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Capture the Capturer

Class Ditch Militia

Objective: Put your opposing team(s) in jail
Teams: 2+
Lives: Infinite
Respawn: 30 ditch/militia, 60 class
Refresh: No more than 1 per 2 points scored
Players: 8+
Equipment: Something to mark nirvana per team, something to mark jail per team
Credited To: Inspired by a random game somewhere on the internet
Description:
When a player dies, they do not move until their count is complete. During this time, a player from an opposing team may tag the player with a free hand and announce "captured".

The captured players spawn count is paused and must follow the capturer, the player may not intentionally move slow to attempt to break free from the captured status. The player may not be summoned or resurrected, but for all other purposes, the player is considered dead.

To maintain the the captured status, the capturer must have a hand free, stay within 3 feet of the captured player, and may not run. The capturer may also announce "dropping" to remove the captured status from the player they have captured.

The teams need to take their captured players to their prison, and once a captured player reaches it, their count stops, and they must remain in the prison until either the round is over or until rescued. You may rescue your teammates by entering the prison while alive and saying "prison break!". All captured players in that prison may return to their base and immediately come alive upon tagging it. The captured players are out of game until they tag their base while the player that caused the prison break is still alive and in play. The last team standing wins. May play multiple rounds with teams earning points for each round they survived.

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Capture the Flag

Class Ditch Militia

Objective: To capture the opponent's flag
Teams: 2+
Lives: Infinite
Respawn: 60 seconds
Refresh: Optional (see below)
Players: 2+ per team
Equipment: Flags for the teams
Credited To: Amtgard standard
Description:
Each Team is given a flag that is kept at their Base. Each Team should also have a Nirvana/Respawn Point which is separate from where their flag is stored.

The goal of the game is to retrieve an opposing Team's flag, and return it to their own Base. In order to score, the Team must have possession of their own flag.

Games are usually played for either a time duration, or until one Team earns a certain number of points. If the game is being played until one Team scores a certain number of points, it can sometimes be fun to give the "loosing" Team a Refresh when the "Winning" Team is one point away from winning the game.

Respawn counts should be adjust based on game size and type. In smaller (<10 players per Team) non-class games lower Respawn counts should be used, while larger (>30 players per Team) games should use longer counts.

Capture and Hold: A variation of Capture the Flag requires Teams to successfully hold both flags before they score a point. This count should always be longer than a Death Count (for example, 120 seconds for a 60 second Respawn count game).

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Capture the Flag - Hoarder Variant

Class Ditch Militia

Objective: Capture the flag, and the resources
Teams: 2+
Lives: Infinite
Respawn: 30 ditch/militia, 60 class
Refresh: No more than 1 per 2 points scored
Players: 8+
Equipment: 2 flags, about a dozen tennis balls/blocks/other similar sized things to represent resources, something for nirvana/start point, something to hold balls/blocks/ similar sized things to represent resources
Credited To: Dorcas
Description:
Runs as standard Capture the Flag, to score and end the round, both flags must be at your base. In addition, there are resources scattered throughout the field that each team can collect and placed in a team's hoard. Resources may be stolen out of a team's hoard.

The flag requires a free hand to carry, and may carry as many flags as desired. Resources do not require a free hand, multiple may be carried. If you willingly enter a state or die (willing or not) while carrying a game item(s), you must drop all of them. A team earns 3 points with a flag capture, and 1 point for each resource that is in their hoard.

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Caravan Battle

Class Ditch Militia

Objective: Move the Caravan as far as possible
Teams: 2+
Lives: Infinite
Respawn: 60 seconds
Refresh: None
Players: 3+ per team
Equipment: Heavy Object
Credited To: Amtgard standard
Description:
This game is played in timed rounds - typically 10-15 minutes long. Each Round is designated by a Team taking a turn Defending a Caravan against Attacking opposing Team(s). The goal is to get the Caravan as far as possible as fast as possible (that is, the winning Team is the Team that moves the Caravan the furthest, or who reached the Caravan's Destination the fastest if more than one Team reached the end).

