GREAT EASTERN XI: War Schedule

Friday
7:00pm: Arrivals and Sign-in
7:00pm-8:30pm: Ransack the Riches!
8:30pm+: More late arrivals and ditching time

Saturday
10:00am-11:30am: Knights + Squires vs. The World
12:30-4:30pm: Kingdom Weaponmaster
12:30pm-4:30pm: For those not Tourney-ing, there will be class castle battles
5:30pm+: Clash of the Titans!
12 Midnight-6:00am: Iron Man Ditch Till Dawn [provided adequate lighting]

Sunday
12:30pm-1:30pm: Company Ransom
2:00pm-4:30pm: Quest
5:00pm-6:00pm: Capture the Castle
6:30pm-8:30pm: Feast + Court
9:00pm+: Ditching Games!!!



Not interested in battle gaming or A&S? Then remember that there will be ditching when ever you and your friends want!



Sign In
Sign-up for Capture the Castle will be available at troll, and will sign up will close at noon sunday, this is so there is enough time to balance teams.

Ransack the Riches
Rules Specifics: Players will sign up as soon as they sign in.

Militia rules: This means any ditch weapons, throwing weapons, bows (which will deal 3 points to average long/short since they are obsolete now), armor + shields, and Great Weapons (meaning they will break shields in three blows). None of these options are mutually exclusive (Archers can wear shields and use armor).

Objective - Assaulting Team: Take the flag from defending team's base (Flag should be about 50ft. back from the main gate, in the open) and bring it to the assaulting team's base reeve. Bringing the flag within 20 feet of the defending team reeve constitutes a point (to avoid the base reeve possibly being close to combat).

Objective - Defending Team: Defend the flag from being taken and captured as much as possible within the time limit.

Time Limit: 20 minutes. When the time expires, teams will switch places and the team previously on defense will try to beat the score of the attacking team.

Set up: Defending team will begin about 50ft from the castle wall. Assaulting team will begin anywhere they like within the castle walls.

Nirvana: Assaulting team will have 50 second death counts starting past their 50ft. deployment area. Defending team will have 100 second death counts starting in an area roughly 20ft. back from their base flag. This area should be marked clearly with ribbon to let attackers know that anyone in this area is out of game.

Point Scoring: After a point is scored, the base reeve will blow their whistle to let people know a point has been scored and they should return to their starting area for another lay on to be called. Game time should only be kept while the game is on.

Boundaries: None on the sides (so you can go around the wall as well as through the gate. The gate is just the most direct route). You cannot go past the defending team's Nirvana though. If a Reeve sees you do this they can penalize as they see fit (a stun at the edge for 20 seconds or something should be sufficient for an accident - if intentional then declaring them dead is fine).

Late Arrivals: People who arrive to the game late will be balanced to different sides by the reeves, but must count a death count if they arrive in the middle of a round. They may begin immediately if they arrive at the start of a round.




Knights & Squires vs. The World
Rules Specifics: The game will proceed as a standard Line Ditch. Teams will line up across from each other (roughly 50ft. apart), and once lay on is called they will fight to the death for one life.

Ditch Rules: Standard weapons. No projectiles or any kind or armor. Once you are dead, go back to your starting area and wait for the round to be over.

Teams: One team will consist of all those who are Knights or Squires, and the opposing team will consist of all those who aren't. Teams will not be balanced, and that's the fun of the game!

Objective: To win the majority of 11 ditches by having the last man standing. Even if one team has won 6 matches, the rest of the rounds will still be played out.




Clash of the Titans
Rules Specifics: Class Game. Come prepared to play any given class for your normal allocation of lives. Ratios for teams will apply.

Teams: Each Warlord present (and willing) will be the captain of their own team. Teams will not be picked, instead players will choose which Warlord they wish to devote their service to. Teams will be unbalanced in numbers, but it will reflect the end scoring. The number of teams is irrelevant to the game, so any number of Warlords may field teams (... as long as there are at least two). Warlords may not refuse any player (this matters because of scoring).

Objectives: There are six "Objectives" around the castle that need to be taken and held in order to "Score Time". The objective areas will be clearly marked with ribbon. The objectives are:

  1. The large left tower area.
  2. The large right tower area.
  3. The front gate (extending from underneath the 'bridge' on the inside of the door to about 20ft. outside the front of the door)
  4. The left gate tower (extending from the tower itself to nearly midway across the 'bridge' and down the ramp leading up to the tower)
  5. The right gate tower (extending from the tower itself to nearly midway across the 'bridge' and down the ramp leading up to the tower) (Note: there should be a 5ft. 'no mans land' between areas 4 and 5)
  6. Central courtyard (a 20ft. diameter circle in the middle field area inside the castle)
The reeves for the two gate towers should stand or sit inside the small 'upper tower' area, and that will be considered an out of play area. Otherwise the reeve can find themselves a spot nearby the objective and out of the way for all of the other points.

How to score time: When the first person from any team enters an objective's area (just one foot inside counts), they must tell the attending reeve their Warlord's name, and the reeve will start their stopwatch. During this time, that Warlord's team will be scoring time actively. When a member of another Warlord's team enters the area, or when the currently scoring Warlord's team no longer occupies the area (if they leave, for whatever reason), they will no longer be scoring and the reeve will stop their stopwatch and write down on their scoresheet the amount of time that it was held for. At the end of the match each objective will have times listed for how long in total each Warlord held it.

