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FW: World Banner Wars 2009 Rules   Message List  
Reply | Forward Message #641 of 647 |
World Banner Wars 2009 Main Battlegame:
Disposable Heroes

Each Team Captain Must Provide:
1. A unique banner which should display your company/household/team symbol.

*** Banners must be a MINIMUM 2 feet by 3 feet in size and depicct your
company/household/team's symbol on it. ***

2. Two copies of every magic users spell list. You may NOT change spell lists
between rounds. (Spell Sheets will be provided at Sign-In.)

3. Classes that get choices of abilities must submit two copies of their
choices. You may NOT change ability lists between rounds.

4. A complete listing of all team members. Members not on this list will be
unable to participate.

5. Every team needs to submit two Reeves to aid in Banner Wars when not
fighting. Note: A Reeves test will be given Friday night by the GM of Reeves.

Team Composition Rules:

1. Teams are comprised of up to 16 people and up to four alternates, for a
maximum total of 20 people per team.

2. Alternates may be swapped into the active line-up between rounds.

3. Team members are assigned classes before the tournament starts and may not
switch classes.

4. Team alternates may either play their assigned class, or the class of the
player they replace, so long as the player has the credit requirements of the
class and level they are replacing.

5. Your team may only have one of each magic using class on the field.

6. Teams may have no more than three bows.

7. Teams may have no more than three each of the following classes:
Anti-Paladin, Barbarian, Paladin.

8. Teams may have only one siege weapon.

9. Players may only sign up with one team, though non-fighting pages may be
shared.

10. Teams do not have to all be from the same company, household, kingdom, etc.
They merely need to all play together and present a banner with a unique symbol.

General Tourney Rules:

1. Tournament will be Double Elimination style, single last life scenario. Each
match lasts a maximum of 15 minutes.

2. Teams must be ready and in the On-Deck area for head count and safety check
at the start of the round preceding theirs. When two teams leave to take the
field, the on-deck teams immediately step into the area.

3. The battle can be determined in two ways:
a. Run out of time - (team with the most members still alive - wins, 15 minutes)
b. Shatter the opposing team.

4. Stepping out of bounds will result in a player being unable to move their
feet for twenty seconds and being returned to the point where they crossed the
boundary.

5. Good sportsmanship with be expected and enforced. Arguing with the reeves or
getting into altercations with other players will result in that person being
ejected from the tournament and their team will be forced to play short a
position for that round.

6. Each team may have up to four non-fighting pages. These pages may only be
used to retrieve your teams spent balls and projectiles. Pages must have a gold
page's belt to be present on the battlefield.

7. No mass spells may be used.

8. Players only have one life, and upon dying they must:
a. Immediately take a knee and put their weapon on their head.
b. Leave the field.
c. A player may only move without penalty to avoid mundane danger.
d. A reeve may move a player without penalty to avoid mundane danger/impeding
play.

9. All rules disputes will be settled by the War-o-Crat.

10. As always, trying to use the rules to your advantage may be disallowed
depending on how much you use the gray areas. Al l sneaky, underhanded, or
questionable rules interpretations or tactics should be cleared with the
War-o-Crat BEFORE attempting to use them.

Scenario Rules and Field Set-up

1. The field will be set up as large as the site allows. It will be least 100 ft
on a side but larger if possible. While there will not be any point-based or
location objectives, there will be barriers erected at random around the field.

2. Carports will be set up at opposite corners of the field. Each carport will
serve as a teams's base.

3. In the on deck areas, the on deck teams will be assigned to their bases.

4. As soon as the previous match is over, the on deck teams will go to their
assigned bases.

5. Barriers protect what they cover, block line of sight and are not destroyable
by any Amtgard means. For example, if a player is standing behind a waist high
barrier and is shot with an arrow in the chest, then the player is affected by
the arrow.




Mon Jun 22, 2009 3:50 pm

elder_vermilion
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World Banner Wars 2009 Main Battlegame: Disposable Heroes Each Team Captain Must Provide: 1. A unique banner which should display your company/household/team...
Elder Vermilion
elder_vermilion
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Jun 22, 2009
3:50 pm
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