[Ealdormere] 2nd Annual Boat Battles at Ragnarok (longish)
- Just passing on the rules for the 2nd Annual Boat Battle at Ragnarok
MKA - Kelly Wyatt kgarlow@...
SCA -Bantiarna Cainder ingen hui Chatharnaig
Seeblatt Herald, Kingdom of Ealdormere
Justus, Fortis, Patiens - Per chevron argent and sable, two sprigs of witch
hazel and a snowy owl counterchanged.
>From: Brian & Danute Dorion <bdorion10@...>
>Subject: [Ealdormere] 2nd Annual Boat Battles at Ragnarok (longish)
>Date: Mon, 07 May 2007 21:09:03 -0400
>Greetings to all,
>Last year we had a series of boat battles in which everyone, combatant
>and non-combatant, adult and child could play together. After trying a
>number of things and listening to suggestions we are pleased to announce
>that once again there will be boat battles at Ragnarok. The following is
>the set of rules we will be using. Last year we had six boats. Hopefully
>this year we will have more. There will be a bigger space alotted to the
>sea surface. Battles will take place in the later part of Saturday
>Any questions feel free to contact me at: bdorion10@...
>Hope to see you all out there!
>BOAT BATTLE RULES
>The team must consist of at least six persons, one of which will
>function as your harbor master. One of your boat crew may be the
>�cannon� and the rules about Cannons follow. It is strongly encouraged
>for teams to have some sort of uniform/baldric.
>Every team will have a home port, manned by their harbor master. The
>port must be marked with a banner signifying the team. The harbor master
>will keep count of captured ships and the ransoms. They may also glean
>any �in play� cannonballs for their team. At the end of each round
>Captains of captured ships must negotiate with the harbor master for the
>release of their ships for next round.
>The ship must be a rigid frame that can comfortably encompass and be
>carried by the crew. It must have a pennant with its name on it attached
>to the rear. The ships are carried across the sea and are laid down when
>in combat with other ships.
>Swords are the allowed weapons and must be soft boffer in nature, to be
>examined for safety before the onset of the battles. They must be okayed
>as there are no armor requirements. Suggestions include pool noodles
>attached to a short shaft. Cannonballs must be soft nerf-like balls.
>Water balloons are okay, depending on weather but will be harder to
>glean and reuse. If you are using cannon you must mark the crew member
>that is your cannon. They are invulnerable to attack and may not wield a
>weapon other than cannonballs in return.
>*RULES OF ENGAGEMENT:*
>At the signal all ships will launch. A ship may attack any other and
>ship and any ship may be attacked by more than one ship. Ships are
>considered engaged when they are within two feet of each other. The ship
>must be laid on the ground before combat can commence. Sword strikes
>must be to the upper torso as combatants are assumed to be fighting at a
>rail. Combatants may chose to swing over to the engaged ship by jumping
>into the other ship. However, if they leave their ship their entire body
>becomes open to attack. Cannons may aim at the legs of the opposing ship
>in an effort to scuttle the hull. Once a crew member is killed, they
>must leave the ship and retreat to the shoreline. If the cannon ball
>makes a hole that crew member must go to their knees and stop fighting,
>reflecting a hole in the ship. Scuttling a ship should be viewed only as
>a strategic move since a scuttled ship cannot be towed to shore.
>Ships are considered captured when the crew is dead, or scuttled when
>they receive two holes in the hull. Members of the victorious crew must
>pilot the captured ship to their harbor in order to receive the point
>and ransom. However, they must wait for their own ship to come and fetch
>them before going to sea again.
>A captured or scuttled ship is out of play for the round.
>Since cannons are invulnerable, they do not die if a ship is scuttled.
>They can be removed to the victorious ship by being physically moved
>from ship to ship.
>Cannon balls are considered out of play if they are laying on the sea.
>If they roll to shore they may be gleaned by any harbor. Gleaned balls
>may be returned to the round on the ship belonging to that harbor when
>it returns to port.
>Ships in dire straights may attempt to flee for their home port. If they
>make it safely they are considered safe and crews may resurrect back to
>the ship. Any cannonballs at the harbor can be launched by the harbor
>master at the pursuing ship.
>The round is ended when only a single ship remains able to sail the sea.
>Once that is achieved captured ships may be ransomed from the harbors
>that are holding them. Any cannons removed from scuttled ships may also
>be ransomed. Cannonballs on the sea are gleaned back by their original
>crews and the game is reset for the next round.
>At the end of all the rounds the numbers are added for each harbor. The
>winner is the crew with the most captures. In case of a tie there will
>be a final combat between those two ships.
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