Note: If a player is unable to be harmed or is taken out of game (Read: Petrify, Entangle, Sleep, Circle of Protection) they do not count as scoring. So you cannot stay in a circle of protection inside of a base in order to disrupt scoring for another team or to get points whilst invincible).

Nirvana: Each Warlord will choose a spot no less than 50ft. from any objective, which they will use as their Nirvana for the game. Death counts are standard 300. Players can be shattered (but if they do, it should be late in the game due to the time limit)

Time Limit: The game will go for a 30 minute round. At the end of that round, Warlords may drop teams or new Warlords may make teams, and players may re-declare alliances and change classes in order to play another 30 minute round.

Bases & Fixed Enchantments: The objectives are not considered bases for purposes of things like Sanctuary, or any Fixed Enchantments that forbid being used around bases. Players are encouraged to think up interesting ways of defending objectives through fixed enchantments and player placement (Blocking off the ramp entrance to your tower with a Forcewall is not cheese in this, it's resourcefulness. Protecting an objective as much as possible in an immolation with your Anti-Paladin Warlord standing within is not only resourceful, but awesome. Keep in mind that this does not violate the 'being taken out of the game or being invincible' rule stated above - there are many ways to hurt someone in an immolation. The least of which is an arrow).

Determining the winner: At the beginning of the game, note how many players are on each Warlord's team. At the end of the game, tally up the total time for any given Warlord's team and then divide it by the amount of players on that team. In this way, you will see how effective the Warlord was at co-ordinating and using the resources under their control - quality will beat quantity. So a team of 20 who holds two objectives most of the game will be beaten by a team of twelve who do a similar (or even somewhat lesser) feat.




Company Battle Ransom
Rules Specifics: Companies must be fielding a minimum of three members and have their own banner in order to participate in the battle.

Ransom: Each company fielding must bring a prize worth at minimum 20 dollars (USD), to be given in exchange for their company's banner at the end of the round should they not have their flag.

Time Limit / Objective: At the end of 30 minutes, the head reeve will blow a whistle to signal the end of the game, and companies holding the banners of other companies may claim their ransom for returning the banners they are holding at the end of the round.

Ditch Rules: As previously stated in Knights & Squires vs. The World

Nirvana: Each Company will stake out a spot on the periphery of the field to use as their base. Once all members of the company have been killed and returned to base, the company may come alive. All members must have been at the base for no less than five seconds (in order to give an attacking company the chance to get away should the company they just killed be camping just outside their base).




Weaponmaster
Weaponmaster sign-ups will start at 11:30 am at the pavilion. The sign-ups will close at 12:30. The reason for this is so we can set up the brackets and have everything ready to go for the start time. It is going to be single elimination best 2 out of 3.

The events are:
  • Single Short
  • Florentine
  • Sword and Board
  • Polearm
  • Open
The scoring will be done:

1st-10
2nd-8
3rd-6
4th-4
5th-2
6th-1



Ironman Ditch Till Dawn
Rules Specifics: Players will form a ring or line, and the first two volunteers will being a single ditch fight. The loser of the fight will take their place in the ring or line, and the next participant will jump into the ring to fight. In the event of a mutual, both fighters will take their place in the ring or line (with the challenger taking the furthur back spot) and the next two will enter and fight. Weapons are Open ditch style.

Objective: At 6am exactly (according the the Reeve, who will be keeping time) the Reeve will announce that the winner of the current fight will be the Ironman Champion. Alternately, if all but one player gives up and stops fighting before 6am, that one player is declared the Ironman Champion.

Time-Wasting: If players are wasting time in a fight, the Reeve can declare them both dead. This is especially important in the time leading up to 6am, so that players do not deliberately wait out the clock so that they are in the final fight.

Disqualification: Up until 2am any players may join. After 2am, any player that spends a cumulative hour not in the line/ring or fighting will be disqualified. You have to actually be fighting all night if you want to win the prize! The one hour should be enough time for people to do things like get food or take washroom breaks. The amount of time between fights while you wait in the line/ring is enough for rest and rehydration as is.




Capture the Castle
Rules Specifics: Teams will be divided equally into two.

Militia Rules: The game will be played militia-style, as described in Ransack the Riches.

Objective: Each team will be given a banner on a pole, which they have to bring to one of two control points (the top of either gate tower) in order to score time.

Scoring: Teams will only be scoring points while their banner is flying aloft and their opponent's is not. While this is the case, the control point reeve will run their stopwatch and record the total cumulative time each team controls the castle.

Time Limit: Each round will be 10 minutes, and multiple rounds will be played.

Safety: The banners will likely be on large bamboo poles. If an opposing team's banner is taken down from a tower, it should not be thrown from the battlements. Instead either find a dead opposing team member to hand it to, or lower it down the front of the wall to the ground. A banner may not be used to block attacks and is considered a held item (so any blow that hits the banner pole counts as a hit to the arm).

Nirvana: Each team will have a starting area about 50ft. from the front wall of the castle (one to the left and one to the right, with about a 50ft. gap between them). Every 50 seconds, the reeve at either base will declare everyone who is dead around them alive (they will have a watch on to ensure both teams come back simultaneously). In this way, when you return to base you will come back anywhere from immediately to 50 seconds after arriving. In either case, you will be returning to life with allies.




Quest
Brought to us by the talented Mr. Cy of the Shadows!