Post by Brynjar on Apr 5, 2016 9:03:11 GMT -6
Preface
While I posted these games for you to see, this is an incomplete list.
Four corners
Fighters: Any number.
Field: Normally an enclosed space like a gym.
Teams: 4 of equal size. Each fighter is assigned a team by the marshal. After receiving their team assignments, the fighters move to their starting points.
Rules: The marshals will announce which teams may enter the battlefield. When a fighter dies, he must return to his starting point and wait for the marshal to announce that their team may enter the field again. Wounded or dead fighters currently on the field when the rest of their team is called are not healed or resurrected.
Capture the Flag
Start with 2 teams each having a flag and a base. Objective is to capture the opposing teams flag and return it to your base. You cannot move your own flag. If both teams capture each others flag, flag ownership is considered to have switched (your flag is now their flag, & vice versa). Combat continues until one team has both flags at their base at the same time.
Kill Your Killer
When you're killed, sit down and watch your killer. When they're killed, you're fully alive again. The game can only end when one person sucessfully kills everyone else on the field without being killed themselves.
As a variant which speeds things up a bit, any time you kill someone you gain all your limbs (shield, armor) back.
King of the Hill
Mark a circle in the center of the field. Two teams fight over control of the circle for a per-determined amount of time. Whichever team has the most people in the circle at the end of the time limit wins the fight.
Ring the Bell
Number of Players: The game works best with 10 to 30 players. Multiple marshals make the game smooth and help to settle disputes.
Setup: Place two shields on opposite ends of the field. These are the Bells. Note that the Bells cannot be moved. Establish an area on the sidelines that is equidistant from both Bells. This area is Nirvana and is considered off limits to any living player. Divide the players into two teams.
Objective: This is a simple capture the flag type scenario. The objective is to strike your opposing teams Bell with either a melee weapon under three feet or an empty hand before they do the same. Striking the Bell confers a point to the winning team and ends a round. The game ends when a team has at least five points with a two point lead (tennis scoring).
Rules: Before a round begins, teams must be lined up behind their bell. Teams will have 30 seconds before each round to catch their breath, get a drink, change equipment, and talk out a strategy. After 30 seconds, the marshal will call "lay-on" marking the start of the round.
When a player is killed, he must remove himself from play and head towards Nirvana. Once there, he must wait 30 seconds before returning to his teams Bell, and loudly calling out "Alive." After that, the player is allowed to fight again.
When a player strikes the opposing team's Bell with a melee weapon under three feet or with his empty hand, he must loudly announce "DING!" [or something similar like "POINT!" "GOT IT!" etc.] The marshal has final say on whether or not a point was good. Winning team gets a point, and the round is over.
Notes: 90% of the time it's clear when a point is good. If there is any confusion, i.e. a player strikes the bell at the same time he is killed, the defender gets the benefit of the doubt.
Red Rover Duels
Red Rover Duels is a pseudo-team-based scenario battle that is best suited for smaller groups (5-15).
It is great for introducing new fighters and mixing up old members with new ones.
How to Play:
Split fighters into two teams
Send teams to opposite ends of the battlefield
One team selects a member of the opposite team to duel a member of their own team
They fight using standard Belegarth rules
The looser of the duel joins the victors team
Have a thin battlefield, forcing the fighters to stay facing each other
If a fighter steps off the edge of the battlefield, they die instantly
Thermopylae Battle
History
The pass runs from Locris into Thessaly between Mount Oeta and the sea (Maliac Gulf). An alliance of Greek city-states, called the Delian League, fought the invading Persian army in the mountain pass. Though vastly outnumbered, the Greeks held back the Persian advance until a defector informed the Persians of a bypass. Leonidas, the Spartan King commanding the army, sent away all but 300 Spartans to hold up the enemy in one of the most famous last stands of history. Its loss gave the Persians control as far as the isthmus of Corinth, and the opportunity to sack Athens. However, the Spartan last stand delayed the Persians and served as a rallying point for the Greeks. The Persians were later defeated at the battles of Salamis and Plataea, ending their invasion of Greece.
In Belegarth
A Thermopylae battle is created by taking two teams and placing them on opposite sides of a narrowing field. The team on the more narrow side of the field is outnumbered at least two to one if possible. The team on the narrow side of the field is the defending team. This team cannot move past the narrow opening of the field. The attacking team will move across the field to the narrow end and attempt to break through the defending team into the area behind it. The defending team must prevent any of the members of the larger attacking force from getting past them into the area behind them.
