Table of Contents Intro Pg 3 Being Champion . Pg 4 E!ipment ..... Pg " To!rnaments ... Pg ##$ %ames . .... Pg #3 &it'h %ames .. Pg #( )ilitia %ames .... Pg ** Point Control %ames .. Pg *( +!ll Class %ames . Pg *, Page 2 Introd!'tion As any champion can tell you, the hardest part of the job is keeping things fresh, new and balanced. Some lands love a full time ditch, some parks prefer lots of quests and battlegamesbut this book aims to help all lands learn to enjoy every aspect of Amtgard. !ncluded herein is advice and games found from many different kingdomsfrom ditchline variations to complicated, campaigntype roleplaying games. "umerous people from several kinds of parks have helped form these games and most of them have been thoroughly playtested. #hey should work as is, but feel free to adapt any of these games to your personal or your park$s play style. %hether you$re a newly elected &hampion at a small park or trying to keep things fresh at your kingdom, this guide should help you bring a little variety and fun to your members. Page 3 Being Champion As champion, your official duties are laid out for you in your kingdom corpora. 'ostly you$re in charge of field safety. #his goes beyond just checking weapons and e(tends into making sure that the players themselves are behaving in a safe manner. %atch out for common new player mistakes such as hopping on one leg while wounded and $baseball bat$ swinging. )ou also need to be conscious of other people*s attitudes and behavior on the field. +roblem players that try and hurt others players do not belong anywhere near a competitive combat game. )ou should have known all of this before running for the position. However, unofficially you are in charge of everyone else*s fun and enjoyment. Amtgard revolves around the battlegame and ),- run the battlegames. #he &hampion is the part of the monarchy that makes the day today games happen. )ou*ll need a lot of common sense and patience to help guide you through your tenure. Here are some important guidelines, listed in order of importance, which you should keep in mind as park champion. Page 4 /0 1eeping the peace !f you see any major conflict, break it up2 #empers flare and people get upset. !t happens, it is your job to calm the parties involved down. 3o not let people argue with each other in the middle of a game. Separate them, call them both dead, or toss them from the game if it comes to that. #his is very important. 3on*t let anyone argue with you on the field. Save it for after the game. !f it$s a rules question, make a determination 4even if you aren$t a reeve0, make it absolute until the game is done, and then look it up later. !t is your number one responsibility to keep the game running smoothly. 3on$t forget this. 50 6nsure people are having fun 'ake sure you are playing fun battlegames. !f you find yourself playing the same sort of game week in and week out, change it 4#his book should help0. 'ake sure the sides are balanced and people play fair 43on7t be afraid to balance midgame if needed0. 1eep the games simple. An overly comple( game means a slower paced game, and that leads to players getting board and start to lose interest in your game. ,ne effective technique to keep games fresh is to use storylines. Having a series of battlegames that form a story will really help bring together the roleplaying and hardcore fighting members of your group together. !t also increases interest in the games themselves and gives people a vested interest in showing up at the park every week to see what will happen ne(t. Page 5 80 Settle game disputes Since you are the one organizing each game, you have the final say about how the game is run, e.g. how long flags need to be held for, game boundaries, etc. ,ftentimes, you will have to make calls for problems that might come up une(pectedly. 9e fair but firm. !f you are indecisive then your players will want to argue with you and that leads to discussions and less play time. ,nce you get some e(perience with the way games run, you can change whatever you want to make the game fun and balanced. However, never put negative modifiers on a player: always give positive buffs to the weaker side. #his will prevent your e(perienced players from feeling singled out and picked on. Having strong reeves on the field will help a great deal. 9ut remember that they take their cues from you. ;0 <ecruit sideliners = help new players 'undane folks will occasionally stand by and watch while Amtgarders do their thing. #his is a good thing. As you should be keeping an eye on everyone on your field, you are in position to notice watchers, and should make sure that you or someone else talks to them to see if they want to know more. 6ven if they are just standing there making fun of your group, having someone talk to them will help move the gawkers along. !f they are interested, then you are in the best position to teach them what they need to know to play the game. Sit down with your new players and e(plain to them shot locations, legal shots, what counts as a valid shot and what doesn$t. <emember 3raw cuts, %hips and 9utter shots do not Page 6 count. !f everybody is fighting with the same ideas of what is and is not a valid shot, then everybody will be happier. >0 #each people how to improve their weapons !t is not enough to tell your players what is legal and what is not. 9e sure to e(plain to people why their weapons are illegal and show them the problem areas. 