
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.
|