This battle can be set up with any kind of safe visible material that is capeable of making two narrowing lines.
While I posted these games for you to see, this is an incomplete list.
Four corners
Fighters: Any number.
Field: Normally an enclosed space like a gym.
Teams: 4 of equal size. Each fighter is assigned a team by the marshal. After receiving their team assignments, the fighters move to their starting points.
Rules: The marshals will announce which teams may enter the battlefield. When a fighter dies, he must return to his starting point and wait for the marshal to announce that their team may enter the field again. Wounded or dead fighters currently on the field when the rest of their team is called are not healed or resurrected.
Capture the Flag
Start with 2 teams each having a flag and a base. Objective is to capture the opposing teams flag and return it to your base. You cannot move your own flag. If both teams capture each others flag, flag ownership is considered to have switched (your flag is now their flag, & vice versa). Combat continues until one team has both flags at their base at the same time.
Kill Your Killer
When you're killed, sit down and watch your killer. When they're killed, you're fully alive again. The game can only end when one person sucessfully kills everyone else on the field without being killed themselves.
As a variant which speeds things up a bit, any time you kill someone you gain all your limbs (shield, armor) back.
King of the Hill
Mark a circle in the center of the field. Two teams fight over control of the circle for a per-determined amount of time. Whichever team has the most people in the circle at the end of the time limit wins the fight.
Ring the Bell
Number of Players: The game works best with 10 to 30 players. Multiple marshals make the game smooth and help to settle disputes.
Setup: Place two shields on opposite ends of the field. These are the Bells. Note that the Bells cannot be moved. Establish an area on the sidelines that is equidistant from both Bells. This area is Nirvana and is considered off limits to any living player. Divide the players into two teams.
Objective: This is a simple capture the flag type scenario. The objective is to strike your opposing teams Bell with either a melee weapon under three feet or an empty hand before they do the same. Striking the Bell confers a point to the winning team and ends a round. The game ends when a team has at least five points with a two point lead (tennis scoring).
Rules: Before a round begins, teams must be lined up behind their bell. Teams will have 30 seconds before each round to catch their breath, get a drink, change equipment, and talk out a strategy. After 30 seconds, the marshal will call "lay-on" marking the start of the round.
When a player is killed, he must remove himself from play and head towards Nirvana. Once there, he must wait 30 seconds before returning to his teams Bell, and loudly calling out "Alive." After that, the player is allowed to fight again.
When a player strikes the opposing team's Bell with a melee weapon under three feet or with his empty hand, he must loudly announce "DING!" [or something similar like "POINT!" "GOT IT!" etc.] The marshal has final say on whether or not a point was good. Winning team gets a point, and the round is over.
Notes: 90% of the time it's clear when a point is good. If there is any confusion, i.e. a player strikes the bell at the same time he is killed, the defender gets the benefit of the doubt.
Red Rover Duels
Red Rover Duels is a pseudo-team-based scenario battle that is best suited for smaller groups (5-15).
It is great for introducing new fighters and mixing up old members with new ones.
How to Play:
Split fighters into two teams
Send teams to opposite ends of the battlefield
One team selects a member of the opposite team to duel a member of their own team
They fight using standard Belegarth rules
The looser of the duel joins the victors team
Have a thin battlefield, forcing the fighters to stay facing each other
If a fighter steps off the edge of the battlefield, they die instantly
Thermopylae Battle
History
The pass runs from Locris into Thessaly between Mount Oeta and the sea (Maliac Gulf). An alliance of Greek city-states, called the Delian League, fought the invading Persian army in the mountain pass. Though vastly outnumbered, the Greeks held back the Persian advance until a defector informed the Persians of a bypass. Leonidas, the Spartan King commanding the army, sent away all but 300 Spartans to hold up the enemy in one of the most famous last stands of history. Its loss gave the Persians control as far as the isthmus of Corinth, and the opportunity to sack Athens. However, the Spartan last stand delayed the Persians and served as a rallying point for the Greeks. The Persians were later defeated at the battles of Salamis and Plataea, ending their invasion of Greece.
In Belegarth
A Thermopylae battle is created by taking two teams and placing them on opposite sides of a narrowing field. The team on the more narrow side of the field is outnumbered at least two to one if possible. The team on the narrow side of the field is the defending team. This team cannot move past the narrow opening of the field. The attacking team will move across the field to the narrow end and attempt to break through the defending team into the area behind it. The defending team must prevent any of the members of the larger attacking force from getting past them into the area behind them.
This battle can be set up with any kind of safe visible material that is capeable of making two narrowing lines.