Chaos Wars XVI Scenarios

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Chaos Wars XVI Scenarios

Postby Plithut » Sun Nov 20, 2011 2:26 am

Hello Chaos Wars goers! I know that many people enjoyed scenario battles last year so we have decided to bring them back this year. We are now appealing to YOU, would you please post any and all scenarios that you would like to see? This can be as simple as kill your killer to huge written up responses like Elwrath did last year. The aim is collect scenarios and assemble a book so we can call fun games whenever.

Here are a few, short, easy examples that Team Sorcia and Kyrian's Tent came up with last year at Chaos.

"Zombies Always Win"
-start with 1 zombie
-when the zombie kills you, you become a zombie
-zombies have a 10 sec regenerate once dead
-zombies must act like zombies
-zombies must call themselves "alive"

"Shark"
-"x" number of heralds walk around as a shark
-sharks can run
-sharks cannot be killed
-sharks HAVE TO go after wounded people 1st priority
-sharks HAVE TO follow people near them

"Bromance Battle"
-pick a partner, you must keep in physical contact
-even if one of you dies, you must keep contact

"Missions"
-Heralds randomly choose targets and send fighters after them

"Battle of Unnecessary Flourishing"
-Must throw a flourish before throwing shots
-Can be called dead if not flourishing unnecessarily

"Song Battles"
-Must constantly be singing while fighting, failure to sing means instant death


You know, to SPICE things up a bit.
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Re: Chaos Wars XVI Scenarios

Postby Cheeseheart » Sun Nov 20, 2011 12:49 pm

Some of my personal favorites:

Valhalla
Relic
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Re: Chaos Wars XVI Scenarios

Postby Forkbeard » Mon Nov 21, 2011 9:32 am

Thermopoly.
Multi Bridge Capture the Flag.
Boat capture the flag. (we just did this for the first time at Sam Hain and it worked well. By Chaos we'll have it down to a smooth running game)
I don't know how to run them, but I'd like to do some of the battles SCA dudes do where they fight over a big box or fight to gain positions and hold them.

I have hundereds of feet of border marker ropes and stakes and all the stuff for boats. I'll glady bring it all and help get the rules down for these battles. But I'm not running them, I want to fight.
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Re: Chaos Wars XVI Scenarios

Postby Plithut » Mon Nov 21, 2011 12:02 pm

Forkbeard wrote:Thermopoly.
I have hundereds of feet of border marker ropes and stakes and all the stuff for boats. I'll glady bring it all and help get the rules down for these battles. But I'm not running them, I want to fight.
FB


Please bring these.
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Re: Chaos Wars XVI Scenarios

Postby Cheeseheart » Mon Nov 21, 2011 12:18 pm

I have a large traffic cone (and many smaller ones), could these be used for some rez points or some other such key points for scenario battles?
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Re: Chaos Wars XVI Scenarios

Postby Sir Par » Tue Nov 22, 2011 8:26 am

We ran a territories battle at T-wald this year. It was hella fun. Also, the Pillars battle seems to be hugely popular where ever we take it.
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Re: Chaos Wars XVI Scenarios

Postby Plithut » Tue Nov 22, 2011 10:28 am

Cheeseheart wrote:I have a large traffic cone (and many smaller ones), could these be used for some rez points or some other such key points for scenario battles?


If you want to bring them that would be great, I dont know if they are going to be used or not, but its better to have a wealth of resources than none at all.
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Re: Chaos Wars XVI Scenarios

Postby Soo Ma Tai » Tue Nov 22, 2011 2:52 pm

"Song Battles"
-Must constantly be singing while fighting, failure to sing means instant death.

