Overall, they are not drastic, but do include the formal addition of Plumbata and Sling to Thrown Weapons, and the transition of Atlatl over to Archery.
Please note that those of you with Atlatl warrants issued through thrown weapons will need to contact the Kingdom Archer General to discuss carrying them over. This is not an automatic transition.
Kingdom rules reflecting these changes are in the works.
Letters of Interest for Kingdom TW Marshall
While the plague may have robbed us of some of our time together, my term still comes to a close at the end of this year. As such, all those who would have a desire to serve this Kingdom as Thrown Weapons Marshal are asked to submit a letter of interest at this time.
The position oversees and promotes all thrown weapons activities within the Kingdom as well as our compliance with Society Thrown Weapons policies. The position also supports Thrown Weapons on the Pennsic range and will run (or appoint someone to run) those activities at Pennsic 50.
The normal time commitment for this position is an hour or so per week and does require some travel within the Kingdom. During Pennsic, expect to spend 4 to 8 hours per day on the range.
You should include your experience in thrown weapons and the SCA, what things you would like to change or simply improve upon in thrown weapons, and any other relevant information you feel would allow us to make an informed decision.
Letters should be sent to Their Majesties (email@example.com) (firstname.lastname@example.org), the Earl Marshal (email@example.com) and myself (firstname.lastname@example.org).
The office typically transitions at Kingdom 12th Night.
It has been my pleasure to serve in this capacity, and I look forward to the continued growth with in our little community.
In service to Æthelmearc and Thrown Weapons,
Maestro Antonio de Luna
Greetings Æthelmearc from the Kingdom Thrown Weapons Marshal.
Because we are currently unable to gather for practices and events, I will be freezing the rankings. This also means that I will not be accepting score submissions until we are able to get together again.
Be safe, throw when you can, and I’ll see everyone on the other side of this mess.
Hello fellow thrown weapons marshals, MITs, and people who might be thinking about thrown weapons.
I wish to take a few moments to explain a quick and easy way to measure a thrown weapons range. Now, most marshals have little issue with the safety aspect of the range (one entrance, clear 45s, etc) but I keep seeing my fellow marshals mark off the distances in the most convoluted ways possible. This is my method:
You will need some equipment.
1) Ground marking paint. This is spray paint that is designed to be applied while the can is upside down. I buy mine at Ollie’s and it costs about $4 a can. Two cans are good for weekly practices all season long.
2) A paint marking wand. I got mine on Amazon for under $20. If you have a bad back, it is worth it. Even if you don’t have a bad back, it is worth it. It allows you to spray one, continuous line as fast as you can walk.
3) A tent peg or a big nail.
4) A 50 or 100ft tape measure. I buy mine from Harbor Freight. They are cheap and I don’t care if I get paint on the tape. I keep a tent peg attached to the tape so that I never have to hunt one down. The tent peg lets you mark out the range all by yourself.
When you figure out where your range will be, and where your entrance will be, mark out your zero line. This is where the butts will be. Put the peg in the ground and stretch the tape out; make sure that it is taut and long enough for all of your stands.
For the Hael’s practice range, I marked out lines for eight stands, even though we only set up four stands. This allows us to shift the stands over a few feet every other week so that the grass can be mowed and so that we don’t wear big holes in the yard.
Now, my paint wand sprays in-line with the wheel. Most do. So if you run the wheel on your measuring tape, you will just paint over your tape. So, run the wheel right next to the tape. Your line will be off by a couple of inches, just keep this in mind. Set up your stands such that the center of the butts line up with your zero line.
Move the tape perpendicular to your zero line and stick the peg into the center of the zero line at one end of the line. Like so:
Push the peg firmly into the ground and keep the ring of the measuring tape on the ground. Stretch the tape out and mark off the 10′ and 20′ marks.
