Down the Hatch

~ Game inspired by the Vyk Games sponsored by Odin's Fist ~  

What would a festival be without ale?  The concept is simple:  Drink until you can't drink anymore.  Last one standing (even remotely) wins.

Rules:
  • Each match goes until only one participant is still standing.
  • Each match consists of two drinkers, from different guilds.
  • Participants initialize with 1d6.
  • Each round, the two drinkers drink a full mug of ale and roll 1d20 for effect.
  • There is a chance of passing out or getting sick on each round, with that chance growing increasingly higher as each round progresses.
  • You must win with an even number of drinks.  If your opponent passes out or gets sick, you must STILL take your final drink and finish the round.  If both drinkers are knocked out in one round, the match ends in a tie.
  • If either drinker makes it through Round 9, they gain extra VPs as listed below.
  • The queue keeper must be contacted to sign up and combatants will be called in the order in which they appear on the queue keeper's list.  This will allow random matchup, although requested matches can be performed as well, in accordance with the queue keeper's list.
  • A minimum of one proctor will be provided for the duration of this event on each night it is scheduled.  Additional proctors are welcome, if needed.
  • If a drinker is successful, he/she may continue with as many matches as they wish in the allotted time, until they are defeated. 
  • Round 1:  1 - Drinker gets sick / 20 - Drinker passes out.
  • Round 2:  1-2 - Drinker gets sick / 19-20 - Drinker passes out.
  • Round 3:  1-3 - Drinker gets sick / 18-20 - Drinker passes out.
  • Round 4:  1-4 - Drinker gets sick / 17-20 - Drinker passes out.
  • Round 5:  1-5 - Drinker gets sick / 16-20 - Drinker passes out.
  • Round 6:  1-6 - Drinker gets sick / 15-20 - Drinker passes out.
  • Round 7:  1-7 - Drinker gets sick / 14-20 - Drinker passes out.
  • Round 8:  1-8 - Drinker gets sick / 13-20 - Drinker passes out.
  • Round 9:  1-9 - Drinker gets sick / 12-20 - Drinker passes out.
VPs Awarding:
  • Victor gains 5 VPs.
  • Drinkers surviving the 9th round gain an additional 3 VPs for being an exceptional drinker.
  • Tied matches result in 3 VPs to each drinker.
  • Unsuccessful drinkers gain 2 VPs.
  • Proctor gains 3 VPs for each match.

 

Logs: Subject Line:   Down the Hatch: Victor [Victor's SN] Proctor [Proctor's SN]
Body of Mail:  Event:  Down the Hatch
<If tied> Tied Match: [List both drinkers' SNs/Guilds] 3 VPs each
Victor:  [Victor's SN and guild] 5 VPs
Other Drinker:  [SN and guild] 2 VPs
<If 9th round survival> Exceptional Drinker:  [SN/Guild] 3 VPs
Proctor:  [Proctor's SN and guild] 3 VPs
Date/Time:  [List date and time the event began]
Submit to: Beltane Records Cut and paste log.  Do not attach!

Arm Wrestling

Brute strength and determination are all that's needed here!  Try your skill, arm against arm, in an age old test of strength.

Rules:
  • Each match goes for three rounds or until one arm wrestler goes "over the top" and wins, whichever comes first.
  • Each match consists of two wrestlers, from different guilds.
  • Participants initialize with 1d6 (hint: going first is best here!).
  • In each round, the two wrestlers will roll 1d10 for effort.
  • A roll of 1-2 is no move, 0 points earned.
  • A roll of 3-6 is a half-move, 1 point earned.
  • A roll of 7-9 is almost down, 2 points earned.
  • A roll of 10 is "over the top" and an immediate win, regardless of initiative.
  • If no roll of 10 is achieved in all three rounds, highest score at the end of three rounds is the victor.
VPs Awarding:
  • Victor gains 5 VPs.
  • Tied matches result in 3 VPs to each wrestler.
  • Unsuccessful wrestlers gain 2 VPs.
  • Proctor gains 3 VPs for each match.
Logs: Subject Line:   Arm Wrestling: Victor [Victor's SN] Proctor [Proctor's SN]
Body of Mail:  Event:  Arm Wrestling
Victor:  [Victor's SN and guild] 10 VPs
Other Dancers:  [SN and guild] 
Proctor:  [Proctor's SN and guild] [1x dancer] VPs
Date/Time:  [List date and time the event began]
Submit to: Beltane Records Cut and paste log.  Do not attach!