DO THIS!
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Re: Chaos Wars XVI Scenarios

Postby Cheeseheart » Thu Nov 24, 2011 6:13 pm

I like rez battles of any kind. It is my own feeling that rez battles encourage better honor, since people need not worry about dying too quickly (or at all), and thus are less likely to be all competitive and shrug shots. It's killing two birds with one stone! Fun AND Good Honor. Of course, everyone should be walking on to the field with both in mind, but there are definitely ways in which the people calling the battles can encourage both :D
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Re: Chaos Wars XVI Scenarios

Postby Remdawg Killionaire » Wed Nov 30, 2011 1:52 pm

I enjoyed the God battles at CW XII. I realize it starts to get a lil too LARPy when you implement something like this, but whatever nerds.
I would like to see another large scale battle. I suggested this in another post, so I will just repost it here;

"I hope someday we can do a straight up Chaos vs Law battle with anyone not firmly associating with either being placed into an army for Balance. Have the King, Queen and Knight of Swords for Chaos and Law having certain benifits (black damage, only killed by certain type of damage, dust armor, I dunno). I'm not talking Warhammer so much as what Gamesworkshop lifted verbatim these ideas from; * Michael Moorcock.
If it didn't remind people too much of Amtgard, I'd totes put two relics on the field. The sentient weapons Stormbringer(chaos), the Runestaff(Balance) and some armor or such for Law...
Just sayin, is all.
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Re: Chaos Wars XVI Scenarios

Postby Aurvandil » Thu Dec 01, 2011 12:07 am

"Zombies Always Win"
"Bromance Battle"
"Song Battles"

Grif ball tournament.
teams of 4, 2 teams at a time
great hammers
ball in the middle, must get it to apposing side
teammates rez at start point immediately.

yea, mother **** grif ball.
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Re: Chaos Wars XVI Scenarios

Postby Acorn » Thu Dec 01, 2011 6:05 pm

Jugging.
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Re: Chaos Wars XVI Scenarios

Postby Remdawg Killionaire » Thu Dec 01, 2011 6:22 pm

Acorn wrote:Jugging.

Oh, indeed.
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Re: Chaos Wars XVI Scenarios

Postby Shino » Fri Dec 02, 2011 3:40 pm

Remy the Wroth wrote:
Acorn wrote:Jugging.

Oh, indeed.
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Re: Chaos Wars XVI Scenarios

Postby Kraesh » Fri Dec 02, 2011 5:20 pm

Shino wrote:
Remy the Wroth wrote:
Acorn wrote:Jugging.

Oh, indeed.


Jugging is FTW!!!!

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Re: Chaos Wars XVI Scenarios

Postby Remdawg Killionaire » Mon Dec 05, 2011 1:01 pm

I may or may not be building novelty Jugging Chain setups ie double-ended red flails lolololol
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Re: Chaos Wars XVI Scenarios

Postby Hammaren Hjarta » Mon Dec 05, 2011 11:03 pm

We wrote out an entire ruleset for jugging years ago.. Never got enough people interested in socal to do it though. Would be cool to do it at chaos.



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Re: Chaos Wars XVI Scenarios

Postby Remdawg Killionaire » Tue Dec 06, 2011 9:04 am

I've always wondered about the etymology of such a wier word. Jugadora is a Player in Spainish. IE Jugadora del Belegarth would be a Belegarth Player.
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Re: Chaos Wars XVI Scenarios

Postby Aurvandil » Thu Dec 08, 2011 4:05 pm

I dont fully understand what that is. but it needs to happen.
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Re: Chaos Wars XVI Scenarios

Postby Acorn » Thu Dec 08, 2011 5:48 pm

watch the movie Blood of Heroes. It's from there. And it's awesome.
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Re: Chaos Wars XVI Scenarios

Postby Tiberius Claudius » Thu Dec 08, 2011 6:54 pm

ATD Is going to make a ctf game at our event in February that resembles the Battlegrounds from WoW.

The field is a bowl that happens to be about an arrow's shot across. We'll make castle walls out of large cardboard boxes, secured and painted to look like stone blocks, at the base of the bowl. Round is won by possessing both flags at your flag pole. Game is won by winning two-out-of-three rounds. Unlimited time- or number-dependent rezzes will be allowed.

Inside the castles (up the incline) will be three box structures plus the flag. One structure will be the infirmary, the second will be the armory, and the third will be the gate house.