The Caravan is physically represented by a Heavy Object (i.e. an object that requires two players to carry it with at least one empty hand at a walk), which can only be moved by Defending players.

It is easiest if the Defending players begin play at the Caravan's Origin, and the Attacking players begin play at the Caravan's Destination. Both sides should use these locations as their Respawn points.

Variations on this game exist where the Attacking Team(s) do not play full Class, but are restricted to either Ditch or Militia Rules, Monster Classes (i.e. Goblins), or 1st level Classes.

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Castle Defense

Class Ditch Militia

Objective: To defend the castle for as long as possible
Teams: 2+
Lives: Unlimited, Life Pool
Respawn: 60 seconds
Refresh: None
Players: 3+ per team
Equipment: Flag tape or real walls, build a castle
Credited To: Amtgard standard
Description:
A four-walled "castle" is required for this game. At its simplest, this can be a flag-tape construction, where walls are infinitely high, impassable, and block line of sight and line of effect (therefore an arrow fired through the "wall" would have no effect on a target hit on the other side, and players cannot be targeted by verbal spells through the "wall"). At its most complex, a real physical fort or castle would be ideal. Castle entrances should be at least 7-8ft wide for this game to be fair (more entrances can be added for additional difficulty).

Teams take turns playing "Attack" and "Defense".

The team currently Attacking has a Respawn point at least 200ft from the castle entrance. They have unlimited lives.

The team currently Defending has a Respawn point inside the castle. This works best if dead players are kept in a region of the castle that active players cannot enter. The Defending team has a cumulative Life Pool equal to twice the number of players on their team. Defending players may delay their return to the game if desired to return to the field in force.

The round ends when there are no Defenders left Alive within the Castle Walls (which is accomplished when the Defending team is shattered). The time is recorded, and is attributed to the Defending team.

The team with the longest time spent Defending wins.

Variations on this game can include splitting three teams, where each team takes turns Defending against two Attacking teams. Additionally, Attacking teams are sometimes asked to play Militia, or Ditch rules (or even as Monster Classes, such as Goblins and Orcs), while the Defending team plays full class.

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Chess

Ditch Militia

Objective: To kill the opposing King
Teams: 2
Lives: Infinite, 1
Respawn: 60 seconds where they died
Refresh: None
Players: 5+ per team
Equipment: White strip for Stoneskin
Credited To: Duke Sir Jabberwock, Iron Mountains
Description:
Divide players into two Teams. Teams then chose a "King". This player is armed with only two daggers, but is given a free Stoneskin enchantment. All other players can select any weapon and armour desired. One team wins when they have successfully shattered the opposing team's King.

Wounded players may heal by grounding their weapons for a 30 count.

The King of the Winning Team joins the Losing Team as a regular player, and both teams pick a new King. Repeat as necessary. The length of each round can be shortened or extended by giving the King more or less lives. A good suggested starting point would be four lives.

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Coin Hunt

Class Ditch Militia

Objective: Retrieve more coin/treasure tokens than the opposing team
Teams: 2+
Lives: unlimited
Respawn: 60 seconds
Refresh: None
Players: 3+ per team
Equipment: Bins at bases and bins or chests of tokens
Credited To: Ausric, Northern Empire
Description:
Two (or more) teams set up in an equidistant pattern around the edge of the field. Each team’s base has a bin or deposit point in front of it, and a bin or chest of treasure tokens should sit in the center of the field. The game works best with roughly two to three tokens available per player.

Players can grab treasure tokens from the center chest by carrying one in a free hand, and running it back to their deposit point or chest. Treasure can be retrieved from any opposing team’s deposit point as well.

The game ends after a predetermined time (suggested to be 20 minutes). The team with the most tokens in their chest at the end of the time limit wins.