3on*t judge what the weapon is, just how it was made. !f they want to use a >* double bladed, half scimitar, half katana then let them, as long as it is safe and legal. #his will educate your new players and help keep them interested in playing. #his also applies to shields and armor. Also, have a supply of legal, wellmade loaner weapons available. #his will allow your new players to fight even when they show up with illegal weapons or blow out a poorly made sword. !t will also help with your recruitment efforts by getting mundanes swinging foam right away. ?0 #roubleshooting #his means that you are the go to person for your park. Someone is cheating, you*re asked to help. Some mundanes are using your space, you*re asked to talk to them. 'y best advice is to talk to the rest of your monarchy and use your knowledge of the rules to help the best you can. -se your best judgment for what you think is best for the park. )ou were elected and as long as you keep your parks best intentions in mind you should feel comfortable making the right choices. Page 7 1eep these guidelines in mind, and you should be able to keep your park strong and having fun for the ne(t ? months. 9eing &hampion is about doing what is best for the park. #he best way for you to achieve this is to be decisive and make the best decisions you can. )ou were elected to use your judgment and make the hard choices. 6ven incorrect rules decisions are better than no decisions at all. <emember that before you try to police others, ensure your own weapons and behaviors are beyond reproach. )our power is only as good as your reputation and the opinion of your players. )ou will find people are more willing to cooperate with you when you enforce your own mandates upon yourself first. Page 8 E!ipment Having the right equipment can have a huge impact on your reign as &hampion. Here are a few items that can make your job much easier. /. &ontractors ribbon, marking paint, bright rope or sports cones are all very useful. Something you can put down and make terrain with. 'ost parks play on an open grass field and these small but helpful items will allow you to build mazes, walls, and other terrain effects that will give your players some variety. 5. +added flags can be made like javelins with brightly colored covers. #hese can be use as objectives or markers to help give games direction. 'ake them padded allowing your players to block with them 4but not swing0 adds another twist to simple games. 8. @oaner gear is the heart and soul of recruitment. #he best way to get people interested is to put swords in their hands and let them swing. Aet a bo( or bag that can hold a dozen swords and some garb. @oaner swords get crushed and beat up quickly so make sure to check them regularly. ;. Stopwatches, paper and pens, and other small sports equipment will help you and your reeves track points, time games, and give your games the organization you need to keep the park moving smoothly. Page 9 To!rnaments %hile you, as &hampion, are not required to run any fighting tournaments, you could be asked to run your park*s %eaponmaster, or at the very least reeve some kind of fighting event. 1nowing how these events run and work can even help your own tournament fighting skills. #here are many different kinds of fighting tournaments, and every kingdom has its own traditions and fallbacks. Single elimination vs 3ouble eliminationB 5 out of 8 bouts or 8 out of >B Seeded or random drawsB Ask around and find out why your park does tournament the way they do. 'ost of these options are to help keep the tournament fair and balanced. @ucky wins happen, but no one wants someone to C@uckD their way through a tournament. )our local corpora should also have what categories are e(pected to happen. 'ost will have a minimum of Single Short, Elorentine, Sword = 9oard, and ,pen. ,ther categories can be fun and imaginative, but be sure to post the rules ahead of time. #he best way to run a tournament is to have help. A field reeve or two, a herald or caller, and a bracketer, 4someone to record wins and prep the ne(t round of each bracket0 are some positions that can save yourself some major headaches. Have volunteers fill each position and help guide them on what Page 10 their responsibilities are. #hen, fill any open spot yourself. ,nce you have the positions filled, encourage everyone else to fight. 3on*t let too many people ChelpD you and just make the event bog down with too many people running too many operations. +ost a schedule ahead of time and stick with it. Aive yourself an hour for signups and an e(tra 8F mins to seed or draw the first round of bracket. #hen start the tournament when you say you are going to. #he people who want to fight in your tournament will make the effort to not be late. 1eep on time and don*t let people distract the fighters, reeves or you form running the event. "othing will derail a tournament day faster then a bored and rowdy crowd. 9rackets. one of the most misunderstood tools in any tournament planner*s toolbo(. ,n the day of your tournament bring multiple copies of a wide range of tournament brackets, with e(tras. #hey come in G, /?, 85, ?; and such sizes. Eind some print outs that have seeded numbers on them, whether you are seeding or not. Here is where most people make their biggest mistake. !f you follow the numbers the first round names should be spaced out with as many byes as you can fit. !f you can*t find numbered brackets then do your best to spread out the players in the first round. !f you have /H players and are using the 85 name brackets, there should be /> byes in the first round. #he more byes you put in to the first round of fighting the less you will have to deal with in the later rounds. "ow just follow the Page 11 numbers and flow of the brackets and they should help you keep track of each round. 