Easygard Mobile Amtgard

Menu Search

Phoenix Ball

Class

Objective: Each team must work to secure the ball and place it into a goal basket on the opposing side of the field. The team with the most points at the end of the game is declared the winner.
Teams: 2
Lives: Unlimited
Respawn: 45s death-count that begins immediately on death
Refresh: At half time
Players: 6
Equipment: See full rules
Credited To: Tyler Salvador
Description:
Phoenix Ball is a living and evolving game for competitive, class Amtgard. It's rules are maintained by the Phoenix League Team and are updated yearly. Visit www.phoenixleague.net or Amtgard: Phoenix League on Facebook to download the full rules PDF and join the growing community!

Easygard Mobile Amtgard

Menu Search

Plant the Flag

Class

Objective: Offensive Team wins by planting a flag on a flag stand. Defensive team wins by killing the flag carrier and complete a 30 second count to destroy the flag.
Teams: 2
Lives: Unlimited
Respawn: Instant at base or 2/3 man forever with large player counts
Refresh: After a point is scored
Players: 3+
Equipment: Any melee
Credited To: Siar Geata (park)
Description:
Setup:
The Offensive team starts with the flag at their base, and the Defensive team starts at their base. 1/3 the distance from the defender's base to the attacker's base is the flag stand object (which should not be moved during game play).
Game Rules:
The flag is a game object and can not be destroyed by magic or weapons. If the Offensive team manages to touch any part of the flag to the flag stand object the Offensive team Wins. Only living members of the Offensive team may move the flag. If the member of the offensive team who currently holds the flag dies, they must drop the flag where they died. Members of the Defensive team may touch the flag to initiate a 30 second verbal count. If the defender completes the count without loosing contact with the flag, the flag is destroyed and the Defensive team wins. If the defender who is counting looses contact with the flag (by loosing the limb that was touching it, dying, going insubstantial, or stepping away) the count resents.
Balancing:
There are two ways of balancing this game. The team who wins looses the player who carried our the game winning action (ie the one who planted the flag or completed the destruction count). Alternatly the teams can stay the same and the flag stand can move 3 feet away from the winning team's base after every point.

Easygard Mobile Amtgard

Menu Search

Protect the Reliquary

Class Ditch Militia

Objective: To Defend or Attack the Reliquary
Teams: 2+
Lives: Infinite
Respawn: 60 seconds
Refresh: None
Players: 3+ per team
Equipment: Flagging tape, a heavy object for the Reliquary
Credited To: Celestial Codex
Description:
Reliquary, noun, a container for holy relics.

One Team begins play 20ft outside of a region designated as a Holy Ground (typically defined by flagging tape), where their Respawn Point is (the Defenders). The other Team(s) begins play at least 200ft away from the edge of the Holy Ground where their Respawn Point is (the Attackers).

A Reliquary is placed inside the Holy Ground. The Reliquary acts as both a Base and a Game Object for game purposes (i.e. cannot be removed from play), and is a Heavy Object (i.e. must be carried by two players with at least one empty hand each at a walk).

The game is played in 10-15 minute Rounds (as desired), where the Attackers are seeking to move the Reliquary as far away from the Holy Ground as possible, and the Defenders are trying to stop them. Each Round is defined as a single Team taking a turn Defending the Reliquary against the opposing Team(s).

A Round is completed when time is up, or when the Attackers move the Reliquary 100ft away from the Holy Ground. Once all Teams have taken a turn Defending, the Team that kept the Reliquary in the Holy Ground the longest, or who let it move away from Holy Ground the least wins.

Holy Ground is defined in either the Dor un Avathar, or Beyond Battlegames. If those resources are not availabe, take Holy Ground to be a region where Undead (i.e. players bearing the Undead Minion, Greater Undead Minion, or Vampirism enchantment) cannot enter, and all eligible Spirit Magic is automatically affected by the Swift metamagic.

Alternatively, the Holy Ground could be replaced with Unholy Ground, where players bearing the Pheonix Tears enchantment cannot enter, and all Death Magic is automatically affected by the Swift metamagic.