Difference between revisions of "Tournament of Armies I"

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[[Category:Events]]
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[[Image:ToA 2010.JPG|300px|right|Hand-out for ToA AS 45]]
 
=Event Overview=
 
=Event Overview=
  
Who will win the right to be called Warlord of Lions Gate?
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Who will win the right to be called Warlord of [[Lions Gate]] ?
  
 
The Barony of Lions Gate invites all disciplines - Heavy, Rapier, Archery, Arts and Science, Heraldry Bardic and service, to A TOURNAMENT OF ARMIES, from July 30th through August 2nd.
 
The Barony of Lions Gate invites all disciplines - Heavy, Rapier, Archery, Arts and Science, Heraldry Bardic and service, to A TOURNAMENT OF ARMIES, from July 30th through August 2nd.
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=Rules of Engagement=
 
=Rules of Engagement=
First – there is only room for 16 Warlords, so register early. The only limitation to registering your army is that the Warlord must be an Armoured Combatant.
 
Next, as a prospective Warlord understand that you need a well rounded army to be successful, even more this year than last! All the disciplines can earn points and “Boons” that are important when it comes to advantages and challenging your opponents.
 
There are two kinds of points – the initial points everyone starts with and use to field their army, and the points earned by the armies that can later be used to their advantage.
 
A good way to understand building armies is to think about fielding points, not people. As Warlord you field 10 points in Heavy, 4 in Rapier, etc. So that means you can switch things up from scenario to scenario.
 
  
 
==Armoured==
 
==Armoured==
  
As a Warlord or member of a Warband you will start as a small unit built on 10 points.
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==Target Archery==
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==Rapier==
  
*Knights cost 2 points
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==Arts and Sciences==
*All others cost 1 point
 
  
Fighting will be all day Saturday with the teams gradually fighting through a snowball tournament to form four large groups be the end of day on Saturday. Sunday starts early and will be the day our Warlord is decided.
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==Service==
There will be both Points Rounds and Challenge Rounds.
 
  
Points rounds are where Warlord earn points to be used for advantages in battle and for control of Challenges. Challenge rounds are where units merge and the armies grow.
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All attendee's may participate in collecting points for their Warlord by providing Service at
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Tournament of Armies. See the Event Steward, Gate Steward, Lead Waterbearer, and MIC to get
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involved. Below are the points you will generate. At the end of your "shift" see the coordinator in that area for a voucher to turn in at lists.
  
To give you a taste – here is the first Scenario:
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Service/Points Per Hour:
The first scenario will be a free-for-all Skirmish we call Counting Coup. Every unit will be on the field, scattered out of sight from each other on our massive wooded Warfield. Each fighter will have an armband. This scenario will be worth 10 points to the last unit standing. Each unit will also earn a point for every armband they acquire and bring back to lists.
 
  
==Target Archery==
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*Gate (X 1.5 for night shift): 10
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*Watch (X 1.5 for night shift): 10
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*Marshal, Water Bearing and other: 5
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=Spending Points=
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First, any decision to spend any points earned is up to your Warlord. They may feel that they would
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sooner add another Don to the rapier scenarios or another Knight to the heavy scenarios. A warlord
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may grant permission to the captain of an archery or rapier company to spend points earned on the
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range or rapier field to be spent on the range or rapier field. Getting permission ahead of time is very important as your warlord may be in midst of battle when your need arises and unable to respond in a timely fashion. That permission should be in a form acceptable to the Lists whether it be verbal or in writing (a letter of marque or a warrant of some sort, perhaps).
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In Target Archery, the main thing you will spend points on is adding additional archers to army. For
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example, perhaps your team has three Geese on it. Since, each Goose is worth 2 points on the field and you can only field 4 points, one of your Geese will have to sit out and watch each time. However, if your team picked up 20 points or more, in the counting coup scenario, you could use those 20 points to add your other Goose onto the team and have all three Geese shooting.
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Second, all points are actually pooled together into one account for each Warlord. Points earned on the archery range could be used on the rapier field and vice versa. If your team only picked up 10 points in the counting coup scenario, you could still buy a Goose using points earned during the A&S competition or the rapier and heavy points rounds provided your Warlord approved it.
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Warlords, if you are granting written permission to your captains of your Rapier and Archery teams,
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you might want to place limitations on how many points each is allowed to access without clearing it
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through yourself. You may want to limit it to points earned by the team or set up accounts with lists that has percentage of the overall points going to a captain.
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Once you have permission to spend the points, you notify Lists that you want to spend. Because of its location, the archery range marshal will act as Archery Lists coordinating with the main lists. The Goose or Regeneration or whatever you bought would now be available.
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HINT: Since the Goose or Don or other bodies would be added to the team and then is available from
 +
that point forward, you would want to buy them onto the team as early as possible.
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==Point Store==
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As well as using the current point standing to determine the pecking order in the Challenge Rounds,
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Warlords may spend their points to enhance their Army. Spending points means your place in the
 +
pecking order could change. Only Warlords can spend points, or those they have authorised.
  