Structures can be destroyed by 2 people pulling off a banner. If the gate house is destroyed then defenders will be unable to defend the gate within a pre-roped area, allowing the attackers more room to get inside. If the armory is destroyed then the defenders will lose reusable missile weapons and shields will stay broken after rezzing. If the infirmary is destroyed then defenders lose the ability to resurrect. These should help speed the game up and give it an interesting dynamic. Flag can be captured without destroying any structures.
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Re: Chaos Wars XVI Scenarios

Postby Cheeseheart » Fri Dec 09, 2011 10:36 pm

Tiberius, if any of your peeps are coming to BftR4 and they would like to run this CtF game, please have them contact me.
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Re: Chaos Wars XVI Scenarios

Postby Plithut » Sat Dec 10, 2011 9:57 am

So, I am just going to throw this out there...

Be ready to assemble a Jugging Team for Chaos. Your chances at the Banner, MAY depend on it.
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Re: Chaos Wars XVI Scenarios

Postby Od1n » Sat Dec 10, 2011 10:15 am

Plithut wrote:So, I am just going to throw this out there...

Be ready to assemble a Jugging Team for Chaos. Your chances at the Banner, MAY depend on it.


Are we making new rules or use amtgards?

http://www.amtgard.ca/files/jugging.pdf
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Re: Chaos Wars XVI Scenarios

Postby Plithut » Sat Dec 10, 2011 10:46 am

We will probably be using Ampgards Rules
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Re: Chaos Wars XVI Scenarios

Postby Valas Hune » Mon Dec 12, 2011 1:23 pm

Bishop wrote:
Plithut wrote:So, I am just going to throw this out there...

Be ready to assemble a Jugging Team for Chaos. Your chances at the Banner, MAY depend on it.


Are we making new rules or use amtgards?

http://www.amtgard.ca/files/jugging.pdf


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Re: Chaos Wars XVI Scenarios

Postby Hammaren Hjarta » Mon Dec 12, 2011 2:43 pm

Would anyone be apposed to removing the "quick gets a dagger" rule? I don't quite understand that one. Also they don't play to stones? Just to scoring? That seems a bit odd too.

Food for thought here are some other rule sets from the people that do this in league play.

Aussies
http://www.jugger.org.au/forms/jugger%2 ... 011nov.pdf

Alaska
https://www.sites.google.com/site/akjugging/rules

Dag thread with complete write up (rules are about halfway through the page)
http://www.dagorhir.com/forums/index.php?topic=11877.0

I can't seem to find the Irish or German rules for whatever reason. Just things to think about.

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Re: Chaos Wars XVI Scenarios

Postby Plithut » Mon Dec 12, 2011 4:22 pm

Hammarjen, I was hoping to use your gong to mark stones.
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Re: Chaos Wars XVI Scenarios

Postby Bortas » Thu Dec 15, 2011 2:40 pm

I believe the dagger is essential - isn't it designed to allow the quick to block?

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Re: Chaos Wars XVI Scenarios

Postby Acorn » Thu Dec 15, 2011 2:55 pm

yes. It also helps when the quicks are facing off because it means quickness isn't the only variable.
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Re: Chaos Wars XVI Scenarios

Postby Rasheab » Fri Dec 16, 2011 4:22 am

Also, unlike Amtgard, since our Quicks will be able to grapple, daggers would be helpful. (Otherwise the Quicks grab the skull, the loser grapples, then both are killed by the opposing team, at the start of every round.)
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Re: Chaos Wars XVI Scenarios

Postby Hammaren Hjarta » Sat Dec 17, 2011 6:11 pm

The quicks can't be attacked until they leave the circle, just like in the movie. Grappling is a huge point of the game. You can watch hundreds of jugging videos that aren't amtgard or SCA with no dagger and see how it plays out. The europeans do it right in my opinion. Other than the fact that they don't fight with our weapons or hit harder than 8 year old girls.

And i'll have bigger drums to use. My gong isn't that big, But either would work. I'll ask my buddy and see if he has any foam dog skulls left.

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Re: Chaos Wars XVI Scenarios

Postby Acorn » Sat Dec 17, 2011 6:28 pm

that is tight H. I approve. The more drums the better. I can see us having the jugging tourny with drums surrounding the field. EPIC.

As far as the rules, i hope you'll still play regardless of what rule set is chosen.
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Re: Chaos Wars XVI Scenarios

Postby Forkbeard » Sat Dec 17, 2011 6:53 pm

I beleive Fitz can make us dog skull from wierd scrap foam he gets.

