Trollball
Team – full team
|
Number |
Position |
Hit points |
Weapon |
Other |
|
1 |
Runner |
1 |
- |
May touch the ball |
|
2 |
Runner |
1 |
- |
May touch the ball |
|
3 |
Blocker |
3 |
- |
Has a shield |
|
4 |
Blocker |
3 |
- |
Has a shield |
|
5 |
Blocker |
3 |
- |
Has a shield |
|
6 |
Beater |
1 |
1 one-handed |
- |
|
7 |
Beater |
1 |
1 one-handed |
- |
|
8 |
Beater |
1 |
1 one-handed |
- |
|
9 |
Blitzer |
2 |
1 two-handed |
- |
|
10 |
Blitzer |
2 |
1 two-handed |
- |
Team – half team
|
Number |
Position |
Hit points |
Weapon |
Other |
|
1 |
Runner |
1 |
- |
May touch the ball |
|
2 |
Blocker |
3 |
- |
Has a shield |
|
3 |
Blocker |
3 |
- |
Has a shield |
|
4 |
Beater |
1 |
1 one-handed |
- |
|
5 |
Beater |
1 |
1 one-handed |
- |
|
6 |
Blitzer |
2 |
1 two-handed |
- |
The game will be played with the size of the lesser team (e.g. if one team has players for only a half team, the other team will also play with a half team)
The field size is ideally ca. 80x50 meters and the field is marked. There are two buckets placed before each of the narrower edges (in future referred as goal lines). One bucket is marked red, the other one blue.
Before the game starts it is decided by chance, who will have the ball. The other team may then choose their side. Both teams will start at their goal line.
The goal of the game is to get the ball into the bucket of the opponent (across the field). The game is played for seven rounds. One round lasts until:
a) one team places the ball into the opponents bucket
b) during a sports game, maximum 10 minutes.
Sports game rules:
Every hit with a weapon will remove one hit point. All hits count, even glancing ones. There are no restricted areas. The hits should be light tapping, not blows with full force.
When hit (hit points=0) the wounded player has to lie or kneel down immediately and may rise only after 15 seconds have passed (after that he is no more wounded and has maximum hit points for his position). Everybody counts their own seconds, quietly in their head. When the runner is hit, he must let go of the ball at once.
Holding a weapon on the person lying or kneeling on the ground, prevents him from moving or getting up. But he will still count his 15 seconds. If he has reached 15 but the weapon is still held against his body, he can not move or act. But the moment the weapon is removed, he can act as normal.
Physical contact and shield bashing is allowed. (No striking with hands or feet though.)
We’ll remind once more, ONLY THE RUNNER, may touch the ball. If the ball crosses the fields edge, it will be given to the opposing team. If someone other from the team, touches the ball, it will be given to the opponents. The ball can not be used to block blows. A blow to the ball is the same as a blow to the runner.
Every time the referees yell STOP or sound a signal, every player has to drop to one knee, keep still and keep silent. There will be another signal to continue the game.
Team Deathmatch
Before we start:
- There will be four, marked respawn areas, two for each team.
- Each player will be given a necklace according to his team (there will be two different types of necklaces)
The goal:
- To kill more opponents in a given time and gather their necklaces.
Bonus points:
- None.
Conditions:
- Players must wear their necklaces at all times (except when they are moving to their respawn area).
- After dying the player must remain on the spot where he died for at least 15 minutes - if during that time, no one has claimed his necklace, he must go to the nearest respawn area of his team and can re-enter the game immediately.
- When a character is permanently killed (counted to 10), he must surrender his necklace to the killer. After that he will immediately go to the nearest respawn area of his team, get a new necklace (there will be a GM or REF there who will distribute necklaces) and re-enter the game immediately.
- Players moving to respawn areas, must hold their hand on the head and move in as direct line as possible. Any contact with other players (even dead ones) must be avoided and ignored.
- There can be no looting (aside of the necklaces) during this scenario.
- You can only loot enemy necklaces - if you kill an opponent, you can only take his necklace, all the necklaces of your team, he might be carrying are permanently his.
- Gathered enemy necklaces must be carried with you and turned in by the end of the scenario.
- Spawn camping (lurking next to the enemies respawn area, with the intent of killing them as they exit or preventing them from exiting) will be actively discouraged by GM's and REF's - expect rulings that will be completely unfair towards you. To be on the safe side, set your ambushes up, at least 100m from the respawn area.
The action:
- Both teams are divided into two groups by the GM's (no complaints about the division will be accepted). The groups will be sent to different respawn areas of the teams.
- All groups will enter the game simultaneously, from their respawn areas.
Victory:
- The team that gathers more necklaces, wins the scenario.
Duration:
- 60 minutes.
Prisoners Rescue
Before we start:
- Both hosts choose 3-5 persons among themselves who will be given „prisoner” to the opposing host. The prisoners are without armor and have no weapons. The prisoners are tied together with heavy rope which can not be removed or cut.
- The prisoners can move only if someone (other than themselves) is leading them. The prisoners have their „tongues cut out” so they can not make any sound. The prisoners must (within reason) comply to all and every command their captors issue (e.g. run if told so, walk, sit etc.), if the leader lets go of the rope or is killed, the prisoners will remain immobile where they are.
- GM's or REF's escorting the prisoners will have whistles issued to them.
