| RAPIER SCENARIOS-TOURNAMENT |
- BELLS
Each fighter gets 5 bells, which they then challenge others for
a bell. Winners of the fight receive a bell from the person that
lost. You can only wager a bell if you have one left.
- PROGRESSIVE
Each fighter gets 3 lives. First you fight with single sword.
If/when you are defeated you fight with single sword & parrying
device. If/when you are defeated again you fight with sword &
dagger.
Everyone will fight everyone in rounds. If there is a tie, the
finalists can choose their weapon forms themselves.
- BLUNT TIPS
All sword tips and dagger tips are blunted. Only draw cuts and
push cuts are allowed.
|
| RAPIER SCENARIOS - MELE |
- ESCORT THE NOBLE
One person will be a noble, and unarmed. Several guards will try
to escort the noble to the other side of the field. The guards
win if the noble gets his flag to the other side of the field.
- BORG
This starts out as a free for all. If you are killed, you are
now a "drone" of the person who killed you. If you were
injured before you were killed, you are now healed and uninjured.
You must follow the instructions of your Borg Leader until you
are killed, in which case you are now a drone of the other Borg
Leader who either killed you or had a drone of his kill you. If
your leader is killed, you freeze until you are "killed"
again by a working drone or Borg leader. You are a mindless drone
however, and you must follow instructions to the letter and no
further. So, if your Borg Leader says "Kill Joe", and
you kill him, you then stop until given new instructions or are
killed. This makes the Borg Leaders have to keep a very close
eye on their Borg Drones. As a drone, remember to take all instructions
litterally! In the end, there can be only one Borg Leader.
- FLAG POINTS
The Black Tiger Flag will be in the middle of the field, and two
teams will try to control the flag. Every two minutes a point
will be awarded to the team who controls the flag. This is a 10
minute rez battle.
- BLUNT TIPS
All sword tips and dagger tips are blunted. Only draw cuts and
push cuts are allowed. This can be applied to any mele scenario.
- BAR ROOM BRAWL
Two drunks are fighting. This can be increased to 4 if you want
bigger fights, but we will just lay out the rules for two drunks.
4 "Guards" are called in to break up the fight and arrest
the drunks so they can be jailed, and hung properly the next day.
The Guards only want to "leg" and "hand" the
drunk.s The 4 guardsteam get 1 point for each hand/leg they tag.
If a guard gets killed, the guard team loses 4 points. The drunks
are trying to kill the guards, so they are not trying for "leg"
or "hand" shots only. Rotate the guards and drunks,
with one person being the "Guard Captain", who is the
person that actually gets game "points". At the end
of everybody having a chance ot be Guard Captain, see who has
the most points.
- GUARD THE SHIP
Layout a shape of a ship, with two boarding planks leading onto
the ship. Pirates are attacking, the the merchant crew must defend.
Any player stepping off the side of the boarding planks is now
in the ocean, and is either dead, or has to swim around slowly
on their knees to the back of the boarding ship. You can make
it more interesting by putting up haybales to simulate the sides
of the ship, masts, etc. You can also simulate jolly boats ferrying
pirates to and from the pirate ship.
- MUG SHOT
Last fighter standing. This is a semi-res battle. Every fighter
will be given a mug filled with water. When you die, you will
take your mug to a marshal. If there is still a discernable amount
of water in the mug, you will res back into the battle. Any shots
hard enough to shatter the mug, or hurt your opponents hand,
is cause for you volunteering to be a marshal for the rest of
the day. While there is DFB, you are NOT allowed to attack the
mug from behind.
- BLOOD OF HEROES
BoH is a game derived and adapted from an old 80s B
movie called by the same name. The rules arent overly complicated.
Each side consists of five players called Juggers who fill each
position on the field: the slash (sword and dagger),
drive and back drive (sword and baton),
the chain (sword and cloak), and the quick
(dagger only). The idea is to score points by getting your quick
to place the dog skull on the stake in your opponents back
field; first team to score two points wins. Complete rules for
this scenario is the genesis website for this game :
http://www.sagremore.com/jeff/boh/
- UBER ELF
Are you a match for the Uber Elf? Join this test of rapier fighting
endurance. Combatants can expect to fight six weapons forms against
each of the others in their pool. Single Sword, Case Sword, Sword
& Dagger, Sword & Buckler, Sword & Stick, Sword &
Cape.
- ZOMBIE ATTACK
Zombies are attacking the village! There is only 1 zombie for
every 3 humans at the start of the game. Zombies cannot be legged
or armed, but they can be killed. Head shots only stun a zombie,
and they drop to one knee for 5 seconds, and cannot be killed
while stunned. No camping out on a stunned zombie. You can also
play that only head shots kill the zombie. Zombies cannnot lunge,
and must drag one leg behind them. Humans are turned into a zombie
if they are killed. Killed humans raise their weapons over their
head and yell "DEAD", and then go to the zombie spawn
point, count to 5, then enter the battle. Zombies cannot communicate
with each other, and can only chant "BRAINS". Humans
can work together and call out strategey to each other. For safety,
"Death from Behind" is discouraged as an option.
