Saturday Risk
For
this game we will be forming up to 6 Nations! [teams] and using
"Medics".
Our
Rule on Medics:
All
headshots and gun shots are fatal. Exit the field. For all other
hits, wounded players can race back to starting position and get
cleaned by your medic. One medic per team. The medic can not save
himself. If your medic has been eliminated, no one can take his position.
Large
Teams will be kept together and augmented with small teams and walk-ons.
Starting positions will be randomly selected then rotated clockwise for
each game throughout the day. Your starting judge will stick with
your team throughout the event. It is possible that the weakest
scoring team will be assimilated by another team, If a team is assimilated
the victors will receive the players and their cards, but not their earned
points.
In
each game, the teams will have 25 minutes to capture other continents
(bases). We strongly suggest as always all players wear watches !!!
New
Rule on Assimilations: Assimilations will occur after the scoring of
the second game. The lowest scoring team (after scoring the round) will be
assimilated by the team that took their continent
points that round.
The captured team will then continue the rest of the event wearing a new
color and taking orders from a new general. Assimilated team's cards will
be turned over to their new general. But assimilated team's
points will be erased.
Also,
no assimilation will occur after last round of the day. (around 5-5:30Pm)
Current
points leading team will not be allowed to assimilate more players or
other teams cards.
Teams
earn one card per flag station turned to their color at end of that game.
(In paintball Risk teams can earn more than one card per game)
Note: cards can be earned without occupying the base at the end of
that 25 minute game.
Continent
points values are the
same as Risk Board Game. Continent points can only be earned by BOTH:
having your flag color up in that bases flag station, and occupying that
base with at least one live player at end of 25 minute round.
5
Points North America |
5
points Europe |
7
points for Asia, |
2
Points South America |
3
Points Africa |
2
Points Australia |
Cards
will be turned in for points. If a team has 5 or more cards they must
cash in.
Following
the end of the 1st Game,
Cash in 5 Points
Following
the end of the 2nd Game
Cash in 10 Points
Following
the end of the 3rd Game
Cash in 15 Points
and
so on....
Winning
team members will receive the World Forces pin on Saturday.
And
allowed to shoot for Free tickets to a future event.
Winning
General will receive the Risk Scenario Trophy
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Sunday
Custer's Last Stand
For
this game we will be dividing into 3 companies and using
"Medics"
Our
Rule on Medics:
All
headshots and gun shots are fatal. Exit the field. For all other
hits, wounded players can race back to starting position and get
cleaned by your medic. One medic per team. The medic can not save
himself. If your medic has been eliminated, no one can take his position.
This
scenario calls for Custer's 7th Cavalry company to start standing within
their fort.
This will be
a game in which the Cavalry Team will be attempting to seize and hold the
Sioux Indian village. Unfortunately for Custer, history claims Custer was
stalled in his attempt, and was forced to defend himself behind a wall of
dead horses on an open plain. In this re-enactment, after the 7th
Cavalry team leaves their fort, Custer himself must plant the Cavalry Flag
in the center of a ring of dead horse bunkers, before this team can score
any points in this game. The cavalry's primary goal is to keep their
flag flying as long as possible, scoring 1 point per minute, for as
long as it flies.
Custer is
the only Cavalry member allowed to move the Flag at any time in this game.
If he decides to retreat back to the fort and is successful at getting the
flag back inside the fort, it will earn his team an additional 10 points.
If Custer is eliminated, he must stab the flag into the ground and exit
the field. Then for the remainder of the game, Custer's team will
attempt to keep the flag from being captured by the Indians.
The other
two teams will be plains Indians. These two teams are not
allies, and are competing to capture the Cavalry Flag. The Indian
team that captures the Flag, ends the game and earns 10 Points for their
team.
Additionally:
When the game ends, which ever Indian team possesses the fort by having
the most live players within the walls, will earn 5 extra
Points.
Game time
will be 25 minutes or until the Flag is captured by Indians. This is hit
you're out, not multiple returns. New
for this scenario, each team will be supplied with a medic.
We intend to
play as many games on Sunday as possible.
Large
Teams wi
ll be kept together and augmented with small teams and walk-ons. Teams
will rotate positions in clockwise manner, each team will play the role of
Custer's regiment two or three times during the day.
Winning
Team will receive the
7th
Cavalry crossed Sabers Pin
Winning
team will shoot
for Free tickets to a future event.
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