War Games

The purpose of War Games is to hone player's fighting, throwing, shooting, and dodging skills while not in-game. War Games will take place in the normal game day location, and will be held for free. There should always be at least one reeve present for each game, however the reeve may be included as a player, as long as there is another reeve to mediate in disputes where the before mentioned reeve is involved directly. As of now there are six games currently being played at War Games, they include:

Capture The Flag

Dog Skull

Monster Mash

Pit Fighter

Treasure Hunt

Zombie Master


Capture The Flag

This game has two teams consisting of four different types of characters, all equally important. They are as follows:

Class
Hits
Dmg
Weapons Special Ability
Fighter
6
2
Any No other abilities
Healer
4
1
1-handed / Shield Can heal up to 20 points of damage
Mage
4
1
Dagger Casts spells*
Thief
4
1
2 short / Ranged Can "unlock" item containing flag

*- Mage Spells -

All legal target areas constitute a hit, and limb hits make that limb useless. If a limb is useless, it may not be used in combat or to capture the flag. If a leg is hit, a player may choose to walk on both legs instead of hopping on the one. If both legs are hit, then that player is not allowed to move unless he/she crawls, or has the limbs restored by the healer, or transferred to the Mage.

In order to loose a life, a player must be struck more times or equal to the the amount of hits he/she can take. All players have three lives and if they loose a life, must go to the graveyard and count to 50 before regenerating their next life. They must then return to their base before they are whole again. They can however report any information they saw on their way to their base, but they must not stray from the most direct path on the way back home.

The thief is the only player who may grab the flag, but he can hand it off to any other player after that. The flag must always be kept in a visible area whether it is in the base, or on your opponent's person. Someone belonging to the same team as the flag must never carry the flag, unless it is being returned to the base.

Once a flag is captured, and enters its enemy's base, they will have to hold it for three minutes, without either their flag or their opponent's flag leaving their base. Once this is accomplished, the game ends and that team wins.

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Dog Skull

This game was rumored to be made by the Orcs, and is very aggressive (it is based off of "The Blood of Heroes" movie). The premise is that there are two equal teams of four to five players consisting of the following:

Player Weapons Special Abilities
Quick Dagger They only player able to grab the "Dog Skull", may not pin
Shield Any 1-handed and shield The only character with a shield, and usually guards the Quick or spike
Chain Any flail or staff-like weapon This player guards the spike or Quick
Slash Two 1-handed weapons Largest player, able to "pin" two players
Heavy Any 2-handed weapon or polearm Basic brute and optional player

The game begins with the teams on opposite ends of the field, the field is of any size, though 50 feet by 100 feet is good. In the center of the field is placed the "Dog Skull", and on either side 5 feet away are the two Quicks. The game begins when the stone keeper throws the first stone. Each stone is thrown about 2 seconds apart, and on every 10th number, the amount is called out; i.e.. 10, 20, 30, etc. The game ends when the stone keeper throws the last stone, or someone scores a goal by placing the dog skull on the spike.

If a player is hit in a limb, they loose the use of that limb. If a player is struck in the body, they "drop" for a count of 10 based off of the speed at which the stones are thrown. So if they fall at 23, they would rise at 33. If a player wishes to "pin" another player, they would place their weapon on the downed player stating "pinning", and that player may not rise until the "pinning" player removes their weapon. Then the "pinned" player must wait two more stone throws before rising. Once a player is "pinned", they may not be "pinned" again until they are "dropped" by a body hit.

The only player allowed to touch the dog skull is the Quick. No other player can touch the skull even with their weapon. If they touch the skull with any part of their body or weapon on purpose, they are "dropped" and must wait the 10 count to rise. If the quick places the dog skull on their opponent's foam spike, the game ends, and that team wins.

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Monster Mash

This game has humans and monsters duking it out in a no holds bar rumble! There are four different types of characters and three different monsters. They are as follows:

Class
Hits
Dmg
Weapons Special Ability
Fighter
6
2
Any No other abilities
Healer
4
1
1-handed / Shield Can heal up to 20 points of damage
Mage
4
1
Dagger Casts spells*
Thief
4
1
2 short / Ranged Starts out with silver weapons
Monster
Hits
Dmg
Weapons Special Ability
Trolls
-
2
Any Chest region in 30 count, limb in 10 count, must burn to kill.
Vampires
-
1
1-handed / Shield Charm any one character/monster for a 30 count, must feed every 5 min.
Werewolves
10
2
Claws Can only be hurt by silver weapons.

