Battlegamers Anonymous: Political Games
More games! Today's theme: Politicians and Mean Things to do to Them!
Now get out there and smack your Duke today!
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Political Figures
1. Political Figures are considered game items, and as such, may not be
subjected to Teleport, Pass Plant, Circle of Protection, or any other magic
or ability that removes them from play.
2. Political Figures must be as cooperative as possible to whichever team is
currently "in possession" of her. This means that Figures should move when
they are told, and stand still if "bound" to a tree or other object.
3. A Figure may be "bound" to a tree or other permanent structure (not
really, merely simulated bondage!) by standing her next to the object and
repeating "Binding" x20. Unless the Figure is rescued or untied (similarly
repeat "Untying" x20 to free her) they must remain at that location.
4. Figures may never be forced into real harm, physically restrained, or
forced to move any faster than a walk. As Figures may be taken from the
ranks of color, children, and noncombatants, it is best to use care and
caution.
5. Figures generally do not have combat abilities, and may not be struck
with Amtgard weapons during play unless approved beforehand. To simulate
subdual blows, gently place a weapon upon her shoulder and say "I subdue
thee" xl.
6. Optional: Grant the Figure class abilities of level they have previously
attained if the game is a Full Class. Or if the game is Militia or Ditch,
grant them the abilities of a I st level Wizard or Healer to make things
really interesting. In these cases the Figure is a combatant and is subject
to all the rules of the battlegame.
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Noble's Free-For-All
(Class, Militia, or Ditch)
Materials: one roll of ribbon for each team.
Set-up: Choose Team Captains for two or more teams from the elected or
titled Nobles (Lord or higher) present at the park. Rotate choices through
the Nobles until all of the Populace has been chosen. Give each Captain a
roll of ribbon (or a length of ribbon of equal sizes) with which mark out
their castles. Send the teams out, one team at a time, into the playing
area. The team that picked first moves out last, and vice versa. When all
castles are constructed, signal for the "lay-on". See the section on Castle
Sieges (q.v.) for those rules.
Object: Beat the opposing teams. The last team with living members is
considered the winner.
Options:
1. When a player is slain, he/she joins the team that killed him/her for the
next life. Be certain to change colored headbands, because no one likes to
be slain by someone that was their teammate only minutes before.
2. Give each Noble a "treasure" to protect. Instead of remaining lives, the
winner is the team that accumulates the most treasures.
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Caravan Crossing
(Class or Militia)
Materials: None
Set-up: Divide the populace into two teams. One to represent the Bandits and
the other the Guards. One player should be designated a Political Figure
(q.v.) and serve as the object of the battlegame. This game works best if
there is a substantial playing area, particularly one with wooded areas.
Object: For whatever reason, the Political Figure wants to get from point A
to point B in a hurry. The Figure has commissioned/recruited a team of
Guards to escort him/her across the territory. Unfortunately, the way is
plagued with Bandits and (possibly) other dangers. The Guards must safely
transport the Figure from Point A to Point B, without losing the Figure to
the Bandits, who are trying to capture the Figure for ransom. To make
matters worse, the Figure may never move faster than a walk. The game is
over when a) the Guards make it to Point B with the Figure or b) the Bandits
capture the Figure and hold him for a 300 count.
Options:
1. Give the Bandits one or more Monster allies, to aid their cause.
2. The Guards must never leave more than 100 feet from the Figure.
3. Place mundane hazards (quicksand, water, etc.,) in the path of the Guards
or Bandits.
4. Make the teams unbalanced in favor of the Bandits, like two-to-one odds
or worse. Make the Bandits all low-level non-magic classes and the Guards
higher-level with spellcasters.
5. Place Neutral encounters (like Healers or Unicorns) throughout the path.
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Insurrection
(Modified Class)
Materials: Fancy garb or belt favors for nobility
Set-Up: Divide the nobles out from the rest of the populace and send them
into the park.
Object: The theme to this game is that the peasants have decided to throw
off the yoke of the nobles in a very final way. Nobles have their full class
abilities. The rest of the group represents the peasantry. Peasants are
treated as 2nd level goblins for the purpose of this game. The people
playing the peasants should
try to get into the spirit of the game by yelling slogans such as "down with
the aristocracy" or "death to the nobles". Peasants receive 10 lives.
(Represents large numbers), a fifty count for death and lies where killed
until alive again. However, peaseants are killed by any limb shot.
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Warlords 'R Us
(Ditch)
Set-up: Everyone starts as a team of one.
Materials: none
Object: To be the greatest warlord with everyone on your team as a fighting
minion. Each player begins the game as warlord of his own team. Whenever a
player is killed he comes back to life (after a 60 count) fighting for his
killer's team or warlord. When the warlord of a team is killed, all minions
of that team are released as free agents. This is a quick game for up to 10
people but it takes much longer as the population increases. Any new players
simply join the game as a warlord. Death lasts for 60 seconds (just long
enough to catch your breath). Sacrificing a living minion may heal a
Warlord's wounds.
Options:
1. Often it is suggested that each combatant fight with similar weapons.
Another variant is for each fighter to fight single short sword.
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Is anyone taking notes?
Luke
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