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The Axe Game

Ditch

Objective: Be the last team standing
Teams: 4+
Lives: 1
Respawn: None
Refresh: None
Players: 2 players per team
Equipment: One Axe
Credited To: Celestial Kingdom
Description:
All players are split into two-man Teams, and all Teams begin the game equidistant apart in a circle. The game begins when the Axe tossed by a Reeve lands in the middle of the circle. The Axe is a Heavy Thrown weapon that may be used by any player.

The game is a free-for-all in Teams, and continues until only one Team (or player) is left alive (which are the winners). Scramble teams and repeat as necessary.

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The Battle for Elfland

Class Militia

Objective: To capture fortresses
Teams: 3
Lives: Infinite
Respawn: 60 seconds
Refresh: None
Players: 3+ per team
Equipment: 7 or 8 trees or markers for fortresses
Credited To: Sir Michael Hammer of God, Iron Mountains
Description:
All players should be divided into three Teams. Each Team begins the game at a different edge of the field at their Respawn point. On the field between the Teams should be seven or eight trees or other markers that are designated as Elfish Fortresses.

Each Fortress counts as a Base for game purposes, and is "controlled" by a Team by having at least one player within 10ft of the marker while no opposing Team's player is that close to the marker. Any player who stays within a Fortress for a 300 count receives a nonmagical Blessing against Wounds (these can not be stacked).

Every nine to eleven minutes (known only to Reeves), a Hold is called. During the Hold, Reeves will check control of each of the Fortresses. Teams will receive one point for every Fortress they control. The Hold will then be lifted and game will resume, starting another Round. This is repeated as desired until either a predetermined number of Rounds have been completed, or until a predetermined Game Duration has been reached.

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The Great Goblin Massacre

Class Militia

Objective: To kill as many Goblins as possible
Teams: 2+
Lives: See below
Respawn: 20 or 60 seconds
Refresh: None
Players: 3+ per team
Credited To: Duke Sir Jabberwork, Iron Mountains
Description:
This game is a timed game, with rounds being 15 to 30 minutes long depending on game size. Each round, one Team takes a turn playing Humans (i.e. full Class, or Militia rules) against the opposing Team(s) playing Goblins.

The Human team has either a Player Life Pool (4 or 5 is suggested) or a Team Life Pool (2-5x the number of players is suggested), and Goblins have unlimited lives. Humans will Respawn at their Base after a 60 second count, and Goblins will Respawn at their Base after only 20 seconds.

Each time a Goblin is killed (i.e. returning to play via Respawn, not Superior Numbers), they must record their death with the Base Reeve. After each team has taken a turn playing Humans, the team with the most Goblin kills wins.

To add some complexity to the game, Human teams must select a "Captain", and the Goblin team may be asked to substitute any number of players for "Orcs".

Captains are worth 20 points when killed, and cannot be removed from play by any means (in that they are immune to the Frozen, Insubstantial, and Out of Game States). This will be the only way that the Team playing Goblins can score points during those rounds. (If there are multiple Teams playing Goblins at one time, points are attributed to all current Goblin Teams.)

Orcs are worth 4 points when killed. They may choose to either play the Orc Monster Class, or any player class that the player has access to at 1st level. They return to play after an 80 second Respawn count.

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The Kings Crown

Class Militia

Objective: Get as much treasure as possible
Teams: 2
Lives: Unlimited
Respawn: 30 seconds
Refresh: 2+
Players: 5+
Equipment: Water markers, bridge markers, treasure
Credited To: Valeria Ironscales
Description:
15 mins play time
2 points of armor or less slow walk through water anything above drowns and dies in the water
Looting 5 count for treasure in the water
One treasure can be held in any open hand. Crown can be worn as another treasure
Crown wearer has one extra point of armor everywhere (if no armor then 1 point natural armor while crown is worn)
Crown can be looted from players looting 3 count
When you are killed all treasure must be dropped
You can loot from the opponents treasure chest looting 5 count
Game items (treasure) can not be carried in any game altering State (insub, sanctuary, ect.)

