What: World Banner Wars
When: Oct. 14-17th
Where: Tanglewood Forest (
http://tanglewoodforest.org/directions.html)
Cost: $20 for ages 14 and up, $10 for ages 6-13 and children 5 and under are free
Who:Autocrat – Forest Evergreen
War-o-Crat: Everlat Quadhammer
Feast-o-Crat: Skullband
Gate-o-Crat: Riggor
Security: Forest and Dark Tigger
Why: Because it will be the IK event with the best Saturday weather in 2010…and because we have a ton of activities set up for you.
Thursday: 2pm: Gate opens
2pm-whenever: Ditching (best lit ditch filed in Amtgard!)
6pm: Fireball/Lightning bolt test play game
8pm: Assassin game sign in starts
10pm: Assassin game begins
10pm: Workshop: Beginner bardic
Friday:10am: Reeves meeting for main battlegame
12pm: Lunch
12:30pm: Workshop: How to Judge A&S
2pm: Jugging sign ups
2pm: Workshop: Belly Dancing
3pm: Jugging starts
5pm: Time Bandits Quest begins
7pm: Feast (sponsored by the Green Dragons)
7pm: Workshop: Leatherworking
9pm: Bardic – Drum Circle / Bellydancing
Saturday:10am: Reeves meeting for Battlegame / Team sign ins
11am: Armor / weapons check
12pm: Lunch
12:30pm: Main War Starts
2pm: Milita Battle starts
5pm: Pie in the Face
6pm: Assassin Game ends
6pm: Feast
7pm: Court (short and sweet!)
9pm: Bardic – Singing / storytelling
Sunday:12pm: Clean up, pack up, head home and make fun of people who didn’t go
Games:Assassins Game: Draw a name and hunt down your target. If you kill your target, you take the name they had and keep going until you are the last person alive. If you kill the person that has you as a target, they are out of game for 15 min. Sign ups will be in the feast area.
Jugging: One of Amtgards favorite competitive games. Based on the movie Blood of Heroes. Specific rules will be supplied on site. Sign ups for teams will be at the ditch field.
Time Bandits Quest: Try to use the map to gain treasure while hiding from the supreme being. But watch out! Evil is looking to steal the map.
6 person teams, 2 caster max per team. Escort “Kevin” through multiple time periods and adventures to gain as many treasure points as possible before fighting of Evil. Teams will run 1 at a time. The team who survives with the most points wins! Sign ups for teams will be at the feast area.
Milita Battle: What if WBW didn’t have class abilities? Would your team have the stick to win? Grab your gear and come find out!
7 person teams. No class abilities, but armor, throwing weapons and bows are allowed! Single life battle. All teams entering must provide 1 reeve for the militia battle and 1 reeve for the Main War. This will be fought as a double elimination tournament. Sign ups for teams will be at the ditch field.
Main Battle: This IS World Banner Wars! Can your team out fight, out cast, and out think your opponents to claim victory? Sign ins for teams will be at the battle field.
Team Sign-Ins: 10am-11:00am @ War Field
Only the captain of the team needs to be present to sign-in. Each captain must provide:
1. A unique banner which should display your company/household/team symbol.
2. Two copies of every magic-user spell list. You may NOT change spell lists between rounds.
3. A complete listing of all team members. Members not on this list will be unable to participate. Each person may only be on 1 team roster.
4. Every team needs to submit two Reeves to aid in Banner Wars when not fighting.
Team Composition Rules: 1. Teams are comprised of 14 people and up to two alternates.
2. Alternates may be swapped into the active line-up between rounds.
3. Team members (including alternates) are assigned classes before the tournament starts and may not switch classes.
4. Your team may have one of each magic using class.
5. Teams may have no more than three bows.
6. Players may only sign up with one team, though pages may be shared
7. Teams do not have to all be from the same company, household, kingdom, etc. They merely need to all play together and present a banner with a unique symbol
8. Banners must be a MINIMUM of 2' x 3' (2 feet by 3 feet) in size and reflect your company/household/team's symbol on it.
General Tourney Rules: 1. Tournament will be Double Elimination style. (If there are fewer that 8 teams, the tournament will be Round Robin style)
2. Teams must be ready and in the On-Deck circles for head count and safety check at the start of the round preceding theirs. When two teams leave to take the field, the on-deck teams immediately step into the circles.
3. The battle can be determined in two ways:
A. One team completely eliminating the other
B. One team capturing all 4 flags from inside the 4 pavillions.
4. Stepping out of bounds will result in a player being unable to move their feet for ten seconds and being returned to the point where they crossed the boundary.
5. Good sportsmanship with be expected and enforced. Arguing with the reeves or getting into altercations with other players will result in that person being ejected from the tournament and their team will be forced to play short a position.
6. Each team may have up to four pages. These pages may only be used to retrieve your teams spent balls and projectiles.
7. You may not use other teams magic balls, projectiles, or equipment.
8. No mass spells may be used.
9. Dead players must immediately take a knee and put their weapon on their head. You may not move from where you are when you die unless Summon Corpse is used or to avoid mundane danger/impeding play.
10. All rules disputes will be settled by the War-O-Crat, who will not be playing in the tournament.
11. All sneaky, underhanded, or questionable rules interpretations or tactics should be cleared with the War-o-Crat BEFORE attempting to use them.