Repeat on the other end of the zero line. If your zero line is really long, you can also mark 10 and 20 feet from the middle of the zero line. Then move the measuring tape to one of your 10′ marks and stretch the tape to the other mark. Remember, to keep from spraying over your tape, we have to run the wheel next to the tape. So, plant your peg a wheel’s distance away from the tape.
Remember to plant the peg about 2″ away from the mark you made and stretch the tape so that it is about 2″ away from your mark, as well. This is important, make sure that the line you draw lines up with the 10′ marks you made.
Repeat this process at the 20′ line. And your 30′ line, if you want one.
This might sound like a lot of work, but it took me less than 15 minutes to set up the range you see depicted, and that includes the time I spent taking about 50 pictures. If you have a helper to move the other end of the tape, you can mark out a range in five or six minutes.
But, Caleb, I hear you say, wouldn’t just be easier to plop the stands down, measure out 10 and 20 feet and put a short line in front of each target? Or stick a driveway marker at the 10′ and 20′ spot? You could do this. But, I prefer a long line that runs the length of the range. There are advantages to this. First, if you have to move the stand because of a hole, you won’t have to re-measure your distances. Two, it’s easier to see the line if the spot in front of one target gets scuffed out, or covered up with mud: the entire line won’t be scuffed out and it will be easier to fix on the fly. Three, you ensure that all targets are lined up evenly. Four, if you want to add an additional target, all of the work is already done. Five, sticks, driveway markers, tent pegs and other items can be stepped on, or kicked over. And then accidentally pushed into the wrong spot, inches away from the intended spot.
A little bit of work, in the morning, will save you a lot of extra work later in the day. And the less time you spend setting up the range and fixing issues, the more time you will have to throw.
Hello, dear citizens of Æthelmearc. Today, the KEM of the Midrealm made a sensible call which impressed me. In the interest of the fighters of Æthelmearc, I will do the same–
Marshals of all disciplines:
We have a serious heat problem across our land at this time. Extreme temperatures combined with high humidity are quite dangerous, and can lead to a variety of heat injuries. In the interest of the safety of all participants across our many fields, now hear this:
For the remainder of the 2019 outdoor activity season in Æthelmearc, all official martial and marshal-controlled activities will cease at the Heat Index of 103 degrees Fahrenheit.
This measurement can be obtained by using the OSHA-NIOSH Heat Safety Tool App (which is free and crazy easy to use), handheld wet bulb thermometer, or handheld temperature/humidity meter, (which are not free). The Heat Index measurement must be taken onsite at the time of the practice, event, formal training session, tournament, range, ring, or list field activity. And, this measurement should be rechecked during the activity.
No official Marshal or Martial activity is to be allowed to continue if the local heat index is 103 degrees Fahrenheit or greater.
Local Marshals and MIC’s may decide to stop activities sooner than this if the environment is seen to be inherently unsafe.
Please don’t harass your local marshals over this, feel free to direct all issues and concerns to me.
Pennsic has its own rule set for heat control, and similar decisions of this type will be made by Duke Sir Vissevald (Pennsic Marshal One) in accordance with these policies.
This is a temporary policy and will be strictly enforced.
In Service to All the Warriors of Æthelmearc, I remain:
Imagine, if you will: you show up at an event and the autocrat runs up to you and begs you to come up with a thrown weapons tourney. The marshal in charge couldn’t make it and you are the only responsible marshal available. Assuming that the site already has butts and stands, what can you do at the drop of a hat?
The answer is, “quite a bit”.
If you have a few stands and butts painted up in royal round circles (a 3-inch, a 8-inch circle, and a 14-inch circle, concentrically arranged) you have a number of options to run a nice tourney.
Now, while the butts shown in these pictures are not in the appropriate colors for a TW royal round, the circles are the correct diameter. When I prepared them for the season, I only had red and white paint available. I like how they turned out and I think that they can be more versatile.
