Martial Activities

Schedule Subject to Change, based on will of the Crowns, needs of the event staff, and safety and sight limitations.

No combatant will be allowed to sign in or fight on the lists without showing their site token.

Minors must have a parent or guardian with them at the thrown weapons range.
BSX Fight 

FRIDAY NIGHT :

  Heavy Rapier Archery Thrown Weapons

6:00pm

Field open for pickups (bring your own marshal)

Field open for pickups (bring your own marshal). Authorizations by appt.

   

8:00pm (Dusk)

Torchlight Tournament at the Barrier

Field closes

 

 

 

SATURDAY:

  Heavy Rapier Archery Thrown Weapons

9:00am

Inspections begin
Field is open for pickups

Inspections and authorizations

 

Inspections & open shoot

 

Range setup

9:30am

Authorizations available - Siege marshal on site

 

10:00am

Novice Tourney 

 

 

Novelty Shoot -
"The Raven's Flight" 

Range Open

10:30am

Cancer Benefit Tournament  

 

 

11:00am

Swiss 5 Tourney 

 

11:30am

12:00pm

Battles - The Kingdom of Northshield vs. The Kingdom of the Middle

 

 

 

 

 

Lunch break

 

Lunch break

 

Lunch break

12:30pm

TW MIT class

1:00pm

Gerard Style Warlord Tournament 

 

Kids' shoot/open shoot

 

Range open

1:30pm

2:00pm

Desco's Bucket Game 

 

Society Seasonal Archery Challenge (SSAC)

 

2:30pm

3:00pm

Pickups and ad-hoc scenarios (TBD)

 

Counted Kills Melee 

 

Novelty Shoot (TBD)

 

Tournament

3:30pm

4:00pm

   

Range closes 

Range closes

 

Heavy

Border Skirmish Heavy Battle Scenarios, a battle told in chapters.

Inspired by the tale of Kinmont Willie - Created by Captain Duncan the Monster. Point Totals: 5 possible.

Chapter One: The Truce is broken.
Open Field Battle
Resurrections: None
Combat Archery: None
Points Possible: None - Sets first battle condition
Victory Conditions: Last Man Standing
Scenario Description: Two small units (Made up of the respective Crowns and a 4 fighter Honor Guard) encounter each other and fight. The Victor secures the Crown and Honor Guard from the Defeated group and takes them prisoner. The Victors will become Defenders in Jail Break!!, the Defeated shall become Attackers.

Chapter Two: Jail Break!!
Fort Battle
Resurrections: None for Defenders, Unlimited for Attackers
Combat Archery: Defenders Only, Attackers have a 7.5 foot length limit on weapons
Points Possible: 1
Victory Conditions: Attackers must kill all Defenders (Excepting CA, who will be ‘out of play’ from inside the Fort), for a time score. All Holds will be General and stop the clock. ADDITIONAL NOTE: The Captured Crown and Honor Guard (fully equipped, but considered captive) will be held in the Holding Cell and the Marshals will draw a time mark from a hat at random before the battle. At this time mark, known only to the Marshals, the captured Crown and Honor Guard will ‘escape’ and be free to fight for their freedom. Should they be defeated, they may then resurrect as a normal fighter would.
Scenario Description: The Victors retire to a tower, with a small garrison and secure their prisoner. A Watch (Combat Archers, made up of ALL Combat Archers present regardless of Kingdom) is set on the wall. The Attackers advance from their resurrection line on the South, and since they are moving quickly, they have left their long weapons behind. They seek to breach the Tower and recover their King. Once they advance North of the corner, Combat Archers may not fire into them, as they are in defilade. Bales are considered full walls, and may not be fought/fired over to include corners.

Chapter Three: Hot Pursuit
Bridge Battle
Resurrections: Limited
Combat Archery: (depends on location/safety)
Points Possible: 1
Victory Conditions: varies by side
limited REZ Bridge Battle, Point Value 1 (NOTE: Each side will have differing Victory Conditions!) Both sides will have limited (2 each) REZs for a total of three defeats per fighter.
Victory Conditions: The Pursers goal is to break thru the bridge and reach the other side IE cause a blowout. The Pursued goal is to hold the bridge, and prevent the Pursers from reaching the other side IE prevent a breakout. Falling/being forced off the bridge is a defeat, and other than incidental contact or standing on the bridge edge results in defeat. All Holds will be general.

Scenario Description: The Attackers, fresh from raiding the Tower are seeking to escape Pursuit by the Defenders. They know that a large force pursues them, and at a small bridge (20x10) spanning a chasm they prepare to delay pursuit. Each side starts from an equal distance from the foot of the bridge. At Lay-on the Pursued (Attackers from Jail Break!!) will be given a short span of time (5 mins or less) to advance to the bridge and set their line wherever they wish...as long as they are all at least one meter onto the bridge, from the direction of Pursuit. As the Pursued (Attackers) have had time to collect their left behind gear, the weapon length limit is lifted (IE, Spears are back in play for both sides).
CA Note: If CA/Siege is allowable on site to fire in both directions this year, it may be used. Archers can mount bridge and have REZs the same as any other combatant; however Siege may not mount the bridge, nor may it REZ if destroyed, although Crew may. If CA/Siege is NOT allowable to fire in both directions on site (due to safety concerns) it will not be used this battle.

