Reinforcements
Before we start:
- A "control area" is designated and shown to both hosts
- The hosts will both gather to separate Out Of Game areas. Two sets of "delay timers" will be drawn for the hosts from a pool of delays ranging from 0 to 50 minutes. The hosts will not be notified what the exact delays for them or opponents are.
- Hosts arrange themselves in groups of 5 people and choose the order in which those groups enter the game. The hosts flag-bearer must be within the first group and enter with the hosts flag.
The goal:
- To gather more points than the opponent by controlling the designated area.
- 1 point for every 2 minutes a host can control the designated area.
- The host will gain 1 point every 1.5 minutes if they use a host flag (either theirs or their opponents) to control the area.
Bonus points:
- If the host uses both flags (theirs AND opponents) to control the area, they will gain a victory point every 1.5 minutes.
Conditions:
- When the scenario starts, the 5 man groups will be let in game, according to their delays
- The area is considered controlled, when there are no alive enemy troops and at least one alive friendly trooper inside it.
- If one side is completely destroyed the scenario will end and the survivors will be awarded all the points for the remaining time, including victory points.
- The fighters who are dead must return to their start location.
- After each fighter has entered the battle (but there is still time left) the dead can start re-entering in 5 man groups according to the timer until the "second rotation" has been completed and so on.
The action:
- Free.
- Stalking near the enemy reinforcements entry point will be STRONGLY discouraged by Game Masters and/or REF's.
Victory:
- The host that has gathered more points by controlling the designated area, by the end of the scenario, wins.
Duration:
- 60 minutes.
The Runners
Before we start:
- Both hosts designate two runners.
The goal:
- The goal for the runners is to transfer messages (a marked paper) from their hosts point A to point B.
- The host must defend them and hinder or kill enemy runners and take away their messages.
Bonus points:
- Every message successfully transferred to the endpoint will give 2 bonus point to the host.
- Every intercepted enemy message, successfully transferred to the endpoint will give 10 bonus points to the host.
Conditions:
- If the runner is also a flag-bearer (carrying his or opponents host flag) he may take 3 messages at a time, none of which can be taken if he is killed.
- The runners may not wear armor or use weapons or shields during this scenario.
- The hosts messages can be carried only by the runner who took them from point A.
- Enemy messages must be carried by the player who killed the messenger. He can not change armor and/or weaponry after taking the message.
- Dead messenger will immediately return to his hosts point A and take a new message.
- If a carrier or a messenger at least touches the endpoint, the message is considered delivered.
- If a carrier (someone who killed a messenger and took the message) is killed, he will destroy the message and there will be no points for that message (you can not recapture lost messages, only prevent them from reaching the enemies headquarters).
The action:
- The runners will continue transferring messages from point A to point B during the whole scenario, regardless of other actions.
Victory:
- The host that has brought the most messages (his and enemies combined) in their end point, wins the scenario.
Duration:
- 60 minutes.
Full contact battle
FULL CONTACT BATTLE IS DANGEROUS! YOU WILL BE RESPONSIBLE FOR YOUR OWN ACTIONS AND FOR ANY INJURY YOU OR YOUR EQUIPMENT CAUSES TO OTHERS! YOU WILL BE IN RISK OF INJURY REGARDLESS OF PROTECTIVE EQUIPMENT. IF IN DOUBT - PLEASE DO NOT ATTEND!
Before we start:
- Both hosts supply an even number of (at least 16 years old and helmet wearing) fighters. If one host has more enthusiasts, the can be divided between sides for this scenario with the mutual agreement of both hosts. After the fighters are arrayed, the hosts will decide which of the two scenarios they want to play, either Bridge Push or Field Battles.
- Any and all additional protective gear is strongly recommended: gloves, knee- and elbow pads, a groin cup, mouth guard, etc.
- Full contact battle has by far the highest risk of injury! If uncertain - PLEASE DO NOT ATTEND ! - if you do attend you are doing so on your own responsibility and with full knowledge that physical injury may occur.
- Host flags are placed behind the host on the edge of combat area, capturing the flags is not allowed during this scenario.
