Scoring for Queen of Hearts


CARD VALUE
ACES COMPETITIONS
ACE Ace of Spades Ace of Hearts Ace of Diamonds Ace of Clubs 10
ART OF WAR - WAR MANEUVERS
KING Castle Battle Bridge Battle Antonine Wall Field Battle 10
ADDITIONAL WAR MANEUVERS
QUEEN Live Chess Hadrian's Wall Squad Grand Melee Kill the Queen 10
JACK Targetball Rock Assault Challenge Race Grand Teamwork 10
TEN PERSON SQUADS
10 Ten Person Field Battle Ten Person Bridge Battle Ten Person Folkestone Challenge Ten Person Castle Battle 10
INDIVIDUALS
9 Open Fighter Closed Fighter Mixed Pair Mixed Pair 5
8 One Path Two Path Newbie Three Path 5
7 Knight Squire Spirit Steel 5
6 Single Short Individual Florentine Individual Sword & Shield Individual Hand and a Half Individual 5
5 Single Short Squad Florentine Squad Sword & Shield Squad Hand and a Half Squad 5
4 Scavenger Duncan's Challenge Strategist Loremaster 5
3 Performance Banner & Heraldry Cleaved Gambler 5
2 Foamsmith Armourer Garb Trapper 5
Joker Marksman Athlete Boff Archery Jester 5
QUEEN'S WAR
Queen's War will happen after all other tournaments have concluded on Sunday. The winning team of Queen's War receives 25 points.


Combat Tournaments

Full descriptions sorted by card rank.


❧ Aces Competition


The Aces tournament has been reimagined and has an overall different philosophy to it. We know that having four people dedicated to a tournament and not fighting with their team on the field is a hardship, so that was one of the main points that we tried to address. Each team will have four Aces, one per card suit. Your team must designate which of your Aces is which card suit at the beginning of the event. Each Ace competition is separate, meaning that (for example) your Ace of Hearts is only competing against the other team’s Ace of Hearts, not the other Aces, however all Aces will often work together to get those points. Essentially you should think of the Aces as a 4-person Champion team that are each trying to earn their own points while also helping each other earn points.


The Aces tournament is in three parts:


War Maneuver Showcases: Most Aces will be able to fight with their teams in all the war maneuvers most of the time. In several cases, before the war maneuver takes place, all Aces will be called out to the center of the field and compete 4 on 4 (or less if some Aces are called away for something individual). These 4 on 4 fights are meant to be, in a sense, miniature versions of the war maneuver about to be fought. Although all available Aces will be fighting in these fights, there will be a random and rotating system that determines which Ace suit(s) the points will be applied towards.


Individual Showcases: In individual combat competitions, such as weapon styles, and skill competitions such as Athlete or Marksman, some Aces will be chosen though a random rotation to be a part of those competitions along with the other entrants. By competing against the other Aces of their suit they will earn points for their competition.


Championship Fights: Every Ace will compete in some weapon style competitions and skill competitions outside of the regular tournament structure and earn points by beating the other Aces of their suit. These championship fights are designed to be short and take Aces away from the full team for as short a time as possible.



❧ Open Fighter Tourney


To compete in this tournament you must be a fighter. It is open to any person who is a fighter. You should expect to fight with different weapon styles and in both armored and unarmored combat.



❧ Closed Fighter Tourney


To compete in this tournament you must be a fighter. It is only open to people who are not men, including trans women and nonbinary people. You should expect to fight with different weapon styles and in both armored and unarmored combat.



❧ Fighter Mixed Pair


Two individuals join together in several fights against pairs of opponents. Of the two people on this two-person team, one of them must be eligible to fight in the Open Fighter Tourney described above and the other must be eligible to fight in the Closed Fighter Tourney as described above. You should expect to fight with different weapon styles and in both armored and unarmored combat.



❧ One Path Tourney


To Compete in this tournament you must have between 1 and 5 spells and a light weapon restriction. Competitors will fight one another in unlimited fights.



