Battlegames IdeasOriginal guide by sir squeak! |
Here are some battlegame ideas. These can be varied for
fun. Each is defined as class or not class, class meaning a full
class battelgame and not class meaning no classes, armor or
projectiles. The important thing to remember is to be clear in game
definition, flexible in conflict and try to not powerhouse one side
(nobody likes being shattered in 1 minute a life). Have fun!
Mutual annihilation: (class)Populace is divided into teams and fight it out until one team
is shattered.
Trench or Ditch battles: (not class) Populace is divided into two teams and line up
opposite each other on a field. The two teams fight until one team is annihilated (the losing
team). The first person to die on the winning team then joins the losing team and the battle
begins again. Sometimes the sides get really lopsided on these, but eventually they even out
ok.
Flag battles: (class) Divide populace into
teams and give each team a flag. The teams fight each other for the
flags until someone is delcared a winner. To win a team must capture
the other team’s flag and hold it for 15 minutes or 3 attacks. These
are basic requirements and can be varied: Hold a flag for 30 seconds to
score a point, and play to 3 or 5 points. A stationary flag
battle requires that the team flag stay at the base (which is declared
at the beginning of the game). When the opponant’s flag is captured it
must be brought back to the base. The clock stops when a flag is moved,
and the clock starts when there are two flags at a bas. This can be
varied for more than two teams also.
Fox across the river: (not class) An alley is drawn across the field (the bigger the alley,
the harder the game, recommend start with 50ft). One person is chosen to be the fox. The
fox stands in the alley, or "river", and the rest of the populace stands on one side of the
river. When the fox yells "fox across the river" the object of the populace is to run across
the river without getting killed. Anybody that the fox kills becomes a fox the next round,
until everybody is in the river. Last man standing wins.
Monster hunts: (class) Pick a monster that your park has the class abilities to deal with. If
your populace is larger, you may need multiple monsters. Then yell lay-on and its the
populace vs. the monster until somebody is shattered. Its very important for the monster to
have a sense of humor.
Castle battles: (class or not class) Divide into two teams, defending and attacking. You
will need to construct some semblance of a castle. Leave a space for the drawbridge
(where most of the fighting will be done). You can use hay bays, ropes around trees or
whatever else is safe and works. The defending team is inside the castle and the attacking is
outside. Lay down rules on castle walls ahead of time- no casting through them, fighting
though them or projectiles through them. If your using something that permits you can make
provisions for destroying castle walls. Start with the drawbridge down and let the teams
fight until the attackers are killed or the castle is taken. You can define taken as a flag or
just overrun. When your done you can switch off teams and let the attackers defend.
Chasm battles: (not class) Lay out two "planks" with rope appropriate to the number of
people playing (I’d keep it under 10 a team). A very approximate guess would be 4’ x 10’.
They should be divided by about 5’ (enough that you can jump across, but not without
effort). The teams divide up onto the planks so that they are at opposite ends and half of
each team is on each plank. The two teams then fight until one teams is killed. The idea is
that there are two planks over a chasm. Jumping between planks is allowed but if you miss
the planks, you die; this includes stepping off into nothing. Note: you can try these with
classes, but we have had little success, too much going on, not enough room…
Pirate Ship battles: (not class or class) Outline two large pirate ships with rope, the ships
should be about 10’ apart and connected by two planks. Each team takes a ship and the
object is to board your opponants ship. You can play this with flags or just mutual
annihilation. Be sure to define ahead of time if the planks can be destroyed; the ships
cannot be destroyed. We occasionally play this with some classes variations include,
allowing one or two people per side the heal spell, allowing archery, allowing classes
w/spell bolts only - no range magic, allowing everything but mass magics (Very Chaotic).