I think we need to seriously look into changing the amtgard rules to allow for grappling and general Bel nonsense.
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Re: Chaos Wars XVI Scenarios

Postby Forkbeard » Sat Dec 17, 2011 7:06 pm

After watching a bunch of videos of jugging in other countries, I think we should make a serious attempt to make the chains work. It look like SOOOO much more fun than flails , we could make several before the event so we have enough for all the teams.
I'll make one and playtest the safety of it starting as soon as I can fight again(hip is healing, don't ask). I'll bring it to ThawBrawl.
We nee the Quicks to wrestle over the skull, so I might agree with Hammy on the dagger thing. They really don't need it.
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Re: Chaos Wars XVI Scenarios

Postby Hammaren Hjarta » Sun Dec 18, 2011 2:39 pm

Here is the rule set i wrote a few years ago. I'm sure alot of it needs to be changed. I'm posting here for all to pick apart. Lets make this work and not flop like it did then.

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Re: Chaos Wars XVI Scenarios

Postby Hammaren Hjarta » Sun Dec 18, 2011 2:39 pm

(v1.0)


These rules are to be used in conjunction with the approved Daghorhir or Belegarth rule set. All Dagorhir or Belegarth weapons and rules must be followed at all times.


1.0 Setting up


1.1 Aim of the game


1.1.1 Have fun


1.1.2 The aim is for the Qwik to put the Jug/ Skull onto the opposing teams stake.


1.2 The Field:


1.2.1 The Playing field is 150ft long by 65ft wide divided into 'thirds'.
Each third is 50ft by 65ft. A 19ft diameter circle is marked out in the center of the middle third.
Both outside thirds have two angled corners. From the third line the side lines continue straight for 25 feet then a 45 degree angle is made to the baseline where a 5ft baseline is parallel to the opposing baseline.


1.2.2 Stakes are placed on the centre axis of the field 6ft from each end of the field.


1.2.3 The gong and timekeeper are located at the centre of on side of the field adjacent to the centre circle.


1.3 Equipment


1.3.1 General equipment
Stakes - stakes are placed 2m from each end of the field along the centre axis


Gong and stones - These remain out of play and are for use of the timekeeper only.
- 100 stones are required for the use of the timekeeper to measure the duration of thirds.


Skull - The skull starts play in the centre of the centre circle


1.3.2 Weapons


All Weapons
* Must be padded to Dagorhir standard on all striking surfaces (determined by the herald).
* Unpadded weapons are NOT permitted on the field under ANY circumstances.
* Weapons MAY NOT be thrown for ANY reason
* Coreless shields may be thrown, But cause no damage.


* All weapons must conform to Dagorhir MOA.

1.4 Team Composition


1.4.1 Team Size
Teams can be made up of a minimum of five (5) players and a maximum of eight (8) players.


1.4.2 Positions
Each team will have:-


1x Qwik 1x Chain 3x Enforcers Additionally each team may have 3x Substitutes (for any positions)


The Qwik - The Qwik may not have any weapon and is the only player permitted to pick up or handle the Skull during play.


The Qwik is the most important player as s/he is the only player allowed to touch the Skull.


Qwiks may only move the skull towards the goals while they have possession of the skull, in hand or under arm. The skull may not be kicked or thrown or transported by any other means and there must not be any independent movement of the skull. The Qwik may use the skull to block shots, but it may NEVER be used as a weapon.


Qwik's are allowed to tackle and wrestle with each other in order to take possession of the Skull. Kicking, punching, bitting, pulling of hair etc. is strictly forbidden. But any other means may be used to gain possession of the skull, such stealing and forcing the opposing Qwik out of bounds.


The Chain - Each team may have one (1) player armed with a chain, or chains


Enforcers - Enforcers are permitted a choice from combination of the following equipment. All weapons must be blunt with no stabbing/slicing surfaces
* Staff 3x
* Red weapon 3x
* Blue weapon and Shield 1x
* Paired blue weapons 3x
Each team may only field one duplication of weapons ( for example at any one time there is a maximum of two staves on the field within a team, Although reserves may be carrying a staff that reserve is not allowed into play if there are currently 2 on field regardless) .


