Establish your camp and enjoy the onsite amenities Mountain Pines has to offer!
Pick up fights will be held on the main battlefield where you can display your weapon handling, footwork and shield skills.
Friday Night Fights Under the Lights!
Join fierce comrades in competitive battle fighting under twinkling points of light in the night sky on an illuminated battlefield!
Come warm your bones by the fire! Roast marshmellows, share tales of adventures, catchup with old friends and create new memories.
Reduce noise and enjoy the peaceful tranquility of the night sky.
If you need help getting your weapons passed, we will have some supplies to help correct minor infractions.
See the SCENARIOS we have prepared for you below
Dine in the great halls that put Valhalla to shame. Forge alliances and make eternal friendships.
Come dressed in your best garb for the feast we have prepared. We will be holding a garb contest. The contest will be based on creativity, orginality and authenticity. The winner will be awarded $100.
Come warm your bones by the fire! Roast marshmellows, share tales of adventures, catchup with old friends and create new memories.
Reduce noise and enjoy the peaceful tranquility of the night sky.
A slightly more complex version of the old standard.
Field Setup:
An open field, with res points, holy points and objectives.
Each res point will be clearly marked. (May be manned with a herald, for res throttling.)
The primary holy point will have a “control” herald and control pole. (Flip for red/blue control.)
Holy Points:
Will be large circles, perhaps 20’ and 10’ diameter. (Depends on scale of event.)
If one team completely controls the primary holy point, they will raise the team color flag.
There is no need to track points/etc. People will fight for fun.
Game Play:
Red and Blue players start behind their resurrection point, outside of the field of play.
Gold players may start in the center circle or at their res point.
When lay-on is called, fighting ensues.
Gold Team:
This is the “spoiler” team. Needs to be cohesive and able to quickly adapt to changes.
Ideally, one unit/group of decent fighters. (About 10-15% of total participants.)
If one team controls the holy point, Gold becomes “allied” with the other team.
If no team fully controls the holy point, Gold has no alliances. They fight for control!
They res at the Gold res point and their sole objective is to retake the center circle.
If control switches, their alliance immediately switches
Defending the castle seems hopeless against the never-ending stream of attackers!
Field Setup:
Attackers start in the Wildlands, below their initial Res Point, ready to capture the castle.
Defenders start in the Wildlands, above their initial Res Point, ready to defend the Swamp.
Game Play:
When lay-on is called, fighting ensues. Defenders may move forward / down towards attackers.
When Defenders Die: Move behind the “next” Res Point and defend from there, unless in Castle.
When Attackers Die: Touch-and-go Res Point, which moves forward / up as they control locations.
Bogs, Fire Pits and Walls: If a player steps into any marked location, they are dead.
Players may jump, swing and use missiles across Bogs and Fire Pits.
City Walls (Infinitely Tall): Players may NOT jump, swing or use missiles across city walls.
Castle Walls (Infinitely Tall): Same as City Walls, except Defenders may fire missiles through Castle Walls.
Defender Mage: The mage is an ethereal being who may move through city and castle walls
Lightening Bolts: Destroy the first body part or item they hit. (They may be healed and resurrected.)
Fireballs: Kills the first player hit or who has their gear hit. (Any gear they are holding or wearing.
Little Bo-Peep has lost her tasty sheep, and we know where to find them!
Field Setup:
A long narrow pasture will be clearly marked. Any player outside of the pasture is dead.
The sheep are resources which are scattered about the pasture.
In the center of the long sides, each team will have a sheep pen, for holding captured sheep
Shepherd:
The primary objective of the shepherd is to collect sheep and bring them back to their pen.
Shepherds will be clearly identified with unique garb. (White tunic, headband, crook, etc.)
Shepherds may not carry or use any fighting gear of any kind. (No shields, no armor, etc.)
The shepherds are the only players on the field who may move sheep.
A shepherd may only move one sheep at a time, with running allowed. (Sheep are fast)
A sheep being moved must remain in contact with the ground the entire time. (Sheep are heavy)
Shepherds may steal sheep from the opponent’s sheep pen. (Dirty sheep rustlers!)
Shepherds may not be: grabbed, held, grappled, shield bashed or body checked. (No rough play)
Shepherds may not: grab, hold, grapple or body check any player on the field. (No rough play)
Shepherds are immune to missiles, but may be injured by non-missile weapons.
Shepherds may declare themselves to be dead at any time, for any reason.
A shepherd may resurrect by touching any part of the sheep pen with any part of their body
Game Play:
All players will start behind their resurrection line, outside of the field of play.
When lay-on is called, all players enter the field and fighting ensues.
When players die, they step out of bounds on their side of the field, behind their res line.
At any time, any dead player may declare that they are consuming a sheep. They should loudly
yell out the declaration to all their dead comrades, and then visibly throw the sheep out of
bounds. At this time, all dead players who are behind their resurrection line resurrect and re-enter the field of play.
It is up to each team to decide how to protect their shepherd and their sheep.
It is also up to each team to decide how to manage their resources to their advantage.
Heralds may introduce new sheep into play, to ensure a more fun scenario for everyone