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Almost Quidditch

Class Militia

Objective: To fire arrows through opposing Team's hoops
Teams: 2+
Lives: Infinite
Respawn: 25 seconds
Refresh: None
Players: 3+
Equipment: Hoops, bow & arrows or other projectiles
Credited To: Wunjo
Description:
Each end of the field should have three Scoring Hoops held vertically in some way (whether by non-combatants or otherwise). Each Team begins play 10ft behind one row of these Hoops at a point which is considered their Respawn point. The Scoring Hoops closest to their Respawn point are their friendly Hoops.

A Team scores points by firing arrows through the opposing Team's Scoring Hoops. Each standard arrow is worth 1 point, while Specialty Arrows (those special arrow-based class abilities possessed by the Archer class) are worth 2 points. The game lasts for 20 minutes and the team with the highest number of points at the end of that duration wins.

All players must play the Archer class during this game.

A variation of this game would be to allow any class to be played, and any projectile (i.e. Thrown Weapons, Spellballs, etc.) score points (Thrown Weapons scoring 1 point, Spellballs scoring 2) - but be careful when balancing teams, since it would be unfair for one Team to have more potential scoring players than the other.

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Assassin Game

Class Ditch Militia

Objective: To be the last Assassin standing
Teams: Free for all
Lives: 1
Respawn: 0 seconds
Refresh: None
Players: 4+
Credited To: Amtgard standard
Description:
Every player is on their own during this game. Every player participating has their name written on a sheet of paper, which is then added to a hat. Every player then selects a name from the hat to be their first "Mark". Reeves should ensure that no player has their own name.

Players may always defend themselves, and anyone may kill any other player. However, a player is only required to leave the game if they were killed by a player who holds the piece of paper with their name (in that, the dead player was the other player's Mark). Players killed by someone who did not have them as a mark Respawn in 60 seconds where they died. The game ends when one player is left alive.

When a player is killed, they give their Mark to the player who killed them. For instance, if Maus has Modus as his Mark, and successfully kills her, he would take over her Mark. He would then proceed to track down and try to kill whoever Modus' mark was.

In most cases, weapon selection is restricted in this game (i.e. every plays the Assassin Class, or all players are restricted to one Short Melee weapon and a single Light Thrown), but it is not necessary.

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Assassination / Spy

Class Ditch Militia

Objective: An add-on to any existing battlegame
Credited To: Sir Guy Kasama / Squire Niveus, Iron Mountains / Westmarch
Description:
The aspects of this game can be added to any pre-existing battlegame. It is typically played during a four or five life shatter game, but it is not necessary to follow that tradition.

Before Lay-On is called, each player is whispered a Code Word from a Reeve. Each Team should have the same number of the same Code Word present (i.e. if Team A has two players using the "Fluffymuffin" Code Word, Team B should also have two players using "Fluffymuffin").

At random intervals during gameplay, the Caller Reeve (in that, only one Reeve should be calling out words) shouts random Code Words from those used. Immediately, any player who is using that Code Word switches Teams for the duration of that life and should try to do as much damage as possible to his original Team.