Archer forces will be built on 4 points.
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*1 Regeneration 5 points
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*Add Champion 20 Points
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*1 RBG shot 5 points
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*Add Knight 30 Points
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*Change Scenario 20 points
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*Single Combat Challenge 100 Points  (Single Combat only during Challenge (Merge) Rounds)
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*Refuse Single Combat Challenge 100
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*Change Starting Point 15 points
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*Change Opponent Start Point 20 points Points
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*Add a Body Initial cost x10 points
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*Add Warrior 10 points
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*Add White Scarf/Bracer 20 Points
  
*Grey Goose Shaft cost 2 points
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Points can only be spent at Lists EXCEPT changing Starting Points, which may be done on the field before the battle starts.
*All others cost 1 point
 
  
You will have individual shoots as well as team shoots. Our Archery MIC has many fun and challenging shoots in mind.
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=Scenarios=
  
Archers will earn Boon's for their Warlords.  These Boons will have a direct effect on your Warlord while they are in battle.
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==Armoured==
  
==Rapier==
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===Day One===
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*'''Round 1 – Points Round -  Counting Coup'''
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One point per armband brought back to Lists so 143 points max.  Once a fighter  reports to Lists (with or without armbands) they  may not re-enter fray.  Dead fighters do not report - any armbands on a dead fighter may be taken.  Fighters left on the field after 30 minutes are dead and not counted.
  
Rapier forces will be built on 4 points.
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10 points for last unit standing. 30 minute time limit. A 15 minute warning will be given.
  
*White Scarves cost 2 points
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*'''Round 2 – Points Round  - Capture the Flag'''
*All others cost 1 point
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Each Warlord will be wearing a flag.  Bringing a flag back to lists is worth 10 points.  Bonus of 1 point per man left alive in unit. Once a warlord  reports  they  may not re-enter fray. 30 minute time limit.  A  15 minute warning will be given.
  
Be prepared to battle all over the site and bring back victories to your Warlord.
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*'''Round 3  –  Challenge Round  (Armies Merge)'''
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No Points.  Challenges predicated on highest points – high points challenge down.  Winner of challenge becomes Warlord of both.  Challenge Scenarios listed below.
  
Rapier fighters will earn Boon's for their Warlords.  These Boons will have a direct effect on your Warlord while they are in battle.
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16 Armies = 8 battles.  Result – 8 Armies.  Each battle's winner will get the defeated Warlord’s forces and remaining points.
  
Rapier combatants will snowball into larger armies then be broken down into smaller units again. Rapier will also start with the Counting Coup scenario as described in the Armoured section.
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*'''Round 4 – Points Round – Scenarios'''
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Win scenario for 25 points + 1 point for every warrior left standing.
  
==Arts and Sciences==
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Low points challenge up.  8 armies = 4 battles.  No time limits.
  
'''Competition 1'''
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*'''Round 5  –  Challenge Round  (Armies Merge)'''
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No Points.  Challenges predicated on highest points – high points challenge down.  Winner of challenge becomes Warlord of both.  Challenge Scenarios listed below.
  
To be completed in 2 of three forms:
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8 Armies = 4 battles. Result – 4 Armies.  Each battle's winner will get the defeated Warlord’s forces and remaining points.
  
The Warlords team of Devisors will be asked to prepare two projects.  One from each of the three categories listed below.  
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The MIC Reserves the right to increase the number of scenarios and rounds on Day One, time dependant.
  
Research: This would be an academic paper proving the knowledge of the Devisor / Devisors.
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There will be a meeting with all 16 original Warlords immediately after the final scenario at the Lists table. See Schedule.
  
Static:  This would be a constructed item/s that shows the skill and mastery of a Devisor / Devisors.  Minimum of One page documentation required.
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===Day Two===
  
Dynamic:  This would be a display of ability by the Devisor / DevisorsIt can include the static display and or a demonstration of what is in the research paperMinimum of One page documentation required.
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*'''Round 6 – Points Round – Scenarios'''
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Win scenario for 50 points + 1 point for every combatant left standing.
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Low points challenge up4 armies = 2 battlesNo time limits.  
  
