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Aleksander Piotrowski
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konradr
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konradr

konradr


Posts : 3563
Join date : 2009-03-10
Age : 59
Location : Las Vegas/Henderson

New Games to play - Page 2 Empty
PostSubject: Re: New Games to play   New Games to play - Page 2 I_icon_minitimeFri Aug 21, 2009 5:30 pm

Here's a few games I was working on with the Campout in mind.

Konradr

DRAWBRIDGE BATTLE

The battle involves the defender's holding a town's fortified gate. There is a drawbridge leading to the gate over a deep moat.

The gate is represented by two walls, one left and one to the right of an open area that represents the entrance to the town. Make believe the walls are 50 feet high.

The town is surrounded by a moat and the only way across is by a wooden drawbridge leading to the gate.

The drawbridge may be represented by rope outlines or a stretch of carpet or tarp.

The moat may be designated by rope outlines as well.

The Attacker's outnumber the defender's at least 2 to 1.

The defender's must be 50% gate defender's (any weapon style) and 50% archer's or Missile thrower's (javelin's and rocks) The defenders are the only one's who begin the game with Javelin's and rocks. The archer's and Missile thrower's defend the walls. The Gate defender's must set up at the open end of the gate or on the drawbridge. No townsmen may exit the opposite side of the drawbridge for any reason.

A rez cone or point may be set up behind the town defender's and behind the Attackers.

The Defender's may only rez twice in the game, after that they are permanantly dead.

The Attacker's may rez three times in the game, after which they are permantly dead.

It is on each player's personal honor to keep track of how many times they have come back to life.

Optional: Two/Three coins or tokens (playing cards?) may be issued and each time a player dies, he must pay one at the rez point. Once he has no more, he is out of the game.

The Moat: Arrows float in the moat and can thus be recovered with spear's or by hand, etc. Jav's and rocks sink so can not be recovered. Player's who step/are pushed into the moat (one foot over the drawbridge line) have fallen in. A player in the moat must lay down on his belly and crawl (representing swimming) out to either the drawbridge or attacker's side of the moat, in order to 'climb' out. He may only have one handheld object. If he has two weapons or a weapon and a shield, he must loose one. Leave it in the moat. It sinks and can not be recovered. The other object he must place on his back while he is swimming. Player's swimming in the moat are fair game to weapon strikes.

There may be one of two objectives to win the game:

A: Kill all defender's.

or

B: Plunder the town.

To Plunder the town, a group of 3 or 4, large (2-3 foot) dolls is placed about 20 paces beyond the walls in a group. These are the town's helpless women and children. Also a small, loaded, bucket is placed somewhere within 20 paces of the town's walls which represents the town's wealth (a treasure chest, so to speak) Gold, Silver, Jewel's, etc.

To Plunder the Town, two things must occur:

One: An Attacker must reach the Women and Children and place a weapon on them saying "I defile your women and children". Place the dolls face down from then on.

Two: An Attacker must carryoff the town's wealth. The bucket must be seized and carried out of the town. Once it is carried beyond the drawbridge, it is considered 'Out of the town'. The Attacker then yells "I have plundered your town".

NOTE: This game should be fought with THEME music. The music, played with a CD player from behind the town walls should be a compilation of any of those sad sounding, heroic theme's from the movies when defender's are in a hopeless situation yet fight on regardless. You know the songs. Sad but heroic. When the knights of Gondor charged against the Orc hordes during LOTR, etc.

NOTE: Forgot to add. Attacking missile fire. Archer's and , though they do not start with jav's will probably aquire some. The walls represent 25 foot town walls. Archer's/ missiles can be shot directly only at the defender's on the drawbridge or at the gate. To shoot at those defending the walls, the Archer's/missile launcher's must sit on their butts and shoot upwards.

The game is designed around portable walls I am planning to try and build. The walls will be two 4 X 8 wood panels or plywood with crenallations cut along the top. The crenallations will be for the archer's to fire through and hide behind.




