Blood of Heroes Rules

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Here are the Rules of the List for the Game known as "Blood of Heroes" as played on the rapier field in the Kingdom of Caid. If you have suggestions for or questions about rules or guidelines, please direct them to the Recordskeeper: Don Lot Ramirez here.

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Tourney Format

This melee tourney will be fought as "king of the hill"/”winner stays on” format. The winning team becomes The League and holds the field the next game. In the result of a tie, the win goes to the League. Games are played to three "Points". The winner of the tourney is the team who wins the most games.

Points

"Points" are played to a time limit of "100 Stones" (3 minutes) or until one team scores. Scoring is achieved by placing the 'Dog Skull' on the opposing team's "Goal", or “Stake”. The Dog Skull must stay on the stake after the jugger removes his hand from the Dog Skull.

Teams

Each team is comprised of 5 juggers on the playing field. Each team is allowed to have up to 2 alternates. There can only be 2 White Scarves per team, with only one White Scarf from that team on the field at any time. Each jugger is assigned to a different position distinguished by allowed weapon configuration and starting point on the field:

  • The Qwik- Single Dagger Only - is in many ways the most important position on the field. This is the only jugger who is allowed to touch the Dog Skull and hence able to score. The Qwik starts each point of the game inside the Circle, facing the opposing Qwik.
  • The Drive and Backdrive - Sword and Baton - are the linebackers of the team. Each is used either offensively or defensively as the tactics dictate. These line up behind and at least 15' from the edge of the circle on either side.
  • The Slash - Sword and Dagger - is the main offensive force of the team. This jugger is positioned between the Drive and Backdrive directly behind the Qwik, about 15' from the edge of the 'Circle'.
  • The Chain - Sword and Cloak - is tasked with both defense of the goal and defense of the Qwik. Some teams will emphasize one role over the other. The Chain may begin each point anywhere within 9' of the goal.

The "Circle"

Each point in the game starts with the opposing Qwiks facing off inside the Circle with the Dog Skull on the ground between them. The Qwiks should be at least 6 feet apart, but at most still within the Circle. When the 'lay on' is called, the opposing teams engage each other. The Circle, however, cannot be crossed until it has been declared 'broken' by the Marshals.

The Circle is broken only if the Dog Skull leaves it. This means that both Qwiks can theoretically spend the entire point fighting inside the Circle if they wish. Violating the Circle is a serious penalty and will cause the opposing team to win the point. If a Qwik leaves the Circle (both feet outside) then the marshals will call “Jugger Down” on that Qwik. That Qwik will need to return to the Circle after a 5 count, if the Circle has not been broken by the time the Qwik rises again.

Maimin' and Killin'

Blows work the same as in a resurrection battle, except for a “killing blow” does not kill an opponent, but merely incapacitates them for a brief period of time. Upon receiving a "killing blow" a jugger must fall to the ground and count slowly from “1onethousand” to “5onethousand”, after which (if they are not pinned) they may rise and resume fighting. A jugger rising from the count must verbalize “up” before they may either resume fighting or be struck by an opposing jugger.

A jugger may commit "voluntary suicide" to recover lost limbs at any time, by falling to the ground and making a 5-count, as if they had received a killing blow. Note that they may be pinned during this time. Any jugger that touches the List Ropes will receive a Jugger Down penalty, and may be pinned.

When a jugger rises again any lost limbs, arms or legs, are restored.

If the Qwik loses the arm holding the Dog Skull, or is killed, then the Dog Skull must be immediately dropped to the ground without any directional or conscious influence to where the Dog Skull will wind up.

Pinning

A felled opponent can be prevented by rising from the ground, even after the 5-count has been performed, by the process of pinning. To pin, one must place their weapon tip on the body of the pinned fighter and inform them forcefully and repeatedly at regular intervals that they are pinned. ("Mi'lord/Mi'lady, you are pinned." every few seconds or so.) A discernable amount of pressure should be applied with the pinning weapon, as well, the pinning jugger must maintain eye contact.

A fighter can only pin one person at a time. (Effectively, since pinning simulates grappling and holding the person down, it is impossible to try to keep two or more fighters pinned at the same time by rapidly switching off between them.) Illegal or unscrupulous pinning attempts will be penalized, as per the marshal's discretion.

Juggers may continue their 5 count during pinning. If the pin is removed before the 5 count has ended, the jugger must continue the 5 count.

When the pinning jugger enters into engagement with any other jugger on the field, by defending himself, or attacking another jugger, the pin ends, and the pinned jugger becomes unpinned. If the pinning jugger attempts to continue the pin while being attacked, then he has no defense against being wounded or killed. If the pinning hand or arm is taken, or the pinning jugger is killed, the pin ends. If the attacking jugger safely can place their blade on top of the pinning blade, then the pin is considered broken. Slapping the pinning blade is not allowed, and will result in a jugger down for the jugger doing so.

Running

Juggers may not run. While moving, one foot must remain on the ground and the head must not be in front of the body. Juggers must maintain control of their speed and direction at all times. Running, as deemed by the marshals, will be penalized with a jugger down penalty.

Engagement

Engagement remains the same as the melee field with 180° attacking and NO Death From Behind. However, due to the fluid nature of the game, where you often have a fighter actively evading another fighter of whom they are fully aware, engagement can become quite difficult to discern. Thus a fighter is assumed to be engaged with any other fighter of which he is, or reasonably should be, aware. Primarily, this applies to a Qwik making a dash for the goal. Each team should take extra care that their Qwik is a person who can put the fun of the game ahead of personal glory. Contrarily, it is the duty of every fighter to keep the safety of every other fighter foremost when deciding whether to throw the shot. While this game can push the envelope of intensity it should never be pushed so far as to become unchivalrous or vicious.

Penalties

There are 4 types of penalties that marshals can (and will) enforce during game play-

  • Jugger Down - the jugger must fall to the ground and start a 5 count as if he received a killing blow. He may be pinned during this time.
  • Point - The point is awarded to the other team; play starts again with the next point in the game.
  • Game - The game is awarded to the other team, they become the League and new opponents take the field.
  • Removal of Jugger - A jugger may be removed, at the Marshall's discretion, for the Point, the Game, or the Tourney.

Jugger Substitutions

An alternate jugger may be brought in to substitute for any position on the field. If the alternate jugger is a White Scarf, then there can be no other White Scarf still playing on the field for that team. An alternate jugger can be brought in between points or between games. The substitution must occur within a reasonable amount of time, to prevent delays to the game. The juggers may call out to the alternates on the sidelines, ahead of time, to prepare themselves to be brought in.

Surrendering the Field

A jugger team may surrender the field, either before taking the field, in the middle of a game, or after winning a game. If a team is not ready to take the field, then they can surrender their place in line, without any other penalties than dropping to the bottom of the list. The next team in line will be given one minute to get ready & take the field. If a jugger team is unable to continue, due to exhaustion, armor failure, inability to field 5 juggers, or any other reason, then they can surrender the field. If they do this in the middle of a game, then they forfeit the game. If the winner of a game decides that they are unable to continue with a new game, then they can surrender the field, without any other penalties than dropping to the bottom of the list.

There are no other rest breaks. The league team must be willing and able to continue each game against all comers.

If a team can not field 5 juggers, then that team must forfeit the game.

Field Setup

The BoH field should be at least 48 by 60, or ideally 60 by 80 feet in size. It is normally a rectangle, but can be in the form of an elongated octagon.