Inspiration for this A&S competition:
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*'''Round 7 – Challenge Round  (Armies Merge)'''
Medicine, Cartography, Swords to Ploughshares,Terror, Espionage, Poison, Alchemy, Navigation, Heraldry, Military Strategy, Military Tactics, Siege Weapons, Siege Defence, Castles, Heroines, Tyrants, Spoils of War Military Formations, Evolution of Weapons, Technological Advances, Obsolescence of Weapons, Politics, Armour, Transportation, Honour, Chivalry, Dishonour, Crusades, Disease, Communication, Siege, Famous Battles ,Alliances, 'What if' ... at a famous battle, Heroes, Legions, Warrior Kings and/or Queens, Word Fame, Legends, Tournaments, Judicial Duels, Formal Dress/Attire, Intimidation, Treaties And?..........  
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No Points. Challenges predicated on highest points – high points challenge down. Winner of challenge becomes Warlord of both. Challenge Scenarios listed below.
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4 Armies = 2 battles. Result – 2 Armies. Winners get all defeated forces plus their points.
  
'''Competition 2'''
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*'''Round 8 – Push Battle'''
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2 final armies.  Field, Bridge, Fortified High Ground, Bridge, Field.  Low points start on High Ground.
  
Facilitated by Facilitated by Dame Elena, Listmistress
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==Challenge Rules==
  
Warlords must provide a vessel to hold their coins that can be held/stored at the list table. The 'coin holder' should be easily identifiable and of a period construction.
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#Challenges occur at Lists.
This is where the lists will be putting your Warlords' coins as they are earned. This will speed up the process between skirmishes.
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#Challenged Warlord selects the Scenario.  
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#Points may be spent Publically or in Secret but must be reported to Lists on the spot
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#The exception to this rule is Changing Starting Point (yours or your opponent’s). These may be enacted at the scenario and reported to the Marshal there.
  
Judges will be the Lists Mistress and her assistants.
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==Rapier==
  
'''Competition 3'''
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Points won in Rapier are awarded immediately to the Armoured Warlord.  When Rapier units merge the winning unit does NOT  also absorb the points.
  
Facilitated by Master John MacAndrew
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All Rapier Scenarios will be resolved on DAY ONE.
  
A Case of Reverse Engineering
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*'''Round 1 – Points Round -  Counting Coup'''
  
1. Each team needs to supply a colour photocopy of a SCA time period (650 - 1650) still life painting.
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1 point per armband brought back to Lists. Once a fighter reports to Lists (with or without armbands) they may not re-enter fray.  Dead fighters do not report - any armbands on a dead fighter may be taken.  Fighters left on the field after 30 minutes are dead and not counted.
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10 points for last unit standing.  30 minute time limit.  15 minute warning.
  
2. Each team needs to provide a small amount of documentation to display their selected still life does fall within the SCA time frame. Documentation is worth 20 points.
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*'''Round 2 – Challenge Round  (Armies Merge)'''
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No Points. Challenges predicated on highest points – high points challenge down.  Winner of challenge becomes The  Warlords Rapier Captain  of both rapier squads .  Challenge Scenarios listed below.
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16 Armies = 8 battles. Result – 8 Armies.  Winners get all defeated forces but not their points.
  
And here comes the reverse engineering part:
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*'''Round 3 – Points Round - Capture the Flag'''
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Each of the  Warlords rapier forces  will be wearing a flag.  Bringing a flag back to lists is worth 5 points.  Bonus of 1 point per man left alive in unit. Once reported to lists combatants  may not re-enter fray.
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30 minute time limit.  15 minute warning.  Played in Northern Forest Only
  
3. Each team is to reproduce the still life setting it up as a display as though in preparation for the artist to paint.
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*'''Round 4 – Challenge Round  (Armies Merge)'''
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No Points. Challenges predicated on highest points – high points challenge down.  Winner of challenge becomes Warlord of both.  Challenges occur anywhere in Northern Forest on agreed upon grounds.
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8 Armies = 4 battles. Result – 4 Armies.  Winners get all defeated forces but not their points.
  
Accuracy - 40 points.
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*'''Round 5 – Challenge Round (Armies Merge) AND Points Round'''
Complexity - 40 points.
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Win scenario for 25 points + 1 point for every man left standing.  Winner of challenge becomes their  Warlords captain of Rapier  for  both. Challenges predicated on highest points – high points challenge down.  Challenge Scenarios listed below.
Further breakdown of judging to follow.
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4 Armies = 2 battles. Result – 2 Armies.  Winners get all defeated forces but not their points.
  