If you have four butts available, you can use the first two for a royal round: the first for axes and the second for knives. This is, of course, assuming that you can have a 20foot line on your range. I like incorporating a royal round within my tourneys. First of all, it allows every participant to throw a royal round. Secondly, it’s a no brainer for the tourney. It sets the format for the rest of the targets: two flights of two weapons at 10 feet and one flight of two weapons at 20 feet. And, with four butts, if you run a complete royal round, that’s half of your range taken care of.
For the other two butts, here are some suggestions that require no added hardware:
1) Reverse scoring: The royal round scoring is 10 points for the center, 7 for the next ring, then 4, and finally 1 if the butt is large enough. For reverse scoring, the outer most ring is worth 10 points, the next ring inward is worth 7, and so on. Years of practicing hitting the center of target can make it difficult to hit the outer ring on purpose. You can make any weapon that crosses a line count for the higher of the two points if you’re feeling nice.
2) Alternative scoring: With the two color butts shown in the pictures, you could make white worth 10 points and red worth 5. Or visa-versa. You can make any weapon that crosses a line count for the higher of the two points if you’re feeling nice.
3) Only hit one color: Pick a color and that is the only scoring color. Red is worth 10 points, white is worth 0. If you want to make it more of a challenge, only hits that are completely inside the color counts.
4) Breaking the line: To score, you have to break a line and hit two colors at once.
5) Matching colors: Whatever color you hit with your first weapon, you have to hit the same color with the second weapon. Make it 5 points for a stick, with a bonus 5 points if you hit the same color with both weapons.
Need more than five suggestions? Do you have duct tape?
6) Left and right: Put a strip of duct tape vertically down the center of the target. The first weapon has to hit the left-hand side of the butt and the second weapon the right-hand side. 10 points for each stick in the correct side, 5 points for a stick on the wrong side.
7) Down and up: Put a strip of duct tape horizontally across the center of the target. The first weapon has to hit the bottom side of the butt and the second weapon the top side. 10 points for each stick in the correct side, 5 points for a stick on the wrong side. If the first weapon is aimed at the bottom half of the butt, the handle won’t be in the way of the second throw.
8) Quarters: You need two strips of duct tape, one horizontal and the other vertical; crossing in the center. With four weapons, you have to hit all four corners. Say 5 points for each stick and a bonus 10 points for hitting all four sectors. If you do this one at both 10 and 20 feet. the thrower will have six chances of hitting the four corners.
9) Split the tape. Put the tape on the butts as in the previous 3 examples. The goal is to hit the tape. 5 points for hitting the tape. 10 points for sticking completely in the tape and 1 point for a stick anywhere else.
Let me just take a moment to talk about points. Royal rounds are 10, 7, 4 and 1 point, but you can make any other style of target whatever point value you wish. I highly recommend that you pick number that are easy to add up. 10 points, 5 points, and 1 point values are easy to add up. This will make your job easier at the end of the tourney when you are trying to figure out the winner before court. I also believe that for a general tourney, every stick should be worth at least 1 point. And no negative scores. Negative points and zero point targets are fine for championship finals, but are very discouraging for novice throwers. We cannot encourage new throwers if we run tourneys where, even if they stick on every weapon, they walk away with 0 points or fewer. We can save that for the top tier throwers
The drums of war call all warriors to join the Barony of Thescorre as we prepare for battle at our annual Pax Interruptus camping event.
Join us as we celebrate the investituture of our 9th Baroness and Baron, Lady Dubheasa inghean Dubgaill and Lord Eldjarn the Thoughtful, by their Sylan Majesties, July 6 to 8, 2018, at Genesee Country Campground, 40 Flint Hill Rd., Caledonia, NY 14423. The site opens at 3 pm Friday and closes at noon on Sunday.
We will have both heavy weapons and fencing melees, archery, and thrown weapons during Saturday to show the martial prowess of our Kingdom as we get ready for War. A revelry of song and storytelling at night will complete the celebrations. In addition, on Friday, a torchlight tourney will be held at dusk.
Day visitors are encouraged to bring pavilions for shade. Merchants are welcome at no additional charge, but must bring their own setup.