- ROOF TOP BATTLE
It is time to take to the roofs of a medeivel city and fight 5
stories up! This is best played out on a basketball court with
many painted lines on it. Fighters can only walk along lines.
At least one foot must stay on the roof peak line at all times.
If both feet come off, you have fallen down the steep roofs and
down onto the street to your death! Free for all's, and "thieves
and cops" scenarios work well on this one. Balance and watching
your back is crucial!
- VAMPIRES
This is the same as Roof Top Battles, but you start with just
one or two Vampires verus all the humans. Vampires can only be
killed with a shot in the torso, (simulating a wood stake), but
can be legged. Headshots do not count. Fighters must stay to the
tops of the roof, but vampires can "flutter" from one
roof top to another. "Fluttering" means small stamping
of your feet with your weapon above your head. No vampire can
fight while fluttering, but they can be killed. Any human legged
is legged. Any human hit in the torso is dead. Any human hit in
the head becomes a vampire. When you are hit in the head by a
vampire, put your weapons in the air, yell "DEAD", and
exit the combat. Walk around to the Vampire Spawn Point, count
to 5, then come in an hunt humans!
- TREASURE SHIP
This can be played on a basket ball court, or better yet, in an
open field. Use chalk, tape, paint, hay bales, etc...
The outer edges of the field are open water. Any player setting
even one foot off the edge of the Jolly Boat or Treasure Ship
is dead by drowning.
The ship's deck and the deck of the jolly boat are on the same
level, and combat can happen between anyone on the ships deck.
Even around corners or thru the white sail area.
There are three masts, with one usable spar or yardarm on it.
Players must keep both feet on the yard arm to stay alive. If
even one foot comes off the yard arm, they player is dead by
falling. A player on the yard arm cannot kill or be killed by
anyone on the deck. Players on the deck may kill players coming
down the rigging, and players on the yardarms may kill players
on the rigging. There is no rigging to rigging combat!
Travel to and from the yardarms to the deck is done by going
up and down the rigging. This is done by standing on the rigging
spot and stomping your feet five times. Your weapons must be
held over your head while you do this. Players may be killed
going up and down the rigging by anyone on the deck or on the
yardarms. Travel to and from yardarm to yardarm can be done
by walking along the rigging lines. This is done by a player
putting their weapons over their heads and walking on the rigging
lines. If even one foot comes off the rigging lines, the player
is dead by falling.
The Crows Nest is the only open fighting space in the sail
area.
Scenario 1 - Everyone for himself!
The treasure ship is ours after a fierce battle. The Treasure
ship is badly damaged, and will sink in 10 minutes.Each pirate
wants the treasure for himself, and no sharing with anyone!
The treasure is tied to the middle of yardarm 1. The right side
of the yard arm is broken off, so access to the treasure must
be from the left side. Either by the up/down spot, or along
the right rigging lines. First pirate with the treasure in his
hand and back on the Jolly Boat wins. Death from Behind is allowable.
Pirates start in the JollyBoat, and have a 10 second "no
kill" period at the start

-
THE CARGO HOLD
In this scenario, there is a treasure in the hold of the cargo
ship. The first person or team that gets the treasure out of
the hold and into the jollyboat wins. The treasure is a large
chest, and cannot be dragged, only carried. This means that
whoever is carrying the treasure cannot fight. Also, a legged
person cannot win, as he cannot carry the treasure. The ships
deck is one level, and the white center is the hold. Entering
and exiting the hold can only be done from 4 places, a small
doorway/stairs area on the North, South, East and West. It takes
10 steps to enter or leave. People on the stairs cannot fight,
but they can be killed. The ship is damaged and sinking, so
a set time limit is in place, usually 5 minutes.
In the scenario with teams, it can be either a defending crew
on a sinking ship, (thus the need to get the treasure on the Jolly
Boat) or two competing pirate teams. In a free for all, the pirates
all start at the Jolly Boat, and upon the "lay on" there
is a 10 second "no kill" start.
-
DRUG LORDS
In this scenario the Prince/Princess has been kidnapped by Drug
Lords. The Drug Lords want to addict the Prince/Princess so
they can control him/her. The kidnappers only have a 10 second
head start as they enter their fortress. The kidnapped person
is dazed and can only walk where they are lead. The Royal Guard
is hot on the heels of the kidnappers. The kidnappers must fight
a delaying action as they circle thru their fortress to the
center, where they have their drugs. The kidnappers are outnumbered
2 to 1 at the very least. It will take them at least 30 seconds
to make it inside. Can the guards save their ward in time?
The kidnapped person can only move at a normal walk's pace. The
guards and kidnappers can run/jog. The kidnapped person is saved
the moment a guard leads him/her out of the fortress. If the kidnapped
person dies, both teams lose. The kidnapped person must be lead
by the hand, and stops the moment he is no longer lead.
|
|