❧ Two Path Tourney


To Compete in this tournament you must have between 6 and 10 spells and a medial weapon restriction. Competitors will fight one another in unlimited fights.



❧ Three Path Tourney


To Compete in this tournament you must have at least 11 spells and a severe weapon restriction. Competitors will fight one another in unlimited fights.



❧ Newbies' Tourney


Your newbie must have started eventing since last year's Queen of Hearts. They will be asked not only to demonstrate their prowess in combat, but also their knowledge of the rules, etiquette (unwritten rules) and Realms history & current events (both in and out of character.) How well do you prepare the people you bring into the Realms?



❧ Knights' and Squires' Tournament


A Knight and Squire may enter this tournament. They will compete both as a team and individually in several types of combat.



❧ Spirit & Steel Tournament


A spellcaster and a fighter team up in this traditional two-person team competition. They will compete as a team and individually in various forms of combat.



❧ Individual Weapon Styles


Each of these four weapon styles have their own tournament wherein individual competitors must use that style: Single Short, Florentine (mixed), Sword & Shield, and Hand and a Half. If you compete as an individual in a weapon style you may not compete in any other individual weapon styles nor may you compete in the squad for that same weapon style


(ex. if you compete in individual Single Short you may not compete in individual Florentine, Sword & Shield, and Hand and a Half, nor may you compete in Single Short Squad. You may compete in a different squad, however, such as Sword and Shield Squad ).



❧ Squad Weapon Styles


The same four weapon styles listed above also have squad competitions. A three-person squad must all use the same weapon style and compete together against other team’s three-person squads. There are three-person squads for Single Short, Florentine (mixed), Sword & Shield, and Hand and a Half. If you compete in a squad for a weapon style you may not compete in any other squads nor may you compete in the individual tournament for that same weapon style.



❧ Duncan's Challenge


You must win 3 out of five fights against your opponent. You have a choice of five weapons (dagger, single short, florentine, sword & shield and hand and a half) for each fight, but once you use a weapon combo, it may not be used again. In the first fight, both fighters pick their weapons simultaneously. After the first fight, the person that won the previous fight must pick first, and their opponent can choose which weapons they want to counter with.



❧ Boffer Archery Tourney


Are you the best archer in the realms? Can you prove it by killing other archers? You must have your own bow to participate. This tournament will involve both combat and some accuracy and skill competition.



Non Combat Tournaments

Full descriptions sorted by card rank.


❧ Scavenger Tourney


A very old classic is back again this year. In this tournament each competitor will get a long list of items which they must bring to the marshal for credit. Placement in this tournament will be determined by whomever completes their list quicker or who can bring in the greatest number of items, depending on the circumstances.



❧ Strategist Tournament


The strategist will prove their tactical and mental fortitude with a strategy game played against their opponent in this competition.



❧ Loremaster Tournament


The Realms has over thirty years of lore. People, places, gods, threats, events, and much, much more. This tournament is for those who fancy themselves to be masters of Realms history to prove what they know, and that they know more than their opponents.



❧ Performance Competition


The Performance category this year is - Magical Ritual with Special Effects


During the non-com showcase after dinner break, one or more members of your team will perform on the stage. Any number of people may be a part of the performance but there is only one card that will be given to the winning team.



❧ Banners & Heraldry


This tournament judges your team's banner and heraldry for the true supporters. It is limited to judging those items even if your team has more people in heraldry than those required.



❧ Cleaved Competition


Our own take on "Chopped". Two entrants are allowed from each team who will work together as chef and sous chef. They will receive a "mystery basket" full of ingredients; an eclectic selection of proteins, vegetables, starches, and spices. In one hour's time, they must put together two servings of the same dish for presentation to the judges. Entrants may only use the ingredients in their baskets, but all cooking tools must be provided by the competitors. Entrants may also bring any equipment to cook on, including charcoal for the on-site fire pit, but all food preparation must be done in a designated area in front of the judges. The entries will be judged on taste, presentation, and creativity.