'''Competition 4'''
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*'''Round 6 – Push Battle'''
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2 final armies.  Field, Bridge, Fortified High Ground, Bridge, Field.  Low points start on High Ground.
  
Facilitated by Shareef Musiqi al-Rashid
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Both Armies earn 20 points for making the finals.  Winner earns an additional 50 points.
  
So you have an army, you have artisans, you have science geeks, and you have service junkies. But ... are you prepared to entertain ?
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==Archery==
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Points won in Archery are awarded immediately to the Armoured Warlord. When Archery Companies
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merge the winning company does NOT absorb the points.
  
At A Tournament of Armies you can represent your warlord in three (COUNT THEM 3) different Bardic competitions:
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All Archery Scenarios will be resolved on DAY ONE.
  
1. Single Bardic Entry - At the Bardic Circle, combatants in the single Bardic Performance can win coins for their Warlord through wooing the populous and spectators
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*'''Round 1 – Points Round - Counting Coup'''
  
2. Roving Bardic Entry - This is for the Bard (Bards) who does not wish to have a stage. Rove the encampment and win favour and coins for your Warlord.
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Unfortunately, target archery doesn't allow us to do the counting coup game the same way that the
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Rapier and Heavy fighters so we are changing this to a one on one closest to the mark challenge. The
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target butts will be set up with coloured roundels as marks. One archer challenges another archer.
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Each archer will shoot two arrows at the mark. Closest to mark wins the point and the losing archer
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surrenders his armband to the winning archer and retires from shooting during this round. The winning archer may challenge another surviving archer in the next end. Each armband is worth one point for your warlord and the last archer standing will get 10 bonus points.
  
3. Group Performance - On Saturday night, compete at the Dew Droppe Inne stage in a Battle of the BARDIC SQUADRON !! That's right minimum of 5 (FIVE) people doing a group performance of no less than 5 minutes and no more than 15 minutes!! Sign up sheet with times will be at the Dew Droppe Inne starting at 7:30 pm with the first performance at 9:00pm. Group performances will win coins from the populous and extra coins for your Warlord through a popular vote at the end of the evening!
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*'''Round 2 – Challenge Round (Armies Merge)''' – Shh, Mary's Top Secret Contraption
  
'''Competition 5'''
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High scoring companies will issue challenges to lower scoring companies based on the first round
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results. The target is a top secret project delegated to Mary Ostler but the main thing you need to know is that this will be a timed end. Winning team absorbs losing team's archers so the 16 companies will now become 8 companies.
  
Facilitated by Master Uilliam McAndrew
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*'''Round 3 – Points Round – Capture the Flag'''
  
A Brewer’s Challenge!
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Three flags will be planted on the range. Beside each flag will be target with 12” roundel on it. Each company will divide itself into snipers and speed archers. One company will shoot per end. Each end will consist of a 60 second timed end. The sniper must shoot down the flag by hitting the stake holding it up. Once all three flags have been shot down, the speed archers can step up to the line and shoot at the roundels. Score is based on the number of arrows hitting in the roundels. Fifty points will be up for grabs and split proportionately based on each team's score.
  
Taste your wares. Ensure they are palatable and enjoyable!
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*'''Round 4 – Challenge Round (Armies Merge)'''
  
Details will be made available as soon as we have them. Needless to say this will happen after the sun goes down and should be enlightening and fun!
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Clout Shoot Variant. Flags will be set up at suitable distances, ideally 100 yards and 120 yards. Each archer will be allowed to shoot 3 arrows. Company with most arrows landing in the ground between the two flags wins the round. Winning team absorbs losing team's archers so 8 companies now become 4 companies.
  
=Service=
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*'''Round 5 – Points Round – Arrow Loop Shoot'''
  
Earn points for your Warlord throughout the weekend by volunteering and helping out. Every great Warlord needs support. Help support this event and your Warlord by volunteering. If you would like to help with the site set up, or take down please contact the Event Steward.
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Archers must shoot their arrows through the arrow loop in the castle wall facade. Each archer will be allowed to shoot 3 arrows per end. Total number of arrows successfully through the loop will count towards points. Fifty points will be up for grabs and split proportionately based on each team's score.
  
