Battlegames
Battlegames are competitive matches between two or more teams using a variety of different possible mechanics. For a list of battlegames see the Category:Battlegames List
Contents
Rules of Play
Battlegames are competitive matches between two or more teams using a variety of different possible mechanics. Victory is determined by any number of pre-set conditions. The variety and combinations of possible games are limited only by the imagination. This section describes the mechanics and components of battlegames, how to build your own, and lists some example common battlegames.
Battlegame Components
These are the individual pieces that make up how a game works. These parts can be mixed and matched to create any number of possible different games. A game essentially has seven parts:
Lives
How many times players can return to life. This can be a fixed number per player, a fixed number per team, unlimited, or something else.
Respawn
Where and when players return to life. This can be after a period of time, instantly, in groups of a minimum size, at base, where they died, in a central location or something else. Players who Respawn do so with all of their carried equipment intact, wounds healed, non-Persistent Enchantments removed, and all States and Ongoing Effects removed. When designing a game keep in mind that dying should generally be the worst thing that can happen on the field. For instance when designing a Full-Class game your Respawn counts should not be shorter than the longest negative field effect (60 seconds because of Magic Balls). Alternatively dying can be penalized by having a finite life pool for the team as a whole.
Base
Some Magic and Abilities refer to ‘returning to base’ or otherwise reference the location of a base. Determine what the bases will be for these abilities for each team. Determine what the bases will be for these abilities for each team. This can be a fixed location, a team reeve, or something else. A player who remains at their base for 30 seconds may heal a wound; repair a weapon, bow, or shield; or repair all armor in one location.
Game Type
The Game Type refers to the set of rules used to play a Battlegame. The common Game Types are:
- Ditch: No classes, no armor, no projectiles, no siege, shields are unbreakable.
- Militia: No classes, armor is used, projectiles are used, shields are breakable.
- Full-Class No Magic: Classes are used except for magic classes.
- Full-Class: All classes are used.
- Quest: See Quests.
- Other: See your group leaders for the rules for Jugging, Orcball, Phoenix League etc.
Teams
The number of teams that play in the game. This is commonly two or three, but may also be:
- By Size: Players divide into any number of teams with no more than X players per team
- Free For All: Every player for themselves
Objectives
The win condition for the teams. This can be eliminate the other team, eliminate a specific player, score points, survive, or something else.
Refresh
How and when per-Refresh abilities are returned to full uses in Class games. This could be none, every 30 minutes, when teams rotate, when a point is scored, or something else. Refreshes should be infrequent in order to encourage players to use their per-Refresh abilities tactically and thoughtfully.
Scenario Rules
Any specific rules that modify the way the game is played. This could involve monsters, ruling out specific classes, creating off-limit areas, creating special-effect areas, or anything else. The battlegame designer may also adjust ability durations, modify ability effects, add/remove abilities, or add magic items as needed to suit the scenario and ensure fun.
Combine different components in different ways to create entirely different game types to suit the needs of the group. A good battlegame is fast-paced and focuses on providing constructive conflict for all opposing teams. Combat is a means of resolving conflict, but should not be a goal in and of itself. Downtime for players should be minimal, but killing an opponent should still provide a meaningful advantage to the killer or their team.
Battlegame Examples
Battlegames can take any form imaginable or desirable by the group. The best game type for the group will be dictated by the size of the area, number of players, available time, and available terrain. The games listed here are just common examples to stir the imagination and can be played as they are or customized in any way.
Capture the Flag
Two or more teams compete to secure a flag at their base in order to score points. First team to three points wins. The flag is considered a game object. This game is fun to play in the woods or other areas with interesting terrain.
- Teams: 2+
- Lives: Unlimited
- Respawn: Instant at base
- Players: 5+ per team
- Objective: Bring the game flag to your base and hold it there for five seconds in order to score a point. Once a point is scored all teams reset to their bases.
- Refresh: Every 45 minutes of play time.
- Types Best Supported: All
Ditching
Two teams line up across from each other just out of melee range and fight until one team is eliminated. New players join the losing team before the next round starts. If no new players are ready to join then the first dead on the winning team switches to the losing team before the next round starts. This is the simplest of all Battlegames and a good pickup game. Best played in medium-sized, open areas.
- Teams: 2
- Lives: 1
- Respawn: Start of round at base
- Players: 2+ per team
- Objective: Eliminate the other team. Once one team is eliminated each team resets to their side.
- Refresh: Not applicable, no classes used
- Types Best Supported: Ditch, Militia
Ring The Bell
Two teams attempt to hit the ‘Bell’ at the other teams base fist. Bells must be touched by a player, or by a weapon under 36” currently held by a player, to be rung. First team to three points wins. This game is fun to play in small, open areas.
- Teams: 2
- Lives: Unlimited
- Respawn: Start of round at base
- Players: 3+ per team
- Objective: To strike the opposing teams bell and score a point. Upon a point being scored each team resets to base.
- Refresh: Not applicable, no classes used
- Types Best Supported: Ditch, Militia
Very Heavy Object
Two teams attempt to bring the Object to their opponent’s base to score a point. The Object must be kept at the opponent’s base for five seconds in order to score a point. The Object is considered a game item and should weigh at least 30lbs. First team to three points wins. This game is fun to play in medium sized areas with interesting terrain.
- Teams: 2
- Lives: Unlimited
- Respawn: Groups of two or more at base
- Players: 3+ per team
- Objective: Move the Object to the other team’s base and keep it there for five seconds in order to score a point. After a point is scored each team returns to base and the Object starts with the team with the lowest score.
- Refresh: Every 30 minutes of play time
- Types Best Supported: All
Castle Defense
One team defends, two teams attack. Rotate teams so each team has a chance to defend and two chances to attack. The team that wins is the team that defends the castle (or any given location) the longest before being eliminated. This game is fun to play in any place where you have a defensible location.
- Teams: 3
- Lives: Unlimited for the attackers, life pool for the defenders
- Respawn: Groups of three or more for the attackers at their base. Instant for the defenders at their base. Defender respawns reduce the available life pool.
- Players: 5+ per team
- Objective: The defending team with the longest duration in the castle wins. After the defenders are eliminated the teams rotate who is in the castle.
- Refresh: Each time the teams rotate
- Types Best Supported: All
Hold the Location
Three or more teams compete to hold a single central location for the longest cumulative time. Team bases should be spaced equidistantly around a central location. Game runs for a set amount of total time, normally 30 minutes. This game is fun to play in medium sized, open areas
- Teams: 3+
- Lives: Unlimited
- Respawn: Instant at base
- Players: 5+ per team
- Objective: The team with the highest cumulative time controlling the location wins. The location is controlled by the team of the last player that touched it.
- Scenario Rules: A team must control the location for at least ten seconds in order to get any credit for their possession; this makes it easier to accurately count and award time to each team.
- Refresh: None
- Types Best Supported: All
Mutual Annihilation
Two teams fight until all the players on one team are out of lives, or ‘shattered’. This game is fun to play in small environments with interesting terrain.
- Teams: 2
- Lives: Each player has a set life pool that runs out individually. Once out of lives, players must wait for the next game.
- Respawn: Players respawn at base after a 150 second death count
- Players: 3+ per team
- Refresh: None
- Scenario Rules: If at any time all players on one team are dead, all players are set to their bases and all dead players are advanced to their next life.
- Types Best Supported: Militia, Full-Class
Quests
- See Quests.
Links
- Making Battlegames Better by Dalos
- A Successful Battlegame
- Iron Mountains Battle book
- Juggling rules
- Battlegames book
- Online Games Database