Substitutes - Substitutes may replace a player of their position or another not already duplicated or represented on the field at all times.


Only one player per team (including subs ) may have a blue weapon and shield.


Any player may replace the position of the qwik while the game is stopped.


1.4.3 Additional people
Referee - There are 1 or more heralds per game (where possible) on opposite sidelines, or center field. They direct play with small colored packets or stones. The only time the whistle will sound is to stop play.


The herald's decision is final and absolute there will be NO discussions!


It is the herald's discretion to decide the length of penalties or the removal of a player from the field.


Herald's directions are called according to colours and numbers of players. A shot from a colored stone may be used to make the referee's intentions clear to a player.


The herald's directions should be loud and clear.


Lines People - Lines people should also be used where possible to spot out of bounds and goals placed correctly. Up to 4 lines people are recommended.


Time Keeper - Time keeper keeps track of the progression of the time of the game and score


2.0 Playing the Game


2.1 Duration


2.1.1 'Stones'
Time is kept by the time keeper throwing stones against the gong.
Each third is 100 'stones'. (three thirds to each game)
'stones' are also use to measure the duration of penalties.


2.1.2 Starting and positions
Enforcers and chains commence play at their own pike
Qwiks commence play at any point around the outside of the centre circle.


To start play the Referee places the skull in the centre circle and sounds a whistle .
From the sound of the whistle the players may leave their respective thirds and Qwiks may take the skull.


Players must remain at their starting positions until play begins. In the case of a false start, play is halted teams are reset in there starting positions and the stone count starts again (from the point of the false start) .


When play begins, only the Qwiks may step inside the centre circle until the skull , or one of the Qwiks, is fully out side its perimeter. Once the skull, or one of the Qwiks, is removed, the circle does not effect the game until the referee resets the skull. Until such time as a Qwik or the skull leaves the centre circle neither Qwik can be tagged by any enforcer or chain.


If any other player steps in the circle or onto the line, before the skull is removed, s/he is immediately penalised and must kneel for 3 stones in the position outside the circle where the player crossed its perimeter.


2.2 Play


2.2.1 The “Hit:”


The hit zone is anywhere on the body below the neckline. There are NO hits to the head (including the neck) , punching, kicking, bitting or pulling of hair (penalty at referee's discretion). Pulling, pushing, shoving, holding, grappling are acceptable ( as long as the initiate is not wearing armor), but a “hit” will only be counted when made by a weapon. A hit to a player's head will result in a penalty for the played that executed the hit. A hit to the head or groin will result in a base penalty of 5 Stones.

If a hit to the arm/leg ensues, Said player will loose that limb for the duration of 10 stones. This player can remain active on the field. If the same limb is hit again they will take a wound and begin the following.


When a Player is hit in the torso or the same limb twice s/he must kneel where they are and remain inactive for 3 stones.


Simultaneous hits are counted, Unless the hit came from the striking arm that was taken from the opposing player.


If the Qwik is hit s/he must place (not throw or drop) the skull immediately on the ground where they were hit and kneel for 3 stones.

2.2.1a A player that has been kneeling for a hit or a penalty may be continuously hit by an oposing player as they take their kneel. A player moving away from the location where they were kneeling is considered to have taken their feet, regardless of whether they are standing or not. Also a player who chooses to remain kneeling after they have counted out their stones (for either a hit or penalty) is considered to have returned to play.


This rule may be relaxed when play is compacted around either of the stakes.


2.2.2 The “Pin:”


To pin an opponent, a player must hold his weapon against the body of a player who is kneeling either because s/he has been hit or is being penalised. The pinning weapon must be placed on the torso (including the shoulders, But NOT the groin) of the player being pinned. A pin may be applied by any enforcer on an opposing team.


A pin MUST be applied to the kneeling player before the next stone


If the weapon is removed, the pin is lost and many not be re-established. Once a player in unpinned, that player cannot be re-pinned until hit in the hit zone or on a penalty.


A pinned player may not resume play even after s/he has counted the required 3 stones. If a player becomes unpinned, they may not rejoin the game for one full stone after the pin is broken and 3 stones have been counted.


An enforcer armed with two weapons may pin two opponents.