❧ Gambler Tournament


This competition honors those who claim mastery of the art of gambling. Entrants will partake in several different games of chance. This tournament takes place at night after the non-com showcase.



❧ Foamsmith Competition


The Foamsmith category this year is - 6'6" Halberd


Each team's entrant for the foam-smith tournament will make a weapon or weapon-set that must be new at this year's Queen of Hearts. You will present the weapons after dinner break at the non-com showcase. You must submit a one-paragraph writeup with your entry explaining your design choices and your construction techniques.



❧ Armourer Competition


The Armourer category this year is - Helmet with Moving Visor


Each team's entrant for the armourer tournament will make a piece of Realms-rules-legal armor that must be new at this year's Queen of Hearts. You will present the armor after dinner break at the non-com showcase. You must submit a one-paragraph writeup with your entry explaining your design choices and your construction techniques.



❧ Garb Competition


The Garb category this year is - Military Dress Uniform


Each team's entrant for the garb tournament will make an article of clothing that must be new at this year's Queen of Hearts. You will present the garb after dinner break at the non-com showcase. You must submit a one-paragraph writeup with your entry explaining your design choices and your construction techniques.



❧ Trapper Competition


The Trapper category this year is - A Venomous Creature


In the trapper competition, a member of your team presents a monster that they were able to capture. In essense, this tournament is about designing an NPC, both the costuming and mechanics behind it. You will present your monster after dinner break at the non-com showcase. Your presentation should include a short story about how you "trapped" it. You must submit a one-paragraph writeup with your entry explaining your design choices and your construction techniques.



❧ Marksman Tournament


The marksman will compete in several events that involve accuracy when hitting a target. Live archery, for which they must use a non-compound bow with a draw weight of 30 pounds or less (without any add-on items to increase accuracy), and some other target skills as well. Each event will be scored individually by ranking and the highest overall score will determine the winner of this tournament.



❧ Athlete Tournament


The athlete will compete in several events that involve physical skill, strength, and athleticism. Elements of the old Strongman tournament are now in Athlete. The running competition has been placed inside this tournament as well. Each event will be scored individually by ranking and the highest overall score will determine the winner of this tournament.



❧ Jester Tournament


Near the beginning of the day on Saturday, each team’s Jester will receive a short list of topics. By the time the Non-Com showcase happens on Saturday evening they should have created a three-minute stand-up routine on some or all of the topics on their list which they will perform for the crowd. Only the funniest can win this competition!



War Maneuvers

Full descriptions sorted by card rank.


❧ A Note About Borders


Most borders on most tourney fields are considered "soft borders". The goal of a soft border is to create field boundaries, but not to cause someone to have to die because they momentarily lost track of where they are allowed to be. Our intention as marshals, when we see someone crossing a boundary is to verbally give them three seconds to get back in bounds before we call them dead. The purpose of this three-second rule is not to give players the ability to willfully leave bounds for three seconds to get an advantage. Anyone seen using them in that regard will be spoken to.


Some borders in some tournaments have "hard borders". These are usually designated by a line painted on the ground or a fence. No player may ever cross a hard border and doing so will result in a marshal calling that player dead.



❧ Rules for Healer and Blacksmith Staffs


Some tournaments don't use traditional kinds of regeneration and instead give players extra magic to raise and repair their own team through the use of staffs. These tournaments will be specified in their rules descriptions below. In these tournaments dead bodies remain on the ground where they die. Instead of classic regeneration, each team will have an immobile item near their edge of the tourney field called the Healer's Staff.


The Healer's staff is a pole in the ground, which healers can use to dole out extra Combat Raise Dead spells. When a healer touches the staff with their hand, that hand is now "carrying" a charge of Combat Raise Dead. There may be nothing in that healer's hand, and if anything is held in that hand while the charge exists, it will immediately dispel that charge. A healer may carry a charge of Combat Raise Dead in each of their hands. These charges of Combat Raise Dead are cast exactly like the spell, with a three word verbal. Once a Combat Raise Dead charge is used, that hand is now empty and the healer must return to the Healer's Staff to pick up another charge for that hand.