On site during the event you can see the Event stewards, Gate, Lists / waterbearers and the MIC to help earn service points. Anyone attending the event can earn their Warlord Service points.  Event Steward team and their deputies will not earn coins or boons for their Warlords.
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*'''Round 6 – Challenge Round (Armies Merge) – Advancing Friend/Foe'''
  
'''Service/Points per Hour(Wage)'''
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Advancing Friend/Foe Shoot. Advancing men (black/white) will be set up at 4 distances. Companies will have 20 seconds at each distance. Most arrows in enemy targets wins. Friendly fire will be a possibility because the targets will be set up close to each other. Winning team absorbs losing team's archers bringing 4 companies down to 2 companies.
  
*Gate - 5
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*'''Round 7 – Points Round – Forest Hunt'''
*Watch - 5
 
*Marshal/Waterbearing/Other - 2
 
  
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Your army's supplies are running low and the soldiers are getting tired of eating dry biscuits. Didn't your Warlord give you a pardon for poaching his deer in return for joining his army? Now is the time to show off your well earned skills. A 3D shoot will be set up in a forested area of the site. Each archer will have one shot at each target. Only shoots to the kill zone count. Fifty points will be up for grabs and split proportionately based on each team's score.
  
=Site Fees=
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*'''Round 8 – Final Challenge Round (Armies Merge) – Last Ditch Rally or There Can Only Be One'''
  
*Adult $30
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What is an archery war point without a populace shoot? This is the last ditch effort to rally everyone who can hold a bow and get them out there to defend their homelands. The two remaining armies will be given time to rally additional archers from anyone not actively participating in anything else at the time. If they have a bow and some arrows, they can shoot. They just have to rally under one of the two remaining sides.
*Adult day fee $15
 
*Youth $10
 
*Children 12 and Under Free
 
*Family Cap $60
 
  
$5 NMS will is in effect, please make cheques payable to "Barony of Lions Gate"
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Butts will be setup at random distances out to 60 yards. Archers will start at one side of the shooting line and shoot one arrow per butt marching down the line until they have shoot at all butts. We are not looking for pinpoint accuracy here, we are looking for pincushions. Every arrow that hits one of the target butts scores. The side with the most overall hits wins the archery portion of the tournament. Any remaining points available (250 minus any points already handed out) will go to the winner.
  
 
=Event Highlights and Personal Memories=  
 
=Event Highlights and Personal Memories=  
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=Event Info=
 
=Event Info=
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'''Event Steward & Staff'''
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* Lord [[Callen Drakkar]] (Event Steward)
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* His Lordship [[Warwick Drakkar]] (Co-Event Steward & Marshal In Charge)
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'''Date'''
 
'''Date'''
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July 30-August 2, 2010
 
July 30-August 2, 2010
  
 
'''Branch'''
 
'''Branch'''
Barony of Lions Gate: A Tournament of Armies
 
  
'''Event Steward & Staff'''
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Barony of [[Lions Gate]]
* Lord Callen Drakkar (Event Steward)
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* His Lordship Warwick Drakkar (Co-Event Steward & Marshal In Charge)
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'''Site Fees'''
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*Adult $30
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*Adult day fee $15
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*Youth $10
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*Children 12 and Under Free
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*Family Cap $60
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$5 NMS will is in effect, please make cheques payable to "Barony of Lions Gate"
  
 
'''Location'''
 
'''Location'''
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Name: Island 22 Equestrian Site
 
Name: Island 22 Equestrian Site
 
45695 Cartmell Road
 
45695 Cartmell Road
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Directions to Site:
 
Directions to Site:
  
Make your best way to Highway 1
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*Make your best way to Highway 1
Take Highway 1 to Chilliwack B.C.
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*Take Highway 1 to Chilliwack B.C.
Take exit 119 A/B and go north on Vedder Rd.
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*Take exit 119 A/B and go north on Vedder Rd.
Turn Right on Princess Ave
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*Turn Right on Princess Ave
Take your first left onto Young Rd.
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*Take your first left onto Young Rd.
Turn Left at Cartmell Rd.
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*Turn Left at Cartmell Rd.
Site will be on your left hand side
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*Site will be on your left hand side
 
 
  
 
[[Tournament of Armies II]]
 
[[Tournament of Armies II]]

Latest revision as of 10:19, 4 July 2011


Hand-out for ToA AS 45

Event Overview

Who will win the right to be called Warlord of Lions Gate ?

The Barony of Lions Gate invites all disciplines - Heavy, Rapier, Archery, Arts and Science, Heraldry Bardic and service, to A TOURNAMENT OF ARMIES, from July 30th through August 2nd.

If you want to be named Warlord of Lions Gate, you must build your own army to enter the tournament. Be mindful that your army must be able to withstand attacks on all fronts: classic battles on the warfield as well as battles of wits and skill.

Who will flock to your banner to support you?