Fighting one player while pinning another is possible only if one weapon remains in constant contact with the pinned player. A pinning weapon may not be used to fight off another player; although breaking a pin to block another player is permissible.


If a pinned player has counted his/her 3 stones and the weapon that is pinning them is removed (even for an instant) the pin is broken and the player may resume play on the sound of the next stone.


A pin may also be applied to an opponent that has successfully applied a crippling blow to a player during a grapple.


Qwiks CANNOT be pinned.


Chains may not pin opponents.


2.2.3 Substituting:


A maximum of 3 “subs” per team per period of 100 stones is allowed.


Subs are only permitted to switch positions while the skull is in the circle or if the skull is on the opposing teams field side.


§ After a goal is scored.


§ The skull goes out of bounds.


§ At the end of 100 stones.


§ A player is injured.


The referee must be informed of subs. Failure to comply may result in a penalty (removal of a player from the field).


It is advisable to have 2 Qwik's per team.


No runners are allowed on the playing field at any time during play. Except in the case of an injury or a penalty substitution.


If a player is removed on a penalty s/he may not be replaced, the team must play one player down.


2.2.4 Handling the Skull
The Qwik is unarmed and is the only player to touch or place the skull on the goals. If a player other than the Qwik picks up the skull or intentionally moves it (including weapons and equipment). (3 stone penalty)


Qwiks may wrestle each other for possession of the skull.


The skull may not be thrown, kicked or struck by any player. (3 stone penalty)


If a Skull goes out of bounds play stops, as does the stone count. The skull is returned to the team who did not have possession. The team that put the skull out of bounds returns to their baseline (including the Qwik). The team that gains possession starts from their third line.


Restarts are the same as when a skull out of bounds occurs, if kicked or thrown by the Qwik.


2.2.5 Scoring
A point is scored when a Qwik paces the skull on the opposing teams stake.


The Qwik must PLACE the skull wholly on the stake for the goal to be valid.


If a point is scored play stops and starting positions are taken up. The stone count resumes from where play stopped.

2.2.6 Breaks in play


If at any time the referee sounds a whistle play must stop immediately and players hold their position until a reason is called. If this is for a point being scored players may move once the point has been announced.


If play is stopped for an injury or a broken weapon players should hold position as much as is practical until the injured player can be replaced or the broken weapon replaced (as with all things common sense should prevail here as to whether it is practical to hold position awaiting a restart in play)


If it is not practical for players to hold position then play will be recommenced at the referees discretion as to starting positions and possession of the skull.


2.3 Penalties


2.3.1 General penalties
If a player steps past the boundaries s/he must kneel for 3 stones.


No penalty is less than 3 stones, but may be longer at referee's discretion.


A referee may also remove a player from the game, usually until that period of 100 stones has been counted or for a time specified by the referee. Serious infringements of the rule can result in a ban from that days play or longer.


Players on penalties are NOT to communicate with players still on the field in any manner, this may result in extension of the penalty.


A penalty of 5 stones applies to any player not complying with the rules of play as well as described penalties in the rules.

2.3.2 Other Penalties:
These penalties result in removal of an offending player from the field WITHOUT substitution at the discretion of the referee.


§ Excessive force.


§ Dangerous play.





2.4 Loss of weapons


2.4.1 losing a weapon
If a player drops his/her weapon(s), that player may block attacking shots (with proper armor, taking points for each area struck). Players must recover their weapon before attacking another player.


If a player is disarmed there is no reason why s/he cannot still help the Qwik.


2.4.2 Weapons out of bounds:


If a weapons falls out side the boundary it may be recovered at the expense of a 3 stone penalty.


2.5 Safety


2.5.1 Although Qwiks are permitted to wrestle and tackle to gain possession of the skull it is not permitted to use any locks or holds in such wrestling.


2.5.2 Tangles – because of the nature of the chain it is inevitably going to become entangled about either body parts or weapons of opposing players. If the chain tangles about a body part one or both players involved should call ‘tangle' at this point neither player may be attacked until the chain has been removed from the tangled body part. Under no circumstances is the chain to be ‘pulled' while it is entangled about another person


3.0 Optional modifications


3.1 Players Colours and Numbers:


1- Qwik


2,3,4- Enforcers


5- Chain


3.2 Team colours


Player must wear easily seen colours, in the form of:


§ Arm band


§ Head band


§ Shirt or pants


Any combination is permissible within the team as long as team colours are obvious.


