Tactical game
Before we start:
- There are 5-10 marked areas in the woods and two respawn areas. Both hosts supply a given number of referees (REF’s) for this scenario, about 3-4. Both hosts start at their respawn area.
The goal:
- Gather as much points as possible, in a given time, by holding one or more marked areas on the game territory
- 1 point for every 2 minutes, the host can control a marked area.
- If the hosts flag-bearer is holding an area (using his or opponent's flag) the host will gain points for that area at twice the normal speed (1 point per minute).
Bonus points:
- 10 bonus points for each marked area that the host has claimed first, never lost nor abandoned (i.e. controlled from the start till the end of contest)
Conditions:
- The area is considered controlled when there are no enemy troops and at least one friendly trooper inside it.
- The points are awarded only for full 2 minutes.
- There is no unconscious phase during this scenario, if your hit points have been reduced to zero then go to your respawn area immediately.
The action:
- All characters killed, during this scenario will move to their respawn area. From the respawn area they emerge back into the game at every 15 minutes (with their full hit points and armor).
Victory:
- The side that has gained most points (controlled the most areas for the longest time) wins.
Duration:
- 90 minutes.
Field Battles
Before we start:
- In the center of a open field a totem is placed (alternatively it can be a Dragon Disciple). Both hosts line up at equal distances to the totem.
- Host flags are placed behind the host on the edge of combat area, capturing the flags is not allowed during this scenario.
The goal:
- To kill all opponents or control the totem by the end of the round.
Bonus points:
- None.
Conditions:
- Leaving the area of combat during this scenario is not allowed.
- The totem is considered controlled when at least one, alive, player from the host is touching it and there are no enemy players touching the totem.
The action:
- 3-5 rounds will be played (depending on how much time we have).
- The duration of a round is 10 minutes or when all the players of one host are dead.
- The host that kills all opponents in less than 10 minutes, wins the round.
- If neither host can kill the other one in less than 10 minutes, the host who controls the totem by the end of that time, wins the round.
- After every round the sides on the field are switched.
- Before each round there is a 10 minute break for regrouping and changing plans.
Victory:
- The host that wins the most rounds, wins the scenario.
Duration:
- 60 minutes or until 5 rounds have been played.
Capture The Flag
Before we start:
- There are two marked ares, on the opposite sides of the game area. One for each team. Inside each of this area is a special flag.
- There are two respawn areas, one for each team (near the team's flag area).
- Both hosts will supply 1-3 REF's for this scenario, if needed.
The goal:
- To capture the enemy flag and bring it to your own flag area.
- Prevent the enemy from capturing your flag and/or return it to your area.
Bonus points:
- 10 victory points each time the hosts flag-bearer captures and retrieves an enemy flag while carrying a host flag (either his or the opponents).
Conditions:
- A flag is considered captured when you have physically removed it from opponents flag area and brought it to your flag area (touching the flag area with the flag suffices). Your flag has to be present at the time. So basically if you can bring both flags to your flag area, you score.
- While a flag is being carried, there will be no flag in the area of the host who's flag has been taken. The host can still take the enemies flag though - but not score until they have recovered their own.
- Once a flag has been effectively captured - it will be replaced by a new one after 2 minutes have passed. The new flag can be captured as soon as it spawns. (This information is relayed instantly, using radios.)
- A flag can be re-taken and returned any time, while the enemy has not effectively captured it.
- When a flag is not in a flag area, it has to be carried by someone. All flags have to be upright and visible while being carried. Hiding of flags is prohibited.
- Players can not remove their own flag from their flag area.
The action:
- All characters killed, during this scenario will move to their respawn area. From there they have to return to their flag area, form where they can re-enter the game.
- Both flag areas have a GM who will keep score and replace captured flags.
- When a flag is taken a GM or REF accompanies it, to ensure that all rules are being followed.
- All GM's and REF's will use radios, to communicate the current state of game.
- The information about which flag is currently taken (or on which flag area), is freely available for any player who asks.
Victory:
- The host that scores (effectively captures the enemy flag) 3 times wins.
- If no one manages that, the host who has captured the enemy flag more times, wins.
- If the flag-score is a draw, the host that has killed more opponents wins.
Duration:
- 60 minutes or until one host wins.
Risk
Before we start:
- In an open area and relatively close to one another are 5 control areas where a GM/REF will stand. Both hosts start et their respawn area.
- The host flag will be placed inside the host respawn area. Capturing host flags is not allowed during this contest.
The goal:
- Gather as many points as possible in a given time, by holding one or more control areas.
- 1 point for every minute, the host controls an area.
Bonus points:
- None
Conditions:
- The area is considered controlled when there are no enemy troops and at least one friendly trooper touching the GM/REF.
- The points are awarded only for full minutes.
- There is no unconscious phase during this scenario, if your hit points have been reduced to zero then go to your respawn area immediately.
The action:
- All characters killed, during this scenario will move to their respawn area.
- A player can emerge back into the game immediately as soon as they have touched their host flag.
- All control areas will have a GM or REF who will observe and record points.
Victory:
- The side that has gained most points (controlled the most areas for the longest time) wins.
Duration:
- 45 minutes













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