3on*t try and think you are smarter than the brackets and change things. #here is a reason they are numbered the way they are. #his is to bring an organized randomness to the order of fights and to help fighters fight a variety of players instead of the same people over and over. Page 12 %ames #he following is a collection of games that might add some variety to you normal battlegames. 'any can be found on the internet and other Amtgard books. -se these as guidelines to build and invent you own collection of game. 6ach park has their own preferences to the style of games played, but don*t be afraid to change things up and e(periment. %ith time, a &hampion will learn that our game system works better with some games and worse with others. 3on*t try and change they way Amtgard is played but instead use this knowledge to streamline your game play and build game events that challenge your players. 6(perience is the best way to learn what works and does not work. Page 13 &efinitions Pla-ers. #he recommended number of players. #his can be changed but the game may need rebalancing to fit the number of players you have. +!ll Class. #he game will use all of the classes found in the main Amtgard rulebook, plus monsters or any other variation that your park normally uses. )ilitia Class. #hese games use no classes or magic, but players may use any combination of melee weapons and armor. <anged weapons are optional at the discretion of the reeve. )elee .nl-. +layers are limited to melee weapons only. <eachI+oleArms are optional at the discretion of the reeve. /ingle /hort. ,ne single weapon less than 8?D. 0esetting 1i2es3 -sed in pointbased games. 6ach player has their normal number of class lives and can shatter out within a point. However, after each point is scored players will reset their life count and start from the first life. 'ost games function best if +ergame abilities are left +ergame and anyone who wishes to voluntarily take a death must still complete any death counts. C-'ling 1i2es. -sually used in short, quick games. 6ach player cycles through their lives like normal, but after losing their last life they start anew as though on their first life. 'ost games work best if +ergame abilities are left as +ergame. 4ormal 1i2es. 6ach class has their normal set of lives. +!ll Co!nt. #his game is set to the full counts set by the rulebook. <eserved for biggerIlonger games. 5 Co!nt. 3ivide each and every count in half. -sed to speed the battle up and keep people active. /peed Co!nt. 3ivide each and every count by >. <eserved for short, quick games. Page 14 &it'h %ames3 4ame. &it'h Battle .rigin. 9urning @ands #raditional Pla-ers. ; J Class. 'elee ,nly 1i2es. ,ne Co!nt. "one 0ee2es. "one E!ipment. "one 0!les. 6ach side lines up and layon is called. 6ach round is fought until only one side is left. #he winning side then gives up the first player to die to the losing side and a new round is called. !f new players join the battle, they wait to join until a new round is beginning, and they join the losing side instead of the firstdead the winning team would have surrendered. )is'. Areat warmup 4ame. /ingle /hort &it'h .rigin. Amtgard #raditional Pla-ers. ; J Class. Single Short 1i2es. ,ne Co!nt. "one 0ee2es. "one E!ipment. "one Page 15 0!les. 6ach side lines up and layon is called. 6ach round is fought until only one side is left. #he winning side then gives up the first dead to the losing side and a new round is called. !f new players join the battle, they wait to join until a new round is beginning, and they join the losing side instead of the firstdead the winning team would have surrendered. )is'. 4ame. /harks and )inno6s7+o8 Trot7/nake and 0ats .rigin. Amtgard #raditionalI3esert 'oon EHI Pla-ers. ; J Class. 'elee ,nly 1i2es. ,ne Co!nt. "one 0ee2es. "one E!ipment. <ibbon or &ones to mark two lines 0!les. ,ne person is picked to be the CSharkIEo(ISnakeD. 6veryone else lines up facing that person. #he CSharkIEo(ISnakeD will call @ayon and each player tries to get across the opposite line. !f killed, the CSharkIEo(ISnakeD has a /Fsec death count. #he first player killed each run then turns into a CSharkIEo(ISnakeD, and joins the predator4s0 already present between the lines. #he last player alive then becomes the CSharkIEo(ISnakeD for the ne(t round. )is'. #o speed up each round of play all players killed can join the predators side or players can optionally be made to keep wounds between rounds. Page 16 4ame. 9ill :o!r 9iller .rigin. Amtgard #raditional Pla-ers. ? J Class. 'elee ,nlyISingle Short 1i2es. !nfinite Co!nt. "one 0ee2es. "one E!ipment. "one 0!les. #his is a ditch battle style freeforall with every man for himself. !f a player is killed, they must kneel down with sword overhead until the player who killed them dies, at which point they rejoin play. #he game continues until one person kills every other player, thus being the only survivor, or until everyone is sick of it and wants to play something else. )is'. 4ame. ;arlord .rigin. Amtgard #raditional Pla-ers. ? J Class. 'elee ,nlyISingle Short 1i2es. !nfinite Co!nt. "one 0ee2es. "one E!ipment. "one 0!les. #his is a ditch battle style freeforall with every man for himself. !f a player is killed, they must kneel down with sword overhead for a /F count, at which point they rejoin play under the command of their killer. #he game continues until one person kills Page 17 every other player and controls all other players or until everyone is sick of it and wants to play something else. )is'. Some lands give all minions the weak trait 4any wound kills0 to keep the game moving and interesting. 