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League of Legends

Class Ditch Militia

Objective: To collect more tokens in the time allotted
Teams: 2
Lives: Infinite
Respawn: 60 seconds
Refresh: None
Players: 5+ per team
Equipment: Flagging tape, Scoring tokens
Credited To: Eliah, Northern Empire
Description:
This game can be played with a number of objective variants, but was designed to best accommodate a specific field setup. The original objective is described below, after the field setup.

Use flagging tape (or something similar) to denote a square area, roughly a hundred feet per side. Turn this outline into "tunnels", seven to ten feet wide, with each corner also featuring a tunnel leading to the center of the square. When finished, the field should look like a square with an "X" in the middle - or the standard playing field in the video game League of Legends. If possible, also create a separate area for each team at opposite corners for Respawn, preferably at least twenty feet away from the Team's scoring corner (see below).

In standard play, eleven scoring tokens will be placed in the center of the field. Five in the center, and three on each of the corners not being used as a team's Base. Each team is given a Base Corner at opposite ends of the field, where they can drop tokens to score. Their Respawn Point should also be nearby to this, but not on top of the capture area.

The game is played in three ten minute rounds. The team with the most tokens in their capture area at the end of this count wins. Tokens can be taken from the opposing team's capture area.

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Line Ditch (aka "TWO LINES!")

Ditch

Objective: Suck less, have fun
Teams: 2
Lives: 1 per round
Respawn: Beginning of each round
Refresh: None
Players: Split between two teams, which change each round
Credited To: Amtgard standard
Description:
Two teams fight after Lay-On is called. The round ends when one team has been completely killed (the Losing Team). The first dead player (or first wounded, if no dead player is available) from the Winning Team switches to the other team, and the next round can then begin.

Repeat as necessary.

Greed is Good Variant (Credited to Lord Squire Spyder, Unknown): Each player begins play with one coin. When a player is killed, they remain in place (so long as it remains safe) and take note of who killed them.

A dead player may be looted by the player who killed them (and only the player who killed them), in which case they must hand over all coins currently carried. Looting does not render a player Out of Game or otherwise immune to being attacked. If the player who killed that player is killed before being able to claim his loot, the dead player may keep their loot for the next round.

Play continues until either a set number of rounds have been played, a time limit is reached, or if one player has all the coins. If the game ends before one player claims all coins, the winner is the player with the most coins.

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Lords and Ladies

Class Ditch Militia

Objective: For one Lord or Lady to be the last standing
Teams: 3+
Lives: Unlimited, Special
Respawn: 60 seconds or instant at base
Refresh: None
Players: Special
Credited To: Glen, Wetlands
Description:
Ditch (typically called “Warlord” when played as a Ditch game)

Three or more (original incarnation involved four) players are chosen to be “Lords” or "Ladies".

They may not attack or injure one another (or impede in each other’s combat). They are always on their own team, and each has their own Base which acts as their Respawn Point. When a Lord or Lady dies, they return to their Base and instantly respawn. Each Lord and Lady has six lives.

In the center of the field is a large circle which denotes the Village. Lords and Ladies may enter and exit the Village at will. This circle should be just barely large enough to accommodate all of the Peasants (with enough room for combat, but a little cramped).

Everyone else participating in the game is a Peasant (not the Class, players may still use a full Class), and they begin in the Village. Peasants may not leave the circle under normal circumstances. When they are killed, they go to the Base of the team that killed them, switching to that team. They respawn after 60 seconds, or whenever their Lord or Lady respawns, whichever comes first. Any Peasant who has been killed and joined a team can enter and exit the Village at will. Peasants switch teams every time they are killed by a player.

Lords and Ladies are also given an additional Class Ability usable twice per game. By yelling “Reinforcements!” every player who is currently counting their death at their team’s base instantly comes alive, without the Lord or Lady having to die.

Additionally, each Lord and Lady is allowed to pick one “Secret Agent” who starts on their team, but fielding with the Peasants. This is usually done by spacing the Lords/Ladies far enough apart so that they can’t hear one another, and having the remaining players parade past each lord spaced out enough that they cannot overhear one another. Each Lord/Lady then says “Yes” to a single player of their choosing. This player is now secretly on their team in the village.

After this is done, the Reeve asks if anyone was chosen multiple times, and is a double/triple/etc. agent. If someone is, they cease to be a secret agent and become a Peasant. The Lords/Ladies who chose this player as their Secret Agent do not get to repick.

Once lay-on is called, Peasants try to not get backstabbed by the hidden agent in their midst, and not get killed by a Lord or Lady. Lords try to kill all the peasants they can to increase the size of their armies, while not getting killed by other Lords’/Ladies’ Peasants or Village Peasants. The game ends when only one Lord or Lady is left alive.

Lords and Ladies may surrender if all the players are on one Lord’s/Lady’s team, or they can try to steal back some peasants and rally to victory.