*- Mage Spells -

All legal target areas constitute a hit, and limb hits make that limb useless. If a leg is hit, a player may choose to walk on both legs instead of hopping on the one. If both legs are hit, then that player is not allowed to move unless he/she crawls, or has the limbs restored by the healer, or transferred to the Mage.

In order to loose a life, a player must be struck more times or equal to the the amount of hits he/she can take. Once they are dead, they may become a monster depending on what killed them. Vampires will make vampires, werewolves will make werewolves, and trolls just flat out kill you.

Trolls are immune to death under normal circumstances, and may only be permanently killed by fire. Once a Troll goes down either by a player or monster, they must remain dead for a 30 count. If a player hands them water (symbolizes fire) they are dead. If they are being sucked on by a vampire, they must count to 30 before they can come back to life after the vampire finishes, and they will not become vampires. Trolls use large clubs, and would not use human weapons.

Vampires can charm up to one person at a time by looking at them and saying, "I charm you". Once a player/monster is charmed, they must do whatever the vampire says except kill themselves. They can be ordered to come over there and let the vampire attack you, but the charm is broken after the first hit. Once a vampire charms another, the previous person is immediately released. Vampires use two short blades for weapons, and may use human weapons.

Werewolves are immune to all weapons but silver, and will not turn into vampires if they are drained of their blood. If they are struck by a normal weapon, they will still incur an injury for a 5 count, and then it heals. Werewolves use claws and are not allowed to use human weapons.

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Pit Fighter

The object of this game is to be the last man standing. Two players enter the ring with their backs to the "Pit Master". The Pit Master tosses in two weapons of any kind and the two combatants have to grab the nearest one and fight. Every so often the Pit Master will throw in more weapons, and the player has the option of grabbing it or keeping the one they have. The players will fight until one person is hit 10 or more times which constitutes a win.

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Treasure Hunt

This game has two teams consisting of four different types of characters, all equally important. They are as follows:

Class
Hits
Dmg
Weapons Special Ability
Fighter
6
2
Any No other abilities
Healer
4
1
1-handed / Shield Can heal up to 20 points of damage
Mage
4
1
Dagger Casts spells*
Thief
4
1
2 short / Ranged Can "unlock" item containing treasure

*- Mage Spells -

All legal target areas constitute a hit, and limb hits make that limb useless. If a limb is useless, it may not be used in combat or to capture the object. If a leg is hit, a player may choose to walk on both legs instead of hopping on the one. If both legs are hit, then that player is not allowed to move unless he/she crawls, or has the limbs restored by the healer, or transferred to the Mage.

In order to loose a life, a player must be struck more times or equal to the the amount of hits he/she can take. All players have three lives and if they loose a life, must go to the graveyard and count to 50 before regenerating their next life. They must then return to their base before they are whole again. They can however report any information they saw on their way to their base, but they must not stray from the most direct path on the way back home.

The two teams will be given maps depicting a route to a treasure. Sometimes it will be a direct route to the treasure and sometimes it will be to a clue which then leads you to another clue, and so on. Once the treasure is found, the thief is the only player who will be able to grab it, but he can hand it off to any other player after that. Once the treasure is obtained it must be taken back to the base to win the game.

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Zombie Master

This game has two teams consisting of four different types of characters, and a Zombie Master. They are as follows:

Class
Hits
Dmg
Weapons Special Ability
Fighter
6
2
Any No other abilities
Healer
4
1
1-handed / Shield Can heal up to 20 points of damage
Mage
4
1
Dagger Casts spells*
Thief
4
1
2 short / Ranged No other abilities

*- Mage Spells -

All legal target areas constitute a hit, and limb hits make that limb useless. If a leg is hit, a player may choose to walk on both legs instead of hopping on the one. If both legs are hit, then that player is not allowed to move unless he/she crawls, or has the limbs restored by the healer, or transferred to the Mage.

In order to loose a life, a player must be struck more times or equal to the the amount of hits he/she can take. Once they are dead, the Zombie Master can turn them into zombies that he controls who can hunt down other players. If a normal zombie kills a player, the player must lay on the ground where they were killed until the Zombie Master converts them into one of his minions. It is possible for a Mage to transfer wounds from a dead player to himself, but he will instantly die and the previously dead character will have his/her life restored.

When a zombie calls out "brains", the humans must call back "come get some", loud enough to be heard. If the Zombie Master or any of his minions are struck in the limbs, they will be useful agin in 10 seconds. A body shot will knock the zombies down for a 30 count. Once all the players on one team are dead, the game ends and the remaining team wins.

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Last Updated 08/27/2001