Post by Furyun on Jul 27, 2009 13:21:13 GMT -5
Elite battle
Designate 2 teams with about a 6:1 ratio of fighters. The small team are known as “Elites.” Objective is to be elite at the end of the game. If you kill an Elite, you become an Elite. If you are Elite and kill a common person, any limbs and armor are healed. A good warm-up game.
Quickstrike
Rules: Two fighters face each other from a pre-determined distance (usually about ten feet). They start off in a crouched position similar to how a track runner starts off. Then each fighter holds a sword that is identical to the length of the other's at their sides. They should keep their other free hand off of the handle until they start, but it's not needed. At the count of three, the two fighters dash forward and "draw" their swords, aiming for their opponent's chest or waist. The first one struck with a lethal hit loses, and the survivor is the winner.
If both hits are non-lethal (that is, they strike an arm, leg, etc.), then there is a rematch.
It's important that the fighters do not dodge, halt, or perform any other action that would lengthen the match, since this is designed to be a sudden death match that is ended quickly.
Blood Ball
Overview: Blood Ball is a fast-paced game that incorporates elements of rugby, and Dagorhir combat.
Objective: The object of the game is to score goals by either carrying or catching the ball in the opponent’s goal. The ball must be in a person’s hand in order to score. You cannot hit or kick the ball into the goal. Teams can play to a certain number of points with the qualification that a team must win by at least two goals. You may also play for a fixed time limit. Overtime to first goal can be used if the teams are tied after regular time has expired.
Field: The field is 60 paces long (not including goal zones) x 30 paces wide for a up to 10-person team. The goals will be 15 paces deep. The marshal may resize the field to accommodate the number of players. (2L x 1W pace per pair of players)
Materials:
a) One Nerf football. The Nerf football may be sculpted to resemble a dog skull.
b) Any material to mark the rectangle of the goal, and the play boundries
Starting locations: The marshal places the ball in the center of the field and each team lines up behind their respective goal lines. When “Lay on!” is called, both teams rush to obtain possession of the ball.
Basic Rules:
1. All Dargorhir rules apply. Don’t be Alatis or Vegas
2. If you are killed, you MUST go down to both knees and hold your weapon(s) on your head. You then count slowly and loudly audible within 30 feet of your location, “1-1000, 2-1000, 3-1000, 4-1000… 10-1000, Alive!!” at count 8 you may stand and prepare yourself. After saying, “Alive!” you are immediately restored to life.
3. If you are killed while in possession of the ball, you must immediately drop it. No death throws are allowed.
4. You may pass the ball in any direction.
5. Kicking the ball is NOT allowed. You may NOT swing a weapon at a ball that is either in the air or on the ground. You may, however, block a pass with a shield. The shield may not be thrown or in any way released from the fighter’s hand.
6. A ball that is dropped on the playing field is still considered “live”. Anyone not counting for death may pick up the ball.
7. You must hold the ball in your hand. The hand holding the ball cannot wield a weapon or shield. The ball must remain visible at all times. If you are in possession of the ball and are struck in that arm, you must immediately drop the ball. You may not switch the ball to your uninjured arm.
8. You may use the ball to block attacks as though you were holding a weapon.
9. If the marshal determines that there is a delay of game due to inactivity (e.g., someone just standing there with the ball), the marshal can declare the ball out of bounds (see below) and will return the ball to play in the center of the field.
10. If a player goes out of bounds for any reason (steps out, falls, is bashed, etc.), the player will do a death count out of bounds. Once the death count is complete, the player must re-enter the field at the point he or she left the field.
Out of Bounds and Scoring:
1. If the ball goes out of bounds, one of the marshals will retrieve the ball, go to the point where the ball went out of bounds, and throw it in bounds. If the ball went out of bounds close to a goal, then the marshal will return to the mid-field marker before returning the ball to play. The ball will be thrown in with the marshal’s back facing the playing field. Game play and all counts continue while the ball is out of bounds.
2. Play continues until a goal is scored.
3. A ball carrier that is killed while breaking the plane of the goal DOES NOT score. (See point 2 under Wounds and Death). However, if a teammate can obtain the ball in the goal zone, then that would count as a goal.
4. When a goal is scored, the ball is reset to the middle and players return to their respective goals. Play begins again when “Lay on!” is called.