Open flames are also allowed, and fires can be built in the designated areas of the campground. Please be advised that fires are permitted only within existing fire rings. This site is discreetly damp.
The field and camping area do not have water; pleaseplan to bring enough water to meet your needs.
Dogs are permitted on leash with proof of license and vaccinations, to be presented upon check in, and must be cleaned up after. Trash must be disposed of in the dumpster by the camp store before leaving site; bins for recycling are also available. The camp store carries some groceries, ice, and wood. It is located in the same building as the flush toilets and showers.
A light sideboard lunch will be provided by proficient hands of Robert of Thescorre and Lady Fauna. Lunch is limited to 100 gentles and is PRE-REGISTER ONLY, so please pre-register soon to reserve your lunch.
The menu is a Roman travelers repast:
Antipasti (with cheese, dried dates and apricots, raisins and olives)
Homemade Lucanicae smoked sausages
Bread, both gluten filled and gluten free
Ingredients lists available soon. (Menu and Ingredients are subject to change do to price and availability at time of purchase).
There will be no feast at night. Please plan accordingly. Please alert the head cook, Robert of Thescorre of any allergies or food restrictions.
Adult Event Registration is $15
Adult Member Discount Event Registration is $10
Youth 6-17 Event Registration is $5
Children 5 and younger are free.
Lunch will be available for an additional $4, but you must register in advance.
Pre-registration for this event is encouraged; please make checks payable to SCA-NY Inc., Barony of Thescorre and send to: Andrew Patton, 512 Plank Rd Webster NY 14580.
Camping is available both Friday and Saturday nights. We will have space for tents with ample port-a-castles scattered throughout, as well as room for RV camping with hookups. The site offers a limited number of cabins up by the camp store, within an easy walk of full bathroom facilities. RV camping and cabins are additional, both to be reserved with the site 1-585-538-4200, or http://www. geneseecountrycampground.com/
For any questions for the event, please contact the autocrat, Lord Andrew of Thescorre (Andrew Patton), 585-747-6915 (no calls after 9 pm).
This announcement was originally posted on the Pennsic War Facebook page by Prince Alric of the Middle Kingdom.
Greetings unto the Noble Populace of the Known World.
As Pennsic approaches, the Royals of the Midrealm and the East would like to share the schedule for Pennsic 47.
This will be a great competition between two mighty kingdoms and their assembled allies and we can’t wait to see you all there!
Pennsic 47 War Point Scenarios
1: Both the Midrealm and the East Kingdoms will agree in writing by signature that scheduled battle times are absolute and will begin on time. The primary goal is a Pennsic that is fun for all. As such, we will make all reasonable attempts towards numerical parity prior to opening ceremonies and the day’s activities. Musters before each battle to be held 30-45 min prior to cannon for head count and rough evening of sides.
2: No kingdom’s court may hold any of the cannons, nor will impede the start time or running time of any battle. Courts will not be held within the battle boundaries either before the battles begin, or between scenarios of each battle. Time will be posted as available for field courts each day.
3: All Holds, except for the Woods battle are general holds unless specified for that battle. Marshals in the woods battle may use their discretion to call holds on selected areas.
4: The Earl Marshals of each kingdom after consultation with their crown may provide in camp armor and weapon inspections, and may deputize any warranted marshal with a current valid SCA membership who is to perform such duties. In camp inspections may only be performed by a marshal residing within the kingdom of the fighter being inspected.
Photo by Lady Àine ny Allane.
Saturday, August 4th
2PM – Meeting of the Crowns, location TBD
6PM – Opening Ceremonies
Sunday, August 5th
Champions Battles, any champion may only fight in one event in each discipline, except Heirs (alternates do not count for this)
10-10:30AM Unbelted Champions (Muster 9:30am) 1 pt
Crowns may not fight. Unbelted Heirs may
**Alternates/Allies to fight a 2nd pass 50 v 50 for no points
10:30-11AM Belted Champions 1 pt
Crowns may not fight. Heirs may.