4ame. /pellball %ame .rigin. Amtgard #raditional Pla-ers. ? J Class. Single Short 1i2es. !nfinite Co!nt. "one 0ee2es. "one E!ipment. A spellball for each player 0!les. #his is a ditch battle style freeforall with every man for himself. All spellballs are considered fireballs, but have no casting chant and cannot be specified to remain active. 6ach sword is magical and is unaffected by spellballs. !f a player is killed, they must kneel down with sword overhead until the player who killed them dies, at which point they rejoin play 4along with all other victims of the killed player0. #he game continues until one person kills every other player or until everyone is sick of it and wants to play something else. )is'. 4ame. Three )an +ore2er .rigin. &1 #raditional Pla-ers. /5 J Class. 'elee ,nly Page 18 1i2es. ,ne Co!nt. "one 0ee2es. ,ne "irvana E!ipment. "one 0!les. All players form into groups of three. #he teams then separate and begin fighting. As soon as a player dies heIshe goes to "irvana. As soon as there are three players in "irvana they form a new team, in the order they arrived, and return to play. )is'. 4ame. The A8 %ame .rigin. &elestial 1ingdom #raditional Pla-ers. G8F Class. 'elee 1i2es. ,ne Co!nt. "one 0ee2es. "one E!ipment. ,ne #hrowing A(e 0!les. Split all players up into two man teams. #he teams start out in a big circle. Someone 4ideally a reeve0 throws the a( into the middle of the circle. ,nce the a( hits the ground the game starts and it is a legal throwing weapon for any team to pick up and use. Eighting is a teambased freeforall and continues until only one team survives. #hey are the winners. Scramble teams before beginning the ne(t round. )is'. +layers should try to fight with different partners each round to learn teamwork. Page 19 4ame. %reed is %ood .rigin. @ord Squire Spyder Pla-ers. /F8F Class. "one 1i2es. ,ne Co!nt. "one 0ee2es. "one E!ipment. Several coins or ribbons. 0!les. 9efore the game starts each player gets one coin. #hen the teams are divided as is typical for ditch battles 4see above0. #he game is played as a normal ditch with the following special rules. %hen you are killed the player who killed you may take all the coins you are carrying. "o one other than the player who killed you may ever take your coins. #he player who killed you must survive long enough to physically take the coins even if you need to get them out of a pocket or other receptacle. 3ead players should stay on the field until their killer is eliminated in case that person wants to return to collect later. !f you are killed before you can collect any coins owed to you, their original owners retain them for the ne(t round. 9etween rounds the winning team gives its first death to the losing team as is standard in ditch battles. !f after this one team has no players with even one coin, the player with the most coins gives one to a player on the other team. #he game continues until a single player has all the coins. )is'. 4ame3 1ight and &ark &it'h .rigin. @ighthawk of Soul &rossing Pla-ers. /F J Class. Single Short Page 20 1i2es. "one Co!nt. "one 0ee2es. ,ne Eield E!ipment. Some white and black headbands, but the headbands can be as crude or as fancy as you$d like. #here needs to be enough of each color for every player, minus 5. 0!les. #eams can be chosen at random by picking headbands from a bag, or allow captains to take turns picking players. 6ach noncaptain player has his or her choice of single short or single long. ,ne team captain$s weapon is designated the weapon of light: the other, of dark. !f one is killed by the weapon of light or dark, you have to e(change headbands and teams at the end of that round. #eam captains are immune to the team changing effects of the other captain*s weapon. !f a noncaptain opponent kills a player, that player comes back on the same team ne(t round. #he game ends when only the captain remains on one side. "ew captains are chosen when resetting. )is'. Page 21 )ilitia %ames3 4ame. Chess .rigin. 3uke Sir Kabberwock +entacles Pla-ers. />8F Class. 'ilitia, 3agger 1i2es. !nfinite Co!nt. ?F &ount 0ee2es. ,ne Eield E!ipment. "one 0!les. 3ivide players into two teams. 6ach team then chooses a CkingD. #his player is armed only with two daggers but has two points of natural armor. 3ead players come back after a ?F second count and wounded players may heal by grounding their weapons for a 8F second count. ,ne team wins when they kill off the other team$s king. #he king of the winning team then joins the losing team as a regular fighter and both teams pick a new king. )is'. #his game should not be mistaken for any of the liveaction versions of standard chess that e(ist. the game is named after that venerable board game simply because both have the object of protecting a king. 4ame. Treeh!gger .rigin. Akira L#onboL 1itsume = ,lok 9lackstar of Silverwater Pla-ers. ? J Class. 'ilitia 1i2es. !nfinite Page 22 Co!nt. >F count 0ee2es. ,ne Eield, E!ipment. A field with two trees which serve as each team$s base, plus an equidistant nirvana off to one side. 0!les. 6ach team starts at its tree 4base0. #he goal is for a player to get to the enemy team$s tree and keep both hands on it for a /FF count. #hey must keep both hands on the base and cannot hold weapons while doing this. !f player is killed the count must be started over if and when a new player holds to the tree. Any killed players go immediately to nirvana, where they remain for a >F count. A person must have two unwounded arms to count on a tree, though they can count with a wounded leg. )is'. 