Or who will inspire you to support their quest for the title?

Sharpen your swords and your wits and be ready to display your prowess and declaim your glory before all!

On Saturday, after a fierce and colourful display of prowess by each army in Court by their Arts & Science contingent, all armies shall prepare to engage in a wide variety of combat scenarios on fields of forest, open plain, bog, obstacle, ravine and much more. Battle will rage on until there are only four armies left on the field.

On Sunday, the four remaining armies will continue in battles most glorious until there remain only two armies on the field.

But only one can be victorious.

Before the combat units wage war on the field, the artisan units shall engage in battle in their own arena. Each shall seek to cow all others with a display of bardic, heraldic, scribal, martial or other Arts & Sciences to be judged on craftsmanship, authenticity and elegance. Many of these battles can be prepared for well in advance of the Tournament and details are available here:

http://lionsgate.antir.sca.org/events/toa/index.html

Warlords! We recommend that you pre register your army, both to ensure you have a place on the Tournament field, and to provide fear to your competitors. Show off your Warband for all to see! There are only SIXTEEN slots available for Warlords!

Rules of Engagement

Armoured

Target Archery

Rapier

Arts and Sciences

Service

All attendee's may participate in collecting points for their Warlord by providing Service at Tournament of Armies. See the Event Steward, Gate Steward, Lead Waterbearer, and MIC to get involved. Below are the points you will generate. At the end of your "shift" see the coordinator in that area for a voucher to turn in at lists.

Service/Points Per Hour:

  • Gate (X 1.5 for night shift): 10
  • Watch (X 1.5 for night shift): 10
  • Marshal, Water Bearing and other: 5

Spending Points

First, any decision to spend any points earned is up to your Warlord. They may feel that they would sooner add another Don to the rapier scenarios or another Knight to the heavy scenarios. A warlord may grant permission to the captain of an archery or rapier company to spend points earned on the range or rapier field to be spent on the range or rapier field. Getting permission ahead of time is very important as your warlord may be in midst of battle when your need arises and unable to respond in a timely fashion. That permission should be in a form acceptable to the Lists whether it be verbal or in writing (a letter of marque or a warrant of some sort, perhaps).

In Target Archery, the main thing you will spend points on is adding additional archers to army. For example, perhaps your team has three Geese on it. Since, each Goose is worth 2 points on the field and you can only field 4 points, one of your Geese will have to sit out and watch each time. However, if your team picked up 20 points or more, in the counting coup scenario, you could use those 20 points to add your other Goose onto the team and have all three Geese shooting.

Second, all points are actually pooled together into one account for each Warlord. Points earned on the archery range could be used on the rapier field and vice versa. If your team only picked up 10 points in the counting coup scenario, you could still buy a Goose using points earned during the A&S competition or the rapier and heavy points rounds provided your Warlord approved it.

Warlords, if you are granting written permission to your captains of your Rapier and Archery teams, you might want to place limitations on how many points each is allowed to access without clearing it through yourself. You may want to limit it to points earned by the team or set up accounts with lists that has percentage of the overall points going to a captain.

Once you have permission to spend the points, you notify Lists that you want to spend. Because of its location, the archery range marshal will act as Archery Lists coordinating with the main lists. The Goose or Regeneration or whatever you bought would now be available.

HINT: Since the Goose or Don or other bodies would be added to the team and then is available from that point forward, you would want to buy them onto the team as early as possible.

Point Store

As well as using the current point standing to determine the pecking order in the Challenge Rounds, Warlords may spend their points to enhance their Army. Spending points means your place in the pecking order could change. Only Warlords can spend points, or those they have authorised.

  • 1 Regeneration 5 points
  • Add Champion 20 Points
  • 1 RBG shot 5 points
  • Add Knight 30 Points
  • Change Scenario 20 points
  • Single Combat Challenge 100 Points (Single Combat only during Challenge (Merge) Rounds)
  • Refuse Single Combat Challenge 100
  • Change Starting Point 15 points
  • Change Opponent Start Point 20 points Points
  • Add a Body Initial cost x10 points
  • Add Warrior 10 points
  • Add White Scarf/Bracer 20 Points

Points can only be spent at Lists EXCEPT changing Starting Points, which may be done on the field before the battle starts.

Scenarios

Armoured

Day One

  • Round 1 – Points Round - Counting Coup

One point per armband brought back to Lists so 143 points max. Once a fighter reports to Lists (with or without armbands) they may not re-enter fray. Dead fighters do not report - any armbands on a dead fighter may be taken. Fighters left on the field after 30 minutes are dead and not counted.

