The assorted activities can be run over 2-3 hours depending on what the weather allows for and if the children have sufficient energy.
We'll introduce ourselves to the children and tell them a bit about what's in store for them throughout the day. We'll go through rules for how to handle the weapons, what's permitted and what's not. Both for safety, but also for the longevity of the gear. The children will be given a simple costume consisting of a surcoat, belt, swordholder, and finally the sword. The surcoat colour determines which team the child ends up on.
Price per child for the above is 70 DKK. Extra equipment can also be arranged, such as shield or bow and arrow.
All this will of course be covered on the day:
• We use soft rules, meaning that we do not allow hits to head and groin, and if the girls breasts if they have reached puberty. It's a simple question of there it hurts the most and therefore must avoid. Hits here do not count.
If one ducks during a fight, a hit to ones head is very likely because the opponent would have aimed for the torso or arm - this is then considered a valid hit as it's one's own fault.
• Hits to lose hanging clothes and the likes do not count. The strike has to be on the body, not the clothes. E.g. a hit to a sleave or hoodie that would never have hit the person even if the clothes had not been in the way.
• "Drumming" doesn't count. The sword tip has to move an armslength between strikes.
• Hitting hard is not permitted.
• Stabbing/thrusting with the swords is not permitted.
• Throwing is not permitted.
This is a all-versus-all game. We often introduce it as “dodgeball-with-memory, where the ball is a sword, everyone has one and noone throws and cannot be caught-out.” The similarity is in that once you're hit, you're dead and you indicate this by sitting down, either entirely or squat, and preferably with a hand on your head so others can see you're dead. Once the player that killed you dies, you're alive once more. It's permitted to attack people from behind even if they're fighting someone else, when they're lying down after falling over, or are rising from being dead. What's not permitted is to agree on teaming up on someone - if this is found noticed, punishement is to sit out the rest of the round. If two hit eachother at the same time so only one impact is heard, it doesn't count and the fight continues. Once we're down to three players left alive, it's forbidden to run from a fight, as it can draw out the match indefinitely.
This is typically our warm-up game - and we often participate in one or two rounds to test the kids so we know what to teach them during the next activity.
As the kids are on the last round we might switch to “last man standing.” Same rules as above, except once you're dead, you don't return to life, and you may move away from the battle area once you're dead.
We provide the kids some tips on how to improve their swordsmanship, and practive this in one-on-one duels. This is done based on what we observe in the preceding gnome war.
Please note that we use safety arrows designed for live action role-play. We'll instruct in how to use a bow and what's permitted and what's forbidden to do with them. We'll train how to stand, nock the arrow, draw and loose it, and finally how to aim. Once everyone is able to do this responsibly we can shoot at targets, and perhaps after one-another in the bow-version of line formation battle or gnome war.
This is a team-based game. The rules are:
• You'll die if hit 3 times.
• If you hit eachother at the same time, it counts - even if it's the third hit for both opponents.
• Upon death you must go to one of the event leaders (told who before the game starts.)
• Each team has a base where they must keep their own flag.
• The flag must be clearly accessible so the opponents can see it once they get to the base.
• The flag must not be fastened, e.g. bound to somethin or wedged in someplace.
• The flag must not be somewhere overtly hazardous. Meaning, not in a briar patch, amongst stinging nettles on a slippery surface or near large rocks.
• If one team has both flags at their own base, they'll gain a point.
• If you die while carrying the flag, you put it down where you die.
• If you're carrying the flag otherwise, you may pass it on to a team-mate. Lika a baton at relay-race, it's given, never thrown.
• It is not just permitted to run with the enemy flag, it's recommended.
The two teams line up across from one-another with a fair distance. They have a brief moment to discuss tactics, and will then line up shoulder ro shoulder, parallel to the enemy.
• The team with anyone left alive at the end wins the round.
• Once again, if hit for the third time, you die and leave the area, keeping your hands up so noone is in doubt that you're dead.
• If hitting each-other at the same time, like above, it still counts, even if's the last two standing and their last time to be hit.
The teams are divided a little differently. One is appointed king/queen - most often the one who's birthday it is. The king may then select a small group og guards. The rest are bandits that are out to kill the king before he can reach his destination. The king and his entourage starts in one area of the game zone, and will have to reach another location - and as the only player, the king may not run.
• The king dies on the 3rd hit.
• Bandits die on the 5th hit.
• Guardsmen die at the 10th hit.
This is only playable where the terrain lends itself to it, as it requires a physical obstacle. One team must prevent the other from coming through this natural bottleneck.
Both teams have a base near by, and like with capture the flag, third time hit means dead, and one of us must be sought out before resuming the game.
Each team has a base and must conquer a predefined place. They must then defend the location, keeping the other team from taking over. The team that has held the location for the longest after a 10 minute round, wins the round.
To declare the location for captured, on of the players must sit at the place.
Same life/death rules as in capture the flag.