6ach team can have a LkeeperLa designated player who must stay near his tree and if killed comes back to life by the tree in a 5> count 4without going to nirvana0. 4ame. Pirate Battle .rigin. "autical "ights Pla-ers. />8F Class. 'ilitia 1i2es. "ormal, !nfinite, <esetting Co!nt. Speed 0ee2es. ,ne Eield E!ipment. "one, Ship outline, 0!les. #his 'ilitia variant is used to simulate combat between lightly andIor unarmored ship*s crews. +irate 9attles move quickly, due to the close quarters and low amount of armor. !t is perfectly acceptable, even encouraged, to backstab your foes in a +irate 9attle. Page 23 /. No metal armor is permitted. ,therwise, all fur, leather and improved leather is allowed, up to three points ma(imum. 5. No bows or crossbows are permitted. ,therwise all throw weapons and javelins are fair game. Archery may be permitted if the playing area is large enough, but in most Ship 9attles the action is so hardcore and inyour face that bows and arrows become little more than ground hazards. 8. ,nly small shields and bucklers are permitted. ;. +layers who go completely unarmored and fight with only a single sword or melee dagger gain one Luck Point per life. Humorous and piratethemed e(clamations are encouraged. 4CArgh, matey2 )e hit like a little nancy2D0 )is'. All players can just be given the Brawler #rait 4+layers who go completely unar mored and carry only a single melee weapon receives / point of "atural armor.0. Adding any type of take and hold or relic carry can make this game a lot of fun for everyone. Page 24 Control Point %ames3 4ame. Capt!re the flag .rigin. Amtgard #raditional Pla-ers. /F J Class. Eull, 'ilitia 1i2es. &ycling, <eset Co!nt. Speed 0ee2es. ,ne field E!ipment. #wo +added Elags 0!les. 6ach team tries to take the opposition$s flag and return it to their own base. !n order to score a point the team must be in possession of its own flag and touch both of the flags together. -sually played to a set number of points. )is'. 4ame. Capt!re the flag <67 =ail> .rigin. Amtgard #raditional Pla-ers. /F J Class. Eull, 'ilitia 1i2es. &ycling, <eset Co!nt. Speed 0ee2es. ,ne field E!ipment. #wo +added Elags, <ibbon or &ones for two CjailsD and midline field marker. 0!les. 6ach team tries to take the opposition$s flag and return it to their own base. !n order to score a point the team must be in possession of its own flag and touch both of Page 25 the flags together. Any player that is killed on the opposition*s side must go directly to the jail and stay there until released. Any member of the same team may release a team member from the opposing jail with a handtohand touch. #his also releases anyone touching the released member 4LdaisychainingL0. All players that are freed must walk back to their base and tag in before reentering play. #he freeing player stays in play. -sually played to a set number of points. )is'. 4ame. Capt!re and Hold .rigin. Amtgard #raditional Pla-ers. /F J Class. Eull, 'ilitia 1i2es. &ycling, <eset Co!nt. Speed 0ee2es. ,ne Eield E!ipment. #wo +added Elags 0!les. 6ach team tries to take the opposition$s flag and return it to their own base, then retain possession of both flags for a predetermined count, e.g. /5F count. Someone must keep count out loud, or reeves may keep count, i.e. with stopwatches. )is'. !t is important to keep the death count below the flagpossession count. 4ame. 9ing of the Bell .rigin. Amtgard #raditional Pla-ers. /F ;F Class. Eull, 'ilitia 1i2es. &ycling Page 26 Co!nt. Speed 0ee2es. ,ne field, ,ne counter E!ipment. ,ne med shield or similar sized marker, placed center field. 0!les. 3ivide the players into two teams: each team must select a name. +layers attempt to hit the marker 4LbellL0 with a weapon, at which time they will shout their own team$s name, thus LclaminingL the bell. Eor every /F seconds a team retains possession of the bell, that team receives a point. 6ach change in possession resets the count. -sually played to a set number of points. )is'. 4ame. 0ing the Bell .rigin. Amtgard #raditional Pla-ers. > ;F Class. Eull, 'ilitia 1i2es. &ycling, <esetting Co!nt. Speed 0ee2es. #wo Eield E!ipment. #wo med shield or similar sized markers, placed in front of each team base, away from any nirvana. 0!les. 6ach team must fight its way to the opposite bell and hit it with a melee weapon to gain a point. -sually played to a set number of points. )is'. ,nly letting the <evees call LpointL helps keep confusion to a minimum. Page 27 +!ll Class %ames3 4ame. Assassination7/p- .rigin. Sir Auy 1asama 6dited. Squire "iveus Pla-ers. /5>F Class. Eull 1i2es. "ormal Co!nt. Eull, M &ount 0ee2es. ,ne Eield, ,ne &aller E!ipment. @ist of random words 0!les. Eorm up into two teams in the usual way. #he reeve then whispers to each player a code word. After the lay on is called the reeve should yell out random words at regular intervals until they see a good time for the spies to wreak some havoc. %hen a reeve calls out a player$s code word, that player switches teams for the rest of that life and tries to do as much damage to his original team as possible. After a spy has been killed the reeve should continue to call out random words until another opportune time for chaos. )is'. 