Beltane Limbo

Rhythm and dexterity are paramount to survive the dance.  Surrounding the dance area are several men, playing in unison upon the doumbek.  The tune ranges from a baladi, with its slow and heavy beat, to a a more up-tempo maqsum, in hopes of tripping up those who think they can truly limbo.  The stick is lowered upon each full pass of the participants, until all but one fail to reach the limits.

Rules:
  • There must be from four to ten participants to limbo.
  • Participants initialize with 1d100 to determine dancing order.
  • Each participant rolls 1d20 to navigate beneath the limbo bar.
  • The pole is lowered by three inches after each complete round.
  • With each round, the chance of success grows increasingly harder.
  • Round One: 2+ denotes success.
  • Round Two:  4+ denotes success.
  • Round Three:  6+ denotes success.
  • Round Four:  8+ denotes success.
  • Round Five:  10+ denotes success.
  • Round Six:  12+ denotes success.
  • Round Seven:  14+ denotes success.
  • Round Eight:  16+ denotes success.
  • Round Nine:  18+ denotes success.
  • Round Ten:  20 denotes success.
  • A minimum of one proctor will be provided for the duration of this event on each night it is scheduled.  Additional proctors are welcome, if needed.
VPs Awarding:
  • Victor gains 10 VPs.
  • All other dancers gain 3 VPs.
  • Proctor gains 1 VPs for each dancer (minimum of 4).

 

Logs: Subject Line:   Limbo: Victor [Victor's SN] Proctor [Proctor's SN]
Body of Mail:  Event:  Limbo
Victor:  [Victor's SN and guild] 10 VPs
Other Dancers:  [SN and guild] 
Proctor:  [Proctor's SN and guild] [1x dancer] VPs
Date/Time:  [List date and time the event began]
Submit to: Beltane Records Cut and paste log.  Do not attach!

Corner the Rat

Spinning wheel with eight colored wedges on it, with a hole in the "point" of each wedge.  Bets of one silver coin are placed and the wheel is spun.  Each color is assigned a number (1-8).  The spinner rolls 1d8 to determine which hole the rat runs into.  Spinner pays 2 to 1 odds.

Rules:
  • This game pays 2 to 1 odds, with a maximum bet of 5 gold.
  • "Gameboard" is a spinning wheel with eight colored wedges on it.  Each wedge has a hole in the "point" of it, for the rat to make its escape.
  • Each color is assigned a number:  1 - Blue, 2 - Yellow, 3 - Green, 4 - Orange, 5 - Brown, 6 - Red, 7 - Purple, 8 - White.
  • Spinner rolls 1d8 to determine which hole the rat runs into.
  • NOTE:  This is strictly for ((RP)) enjoyment, and will be run in the merchant tents as staff is available.
VPs Awarding:

There are no VPs associated with this game.  This is strictly for enjoyment.

 


Drench a Wench and Soak a Bloke!

Ever want to get even with that certain someone?  It doesn't have to be a woman.  We'll put men on the chair as well!  

Rules:
  • Each "toss" is made by rolling 1d20.
  • A roll of 15-19 is a tip on the trigger, close but not quite enough to dunk.
  • A roll of 20 puts her (or him) in the drink.
  • NOTE:  This is strictly for ((RP)) enjoyment, and will be run in the merchant tents as staff is available.
VPs Awarding:

There are no VPs associated with this game. This is strictly for enjoyment.