One side will be protecting the treasure in the river, the other side will be trying to get to the treasure in the river and get the crown the crown is worth the most points after 15 minutes the two teams will switch sides the team that was getting the treasure will now be defending the treasure and vice versa. This game can be played militia or class. The river is 25 ft wide there's a 10 ft wide bridge going over the river the river goes on infinitely past whatever marker. The defending team can loot from the offending teams treasure chest it's a looting 5 count. Crown is worth 5 Points any other treasure is worth 2 points will be tallied at the end of each round

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The Purge

Militia

Objective: Destroy the Points
Teams: 2
Lives: Infinite
Respawn: 60
Refresh: 1/role switch
Players: 5+ per team
Equipment: Tape helps to mark sites. 2 bases.
Credited To: Dorcas
Description:
Each team takes turns playing the cleansing team and the team to be purged. The job of the purging team is simply to delay the cleansing team for as long as possible (generally 10-15 minutes depending on team sizes)

The cleansing team has a dedicated Purifier, who must travel to specifically marked sites, touch with a free hand and say "I cleanse and purify this site" five times. This follows all incantation rules and requires 2 living teammates to be within 5 feet of the site. Once all the sites are cleansed that team wins.

Variation: Does work with class and without dedicated purifiers, but it's a bit harder to keep track of when sites are purified.

Variation: Have the purged team's spawn point be at each cleansing site, when that site is purged, they can no longer spawn there.

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The Three Brothers

Class

Objective: 2 teams with metamagic items, shatter battle
Teams: 2
Lives: 3-4
Respawn: 30 seconds from death, at base
Refresh: Reeve's choice
Players: 4-5
Equipment: 1 "hand" item, 1 multicolored spell ball
Credited To: Jondal'ar Silvertongue
Description:
There should be 1 spell caster (preferably high level) on each team
Each team gets the use of one item below, and the designated caster who will play the bearer will have 5 minutes to write a new spell list to have at least 75% of their spells be Verbal or Touch as appropriate.
Monk's Bane - a multicolored spell ball- While holding it the user may cast any Verbal spell into this ball. The ball may be thrown, while saying the name of the spell cast and will affect the target with the spell cast. Swift may be used with this item.
Mage Hand- a plastic hand worn as a pendant or necklace- While wearing it the user may cast any Touch range spell instead at a range of up to 20 feet. Swift may be used with this item.

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Three Man Forever

Class Ditch Militia

Objective: To kill all opponents
Teams: 12+
Lives: Unlimited
Respawn: See below
Refresh: None
Players: 3 per team
Credited To: Amtgard standard
Description:
All players form Teams of three. Teams begin the game equidistant apart, and begin fighting when lay-on is called.

When a player is killed, they go to Nirvana. As soon as three dead players have arrived at Nirvana, they return to play as a newly formed team.

The game can end after a duration has been met. Alternately, each player can be given a Life Pool, and they are shattered out of the game when that pool has expired.

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Thunderdome

Ditch

Objective: To be the last person standing
Teams: Free-for-all
Lives: 1
Respawn: None
Refresh: None
Players: Free for all (3+)
Credited To: Twilight Peak, Northern Empire
Description:
Every player is on their own during this game. Every player begins equidistant from the center of the field in a circle. The center of the field contains a pile of weapons that anyone can grab and use.

When Lay-On is called, players rush for the center, grab what weapons they can before being attacked, and then try their best to be the last man standing.

This game is best played as a Ditch game, but some effective variants do exist:

Thunger-Dome-Games (Twilight Peak, Northern Empire): All players participating play the Assassin class, and begin the game armed with a Dagger. Thrown Weapons, Bows, and Arrows can be included in the center of the field.

Every three minutes, a whistle is blown that causes all Insubstantial effects to end. Play can be timed if necessary (suggested 20 minutes), when a winner is chosen from the remaining players based on who killed the most other Assassins.