4ame. 3$?)in!te Battle <0es!rre'tion %ame> .rigin. !ron 'ountains #raditional Pla-ers. /5>F Class. Eull 1i2es. &ycling Co!nt. Speed Page 28 0ee2es. ,ne Eield, ,ne Score 1eeper E!ipment. "one 0!les. !n this timed scenario, each team tries to kill as many members of the opposite team while staying alive. All perlife and pergame abilities remain so. As each player dies he reports to a scorekeeper who tallies a point for that players #eam. At the end of 8F minutes the team with the lowest score 4that is, the least deaths on that team0 is declared the winning team. )is'. 4ame. Treeball .rigin. &rimsonwood #radition Pla-ers. /F J Class. Eull 1i2es. &ycling, <esetting Co!nt. M &ount, Speed 0ee2es. ,ne field E!ipment. Eoam 9all, #wo color strips tied to two trees across the field 0!les. Separate into two teams as usual. #he reeve should place the tree ball halfway between the two marked trees. 6ach team then must run and attempt to grab the ball. A point is scored by touching the ball to the opposing team$s marked tree. #he ball may be thrown or batted, in a safe manner, and must hit the trunk of the treenot the branches. After each point, teams swap sides and start again. )is'. 9est if played in a light forest or wooded park. Page 29 4ame. The %reat %oblin )assa're .rigin. Squire Kabberwock +entacles Pla-ers. /; J Class. Eull 1i2es. &ycling Co!nt. M &ount, Speed 0ee2es. ,ne Eield, ,ne Scorekeeper E!ipment. "one or Areen stripsIAoblin 6ars 0!les. #his game is designed around the idea that it$s always fun to just hack through a whole bunch of bad guys. Eor 8F minutes, one team will be Human, allowing normal classes and armor, while the other team plays Aoblins. #hese Aoblins have the added benefit that they have unlimited lives. 6ach time a Aoblin dies, he should check in with the Score 1eeper at his "irvana, who will record his death as a point for the Human team. After the 8Fminute mark, the teams will swap roles and play begins again. )is'. #here are two added comple(ities to #he Areat Aoblin 'assacre. #he Human team must choose one among their number to be their &aptain. #hat &aptain is worth 5F points if killed by the Aoblin team. #he &aptain may not be removed from game by any means, including fleeing the field and &ircle of +rotection. He is someone who will be targeted and often get mulched, so choose wisely. Aoblins may also choose to designate as L,rcsL any number of team members. ,rcs will always be first level and can wear armor and use class abilities normally. #hey come back from "irvana in a 8FF count and are worth ; Aoblin deaths each time they die. +owerful ,rc warriors can be a valuable asset to a team, but their deaths will cost the team dearly. Page 30 4ame. Arathi Basin <Elfland 2ariation> .rigin. &rimsonwood #raditional Pla-ers. /F >F Class. Eull 1i2es. &ycling Co!nt. M &ount, Speed 0ee2es. ,ne field, ,ne &ounter E!ipment. > /F* strips or cones 0!les. 3ivide into two teams as you normally would. #he field should be set up with one base in center field and the four other bases set around it. 6ach team will then fight for control of each base. At random intervals a hold will be called and each team will be awarded a point for each base they currently control. &ontrol is a team member with at least one foot inside the point and with no opposition. 6ach player controlling a base then receives a single +rotect on top of any other enchantments, but these +rotects do ",# stack consecutively with each other. @ayon is then called for the ne(t random interval. #his game may be played for a set amount of time or to a set number of points. )is'. 'azes and walls add an interesting twist to this game. 4ame3 9ill the 0obber Baron .rigin. #orbjorn 1egslayer 4&rimson%ood, #hor$s <efuge0 Pla-ers. /F J Class. Eull class, 'ilitia 1i2es. "ormal, &ycling Co!nt. >F count for lives. 8F count for all spells 0ee2es. At least one in the bandit$s LbaseL E!ipment. A caveIbuilding which only has one opening and all other LwallsL cannot be Page 31 shotIcastIfought through. 0!les. Set up the field with one caveIbuilding and another base across the field. #he team in the caveIbuilding is considered bandits that have been cornered. #heir leader has been wounded and is prone in the caveIbuilding. #he bandits enter play at the back of the cave. #he other team is the town guardIangry mob. #he town guardIangry mob comes alive at their base. #he goal of the game is to get into the bandit$s caveIbuilding and kill the <obber 9aron. #he robber baron can only be killed by melee weapons. He is a regular person 4e(cept for the killing limitations0 so any shots that kill a player, kill the <obber 9aron. )is'. A good way to represent the <obber 9aron without using an actual person is to use a shield and four swords to make a human shape. 4ame. The Battle for Elfland .rigin. Sir 'ichael Hammer of Aod Pla-ers. />;> Class. Eull 1i2es. &ycling Co!nt. Eull, M &ount, Speed 0ee2es. ,ne Eield, ,ne &ounter E!ipment. HG #rees 0!les. #his is a full class battle and players should be divided into three teams. 6ach team will represent one of the factions in the 6lven civil war. 6ach team starts off the game at a different edge of the field. ,n the field there will be seven or eight trees that should be marked as elfish fortresses. #his is done by marking a tenfoot circle around the base of the tree with flagging tape. #he game is played in three periods, each appro(imately ten Page 32 minutes in length. All three teams begin to battle each other as they see fit and after a predetermined time between nine and eleven minutes 4known only to the reeves0 a hold should be called. 3uring the hold the reeves will check who controls the fortresses. A team is considered to be controlling a fortress if they have at least one living team member within the tenfoot radius and if no other team has a living player within the fortress. 