The armoured scenarios are subject to change at the event. The order and number fought will be determined by the MIC, taking into account the number of fielded armies. At the end of Day One, there will be a meeting with all original Warlords immediately after the final scenario at the Lists table. Armoured forces will earn coins for their Warlord. Once per scenario, the Warlord who controls the Archery Boon may remove one fighter or combat archer from the opposing army. In a "best-2-of-3" scenario, that target is out for only one of the battles. Heavy Scenarios Counting Coup Woods Battle 1 coin per armband brought back to Lists. Once a fighter reports to Lists they may not re-enter the fray. Dead fighters do not report - any armbands on a dead fighter may be taken. Time Limit: 30 minutes. Warning: 10 minutes Capture the Flag + Counting Coup Each Warlord will be wearing a SPECIAL flag. Bringing a SPECIAL flag back to lists is worth 10 coins. All fighters will be wearing counting coup flags, and each is also worth 1 coin. Bonus of 1 coin per man left alive in your unit. Once a warlord reports they may not re-enter fray. Time Limit: 20 minutes. Warning: 10 minutes Capture and Control Four resurrection points. Each army starts with one, which can be destroyed (by touching it with a weapon) but not captured! The other two are indestructible and up for grabs. Fight until you control all the active control points. Time Limit: 30 minutes. Warning: none given. Drafted July 5, 2017 Page 1 of 5
Field Battle It's a Field Battle. I'm certain you know this one. Time Limit: 20 minutes. Warning: none given Bridge Battle There's a bridge. Fight over it. Warlords, Knights and Royal Peers can walk through water on their knees. The Warlord (or General) who controls the Equestrian Boon may walk through water without any penalty. People who do not fit in the above categories cannot. Time Limit: 20 minutes. Warning: none given King of the Hill Be the Warlord with your Flag claiming the hill when time runs out. This contest will again be best 2 of 3. Time Limit: 10 minutes. Warning: none given Process for Non-Counting Coup Rounds Purchase Boons between rounds BEFORE challenges. All Merge Rounds: Warlords are ranked based on their Total Points Earned. The top ranked Warlord will select the scenario for the round. Starting with lowest ranked Warlord, challenges will be issued. The Warlord who controls the Rapier Boon has the right to make the first challenge. Drafted July 5, 2017 Page 2 of 5
Rapier Scenarios Team requirements Each team must have access to a Senior Rapier Marshal (Does not need to be around the whole time / can fight) and provide at least one field marshal that will be available during scenarios to assist. Over all TRPs Death from behind to be used in all Melee scenarios Shot does not destroy shields If your RBG miss-fires, you die RBGs and regens allowed in all melee scenarios Hold the Field and Challenge right for the heavy scenarios Standard single combat rules. First team on the field to have challenge right? Each team will select a representative to oppose the other team. The victor must remain on the field, and the loser s team must select a new fighter. Their will be a two minute break for deliberation and rest. Wounds are retained. After the first round is complete (teams eliminated) each victorious team may restore one fighter to their roster. Regens are permitted if they have been bought, but must be declared in advance The last team standing earns their warlord the boon of challenge right upon the heavy field Coins shall be earned for each fighter a team defeats Drafted July 5, 2017 Page 3 of 5
Counting Coup Flagging tape for each team Horn signal / communications Each fighter shall have a band of flagging tape in their team colour upon their left arm. The fighters will be led into the woods by the Marshals. The goal is to remove the opposing teams bands (Likely by killing them), and to return to base. The time allotted shall be 20 min Fighters may not count their own bands without two bands of another colour. Other colours shall be counted regardless of totals. Team leaders shall be marked with a second band. Regenerations and RBGs to be permitted. Timing: Second scenario. Possibly fourth scenario also? Hold the pass Narrow path or bridge Each team shall attempt to hold the pass from all other teams. The attackers have unlimited regenerations. The defenders have unlimited shot for any RBGs purchased. The pass is lost when 50% (rounded up) of the opposition is through the line. The maximum hold time will be 10 min (warnings at 5, 8, 9 min) Coin shall be earned based on length of hold. Drafted July 5, 2017 Page 4 of 5
Crossroads Delivery Rewards: Coin and shot (Possible RBGs?) Large box (LB) (Must be carried by two) Smaller barrels (SB) May not use an off hand while carrying 4 paths that intersect The LB and SB are placed in the center of the crossroads. Each team begins 20 meters down a path. When the teams return an item to their starting point/marshal/regen point they are safe. but the fighter must leave the field. The barrels contain shot, and a few coins. The barrel shall contain at least one RBG, shot and coins. The RBG will be loaded, and if it is set off, it is destroyed in the case. The scenario shall end after 10 min. Roving Rapier Each warlord must sign up their fighters with lists Fighters receive tokens of their warlords colour Fighters may turn in tokens of any color but their own Fighters may challenge another fighter at any time, but must have marshalls and agree upon the wager in advance Timing: Warlords may begin signing in on Friday, and up until Court on Saturday morning. Challenges may occur until the final battle Sunday Tournament and Prize for the winner Round Robin? Or Bear pit. To be determined Timing: Sunday during heavy scenarios Drafted July 5, 2017 Page 5 of 5