Healer's Staffs may be used in this fashion by any character that has the spell Combat Raise Dead in their spell progression. Healer's Staffs are minor magic items. They can be disenchanted to lose their ability for the remainder of that round of the tournament by the spell Disenchant or a Disenchant Potion. Healer's Staffs may not be moved from their position on the field.


In some tournaments there will also be a Blacksmith's Staff. The Blacksmith's Staff functions in a very similar way to the Healer's Staff. It allows casters with the spell Repair Item in their spell progression, to "carry" a charge of Repair Item in each hand exactly as described above for Healers carrying Combat Raise Dead. All other aspects of this minor magic item are the same as the Healer's Staff.



❦ King Cards - The Art of War ❦


The Art of War is a series of war maneuvers that happen consecutively in an order that are determined by the fights that happen before and after them. Essentially, they are meant to simulate a large-scale war that takes place between two armies over several different battlefields as the “front line” of the battle shifts due to wins and losses. A team that continues to win will push back the other team further and further into their own territory but inside their own territory a team that is “Defending” will find itself with certain advantages that can change the tide in their favor.


Play starts with both teams engaged in a Field Battle. The winning team will push the losing team into an Antonine Wall battle. If the same team wins again it will push the losing team into a Bridge Battle. A further win after that will push the losing team into a Castle Battle. If that same winning team wins the Castle Battle then they will win the overall Art of War series. Four battles is the absolute lowest number of battles that can possibly occur in this format. However, if a team that has lost the previous battle is able to win the next battle, they will push the “front line” of the war back towards the middle and prolong the overall conflict. The below diagram attempts to explain the order of battles.


All of the rules for the battles below except for the Field Battles will talk about an “Attacking Team” and a “Defending Team”. The “Attacking Team” is the team that won the War Maneuver immediately preceding the one being fought, the “Defending Team” is the one that lost.


Because these battles can go back and forth, it is possible that some of these war maneuvers will only be fought once and some of them will be fought multiple times as the battles shift. Rules for dispersing the cards (and therefore points) are below:


  • Castle Battle: This card is dispersed to the team that defeats the other team inside their own castle; if this occurs, it will be the last battle of Art of War and ends this series of tournaments. In this circumstance, only one Castle Battle card will be given no matter how many times castles are fought. However if only defending teams win Castle Battle the card is subject to the rules below.
  • If a War Maneuver type is fought a single time, the winner of that battle gets the card for that war maneuver.
  • If a War Maneuver type is fought multiple times, whichever team won a greater number of those battles will receive the card.
  • If a War Maneuver is fought an even number of times and both teams won an equal number of victories, both teams will get a card and the points for that War Maneuver.


    Because the overall number of battles will be unknown, since the War Maneuvers can go back and forth multiple times, and this is the first year we’ve tried this, we will set the overall maximum number of War Maneuver fights at 10 for all of the Art of War battles. Any War Maneuvers that do not get run within those 10 fights will have no cards and no points dispersed.



    ❧ Castle Battle


    Castle towers will be 4' by 4' and 8' tall. There will be at least 4 and possibly as many as 6 towers, with tarp walls between the towers. The floor of each tower will be about 4' up, and there may be no more than two players (living or dead) in each tower at a given time. Players are asked to be very careful when getting in or out of towers.


    The castle will have a set of outer walls, which may or may not be surrounded by a moat. Specific rules for how the moat will work will be announced the day of the event.


    Castle walls are considered 10' thick for the purpose of raise dead spells.


    Art of War Rules: In this War Maneuver the “Defending Team” as specified by The Art of War rules starts inside the castle. They are automatically granted one mystic forge, functioning as per the spell, imbued to cast Repair Item, that can be used by any spellcaster who has a learning of Repair Item in their spellbook.



    ❧ Bridge Battle


    This will be a fight on a "very realistic" bridge. Your goal is to eliminate the team on the opposite side of the bridge. There will be rules for putting a limb in the water or falling into the water that are specified at the event.