INFANTRY & CAVALRY FIELD BATTLE

In this battle game both teams field a General, an Infantry unit and one or more Cavalry Units.

The object of the Game is to kill the General.

After team's are selected, selection of the General, the Cavalry and the Infantry then take place.

CAVALRY

No more than 30% of each team may be Cavalry. The Cavalry must be formed in 'Units' of at least 2. Each unit must be armed in a similar fashion as follows:

LIGHT CAVALRY: Archer's and Javelin's, no shields or Small arm bucklers only.

NORMAN CAVALRY: Any single handed weapon plus any Medium sized shield.

LANCER'S: Spears or Javelin's used as spears and not thrown, no shields except arm bucklers.

Cavalry stand throughout the game unless 'unhorsed' or killed. Cavalry units may begin anywhere on the field beside or behind the Infantry's shield wall.

THE GENERAL

The player who is chosen as the General must wear something that denotes him as the general, a headband, armband, special hat, helmet, etc.

The General may choose to be mounted or dismounted with the infantry. However, the general always has a retainer holding his horse so at anytime he may mount/dismount as he sees fit unless his horse is killed.

The General may begin the game anywhere on his side of the field or with one his Cavalry units or the Infantry.

The General may be armed as Cavalry or Infantry.

INFANTRY

The Infantry may be organized as one unit or as several blocks of units of any make up. Infantry may be armed in any fashion but be on their knees during the game unless they grab a horse at some point in which case they may stand as if mounted.

The infantry as a whole or in seperate units must form a shieldwall.

At least one Infantry shieldwall must face the Enemy Infantry shieldwall at the center of the field no more than 10 to 15 paces away.

Special rules:

Infantry hit in the leg must drag that leg behind them when moving. All other rules apply as in normal dag combat.

Cavalry, when hit in the leg, their horse is killed. Cavalry must then go to their knees and operate as Infantry unless they can get another horse.

When a Cavalryman without a horse is killed. He must lay both legs flat on the ground (this signifies that he has no horse)

When a Cavalryman is killed but his horse is still alive, then the Cavalryman must lay on the ground with one knee up signifiying that his horse is still alive.

Mounted men may not retrieve a horse, but Infantry or dismounted Cavalrymen may. They must move up to the dead Cavalryman with the living horse and touch him with a hand or the hand held portion of a weapon, and yell "I am taking this Horse". Aftewhich the player can stand up as if mounted.

The game ends when either General is killed.

OPTIONAL GAME: CAPTURE THE FLAG.

The teams are set up as before, with the General, but the game doesn't involve the general. Instead place two flags on the field. They must be placed 10 -15 paces behind the team's Infantry shield wall. Flags can not be moved once placed.

A team wins by capturing the enemy's flag and bringing it back to their flagpost.




SAXON'S HEAD

Dagorhir Soccer.

Saxon's head is played on an open field. There are no out of bounds. The head is in play no matter where it is. There should be a Circle of Blood where the head starts, and two goals on either end of the field, which consists of medium sized trash cans or similar.

The Head is a soccer ball, nerf or regular, sewn into a cloth and painted to look like a poor old Saxon who has lost his head. Embellishment's such as felt or yarn hair and beard, are left up to the head maker.

The circle of blood should be a red rope, or similar, placed in a circle at the very center of the field between the two goal's.

The goals should be painted black to represent cauldron's, and should align with one another irregardless of how long the field of play is. They should be heavy or weighted down with sandbags, or sand. They can be plastic, metal or wood.

The head may be moved from one end of the field to the other by use of the feet, the head or any other part of the body other than the hands. (See soccer rules)

If the hands touch the head, the head is dropped to the ground and possession given to the other team. Also the offending player must 'die' as if hit by a weapon. This is irregardless of wether the touch was intentional or incidental. It's on a player's personal honor to call a handshot.

The object of the game is to score X many of points. The team that scores the required points first, wins. You score points by kicking/heading the head at the goal. One point is scored for the head hitting any side of the goal. Two points are scored if the head lands inside the goal and does not bounce out.

