Rapier Activities
Rapier Scenarios – Quad War 2010
Warm-up
Snowball: Any weapon style, no RBGs.
Players pick an opponent and they duel. The winner of the duel becomes the leader of the group; the loser joins the winners group, making them a team of 2. That team of 2 faces off against another team of 2, the losers joining the winning teams group. And so on.
War Points
Field: Any weapon style, once with RBGs once without, Resurrections, time limit 15 min each, death from behind allowed. Location – valley behind the castle.
There will be a number of poles with tubes on them around the valley. The tubes have 2 colours of tape on them, one at each end. Each team will be assigned one of these colours, and the teams will start with an even number of poles showing their colour. Teams must defend their poles while also trying to win the other teams poles. The game ends when one team has all the poles flipped to their colour, or the time runs out. If the time runs out, the point will be given to the team who has the most poles showing their colour.
Bridge: Any weapon style, once with RBGs once without, no resurrections, time limit 10 min each round, death from behind allowed. Location – flat area beside the castle.
The areas marking the bridge, land and water will be clearly laid out. Each team will start on opposite sides of the bridge, the object of the game being to make it across the bridge and onto the other teams land. Stepping in water results in death, as for some reason Rapier fighters cannot swim. It must be the heavy swords and ego weighing them down. The game ends when at least one member of one team makes it across the bridge and to the other teams land, or the time runs out. If the time runs out, the point will be given to the team who has made it further along the bridge – closest to the other teams land.
Castle: Any weapon style, RBGs and war machines allowed for both rounds, time limit 15 min each, resurrections for team attacking the castle, no resurrections for team defending the castle, death from behind allowed. Location – Castle
Your typical castle battle. The team that is defending has to attempt to keep the attackers out, the attackers try to get in. There will be a flag in one of the towers showing the defending teams colour. The game ends when at least one member of the attacking team makes it into the tower and flips the flag to their colour or the time runs out. If the time runs out, the number of attackers within the castle walls will be compared to the number of defenders left alive, and the point will go to the team with more people alive in the castle. No fighting on the stairs, be safe!
For Fun!
High Noon: RBGs only!!! No resurrections.
There can be only one… Everyone will be allowed 1 RBG with 1 round. (Anyone willing to lend out an extra RBG would be appreciated as I’m sure there are some out there who don’t have one). Opponents will start out back to back in a tight circle. 10 paces will be counted out at which point fighters will turn and fire. Those hit by an RBG round are dead and out. Lather, rinse, and repeat until there is only one survivor.
MessengerBall: Any weapon style, no RBGs, no resurrections, time limit 15 min.
Teams will be chosen by numbering. Each team will choose a ‘starter’. The starters will ‘face off’ in the centre while their teams stand back. The marshal will throw a messenger bag into the air, and whoever gets it now has possession (for now). The team in possession must reach a certain point on the field with the bag in order to win for their team. If the contents of the bag spill, you must stop, lay your weapon down, and gather them up. You may not rip the messenger bag out of anyone’s possession, it must be dropped in order to be recovered by the other team. If you are killed, you must drop the messenger bag, and leave the field. While alive, you may pass the messenger bag among teammates, however remember if you spill the contents you must put your weapon down and recover the contents before regaining your weapon. While passing, the other team can intercept if the messenger bag is not being held by anyone. The game ends when one team makes it to the designated point with the bag with all of the contents or the time runs out. If the time runs out, the team in possession wins.
Musketeers Delight: RBGs and shields only, no resurrections, as many rounds and guns as you like, time limit 10 min.
Teams will be chosen by numbering. Teams will face off in an arrangement of their choosing, and fire at each other. The team with the most players left once rounds are depleted wins. If your shield is hit, it is now broken, but you are still alive. You must discard the shield (safely) and you may continue the battle.
Nitroglycerine Sacs: Any weapon style, no RBGs, no resurrections, time limit – when we run out of nitroglycerine or get kicked off the field.
Powder Keg with a twist. Teams will be chosen by numbering. There will be nitroglycerine sacs (water) scattered about the field. Teams will start at their base and must recover as many as they can and bring them back to their base. If you drop the sac of nitroglycerine and it explodes, and you come into contact with it (even a drop! It’s powerful stuff!!) you are now dead and must leave the field. The team with the most intact nitroglycerine sacs at the end wins.
I expect everyone to play nice and be safe, but have a super fun time!
See you at Quad War!
-Siobhan Delaroche.
Tournies
Dante's Challenge - 10th Anniversary
In addition to the already mentioned tournaments, Thore
will be running a triple elim tournament Saturday afternoon at 2pm while the
heavies are on the war field.
Rules for the Triple Elim tournament:
You will start out single sword. After your first death you'll be fighting
sword and defensive secondary. After your second death you'll be fight sword
and dagger. Opponents will be drawn from a hat each round. Double Deaths are
double losses.
And Thore will be running the traditional roving rapier tournament, starting
at 8am Friday, wrapping up at 10am Monday.
Rules for the Token Tournament:
You will receive 5 tokens when you enter the tournament. You may bet up to 3
tokens (at whatever odds you desire, as long as neither party risks more
than 3) on each bout you fight, in pickups or even during other tournaments.
There will be an eric (and perhaps more than one) available for pickups all
weekend long, and you are welcome to fight in a secluded area away from foot
traffic, in the time honored tradition of Parisian duelists. No duels in the
streets, no making people walk around your fight. No fighting anywhere you
could be in the way. Please have a witness/marshal/stakesholder on hand for
each bout. Both duelists pass the tokens they're betting to the marshal.
Winner takes the purse. Double deaths are refought.
If you run out of tokens, you're drafted by the City Watch. Pair up with
another watchman, and if you come across a duel in progress, you may
interrupt it. Fight a 2v2 bout with the duelists - if you win, you and your
partner split the tokens being bet on the bout by the duelists. Watchmen
cannot challenge the same duelist more than once, though, and cannot
interrupt a bout in another tournament, even if the duelists are betting on
it. Further, watchmen cannot team up with the same partner more than once.
So if you team up with someone, challenge a pair of duelists, and lose, you
have to find a new watchman partner.
When you're done competing, return your tokens to Thoré and he'll tally your
score. Highest number of tokens turned in before 10am Monday will be
declared the winner.