It is important that teams organise colours to make refereeing easier. Coloured rags will be made available where possible to tie to arms legs or the head of team members.
Team Members:


3.3 Player safety Equipment and armor


As with all contact sports the risk of injury increases, so it is advised that all players wear as much protection as they deem necessary for their chosen position. If mundane padding is worn it must be hidden under garb. This mundane padding will count for wearing armor when concerning grappling, but will not count for armor when being struck.

Traditionally the Qwik and Chain wear the least protection. As the Qwik needs to move fast and the Chain is hard to get close to due to the range of his/her weapon. It is highly recommended that these two positions still wear more than the minimum protection.


The qwik and the chain are not allowed weapon stopping armor on any portion of the body other than forearms, and lower legs

3.5 Game objectives


3.5.1 A result of 5 points at any time of the game will result in a win. The team with the most amount of points at the end of 300 stone will win the game.


3.5.2 In the result of a tie both qwiks and both chains will meet in the middle for a head to head competition. They will continue as long as no qwik scores two consecutive points. Qwiks cannot be substituted at this point in the game. Although chains may in between points.

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Re: Chaos Wars XVI Scenarios

Postby The Great Gigsby » Sun Dec 18, 2011 4:01 pm

I like that write-up a lot. Being able to mix up weapons on your team, a bigger field, and shorter death counts is (imo) an improvement over the Amtgard jugging.

I am a fan of the Amtgard scoring system, where the winning team must have at least 5 points and lead by at least 2. It allows for evenly matched teams to have really tense games with the potential for last minute turnarounds. It also allows for time to develop and test strategies against the other team.

My only question is, after a 100 stone count, players take a break and resume with the same score?
-Giggles

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Re: Chaos Wars XVI Scenarios

Postby Plithut » Mon Dec 19, 2011 9:21 am

Giggles wrote:I like that write-up a lot. Being able to mix up weapons on your team, a bigger field, and shorter death counts is (imo) an improvement over the Amtgard jugging.

I am a fan of the Amtgard scoring system, where the winning team must have at least 5 points and lead by at least 2. It allows for evenly matched teams to have really tense games with the potential for last minute turnarounds. It also allows for time to develop and test strategies against the other team.

My only question is, after a 100 stone count, players take a break and resume with the same score?



After the 100 stone count, that is correct.
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Re: Chaos Wars XVI Scenarios

Postby Hammaren Hjarta » Mon Dec 19, 2011 1:33 pm

I've never watched the amt version. I've seen the sca version and it seems to be the same. scores go well above 5 with the 300 count. But it could make for some short games. I'm on the fence as far as that goes. I don't mind either way.

Feel free the pick this write up apart. It needs to be.

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Re: Chaos Wars XVI Scenarios

Postby Cheeseheart » Tue Jan 24, 2012 10:42 pm

I ran some pretty fun battles at BftR. They were well-received. I'd be willing to run them at Chaos this year :D
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Re: Chaos Wars XVI Scenarios

Postby Valas Hune » Wed Jan 25, 2012 2:42 pm

That relic battle looks like it could be interesting. Control points correct?
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Re: Chaos Wars XVI Scenarios

Postby Cheeseheart » Wed Jan 25, 2012 11:40 pm

This is how it worked:

Seven relics were placed in the middle of the field between the two teams. The relics could only be moved by four different people placing one empty hand on one of four handles, and transported only at a walking speed. The first team to move four relics to their side of the field (for future battles, the teams will need to place each relic at separate cones which will be spaced apart from each other) wins the battle. There is unlimited respawn with a fifteen second count.
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Re: Chaos Wars XVI Scenarios

Postby Rocca » Fri Jan 27, 2012 11:47 am

It might be interesting to try the relic battle with only two relics (you have to get both). This way the battle would last longer (though maybe too long). As it was it was fun, but the battles were pretty short since the amount of relics needed to the amount of relics available ratio was small.
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Re: Chaos Wars XVI Scenarios

Postby Plithut » Thu Feb 09, 2012 9:09 am

Courtesy of Battle for the Ring and the event runners!