6ach team will get one point per fortress: then, the hold should be lifted and the fighting will continue. #his is repeated for a predetermined number of rounds: the team with the most points at the end is the winner. #he game also has the following special rules. All players will get one point of natural armor as long as they are within the ten foot circle of a fortress. !f members of opposing teams are both within the same fortress, both players get the bonus. Einally, all bases for returning from "irvana will be at the starting point for each respective team. All other functions of a base including healing 4if allowed0, mending, and the prohibition of spells and abilities within a certain radius apply to any fortress. )is'. 4ame. Prote't the 0eli!ar- .rigin. &elestial &ode(: The War of Souls Across Amtgardia. Pla-ers. />;> Class. Eull 1i2es. &ycling, <esetting Co!nt. Eull, M &ount, Speed 0ee2es. ,ne Eield E!ipment. Headbands or armbands for Aood 4white0 and 6vil 4black0, 'onster garb, <ibbon, and an object to serve as the <eliquary. -se the ribbon to mark off an area of Holy Around. #his area can be as simple or comple( as the reeve decides. Page 33 0!les. 3ivide the populace into two equal teams. ,ne team, the 3efenders, 4ostensibly the Aood Auys, but this game could easily be reversed to allow the !nfernal @egions to be the defenders0 begins inside the Holy Arounds, the other team, the Attackers, begins at their "irvana on the far side of the playing area. +lace the <eliquary inside the Holy Arounds. <emember the <eliquary is a game item and may not be taken into a "irvana or removed from the game under any circumstances. #his battlegame should be played in /F /> minute increments: resetting the game any time the Attackers remove the <eliquary more than /FF$ from the Holy Arounds. #he <eliquary is a heavy object and requires two players to carry it. Anyone carrying the <eliquary must have one free hand at all times 4no spellcasting or holding other objects0. #he <eliquary may be picked up and dropped without penalty, but it always requires two players to move. 'ics. Aive each team a base and <eliquary to protect. #hen both teams must attack and defend at the same time a la &apture the Elag. <emove the time limit for this game and play for points. A point is scored any time a team moves their enemies <eliquary more than /FF$ from it*s starting base.
4ame3 Cara2an Battle 4'HoA Nariant0 .rigin. Sir 'ichael Hammer of Aod Pla-ers. />8F Class. Eull 1i2es. "ormal, &ycling Co!nt. Eull, M count, Speed 0ee2es. #wo Eield E!ipment. 'arked set path, A large bo( or container 0!les. #here are many versions of a &aravan 9attle. Eirst divide players into two teams. 6ach team will go through the caravan scenario once, and it will be timed. #he team that Page 34 has the better time will be declared the winner. 6ach team will play the opposition to the other during the caravan scenario. ,bviously, both caravans are usually successful, which is why the game is scored by time. #wo people must have hold of the cargo to move it and neither of them may fight while moving the cargo. #he cargo may be set down at any time and may never be moved by the defending team. #he cargo may not leave the path, although the cargo also represents the base for the caravan team. #he defending team will choose a base for themselves. Since both the caravan and the bandit teams can learn from one another it should be randomly determined which team goes first. A break of at least /F minutes between caravan runs is also appropriate. )is'. Any reasonable caravan route is acceptable but it should be well defined and not too short. Side walks and paths are perfect for this. Adjusting the number of players necessary to move the cargo may be necessary in large groups. !t can also add difficulty to the game to mandate that cargocarriers must not run while carrying the cargo. 4ame3 Bo!nt- H!nt .rigin. 3or -n AvatharI9y "ight #hey 3ance Pla-ers. /F J Class. Eull 1i2es. "ormal, &ycling Co!nt. Eull, M &ount, Speed 0ee2es. ,ne Eield, E!ipment. 'onster garb, Small tokensI6arsI#ailsI'arkers 0!les. #wo 4or more0 small teams of Ouesters compete against one another to see who can slay the most 'onsters. 6ach 'onster has a number of @ife #okens, which must be turned over to the team responsible for slaying it. )is'. 9e sure to keep the 'IO ratio high for each group but not impossible. Page 35 4ame3 Bridge Battle .rigin. "autical "ights Pla-ers. /F J Class. Eull, 'ilitia 1i2es. "ormal, &ycling Co!nt. Eull, M &ount, Speed 0ee2es. #wo Eield, E!ipment. <ibbon 0!les. 3ivide the populace into two equal teams. 'ark off a section of flat and debris free land, roughly 8F feet long by > feet wide. A team enters at either end of the bridge and must battle their way past the opposition to the other end. +layers who step out of the boundaries are considered to have fallen from the bridge, and are dead. )is'. Add flags to each side for an e(tra challenge. ,r !mpose some interesting weapon restrictions, such as all players must use a single short sword, or each team is allowed only one polearm, or no shields, etc. Page 36 4ame3 %ood 2s. E2il .rigin. Squire Kabberwock +entacles Pla-ers. /5 J Class. Eull 1i2es. "ormal Co!nt. Eull, M &ount 0ee2es. ,ne good, ,ne 6vil E!ipment. @ist of 9enefitsI+unishments 0!les. 3ivide teams as normal. 9asically, the idea is that the two reeves represent the +owers of Aoodness and 6vil. 6ach will give benefits to players if they perform acts of e(emplary goodness or evil. 6ach will also give curses to those who defy their alignment. #his will call for judgment on the part of the reeves. 