Warlord Battle:(not class or class) Each player starts as the Warlord of their own team. Any player a Warlord kills will come alive in a 50 count(counted at the spot where they died) as a minion that must follow the orders of the Warlord that killed them. Any player a minion kills will come alive in a 50 count as a minion that must follow the orders of the Warlord of the minion that killed them. If a Warlord is killed, all minions under that Warlord are freed, and become independant Warlords. A Warlord may sacrifice a minion to heal all wounds, by touching them and saying "Sacrifice," or simply killing them. Sacrificed minions come alive in a 50 count as an independant Warlord. Game ends when there is only one Warlord left, that Warlord is the winner. (This game works best as a not class game, but full class Warlord games can be fun, as long as allowed classes or amounts of armor are not too unbalancing.)
Goblin Football (Soccer) Players 10+ (not class)
Setup : a reasonable size clear fields with two goals ( I tend to use shields although anything will do.)
Rules:
Players are Goblins; die on a wound. The ball kills you when you touch
or hit it, even with a weapon. Yes, you must die to move the ball.
Don't worry though, death count is only 10 and counted in place.
One player per team is the goalie. The goalie may touch the ball
without penalty, but may not pass half field. For extremely
small numbers it's recomended that the goalie can not score. Can
be played best three out of five, or best score in a half
hour.
Title: Thief in the Midst
Players: 5-10 (Class)
Description: The local shire has been plagued by a thief. The
local Lord has declared this thief a menace and must be dealt
with. The reward for his capture is substantial and local residents are
determined to claim this prize.
Setup:
Reeve or Noncombatant writes numbers on cut squares and hands them to
players. Choose a number and person with that number is
considered to be the thief. Thief can be any class but now
has the option to use 1 teleport per
life.(Can not be used while subdued) In the event that the chosen
class
of the thief is immune to subdue a dead body will be sufficient to
collect the reward. The thief can come alive after their death
count but must halt their count when being transported. Can resume
when left unattended (not being touched by a living player)
Rules:
The thief will need to not reveal themselves to the group
unless they have an advantage. Warn the group that the thief would
be too skittish to face large groups and they should seek him out alone
or in pairs. Once the thief has been revealed by their actions
(hauling around a bag of loot or seen stealing) the residents need to
capture and bring him before the Sheriff. But only one person may
receive a reward. It is encouraged that the residents compete for the
award by subduing one another when possible to take the captive for
themselves.
Add more thieves if your group is larger. 1 more for every 5 players above 10. Thieves can work together.
Graveyard Battle Players: 10+(Class or not Class)
Setup:
Mark off two areas with cloth strips or marking tape. Make sure
the areas are large enough to accommodate each team comfortably and
that they are, if possible, on opposite sides of the field.
Rules: The areas designated by the markers are considered "Holy Ground"
and all other area's are considered "unholy ground". Each team
then engages in battle normally. If a person dies on "unholy
ground" they begin their death count normally. If they reach half
of their death count before being moved to one of the "holy
ground" areas, they return as a standard zombie with no loyalty
to either side. Zombies have a death count of one half of the
standard count being used for the battle game. Zombie's cannot
enter "holy ground" unless they are killed first. In the class variant,
zombie lives do not count toward total lives for the battlegame.
Bodies may be removed from the field by two people "dragging" the
bodies. People dragging a body cannot run and one unencumbered hand
must be on the body the entire time. If the body is dragged onto
holy ground, the body will return as a normal player. If the
class variant is used, spells that would normally move a corpse
are allowed, such as Summon Dead or Shove. If a body is
moved onto an opponent's holy ground, then that player will
return as a normal player but must first return to their own
nirvana after their death count as expired.
Conditions for winning the game are either turning all opponents into
zombies or, for the class variant, annihilation of the opposing
team.
Captain Variant: Setup and play are as above but one person for each
team is designated as a captain. That player gains 3 summon dead and 3
resurrect spells per life and has a total of 4 lives if used in the
militia variant or their normal lives granted by their class if
using the class variant. Conditions for winning is to shatter the
opposing captain.