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 opponent’s 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 80’s “B” movie called by the same name. The rules aren’t 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.
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