Designate 2 teams with about a 6:1 ratio of fighters. The small team are known as “Elites.” Objective is to be elite at the end of the game. If you kill an Elite, you become an Elite. If you are Elite and kill a common person, any limbs and armor are healed. A good warm-up game.
Quickstrike
Rules: Two fighters face each other from a pre-determined distance (usually about ten feet). They start off in a crouched position similar to how a track runner starts off. Then each fighter holds a sword that is identical to the length of the other's at their sides. They should keep their other free hand off of the handle until they start, but it's not needed. At the count of three, the two fighters dash forward and "draw" their swords, aiming for their opponent's chest or waist. The first one struck with a lethal hit loses, and the survivor is the winner.
If both hits are non-lethal (that is, they strike an arm, leg, etc.), then there is a rematch.
It's important that the fighters do not dodge, halt, or perform any other action that would lengthen the match, since this is designed to be a sudden death match that is ended quickly.
Blood Ball
Overview: Blood Ball is a fast-paced game that incorporates elements of rugby, and Dagorhir combat.
Objective: The object of the game is to score goals by either carrying or catching the ball in the opponent’s goal. The ball must be in a person’s hand in order to score. You cannot hit or kick the ball into the goal. Teams can play to a certain number of points with the qualification that a team must win by at least two goals. You may also play for a fixed time limit. Overtime to first goal can be used if the teams are tied after regular time has expired.
Field: The field is 60 paces long (not including goal zones) x 30 paces wide for a up to 10-person team. The goals will be 15 paces deep. The marshal may resize the field to accommodate the number of players. (2L x 1W pace per pair of players)
Materials:
a) One Nerf football. The Nerf football may be sculpted to resemble a dog skull.
b) Any material to mark the rectangle of the goal, and the play boundries
Starting locations: The marshal places the ball in the center of the field and each team lines up behind their respective goal lines. When “Lay on!” is called, both teams rush to obtain possession of the ball.
Basic Rules:
1. All Dargorhir rules apply. Don’t be Alatis or Vegas
2. If you are killed, you MUST go down to both knees and hold your weapon(s) on your head. You then count slowly and loudly audible within 30 feet of your location, “1-1000, 2-1000, 3-1000, 4-1000… 10-1000, Alive!!” at count 8 you may stand and prepare yourself. After saying, “Alive!” you are immediately restored to life.
3. If you are killed while in possession of the ball, you must immediately drop it. No death throws are allowed.
4. You may pass the ball in any direction.
5. Kicking the ball is NOT allowed. You may NOT swing a weapon at a ball that is either in the air or on the ground. You may, however, block a pass with a shield. The shield may not be thrown or in any way released from the fighter’s hand.
6. A ball that is dropped on the playing field is still considered “live”. Anyone not counting for death may pick up the ball.
7. You must hold the ball in your hand. The hand holding the ball cannot wield a weapon or shield. The ball must remain visible at all times. If you are in possession of the ball and are struck in that arm, you must immediately drop the ball. You may not switch the ball to your uninjured arm.
8. You may use the ball to block attacks as though you were holding a weapon.
9. If the marshal determines that there is a delay of game due to inactivity (e.g., someone just standing there with the ball), the marshal can declare the ball out of bounds (see below) and will return the ball to play in the center of the field.
10. If a player goes out of bounds for any reason (steps out, falls, is bashed, etc.), the player will do a death count out of bounds. Once the death count is complete, the player must re-enter the field at the point he or she left the field.
Out of Bounds and Scoring:
1. If the ball goes out of bounds, one of the marshals will retrieve the ball, go to the point where the ball went out of bounds, and throw it in bounds. If the ball went out of bounds close to a goal, then the marshal will return to the mid-field marker before returning the ball to play. The ball will be thrown in with the marshal’s back facing the playing field. Game play and all counts continue while the ball is out of bounds.
2. Play continues until a goal is scored.
3. A ball carrier that is killed while breaking the plane of the goal DOES NOT score. (See point 2 under Wounds and Death). However, if a teammate can obtain the ball in the goal zone, then that would count as a goal.
4. When a goal is scored, the ball is reset to the middle and players return to their respective goals. Play begins again when “Lay on!” is called.