    Art of War Rules: In this war Maneuver the “Defending Team” will have a wider end to their bridge than the “Attacking Team” thus allowing them greater frontage with which to defend the bridge.



    ❧ The Antonine Wall


    This tournament will feature a series of walls that divide the field in half and are also arranged in a square in the center of the field with open corners to give access to the very center. Around the edges of the square will be circles painted on the ground. Each team will have three circles that are on their side of the field. Before the lay-on is called, all members of each team must place all of their weapons on the ground in those circles. No more than half of a team's weapons can be in a single one of those circles. For the purposes of this tournament, bows must be placed in the circle but not arrows.


    Each team starts on the back line of their half of the field. When lay-on is called, players may retrieve their weapons and begin fighting. The last team with any members alive is the winner.


    This battle will feature Healer's Staffs and Blacksmith's Staffs (see above).


    Art of War Rules: In this war Maneuver the “Defending Team” as specified by The Art of War rules will have a start line that is closer to the wall than the “Attacking Team”.



    ❧ Field Battle


    You fight. In a field. While this is a part of the Art of War series, no advantages are given to either side.



    ❦ Additional War Maneuvers ❦



    ❧ Rhiassan Live Chess


    Players fight as chess pieces on a giant board. The squares are about 6' square and the grid is 8 x 8, so that makes it about 50' by 50' in size. The whole playing field is considered live at all times, so you can always attack anyone you can reach. The goal is to kill the king on the other team.


    Sides take turns moving and only one player per side may move (see movement rules below) per turn. Any illegal moves that are made (moving in a way you are not allowed or a second piece moving) results in the offending piece being called dead.


    Touching the ground in a square other than your square is considered a move. This means that you may not lean into a square supporting your weight by putting your hand or foot down in that square.


    Kings duel to determine who goes first. The King whose turn it is calls a player's name. That designates the “Active Player”.


    The “Active Player” has 10 seconds during which they are allowed to move. The timing marshal will count those 10 seconds out loud. At the conclusion of those 10 seconds the Active Player must stop at whatever space they are in at the time. If they are in between two spaces they are allowed a second to ‘back up’ into the further back space (including the parts of the Queen consolidating into a single space). If they die before the 10 seconds is up, or if they want to/have to stay in a square and not move any further, the timing marshal will still count out the full 10 seconds before the game continues.


    During those 10 seconds the “Active Player” moves according to their piece's limitations until they have reached the end of their move, won a square from another piece (except for the Knight - see below) or have been killed. There is no longer any need to yell “DONE” as in previous years of this tournament. The timing marshal will count out 10 seconds no matter what before the other King can activate a piece.


    After those ten seconds are over it is the other King’s turn. He will be given a few moments to select and name a piece. We are not putting a time limitation on this as it always happens very quickly, but if it is clear that the King is stalling for time or cannot make up their mind the Timing Marshal will implement a 5 second count to hurry them along. As soon as the King names their “Active Player” the 10 second count begins again.


    It is very important for the Kings to try to get every player involved to participate (that's why pawns move 2 squares and can move diagonally forward - so that they can get into the fray more easily.) Pieces do not have to move according to the King's decrees but a piece may not move at all unless the King tells them they are the “Active Player”.


    If a pawn reaches the final rank and needs to be promoted, play will not stop. You must be able to arm that person immediately if you want them to take advantage of better weapons and armor. You must alert the marshal as to what piece you are turning your pawn into.


    The following are the rules for the different chess pieces.


    Pawn - moves 1 or 2 squares forward OR diagonally forward. Single Short, No Armor. Spellcasters may play pawns, and they will not be breaking their weapons restrictions for the purposes of this tournament. Pawns may become any other piece by reaching the final row, but play will not stop for them to change weapons or armor.


    Rook - moves as Rook in Chess. Bow & Arrows (no more than 12 each), dagger, any armor.


    Bishop - moves as Bishop in Chess. Hand & a half, any armor.


