Вы находитесь на странице: 1из 40

A Champions Handbook

How to organize chaos


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

Вам также может понравиться