Chapter Four: The Battle on the Moss.
Resurrections: No
Combat Archery: Again, depends of safety buffer
Points Possible: 1 each (total of 2 possible)
Victory Conditions: Last Man

Non REZ Field battle, run twice, worth one (1) point each time, for a total of two (2) points. Special conditions: Each side will be split in two units. Victory Conditions: Last Man Standing. (Marshal Note: Regardless of outcome, the side that was Attackers in Jail Break!! will be considered to have captured the original Defenders Crown and Honor Guard, thereby setting up Rough Negotiations.)

Scenario Description: After the delay of the bridge battle, each side has had time to collect their main forces. Prior to the beginning of the battle, each Commander shall set aside ~ 1/3 of their forces as a Ready Reserve command by a designated person. This reserve can be committed at any time by that person; however it MUST be committed as a unit not piecemeal.
Chapter Five: Rough Negotiations.
Resurrections: None for Defenders, Unlimited for Attackers
Combat Archery: Defenders Only, Attackers have a 7.5 foot length limit on weapons
Points Possible: 1
Victory Conditions: Attackers must kill all Defenders (Excepting CA, who will be ‘out of play’ from inside the Fort), for a time score. All Holds will be General and stop the clock. ADDITIONAL NOTE: The Captured Crown and Honor Guard (fully equipped, but considered captive) will be held in the Holding Cell and the Marshals will draw a time mark from a hat at random before the battle. At this time mark, known only to the Marshals, the captured Crown and Honor Guard will ‘escape’ and be free to fight for their freedom. Should they be defeated, they may then resurrect as a normal fighter would.
Scenario Description: Although battered by both the actions in Jail Break!!, Hot Pursuit, and the Battle on the Moss , the original Attackers in Jail Break!! now retire to a Tower with the opposing Crown and Honor Guard as a captives from the Battle on the Moss and become Defenders. A Watch (CA, made up of ALL CA present regardless of Kingdom) is set on the wall. The Attackers (Defenders from Jail Break!!) advance from their REZ line on the South, and since they are moving quickly for the Moss, they have left their long weapons behind. They seek to breach the Tower and recover their King. Once they advance North of the corner, CA may not fire into them, as they are in defilade. Bales are considered full walls, and may not be fought/fired over to include corners.

 

Rapier

Novice Tourney

Open to any fencer who has not previously won a tournament. Format TBD based on attendance.

Swiss 5 Tourney

Fencers will compete in 5 rounds of combat in which they must use each of the weapon sets in which they are authorized. Parings for each round will be made randomly. Weapons forms between combatants do not need to be matched. If you are not authorized in a form you may substitute single rapier.
- Single Rapier (may substitute two handed sword)
- Rapier and ‘Shield’ (any shield shaped parry device)
- Rapier and other parry device (any non-shield shaped parry device)
- Rapier and Dagger
- Case of Rapier
Wins will be counted and those with the most wins will proceed into a series of single elimination finals in which the form that they must use is determined randomly.

Gerard Style Warlord Tournament

Each round the potential warlords must defeat their opponents to have them join their team for the next round. This will continue until all fencers have been joined to one warlord’s team.

Desco's Bucket Game

Time limited resurrection battle in which two teams will attempt to deliver cards to the opposing bucket of the correct color (diamonds and hearts to red, spades and clubs to black). Cards will be randomly drawn from a deck that will be available at each team’s resurrection point. Each team may only ever have one card in the field of play at a time. Cards must be carried in an open hand (card carrier may fight single with their other hand). Cards may not be passed. If a card carrier is killed while holding a card the card is dead, a new one may be drawn from the team’s resurrection point. At the end of time the team that has delivered the most cards to the correctly color bucket will be the winner.

DescoBucketGame

Counted Kills Melee

This is also a time limited resurrection battle, however this time dying matters. The position of three flags will be fought over. When time expires (signaled by a hold being called by the martials) each team will receive 10 points per flag that they control.

During the fight after a fencer is killed they may go to EITHER of the two rez zones. When entering the rez zone a marshal will keep a tally of fencers based on their team. Each time a fencer is killed the team that killed them will earn a point. At time intervals that are up to the marshal in the rez zone’s discretion it will be declared that all of the fencers in that zone on a given team have been resurrected and may leave the rez zone to rejoin the battle. Marshals are encouraged to do this in an alternating order between the two teams, they are also encouraged to minimize the time that fighters spend waiting in the rez zone.

The winning team is the team that has the most points based on a combination of kills and flag possession.

CountedKillsMelee