11-12PM Allied Champions battle 1 pt
1 battle, 1 hour, restricted resurrection
75 v 75
No “King’s men” principals
“Soccer” substitutions (once you leave, you may not re-enter). All those waiting to sub in must be in the substitute box off the field. All others must move to the sidelines as they come out.
Each side may bring a maximum of 5 substitutes, for a total of 80 participants per side.
Capture the flag.
Two flags, scored by moving flag from your opponent’s flag base to your own
Total score at the end of the hour wins the point.
Flag bearer must have gauntlets, and is engaged 360 degrees
As combatants die, they move to the resurrection box.
Every 3 minutes, the resurrection box is released.
Dead who are not yet inside the resurrection box at release must wait until the next release. Likewise, if, while in your resurrection zone, your helmet is off at release, you may not release.
12-1PM Break for Court business and to allow the setup of hay bales
1-3PM Heroic Champions, (Armored Champions 1 pt and Rapier Champions 2 pts (Muster 12:30pm) 3 pts total
No Principal combatant who fights in this battle may participate in another Champions battle (except Heirs)
Principal Crowns may not fight.
Heirs will resolve a tie for armored. Royalty’s Rapier Champion will resolve a tie for rapier.
Format is one on one, weapons need not be matched
Armored: 12 total fights, Principals will each field 1 unbelt -no other limitations on who can be on the team.
Double kills to be refought once only.
Alternate who chooses first. Whichever is ahead, chooses first fighter. If tied, the winner of a coin flip decides choice of electing the first armored or rapier. The other will choose the first from the other discipline. (Rapier traditionally pre-arranges this – if this occurs lists will be provided to royalty at start of champs)
18 Rapier slots
Tie will award no points to either Kingdom
3-4PM Rapier Melee Champions (Muster 2:30pm) 2 pts
30 fighters per side, 15 principals & 15 allies (no less than 15 per side for melee of 30)
Battle will be fought in 3 heats. Each heat will be best of 3. Best of 3 heats wins the War points.
Heat 1: 15v15 fighters from principal Kingdoms
Heat 2: 15v15 fighters from allied Kingdoms
Heat 3: 30v30 with 15 fighters from principal and 15 from allied Kingdoms on each side.
Last Fighter standing, no resurrection Restricted field of traditional size
DFB is allowed
Photo by Master Juan Miguel Cezar.
Monday, August 6th
10:30AM – Armored Field Battle (Muster 9:45am) 5 pts Total (1pt per battle)
5 passes Last Fighter standing victory condition, no resurrection
All holds are general
CA allowed in 2nd & 4th passes, No CA ammo may be gleaned. No CA ammo may be re-inspected and reused during the same Day.
2:30PM Rapier Field Battle (Muster 2pm) 4 pts Total (1 pt per battle)
4 passes Last man standing victory condition, no resurrection
10 marshals provided by each of the Mid, East, & AEthelmearc
Full field (600×600)
All holds are general
Tuesday, August 7th
11AM Armored Woods battle (Muster 10:30 at Woods) 7 pts Total (2 pts per time check majority possession of stationary banners) (1 pt for majority control of mobile banner)
1 battle, 90 Minutes, full resurrection
Only medical holds stop the clock
3 Stationary flags, 1 mobile flag, Central flag (1) halfway between on a straight line between two resurrection points, Flag (2) and flag (3) equidistant and perpendicular to flag (1) equal distance from both resurrection points, but not in sight of flag (1)
Mobile flag equidistant and perpendicular from the South most stationary flag.
The mobile banner can be removed and taken back to either sides res point resulting in a “Score”.
Once the mobile banner reaches a resurrection point the victory point will be noted for the controlling side. The mobile banner is reset at the 30 and 60 control checks
Only a gauntleted hand may hold the mobile banner. Banner must be carried above the waist and be clearly displayed. Flag bearer is engaged 360 degrees while carrying the mobile flag.