Cheeseheart wrote:Capture-the-Flag Battle Royale
• Objective: Be the first team to have ANY three (3) flags at its base
• Circular field: Eight (8) bases, with one (1) respawn point behind each base
• Eight (8) even teams divided up by color, with a matching flag stationed at their base
• Players may not fight behind bases
• When a player dies, they will remain at their team’s respective respawn point for ten (10) seconds, then may enter combat again
• A player may not respawn if their base is not in possession of a flag
• As soon as base regains a flag, all dead players of that team waiting at the respawn point may re-enter combat
• Players may ONLY place flags at the base which they started at
• Flags can only be carried in an empty hand
• Flags may not be used as weapons, nor can they be thrown
• Mercy kills are not permitted
• Maximum time allotted for play: 35 minutes


Relic Tug-of-War
• Objective: Be the first team to have four (4) relics at its base
• Two (2) teams divided up by color, with a respawn point behind each base. Seven relics will begin in the middle of the field
• Players may not fight behind bases
• Respawn count is ten (10) seconds
• In order to transport a relic, four (4) empty hands of four (4) different players must take hold of its handles
• The relic may only be transported at walking speed
• Mercy kills are not permitted
• Maximum time allotted for play: 30 minutes


Two Armies, Five Bridges
• Objective: Be the first team to have control of three (3) bridges
• Two (2) teams divided up my color, with a respawn point for each team
• Respawn count is fifteen (15) seconds
• The field will be comprised of five (5) bridges, with a capture point at each end
• Being knocked off a bridge will result in death
• In order to take control of a bridge, one (1) player from a team must hold the capture point for ten (10) seconds, which are to be counted slowly and loudly
• The count may not be resumed for a player who is killed, and must begin at zero
• If a the counting player is removed from the capture point, the count must begin at zero
• Once a bridge has been captured, it may not be fought upon, and cannot be recaptured
• Mercy kills are not permitted
• Maximum time allotted for play: 40 minutes
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Re: Chaos Wars XVI Scenarios

Postby Hammaren Hjarta » Fri Feb 10, 2012 9:28 am

We switched out to 4 flags in the 8 way capture the flag and it seemed to work a bit better. I don't know if it would really matter with larger groups though. These scenerios were fookin awesome. I think Cheesy made most of them up.

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Re: Chaos Wars XVI Scenarios

Postby Cheeseheart » Fri Feb 10, 2012 10:58 am

Yes, 4 flags worked much better. It was also suggested afterwards that in order to keep teams from simply fighting the teams which were directly adjacent to them, that each team would be assigned to capture flags of a certain color...I guess something similar to this is done in the MtG TCG? As for the relic battle, the relics should be heavy items and should have to be placed at spread-out capture points at each end of the field.
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Re: Chaos Wars XVI Scenarios

Postby Scopus » Mon Feb 13, 2012 2:33 am

Aurvandil wrote:"Zombies Always Win"
"Bromance Battle"
"Song Battles"

Grif ball tournament.
teams of 4, 2 teams at a time
great hammers
ball in the middle, must get it to apposing side
teammates rez at start point immediately.

yea, mother **** grif ball.


... I play AGLA and GGL. I have a feeling that this is a smaller world than I thought if this was suggested.
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Re: Chaos Wars XVI Scenarios

Postby Harley-renard » Tue Mar 27, 2012 9:41 pm

http://www.facebook.com/photo.php?v=2895187179219


This is from MANNETHERIN V...Was fun as hell.
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Re: Chaos Wars XVI Scenarios

Postby BaGeal » Sun Apr 22, 2012 5:02 pm

What ever you chose to run please with a cherry and sugar on top, Keep It Simple and Straightforward. The complicated scenarios always suckith big time. Simple is good, waiting for explanations...very very bad. Please remember how long it takes to explain complicated games to a single person and multiply that by five hundred people waiting impatiently to hit each other with sticks. Oh did I mention it would be fricking awesome if the scenarios were simple fun and straight forward? With love -Me
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