Hosted by the Barony of Calafia, in the Kingdom of Caid, at the Potrero Regional Park
Thursday May 27, 2010 - Monday May 31, 2010
Welcome to Potrero War! Please join us for some fun, friends and fighting under the shade of the beautiful oak trees.
[NOTE: All times are approximate, but due to a very aggressive schedule, we will not wait too long for fencers to show up. If you have not been inspected before the marshals meeting, then you will wait until a marshal can be spared to inspect you, and you will then be allowed to join in at the following scenario.]
5:00: Twilight Tourney Minus the sparkling vampires
This will be a Swiss 5 style tourney. Prize for the winner!
10am – 10:45am: Armor Inspection
10:45 Marshall’s meeting
11:00: Start of Battle
(I) Snowball
Start with one on one fights. The winner of that fight becomes the captain of the two-person team they then go and find another two-person team, the winning team then captains the four-man team and goes and finds another four-man team. This will continue until there are just two teams remaining. They then fight until one side is the winner. Wounds are healed in between engagements. No DFB!
(II) Protect the Royal
Each side will have a turn with escorting a “Royal” across
the field to a bunker.
We will have one side attack the other side, the one with the “royal” escort is
defending. This will switch when one team has successfully escorted the “Royal”
to a bunker. The team with the best time in either taking the “Royal” or
defending the “Royal” wins this scenario. At anytime the “Royal” is hit or
killed by anyone, it is an automatic “kill” for the offender. RBG’s will not be
allowed for this one
(III) Zombie Apocalypse
1. Fighters will be split evenly between two forces. Force A will start as the survivors and Force B as the Zombies.
2. Zombies must acknowledge any valid blow but are only “killed” by valid blows to the head and neck.
3. Humans killed by a valid blow to the neck or head are immediately out of play
4. Humans killed by a zombie by anything except a blow to the head or neck may count to 10 (out loud) and then become a Zombie too.
5. Zombies are encouraged to shuffle, moan and yell for brains!!
6. RPG’s are allowed
(IV) The Keg Raid (1 hour)
This is an hour resurrection battle. The goal is to capture "kegs of powder" scattered about the field and bring them to the "bunker." Occupied "bunkers" can be captured, as can opponent kegs of powder. Setup is in a large open field with kegs of powder scattered about. "Bunkers" will be marked out at opposite ends of the field for each side. Resurrection points will be on the adjacent sides of the field.
* Keg. Two fighters carrying a keg may
neither attack nor defend. A keg being carried may be captured by disabling or
killing the carriers. Carriers may be protected by armed guards. The keg may be
put down to attack/defend by carriers.
* Kegs of powder in bunkers can be captured. The entire bunker must be captured
to gain control of the kegs of powder inside it. Capture of a bunker is
obtained by killing or disabling all opponents at the gates of the bunker and
within the bunker.
* Each bunker is walled and the walls cannot be crossed or fought over. Each
bunker has a gate. Fighters can only enter/exit the bunker through the gates.
**Fighters have the option to “blow” out
a wall with the powder keg they have (these areas will be marked off with tape
and a marshal will call a count of 10 after the keg is placed against the wall
mimicking the lighting of the fuse. After the count is up the wall is
considered blown out and fighters may enter.
* This is a continuous Resurrection battle. No holds other than injury/safety
holds will be called.
* Victor is determined by which side has most kegs of powder at the end of one half hour
(V) Experimental Spear Melee
This is an opportunity to try out spears in a melee format.
(VI) Blood of Heroes Sponsored by: Captain Awesome and the Rumrunners
9am – 9:45am: Armor Inspection
9:45: Marshall’s meeting
10:00: Start of Battle
(I) Monte Carlo
All fighters place their weapons on the outside wall of the
fighting area. They then gather, unarmed, in the centre of the field. When lay
on is called, you run for your weapons. No RBGs are allowed (except as baton).
No DFB and all fights must be fought to a final victor
(II) Flag Melee
Each side will start at one end of the town, at least 20 feet back from the nearest outbuilding. At the start of the scenario, the two teams will enter into the town, and attempt to establish control of the 5 buildings. Combatants who receiving killing blows must return to a resurrection point placed behind the starting line used at the beginning of the scenario before returning to combat.
At the center of each building will be a flag which cannot be moved. If combatants from only one side have their hands on a flag, that flag is considered to be "uncontested", and controlled by the team. If combatants from both sides have their hands on the flag, it is considered "contested". The scenario will run for one hour. At the half way mark (30 minutes), there will be a short hold to determine the state of each flag in each building, and for a quick water break for the combatants. At the end of the one hour time period, the status of the flags will again be assessed
(III) Taming of the Shrew
Back by popular request! This is a non res battle that will last 25 minutes. At the end of this time, the side with the most survivors wins. The sides will split up with the lads on one side and the ladies on the other. Since there are fewer ladies, I will rely on the chivalry of our fencers to offer to switch sides so that we have as evenly balanced teams as possible. No DFB, No RBG’s
(IV) Drunk Captain
Recover your Captain so you and your troops can get to the castle. The first side to get their captain to leave the town through your starting point wins.
This is a non res battle. I will need 6 ‘volunteers’ armed only with a dagger. These are not the real captains or leaders from your side; this is just for fun. The two sides will enter the town, through their starting points. If you enter a pub, you ask the person inside if they are your captain; at that time the volunteer can open the bag and pull out their baldric/sash. There is one blue sash, one red sash and four white sashes. If they have a white sash, you can recruit (shanghai) that drunk to fight for your side. The drunks, captains or not, can not be killed. They will stagger about. They can take wounds and lose the use of the limb. If they receive a killing shot, they will become docile and will walk/move if led by an arm. They can suicide if they want at any time, even without arms. If they are “dead”, either from a killing blow or via suicide, they can count to 30 to “wake up” with all wounds removed, to stagger about again. No DFB and no RBG’s.