There are no boundaries so goal shots may be made from any direction.

There are no Goalkeepers, no one is allowed to use his hands. Player's can not defend their goal from within two paces of it. You can mark this two pace limit around the goal with chalk or rope if desired.

Each team consists of a 'Striker', a 'Defender' and 'The Hordes'. Teams can be as large as desired.

Striker's and the Hordes may arm themselves with whatever weapon's they wish, but only one weapon and no shields.

Defender's may have a shield.

The Striker begin's play within 10 paces of the circle of blood, on his team's side of the field.

The Horde begin within 10 paces behind the Striker.

The Defender may begin anywhere behind the Horde or with it.

The Striker begins play at the signal of "lay on" Both team's striker's rush for the head to put it in play. The head is in play once it has been touched by one or the other Striker.

The Horde and the Defender's can not move until the head is in play.

Weapon hits. All weapon's do the same damage irregardless of what they are. Any hit, be it on the limbs or body (or head for missile weapons) Kill's the player. The player 'dies' by freezing, weapon on head, for a loud "10" second count. Then he may resume play.

The shield. The shield may be used to check or push player's or deflect the head.

Once a Goal is made. The head is taken back to the circle of blood and play starts over again until the winning number of Points is scored by one or the other teams.

Konradr Graywolf
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konradr

konradr


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Location : Las Vegas/Henderson

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PostSubject: Re: New Games to play   New Games to play - Page 2 I_icon_minitimeMon Aug 31, 2009 5:26 pm

Here's a new game we might try courtesy of our friends at An Tir Dearg:

Power

Power designates one person as 'The Power' and everyone else tries to kill them and take the power. Anyone the power kills rezes when the power dies and his/her killer becomes the new power (the old power stays dead until their killer dies). The game only ends when the power kills everyone on the field. It's exhausting (one person taking on the whole field), but it really teaches fighting multiple opponents and working together against a single opponent. Usually works best with ~10 people.

Thanks Isk.

Hey Smithy, when you get situated and get a chance to check the forum, could you post your rules on that game you told me about called "gollum"

Konradr
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konradr

konradr


Posts : 3563
Join date : 2009-03-10
Age : 59
Location : Las Vegas/Henderson

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PostSubject: Re: New Games to play   New Games to play - Page 2 I_icon_minitimeFri Dec 25, 2009 9:13 pm

A few notes to self.

Ditch battles: instead of the winning team giving up the first player who died. "Who died first? huh?" The loosing team gets to pick a player from the winning team.

Gollum: Need to ask Smithy about this game he mentioned back in August. (or was it September?)

New Valhalla style game: Start as individual free for all, but as you die you have to start from Valhalla as a team of two, if you die again, you have to start in a team of three and so on til there's two teams left???

Game Book: I'm going to work on a Barad'Dun Battle book. A book of scenarios and other battle games, drills, etc. Any input would be great.

Konradr
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konradr

konradr


Posts : 3563
Join date : 2009-03-10
Age : 59
Location : Las Vegas/Henderson

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PostSubject: Last stand of the Chosen Few   New Games to play - Page 2 I_icon_minitimeFri Jan 15, 2010 2:14 am

Perusing the Dag forum tonight, here's an interesting idea.

Let's give it a name. Will call it "THE LAST STAND OF THE CHOSEN FEW".

You have a valiant but doomed group of warriors versus a horde of Nasty's. The odds should be like 1 to 5. A no rez game. The outnumbered can be in a pass, a woods, behind a wall or just out in the open in the middle of the field.

The Herald calls "lay on" and then does a number count, it could be 15. He/she will count loudly "1001, 1002, etc, etc. " During the count, the outnumbered valiants are invulnerable to all weapons. They must hack and slash and kill as many of the horde as they can before the number count is over, when they are no longer invulnerable.

Thus the Few have a small window of opportunity to win, if they can kill enough while they are invulnerable.

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PostSubject: Re: New Games to play   New Games to play - Page 2 I_icon_minitime

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