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Ticker

Class Ditch Militia

Objective: Capture Control Points which yield points
Teams: 2
Lives: Unlimited
Respawn: 60 seconds
Refresh: None
Players: 3+ per team
Equipment: Reeves or players for control points
Credited To: Ausric, Northern Empire
Description:
Two teams start opposite one another on field. Spaced equally around the field are two or more control points – typically signified by a Reeve or non-combat player.

The goal is for teams to capture the Control Points (which is accomplished by stating “I capture this point” x5 while a free hand is on the point), and hold them. Every five minutes of game time (games should be played for 30min at the minimum) a whistle is blown, and the Control Points take note of which team controls them at that time. Holding a Control Point when the whistle blows gains teams 1 point.

When a controlled point is touched by the opposing team, and “I capture this point” is stated once, the point becomes neutral. It is not captured by the team until all five iterations of the incant have been completed.

At the end of the game, the Control Points compare notes, and add points together to determine the overall winning team.

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Treeball

Class Ditch Militia

Objective: To touch the Treeball to the opposing Team's tree
Teams: 2
Lives: Unlimited
Respawn: 60 seconds
Refresh: None
Players: 3+ per team
Equipment: Foam or other ball to be a Treeball
Credited To: Crimsonwood
Description:
Each Team has a Base Tree, where they begin play. Each Team's Respawn point is 20ft behind their Tree. Additionally, a foam ball (the Treeball) begins play each round in the center of the field.

The goal of the game is to retrieve the Treeball, and then touch it to the opposing Team's Base Tree. The Treeball can only be carried in a free hand, and is considered a Game Object (and therefore cannot be held by a player who is Insubstantial, etc.). Players who become Frozen, Dead, or similar must drop the Treeball immediately.

The Treeball may be thrown or batted in a safe manner, but is not considered a Thrown Weapon. It cannot be used to block attacks, and is considered Indestructible.

To effectively score a point, the Treeball must contact the trunk of the Base Tree - not the branches.

After each point, teams swap sides and start again.

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Treehugger

Ditch Militia

Objective: To hug the other team's tree to death
Teams: 2
Lives: Unlimited
Respawn: 50 seconds
Refresh: None
Players: 3+ per team
Credited To: Akira "Tonbo" Kitsume / Olok Blackstar, Neverwinter
Description:
The field should be played in a space where each team can have a tree that players can put their arms around.

Each Team begins play at its tree (which counts as a Base for game purposes). The goal is to fight to the opposing team's tree, and put two uninjured empty hands around the tree for a 100 count. If a player hugging a tree is killed or otherwise stops counting, the count must be restarted when a player once again hugs the tree.

Players killed should go to a Nirvana for their team, which should be far enough removed from their Base Tree that it does not impede play.

Variations exist where each team is allowed one "Keeper" which can Respawn after only 25 seconds without having to return to Nirvana - however, they Keeper is not allowed to move more than 20ft from their Base Tree.

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Trollball

Ditch

Objective: Scoring points with a trolls head
Teams: 2
Lives: Unlimited
Respawn: See rules
Refresh: None
Players: 10 players and 2 healer/team
Equipment: Troll's Head, markers for field, short swords
Credited To: Rules adapted from Bicolline, by AJJRO, edited for Amtgard by Odereus
Description:
Setting up

  • A team is composed of a maximum of 10 players and 2 healer. The team must have a captain and minimum 9 players.
  • Matches last 20 minutes, with a 3 minute break at halftime to allow teams to switch sides.
  • The game field should be 90 feet (27 meters) by 50 feet (15 meters), surrounded by a 4 feet (1 meter) corridor for the healers.
  • The goal will consist of a 3 foot (1 meter) diameter ring 3 feet (1 meter) from the end line.
  • Every match must have a minimum 2 referees, and a maximum of 4. A main referee should be designated every match.

Flow of the game

The goal of the game is to drop the Troll Head into the opposing team's goal. The team with the most points wins the match.

  • On the field, there can only be 5 players per team, and 2 healer.
  • Each player is equipped with single short sword; thus 5 swords per team.
  • Players are fragile (any wound kills)
  • Before each faceoff, the Trollball is placed in the middle of the field. Players must have both feet on their team's starting line.
  • Only the healers are allowed to pass between the goal line and the replacements line.
  • The Trollball can only be picked up with hands (not with your weapon, nor your feet) and cannot be thrown away. Players can pass the Trollball between them, using their hands.