A Killed banner carrier will drop the banner where it falls, it will remain mobile. For the fixed banner locations, at the time check control will be determined by the color tape showing on the top of the pulley banner.
Time limit: 90 Minutes
Hold called at 30 minutes, 60 minutes and 90
Each check will be +-4 minutes from the noted time. Exact variant of time check should be generated by the marshalate prior to the start of the battle and not revealed to combatants.
All holds, except medical, are assumed to be local and do not stop the clock.
Medical holds are general. General holds stop the clock.
Victory conditions: Control of majority of stationary flags at time check rewards 2pts per time check and majority “Scores” of the mobile banner rewards 1pt for a total of 7 pts for the woods battle.
2PM Rapier Woods battle (Muster 1:30 at Woods) 6 pts Total (1 pt per time check for majority control of banners)
1 battle in 2x 30 minute “halves”, full resurrection.
3 time checks at 10, 20 & 30 minutes of each half. Each check will be +-4 minutes from the noted time. Exact variant of time check should be generated by the marshalate prior to the start of the battle and not revealed to combatants. All holds, except medical, are assumed to be local and do not stop the clock.
Medical holds are general. General holds stop the clock.
3 flags, 1 halfway between on a straight line between two resurrection points, 2 flags equidistant and perpendicular to the central flag equal distance from both resurrection points, but not in sight of the central flag.
Time limit: 60 Minutes
Hold called at 30 minutes & 60 minutes.
Victory conditions: Majority control of banners at each time check awards 1 war pt. Total possible war pts rewarded 6 pts.
Wednesday, August 8th
10AM Archery Champions shoot (Muster 9:30am) 4 pts Total
30 Total Champions: 20 Principal, 10 Allied.
The shoot will be constructed with an intent to balance accuracy & speed shoots
12PM Thrown Weapons Champions: 2 pts Total
Format as per recent tradition
12PM Siege/CA battle (Muster 11:30am) 4 pts Total
Format as per recent tradition
Æthelmearc Siege at Pennsic
Thursday, August 9th
10:30AM Rapier Pillage Battle (Muster 10am) 4 pts Total (2 pts per time check for majority of banners controlled)
1 battle, 60 Minutes (+- 5 mins), full resurrection
5 banners. Control of 3 banners at a check wins the check.
2 time checks at 30 & 60 minutes. Each check will be +-5 minutes from the noted time. Exact variant of time check should be generated by the marshalate prior to the start of the battle and not revealed to combatants.
Size/location of Tower: 30’x30’ ((approx. 10 hay bales – 2 bales high (20)), approx. 50’ South from gate of fort. Doorways: 2 9’ foot doorways, E-W along the line from main fort gate
Long house with 4 doors, one at each corner ((North/South; approx. 70’.15 hay bales – 2 bales high (30))
Dispersal of “broken” field (aka the Ruins): random scattering to south of wall, extending approx. 40’ south, made to look like ruined boulders and stacked two-three bales high each (each boulder would be 6-7 bales total across 2-3 levels).
Bales cannot be fought over.
Small chateau with two doors one each direction facing east/west ((8 bales – 2 high (16))
Deployment points/lines: ~125 feet in from overall field boundaries.
Direction of deployment: East/West
Resurrection points/lines: same as deployment lines
Number and type of flags: Five flags, pulley type – capture is determined by a flag being at the topmost point
Flag placement: One flag in the Tower, one in the Long House, one in the Ruins, one in the field south of the Ruins, and one in the Chateau to the far south.
Armored Bridge Battle: 2PM start time (Muster 1:30pm) 6 pts Total (1 pt per time check for majority of banners controlled)
Format: 5 Bridges, 60 Minute resurrection battle.
Archery and siege may fire over hay bales at the ends of the bridges, but not from bridge to bridge nor over the sides (and therefore through the marshal areas). Being in water is considered a kill. No walking, standing, sitting, or kneeling on the hay bales.