10 points for last unit standing. 30 minute time limit. A 15 minute warning will be given.

  • Round 2 – Points Round - Capture the Flag

Each Warlord will be wearing a flag. Bringing a flag back to lists is worth 10 points. Bonus of 1 point per man left alive in unit. Once a warlord reports they may not re-enter fray. 30 minute time limit. A 15 minute warning will be given.

  • Round 3 – Challenge Round (Armies Merge)

No Points. Challenges predicated on highest points – high points challenge down. Winner of challenge becomes Warlord of both. Challenge Scenarios listed below.

16 Armies = 8 battles. Result – 8 Armies. Each battle's winner will get the defeated Warlord’s forces and remaining points.

  • Round 4 – Points Round – Scenarios

Win scenario for 25 points + 1 point for every warrior left standing.

Low points challenge up. 8 armies = 4 battles. No time limits.

  • Round 5 – Challenge Round (Armies Merge)

No Points. Challenges predicated on highest points – high points challenge down. Winner of challenge becomes Warlord of both. Challenge Scenarios listed below.

8 Armies = 4 battles. Result – 4 Armies. Each battle's winner will get the defeated Warlord’s forces and remaining points.

The MIC Reserves the right to increase the number of scenarios and rounds on Day One, time dependant.

There will be a meeting with all 16 original Warlords immediately after the final scenario at the Lists table. See Schedule.

Day Two

  • Round 6 – Points Round – Scenarios

Win scenario for 50 points + 1 point for every combatant left standing. Low points challenge up. 4 armies = 2 battles. No time limits.

  • Round 7 – Challenge Round (Armies Merge)

No Points. Challenges predicated on highest points – high points challenge down. Winner of challenge becomes Warlord of both. Challenge Scenarios listed below. 4 Armies = 2 battles. Result – 2 Armies. Winners get all defeated forces plus their points.

  • Round 8 – Push Battle

2 final armies. Field, Bridge, Fortified High Ground, Bridge, Field. Low points start on High Ground.

Challenge Rules

  1. Challenges occur at Lists.
  2. Challenged Warlord selects the Scenario.
  3. Points may be spent Publically or in Secret but must be reported to Lists on the spot
  4. The exception to this rule is Changing Starting Point (yours or your opponent’s). These may be enacted at the scenario and reported to the Marshal there.

Rapier

Points won in Rapier are awarded immediately to the Armoured Warlord. When Rapier units merge the winning unit does NOT also absorb the points.

All Rapier Scenarios will be resolved on DAY ONE.

  • Round 1 – Points Round - Counting Coup

1 point per armband brought back to Lists. Once a fighter reports to Lists (with or without armbands) they may not re-enter fray. Dead fighters do not report - any armbands on a dead fighter may be taken. Fighters left on the field after 30 minutes are dead and not counted. 10 points for last unit standing. 30 minute time limit. 15 minute warning.

  • Round 2 – Challenge Round (Armies Merge)

No Points. Challenges predicated on highest points – high points challenge down. Winner of challenge becomes The Warlords Rapier Captain of both rapier squads . Challenge Scenarios listed below. 16 Armies = 8 battles. Result – 8 Armies. Winners get all defeated forces but not their points.

  • Round 3 – Points Round - Capture the Flag

Each of the Warlords rapier forces will be wearing a flag. Bringing a flag back to lists is worth 5 points. Bonus of 1 point per man left alive in unit. Once reported to lists combatants may not re-enter fray. 30 minute time limit. 15 minute warning. Played in Northern Forest Only

  • Round 4 – Challenge Round (Armies Merge)

No Points. Challenges predicated on highest points – high points challenge down. Winner of challenge becomes Warlord of both. Challenges occur anywhere in Northern Forest on agreed upon grounds. 8 Armies = 4 battles. Result – 4 Armies. Winners get all defeated forces but not their points.

  • Round 5 – Challenge Round (Armies Merge) AND Points Round

Win scenario for 25 points + 1 point for every man left standing. Winner of challenge becomes their Warlords captain of Rapier for both. Challenges predicated on highest points – high points challenge down. Challenge Scenarios listed below. 4 Armies = 2 battles. Result – 2 Armies. Winners get all defeated forces but not their points.

  • Round 6 – Push Battle

2 final armies. Field, Bridge, Fortified High Ground, Bridge, Field. Low points start on High Ground.

Both Armies earn 20 points for making the finals. Winner earns an additional 50 points.

Archery

Points won in Archery are awarded immediately to the Armoured Warlord. When Archery Companies merge the winning company does NOT absorb the points.