The goal:
- To free your prisoners from the enemy and avoid the freeing of enemy prisoners kept by you.
Bonus points:
- 20 bonus points if the hosts flag-bearer stays with the prisoners during the scenario.
Conditions:
- Every 10 minutes from the start the GM's or REF's who are with the prisoners will sound a loud whistle, indicating their location.
- Every prisoner killed by the captors, reduces the total amount of victory points awarded to them (if they win) by 20 points.
- If all prisoners are killed by the captors, the host that did it, loses.
- Every prisoner killed by rescuers, reduces the total amount of victory points awarded to them (if they win) by 40 points.
- If all prisoners are killed by the rescuers, the host that did it, loses.
- When REF's or GM's think that a prisoner is deliberately hindering his captors or doesn't comply with their orders sufficiently, they will remove the prisoner from the scenario and prisoners side suffers a 30 point penalty.
- Killed prisoners are removed from the scenario.
The action:
- Both hosts start at the same time (with the enemy prisoners in their custody), in the area where they must bring their own prisoners, rescued from the opposing host.
Victory:
- The host that manages to transport the rescued prisoners into their starting point, wins the scenario.
Duration:
- 60 minutes or until one host wins.
Fortresses
Before we start:
- Both hosts will provide 2 temporary REF's for this scenario (if needed).
- There are two marked ares, called "fortresses" on the opposite sides of the game are. One for each team. There is a relic inside the fortress.
- There are two respawn areas, one for each team (near the team's fortress).
- There is one central area, called "the crossing", in the middle of the game area (between fortresses), with a switchable relic (two flags, one white, one black) inside it.
- There are two bonus areas away from the crossing and from fortresses. One bonus area is called "the armory" and the another is called "the well of life". Both also have switchable relics inside it.
- Both fortress relics will be inaccessible for the opposing team in the beginning of the scenario.
- The crossing relic and both bonus relics will be unoccupied in the beginning of the scenario and can be claimed by the first host who gets there.
The goal:
- Destroy the relic of the opposing host.
Bonus points:
- 30 victory points if the hosts flag-bearer is the one to destroy the enemy relic (carrying either his or the opponents host flag).
Conditions:
- The fortress relic can be destroyed, by holding a weapon against it and counting slowly and loudly to 50. If the count is interrupted or the weapon removed, the count has to be started from the beginning again.
- Only the host that controls the crossing (central area) relic, can attack the opposing team's fortress relic.
- If the crossing relic is held by neither, neither can harm the opposing teams fortress relic.
- The host that controls the armory relic, respawns with full armor points restored.
- The host that controls the well of life relic, respawns with no delay (the moment a player reaches the respawn area, he can enter the game again).
- The control of the central and bonus relics can be switched if the team trying to switch them, manages to hold a weapon against the respective relic and count slowly and loudly to 25.
- 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 but no armor points).
- Both fortresses have a GM who will enable/disable the fortress relics to the opposing team, according to who is holding the crossing (the info is relayed immediately using radios).
- The central relic and both bonus relics have a GM/REF nearby, who will switch the relic if needed and notify all other areas about the current (control) status of those areas.
- The information about which switchable relic is held by whom and whether a fortress relic is under attack, is freely available for any player who asks.
Victory:
- The host that destroys the enemies fortress relic wins.
Duration:
- 90 minutes.
Death Match
Before we start:
- There will be four, marked respawn areas.
- Each player will be given a necklace.
The goal:
- To kill more characters in a given time and gather their necklaces.
Bonus points:
- None.
Conditions:
- There are no hosts in this scenario. Each player is out for himself.
- Players must wear their necklaces at all times (except when they are moving to a respawn area).
- After dying the player must remain on the spot where he died for at least 15 minutes - if during that time, no one has claimed his necklace, he must go to the nearest respawn area and can re-enter the game immediately.
- When a character is permanently killed (counted to 10), he must surrender his necklace to the killer. After that he will immediately go to the nearest respawn area, get a new necklace (there will be a GM or REF there who will distribute necklaces) and re-enter the game immediately.
- Players moving to respawn areas, must hold their hand on the head and move in as direct line as possible. Any contact with other players (even dead ones) must be avoided and ignored.
- There can be no looting (aside of the necklaces) during this scenario.
- You can loot only one necklace - if you kill an opponent, you can only take his necklace, all the necklaces of fallen enemies, he might be carrying are permanently his.
- Gathered necklaces must be carried with you and turned in by the end of the scenario.
- Spawn hogging (lurking next to a respawn area, with the intent of killing characters as they exit or preventing them from exiting) will be actively discouraged by GM's and REF's - expect rulings that will be completely unfair towards you. To be on the safe side, set your ambushes up, at least 100m from the respawn area.
The action:
- All players are divided into four groups by the GM's (no complaints about the division will be accepted). The groups will be sent to different respawn areas.
- Players will enter the game from the respawn areas, with a 30 second delay. The order is chosen by the GM's (no complaints will be accepted) - once again, spawn hogging will be discouraged, so it is best to get clear of the respawn area, before the next player enters the game.
Victory:
- The player that gathers most necklaces, will win the scenario and is declared "The Slayer".
- The hosts will get no points for this scenario.
Duration:
- 60 minutes.













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