 3 people and may not completely enclose a flag.
Terrain may be positioned to allow a minimum of a single 5 foot access point
Terrain features may only be crossed while dead and moving to a spawn point, or while insubstantial
Any player may remove a flag while alive.
Any player may place his/her own flag while alive
Flags may not be removed more than 5 feet from the flag posts
Reeves will tally points for flags in the following manner
Time will begin accruing when a flag is placed in a flag post
No points will be accrued until 1 full minute has past
Claiming a flag will provide 2 points
Every 20 seconds afterward an additional point will be awarded.
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House Lannister
VS
House Baratheon
(Battle of Blackwater Bay)
(2:00pm - 2:45pm)
Game Setup
Mark castle walls and beach
Assemble PVC boats.
Position 1 boat with the lannisters
Place 5 boats out in the water.
Game Basics
Object of the game: run the enemy team out of lives and then finish them off.
Re-spawning:
Lannister – instant spawn at Lannister banner, Reeve will remove 1 from team’s life pool. Lannister team will have 250 lives.
Baratheon – Instant Respawn in groups of 5 or more at Baratheon Banner, Reeve will remove 1 from the team’s life pool for each group, no matter the size. Baratheon team will have 30 group spawns. Baratheon’s may also Respawn in a 100 count at a boat that has not been destroyed, this will not count against their life total.
End of Game: 1 team cannot spawn and all players on that team are dead.
Game Specific Modifications
Boats may only be destroyed by being struck with a flame spell/ability.
Boats may not be mended, boats may not respawn. Boats may not be enchanted
Lannister boat: If it is destroyed, it affects all players and boats within 50 feet as per call lightning
3 players may move the boats, they may never leave the water.
Blackwater: players may swim through the waters of black water bay by walking heal to toe. Anyone who enters the water is affected as per dispel.
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Nights Watch
VS
Wildlings
(Battle at the Wall)
(3:00pm - 3:45pm)
Game Setup
Lay out walls and position flags representing Nights watch rally points and watch fires.
Position house Banners for each house spawn
Assign reeves to rally points
Game Basics
Object of the game: Wildlings need to over-run the castle and drop all 5 flags simultaneously before the half hour timer runs out. Nights watch needs to hold out and keep the flags up.
Lives: Unlimited
Respawn:
Wildlings must respawn at their banner, this will be an instant spawn
Nights watch may respawn in groups of 3 or more at any rally point, or in groups of 10 or more at the banner.
Game Specific Modifications
Flags may not leave the rally points in the hands of a player, if removed from a flag holder, a reeve will return the flag quickly to the Nights watch banner.
Flags may be replaced in the flag holders by members of the night’s watch, flags carried by night’s watch members occupy the hand for purposes of casting spells, and may not be used to block.
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Baratheon
VS
Wildlings
(King Beyond the Wall)
(4:00pm - 4:45pm)
Game Setup
Position house banners
Game Basics
Object of the game: Shatter all players of the enemy team.
Lives. Individual life count each player has 5 lives.
Respawn: 60 count at house banner
Game Specific Modifications
If at any time 1 entire team is dead, both teams will be sent to their respective spawn points, all dead players will spawn and play will continue.
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Nights Watch
VS
Starks
(Winter is Coming)
(5:00pm - 5:45pm)
White walkers have come beyond the wall and have hauled off resources the men in the north must
stockpile resources for the long winter by taking them back, from each other if necessary.
Game Setup
Place treasury boxes at each house banner
Stockpile resource tokens at white walker spawn points.
Put a reeve at each treasury box
Game Basics
Object of the game: Bank more resources than the other team
White walkers have no win condition.
Lives: unlimited
Respawns:
Groups of 5 or more humans at their house banner,
White walkers are instant spawn. At a walker spawn point. Each time they spawn they take a resource token.
Game Specific Modifications
White walkers only drop tokens if forced to respawn
Humans must drop tokens if they Die, become frozen, become insubstantial, or go out of game.
Resources may only be deposited in groups of 10.
Game ends when there are no resource tokens left at any walker spawn points.
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A Feast for Crows
(Final Battle)
(6:00pm - 6:45pm)
The remaining houses vie for control while white walkers
cause havoc through the 7 kingdoms.
Game Setup
Place a house banner for each undefeated house.
Place white walker spawn flag for each defeated house on the battle field.
Position reeves with each spawn point
Keep extra walker flags in reserve in case houses die out
Game Basics
Object of game: be the last team standing
Lives:
Humans houses will have 100 lives
White walkers will have 50 spawns per flag
Game Specific Modifications
If a House dies out during the battle, players may continue fighting as a white walker. They will follow rules of the white walkers, but may not retrieve additional equipment. This will create an additional white walker spawn point.
Saturday
(Game of Thrones)
GO HOME!!!