One hit from another player will inflict a wound. This player cannot hold anything or throw anything and must kneel on the floor immediately, dropping the Trollball if he-she had it.

  • Players heads must never be a target of a hit and do not count.
  • A dead player must put his knees on the ground and put his blade in the air, upside down. The player cannot throw his weapon to a healer.
  • If a player is scoring a goal and he is killed in action, but at the end of his movement, the Trollball is in the goal, the point is granted.
  • After each point, the players come back to life and another round starts.

The healer's role is to grab the dead player's swords and bring it to the replacement players.

  • Once the dead player's sword has been picked up by the healer, he-she must exit the field as fast as possible, and return to his-her team's replacement line, without hindering the match (else a penalty will be attributed).
  • Healers can carry only one sword at a time.
  • The replacements cannot enter the playing field unless a healer has given the replacement player a sword. (no tossing of swords to players).
  • Replacements must stay in the predetermined zones.
  • Healers can run, enter and/or exit the whole playing field. They can only get hit while in the playing field.
  • Healers can die. If a healer dies, he is brought back to life for the next point.
  • A player that exits the playing field, dies. The player must kneel down on the field limits where he-she exited.

Penalties

  • A penality means one less sword during the following round.
  • Penalties are given by referees in the following situations: Rule breaking, violence, blows to the face (even if involuntary, don't forget to apologize!), arguing with referees, verbal violence, unsportsmanlike behavior, etc.
  • Healers can also receive penalties.
  • If a whole team is penalized at the same time, except the healers, that team loses the round.
  • It is useless to argue with referees.

Weapons and protection

  • The only authorized weapons are the provided one handed weapons.
  • Armor is not authorized
  • Shields are not authorized
  • Please do not rub the sword's tip on the floor, or set it down point-down.

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Tug-of-War

Class Ditch Militia

Objective: Hold all three Control Points for 30 seconds
Teams: 2
Lives: Unlimited
Respawn: 60 seconds
Refresh: None
Players: 3+ per team
Equipment: Flagging tape to create control points
Credited To: Wunjo
Description:
Two teams start the game opposite one another on field. Spaced equidistantly between the teams (creating a direct line between the bases) are three Control Points. Control Points are captured by placing a free hand on them and stating “I capture this point” x5.

When a controlled point is touched by the opposing team, and “I capture this point” is stated once, the point becomes neutral. It is not captured by the team until all five iterations of the incant have been completed.

The goal is for a team to control all three points for 30 seconds. Controlling the point closest to a team’s base is typically easy, but holding the center, and then also the point closes to the enemy team becomes more and more challenging.

Depending on game length, the game can end when one team manages to complete the objective. Alternately, completing the objective nets a team 1 point, and the game can be played to see which team scores more points within a certain period of time.

In very large games, it may be necessary to have a method of breaking ties. If it is possible to have an additional Reeve of non-combatant counting time, measure the amount of time each team controls the central Control Point. If no team manages to complete the objective, the team that controls the center point should be declared the winner.

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Tug-of-Warrior

Class Ditch Militia

Objective: To move the Object to score points
Teams: 2
Lives: Infinite
Respawn: 60
Refresh: None
Players: 2+ per team
Equipment: Heavy object, Hula hoops or equivalent
Credited To: Twilight Peak, Northern Empire
Description:
A Heavy Object (requires two players with at least one free hand to move at a walk) is placed in the center of the field. Equidistant between the Object and each team's Respawn point are three Scoring Zones (hula hoops). Zones are controlled by the Team who's Respawn point is closest to the Zone.

When the Object is moved into a Scoring Zone, the Team who controls that Zone earns points for every full minute that it remains there. The Zone closest to the center of the field scores the Team 3 points, the middle Zone 2 points, and the Zone closest to their Respawn point scores them 1 point.

The Team with the most points at the end of the game duration (suggested 20-30 minutes), wins.