The goal:
- According to selected scenario.
Bonus points:
- None
Conditions:
- It is forbidden to strike directly into face, neck or crotch.
- Grabbing a weapon injures the hand (even when it is armored or wearing a glove).
- There is no physical contact restriction aside that (you can grab, push, throw, twist etc.) – but please be civil about it.
- If a combatant falls and does not get back up, he is considered dead and all actions towards him must be stopped immediately.
- If at any time, a combatant feels that the situation is getting out of hand and dangerous for him, we strongly suggest dropping on the ground and covering himself with his shield. With that he is considered dead and all fighting with him ceases.
- Similar to grappling, when the oponent "taps out" or loses conciousness/will to fight, any grappling hold or choke should be released immideately. The oponent is considered dead after that.
- It is NOT ADVISED for participants who are unfamiliar with grappling to initiate close combat on the ground. Also if you are familiar with grappling and it seems the oponent is not - please do not hurt him unnessecarily, he might not know how or when to tap out. It is better to loose a bout than to injure someone.
- The game masters can intervene at any given moment, without any explanation at all, if they feel that the situation is becoming too dangerous.
- Otherwise ALL regular combat rules apply.
The action:
- According to selected scenario.
Victory:
- According to selected scenario.
Duration:
- 45-60 minutes
Escort
Before we start:
- The host who’s task it will be to escort an important nobleman will be chosen by flipping a coin.
- Alternatively mercenaries may have the escort and both hosts will try to capture the nobleman from them.
The goal:
- The escorters will have to secure the movement of the nobleman from their starting point to a endpoint
- The attacker (the other host) will have to hinder them and by chance, kidnap the nobleman and bring him to their starting point
Bonus points:
- 20 bonus points if the hosts flag-bearer stays with the nobleman till the end of the scenario.
- If the nobleman is captured the new escorters get the same bonus if they have a host flag (either theirs or opponents) with them and that flag remains with the nobleman till the end of the scenario.
Conditions:
- If the nobleman is killed by the escorters, the escorters lose.
- If the nobleman is killed by the attackers, the attackers lose.
- If the nobleman is not escorted to the endpoint or attackers starting point, nobody wins the scenario.
The action:
- Free.
Victory:
- If the escorters manage to escort the nobleman safely to the endpoint, they win.
- If the attackers manage to bring the nobleman to their starting point, they win.
Duration:
- 60 minutes or until one host wins.
Bridge Push
Before we start:
- The scenario takes place on a more or less even field, where there are constructed up to three „bridges” – three up to 30 meter long and 80cm wide tracks, which are parallel to each other.
- Each bridge is divided and visibly marked into 3 sections.
- The starting point and marked territory of both hosts will be about 50 meters from either ends of the bridges (the area is marked about 5x5 meters).
- Both hosts start in or behind their starting point.
- Host flags are placed behind the host on the edge of combat area, capturing the flags is not allowed during this scenario.
The goal:
- Main goal - To control the starting point of the enemy host for at least 2 minutes.
- Alternative goal - To control at least 2/3 of at least 2 bridges for more than 5 minutes.
Bonus points:
- None.
Conditions:
- The enemy starting point is considered controlled, when there are no enemy troops inside it but at least one friendly trooper is.
- The game area is limited and only the three bridges can be used to move to the opponents starting point.
The action:
- When fighting on the bridge, everybody must see that they don't „fall off” i.e. step off or over the marked bridge. The ones who have fallen off, must move immediately to their starting point, using the area between the bridges and not disturbing the other fighters. From there they can at once re-emerge into the game.
- Falling of a bridge doesn’t remove hit or armor points.
- You can not fight someone who fell off and he can not fight you.
- Three rounds will be played.
Victory:
- The host that manages to control the enemies area for 2 minutes, wins a round. Alternatively the host that manages to control at least 2/3 of at least 2 bridges for 5 minutes, wins a round.
- Three rounds will be played, the host that wins two of them, wins.
Duration:
- 60 minutes or until 3 rounds have passed.













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