All Archery Scenarios will be resolved on DAY ONE.

  • Round 1 – Points Round - Counting Coup

Unfortunately, target archery doesn't allow us to do the counting coup game the same way that the Rapier and Heavy fighters so we are changing this to a one on one closest to the mark challenge. The target butts will be set up with coloured roundels as marks. One archer challenges another archer. Each archer will shoot two arrows at the mark. Closest to mark wins the point and the losing archer surrenders his armband to the winning archer and retires from shooting during this round. The winning archer may challenge another surviving archer in the next end. Each armband is worth one point for your warlord and the last archer standing will get 10 bonus points.

  • Round 2 – Challenge Round (Armies Merge) – Shh, Mary's Top Secret Contraption

High scoring companies will issue challenges to lower scoring companies based on the first round results. The target is a top secret project delegated to Mary Ostler but the main thing you need to know is that this will be a timed end. Winning team absorbs losing team's archers so the 16 companies will now become 8 companies.

  • Round 3 – Points Round – Capture the Flag

Three flags will be planted on the range. Beside each flag will be target with 12” roundel on it. Each company will divide itself into snipers and speed archers. One company will shoot per end. Each end will consist of a 60 second timed end. The sniper must shoot down the flag by hitting the stake holding it up. Once all three flags have been shot down, the speed archers can step up to the line and shoot at the roundels. Score is based on the number of arrows hitting in the roundels. Fifty points will be up for grabs and split proportionately based on each team's score.

  • Round 4 – Challenge Round (Armies Merge)

Clout Shoot Variant. Flags will be set up at suitable distances, ideally 100 yards and 120 yards. Each archer will be allowed to shoot 3 arrows. Company with most arrows landing in the ground between the two flags wins the round. Winning team absorbs losing team's archers so 8 companies now become 4 companies.

  • Round 5 – Points Round – Arrow Loop Shoot

Archers must shoot their arrows through the arrow loop in the castle wall facade. Each archer will be allowed to shoot 3 arrows per end. Total number of arrows successfully through the loop will count towards points. Fifty points will be up for grabs and split proportionately based on each team's score.

  • Round 6 – Challenge Round (Armies Merge) – Advancing Friend/Foe

Advancing Friend/Foe Shoot. Advancing men (black/white) will be set up at 4 distances. Companies will have 20 seconds at each distance. Most arrows in enemy targets wins. Friendly fire will be a possibility because the targets will be set up close to each other. Winning team absorbs losing team's archers bringing 4 companies down to 2 companies.

  • Round 7 – Points Round – Forest Hunt

Your army's supplies are running low and the soldiers are getting tired of eating dry biscuits. Didn't your Warlord give you a pardon for poaching his deer in return for joining his army? Now is the time to show off your well earned skills. A 3D shoot will be set up in a forested area of the site. Each archer will have one shot at each target. Only shoots to the kill zone count. Fifty points will be up for grabs and split proportionately based on each team's score.

  • Round 8 – Final Challenge Round (Armies Merge) – Last Ditch Rally or There Can Only Be One

What is an archery war point without a populace shoot? This is the last ditch effort to rally everyone who can hold a bow and get them out there to defend their homelands. The two remaining armies will be given time to rally additional archers from anyone not actively participating in anything else at the time. If they have a bow and some arrows, they can shoot. They just have to rally under one of the two remaining sides.

Butts will be setup at random distances out to 60 yards. Archers will start at one side of the shooting line and shoot one arrow per butt marching down the line until they have shoot at all butts. We are not looking for pinpoint accuracy here, we are looking for pincushions. Every arrow that hits one of the target butts scores. The side with the most overall hits wins the archery portion of the tournament. Any remaining points available (250 minus any points already handed out) will go to the winner.

Event Highlights and Personal Memories

Event Info

Event Steward & Staff


Date

July 30-August 2, 2010

Branch

Barony of Lions Gate

Site Fees

  • Adult $30
  • Adult day fee $15
  • Youth $10
  • Children 12 and Under Free
  • Family Cap $60

$5 NMS will is in effect, please make cheques payable to "Barony of Lions Gate"

Location

Name: Island 22 Equestrian Site 45695 Cartmell Road Chilliwack, BC

Directions to Site:

  • Make your best way to Highway 1
  • Take Highway 1 to Chilliwack B.C.
  • Take exit 119 A/B and go north on Vedder Rd.
  • Turn Right on Princess Ave
  • Take your first left onto Young Rd.
  • Turn Left at Cartmell Rd.
  • Site will be on your left hand side

Tournament of Armies II