Combat archery and siege equipment throughout, no gleaning of arrows or siege ammunition allowed. Ammunition may be re-inspected for the following day. Archers are allowed on the bridge.
Each bridge will have a pulley banner on the north side in the middle of the bridge. Every 10 minutes the banner will be checked and scored for red or blue.
Victory conditions. Majority control of pulley banners at each time check rewards 1 war pt. Total war points to be awarded for this battle is 6 war pts.
10AM-4PM Arts & Sciences Champions 5 pts Total
Arts & Sciences Champions: 10 entries from each Side
Competitors may come from either Principal or Allied Kingdoms in any number
Competition to be judged with the artisans attending their entry (manned entries, not anonymous).
Entrants may enter a single substantial item (pre-17th-century), or a body of work consisting of related items that are connected to each other in a significant and meaningful way. A body of work will be judged as a single item.
If a body of work is from multiple disciplines, it should be of a consistent theme
Entries must be physical creations, completed since Pennsic 46.
Entries cannot be research papers, food, or performance.
Judging should be done by a panel of judges based on a rubric. Panels will consist of 4 judges, 2 from each side. Judges will have a minimum of a grant level Arts & Science award. Score will be determined by consensus of judges. If judges cannot agree between two points, it will default to the higher score.
Judges may come from allied kingdoms as well as principal kingdoms.
Judges must have a grant level (or equivalent) or higher award.
Non-English language documentation is allowed, but must be submitted per each entry by July 1 to allow for translation.
Documentation for ALL entries is due by July 15th to allow for judges to preview the material. Documentation may change between July 15th and the event, but competitors need to point out significant changes to their judges.
Documentation may take any form, so long as it contains information regarding the entry’s historical authenticity, context, creation/methods, etc. It may be written, graphic, pictorial, or another format. Verbal documentation during the face-to-face judging is acceptable. If documentation is to be verbal, please indicate that by July 15th.
The display is open to the populace.
Photo by Mistress Rowena ni Donnchaidh
Friday, August 10th
Combined Armored/Rapier Siege battle – 10AM start time (Muster 9:30am) 9 pts Total
1 battle, fought twice as attack/defend for time.
Faster combined armored/rapier attack time wins the whole point allotment.
Attackers have unlimited res. Defenders have 2 resurrections for 3 total lives. This is true for both armored and rapier halves.
Side that is currently behind has the option to attack or defend first. If tied, the winner of a coin flip will choose.
Battle is fought in 2 stages, armored and rapier.
Armored victory condition will be transport of a heavy, handled box of “explosives” to a marked “detonation zone” (DZ). East will provide the box.
Box starts behind the initial resurrection line, 300’ from the DZ.
Anyone carrying the box must do so with a gauntleted hand.
Box “explodes” to stop time as soon as any part of the box enters the DZ.
Between the initial resurrection line and the DZ are 5 left/right staggered points every 50’. These can be “flipped” to become additional res points.
Combat archery and siege equipment throughout, armored portion. No gleaning of arrows or siege ammunition allowed.
Once the armored team stops the clock, there will be a 15-minute change out to rapier
Rapier battle will be a castle assault. The victory condition is flipping 3 banners within the castle.
There are 3 entry points to the castle: front, left, & right.
Banner 1 is 50’ inside the main door. Banners 2&3 are 50’ outside each side entry point.
Banners will have a pulley flag to be flipped.
Once flipped to the attacker’s color, they cannot be flipped back to the defender’s color.
The clock stops when the 3rd banner is flipped to the attacker’s color.
Combatants may participate in both armored and rapier halves of the battle, provided they re-armor appropriately.
12PM Friday Populace Archery Shoots close 3 pts, 1 pt per shoot–
Walkup, Clout & Advancing enemy
Range will be available 5 times during the week Su, M, T, Th, F (AM only on F)
12PM Friday Populace Thrown Weapons 1pt
2PM (or following combined Siege battle) Closing Ceremonies
Alric and Katherine, Prince and Princess of the Midrealm