'inor good acts may include dropping a shield to be fairer to a wounded opponent, or not taking an opportunity to backstab. A 'ajor act of goodness may include jumping in front of an arrow. A minor act of evil might be backstabbing or tricking an opponent. A major act might be convincing the good team that heIshe is on their side, then backstabbing them all. ,nce a benefit has been used, it should be given back to the reeve to be given out again. 9elow are the benefits and below those are the curses. )is'. #his game is based on a certain amount of roleplaying and teams are likely to become unbalanced. CAoodD 9enefits. Eor a Areat Act of Aoodness, we have decided to grant thee. #he +ower of &onversion #he ne(t person you kill will be converted to the power of @ight and Aoodness. Eor one life they must fight with you and your kind against the powers of 6vil. #hey may, instead, if they wish, take a 5nd death. Page 37 Eor an Act of Aoodness, we have decided to grant thee. #he Armor of Eaith )ou are armored with 5 points of armor. #his is invisible, magical armor that need not be worn and can be repaired. !t will last only until the end of this life. Eor an Act of Aoodness, we have decided to grant thee. #he Aura of +rotection )ou cannot be affected by the foul magics of 6vil. Aood can still affect thee normally, but against 6vil, you are a bastion of hope. #his will last until the end of this life. Eor an Act of Aoodness, we have decided to grant thee. #he Aift of @ifeAiving )ou can, by touch, resurrect one character as per the 8rd level Healer spell. Eor an Act of Aoodness, we have decided to grant thee. #he Armor of Hope )ou are armored with / point of armor. #his is invisible, magical armor that need not be worn and can be repaired by a mend spell. !t will last only until the end of this life. Eor an Act of Aoodness, we have decided to grant thee. #he Aift of Healing )ou can heal others by touching them. )ou must touch the person to be healed and call LAods of Aood, heal this person2L and it will heal them just like the /st level Healer spell. )ou may do > points of healing in this manner. Eor a 'inor Act of Aoodness, we have decided to grant thee #he Aift of @ife )ou may live one e(tra life. !t will be your ne(t life and will be the same as the first life you lived 4i.e. no berserks, etc.0 Eor a 'inor Act of Aoodness, we have decided to grant thee. #he Aift of Ereedom )ou are now immune to !ceball, 6ntangle, +etrify, and Hold +erson. #his will last until the end of this life. C6vilD 9enefits. Eor your Areat Act of 6vil for the 3ark +owers, you have been granted. #he +ower of &orruption #he ne(t person you kill will be corrupted to 6vil. Eor one life they must fight with you and your kind against the vile powers of Aoodness. #hey may, instead, if they wish, take a 5nd death. Eor your Act of 6vil for the 3ark +owers, you have been granted #he +ower of Hellfire -ntil the end of this life, you may cast Eireball. )ou may only have one Eireball on your person at a time and you must cast it normally. Page 38 Eor your Act of 6vil for the 3ark +owers, you have been granted #he +ower of <age -ntil the end of this life, you can do / e(tra point of damage and break shields with your melee weapons. Eor your 'inor Act of 6vil for the 3ark +owers, you have been granted #he +ower of @ife#heft #he ne(t person you kill will be Spirit Severed and cannot be resurrected. !n addition, you add one life to your own count. &urses. Eor your act of 6vilIAood, you have been punished2 #ake a wound2 #his wound cannot be healed and will last until you are slain. <esurrection will bring the wound back as well. )ou may choose where the wound is taken. 4"ote to reeve. this curse should not be given out to a wounded character.0 Eor your act of 6vil, you have been punished2 )our strength is taken from you2 )ou may not wield a Areat weapon or wield more than more than one weapon. !n addition, you may not use both sword and shield, but must choose one or another. )ou may not gain any benefit from armor. Eor your act of 6vil, you have been punished2 )ou are made weak2 Any wound will kill you. Eor your act of 6vil, you have been punished2 )ou are damned2 )ou cannot be resurrected. Eor your act of Aoodness, you have been punished2 )ou are commanded to work with the worms of goodness2 )ou must now go over to the side of good and fight with them. %ounds will kill you. After you have died, you may return to the side of evil. Eor your act of Aoodness, you have been punished2 )ou are made hated in the side of all evil2 )ou may not accept enchantments from your team, nor can you be healed by your team. Eor your act of Aoodness, you have been punished2 )ou are turned into a toad2 )ou must hop around for 8F seconds. )ou cannot use weapons and must ribbit. )ou may wear no armor and have no enchantments. 3o not disobey the powers of evil again2 Page 39 Amtgard is a copyright owned by Amtgard, !nc. /PG;5F// #his book is copyrighted by Squire "iveus, &rimsonwood of %estmarch. 5F// 6dited by. 'aA 'iles ,ekami All images used with permission from their artists. All rights reserved 'any thanks to the people who helped add games and advice to this book. !ncluding but not limited to. Squire #orbjorn 1egslayer Squire 3eimos Special thanks to. Sir 'ichael: Eor use of his 9attlebook to build upon. Sir 9rennon and Arthon: #heir article on 6Sam heavily influenced this book. All of Amtgard: %ithout you guys, ! would look stilly running around the park sword fighting imaginary dragons Page 40
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