    Knight - moves as Knight in Chess. Sword & Shield and any armor. The Knight must make it's full move or die trying. This makes it the only piece that can move through multiple squares by killing several opponents.


    Queen - moves as Queen in Chess. 2 players with any weapons and armor.


    King - moves as King in chess. Dagger, no armor.



    ❧ Hadrian's Wall


    This old favorite is back this year! This war maneuver features a wall in the center of the field with three gaps in it. The only way to the other side of the field is through those three gaps. Each gap has a flag near it that can be raised to one of two colors and each team will be assigned a color.


    In this timed battle your objective is to keep each of the flags to your team’s color as long as possible. The total time will be determined the day of the fight, to allow us some flexibility with our scheduling. Regardless of the total amount of time, every 60 seconds each team will receive a single point for each flag that is their color. These will accumulate throughout the battle. After time is called the fighting will stop and the total number of points for each team will be added up. Clearly, the team with the greatest number of points is the victor.


    There will be a forward progress line on each side of the field. If your team is able to push past the wall it may not go past the forward progress line on the opposite side of the field.


    This battle will feature Healer's Staffs and Blacksmith's Staffs (see above).



    ❧ Squad Grand Melee


    Both teams will be split up into a number of squads with a relatively identical number of players on each. The specifics of these squad numbers will be given at the time of the war maneuver. These squads will be distributed around a large field in a way that puts enemy squads between friendly squads. Then, the bloodbath begins.



    ❧ Kill the Queen


    Teams line up in an open field in the manner of a field battle, but victory is not determined by which team eliminates the other. The winner is the first team to kill the Queen on the other team. It is the intent of this tournament that the team's actual Queen takes the field. Medical substitutions will be allowed, however.



    ❧ Targetball (Non Combat Team Challenge)


    Targetball is a dodgeball-like game with an extra win condition. No spells, weapons, or armor are used in this tournament.


    The tournament field is split in half with a line. At no point are you allowed to put any part of your body over the opponent's side of the field. If you do so you will be called out. You must stay in-bounds at all times if you are still alive.


    Players who are dead queue up on the sidelines to come back into the tournament field. There will be a dedicated point that the line will be started at. Players must enter that line in the order that they died. Every 15 seconds the person at the front of the line re-enters the field of play. There will be a marshal calling out those 15 second increments.


    At the back line of each side of the field there are four targets that can be knocked over.


    At the beginning of play there will be a number of targetballs placed on the center line. All players must start play immediately in front of their own back line (and the targets).


    You remove members of the other team by hitting them in a kill location with a targetball. If they are hit in an arm or a leg they lose that limb just as if they were hit by a sword blow. A targetball that hits multiple locations is just like a sword hitting multiple locations. Head shots do not count, as the targetballs are technically missile-weapons.


    Targetballs cannot be safely caught and they cannot be blocked with. Catching a targetball is the same as getting hit with that targetball in the locations that are contacted. If a thrown targetball hits a targetball being held, the blow damages all limbs that were holding the targetball.


    Players on the same team may toss targetballs to each other without penalty (even if they're dropped).


    The primary way to win is by knocking over all of the targets on your opponent's side of the field. Players may guard the targets with their bodies, but they may not interfere with a falling target by trying to stop it from falling over after it is hit or if it is knocked into by a player. Yes, accidentally knocking over your own team's target counts in favor of the other team.


    Out players who are standing along the line may help their team by returning balls to play that go out of bounds. In returning them to play they may toss them to their own teammates but may not use them to otherwise affect play. They may leave the line to get a ball and then re-enter it in the same place.


    This game has a time limit which will be set at the beginning of the tournament. It will also have three increments of time at which point the field shortens. At the first time increment, teams will lose access to the furthest back ten feet of their field, meaning that they can no longer guard directly in front of their targets. Each of the next two time increments removes another ten feet each from the rear of the field, pushing teams closer to the center and taking them further away from their own targets. The game will end before the time limit if all of the targets on one side have been knocked over. Otherwise, at the conclusion of the time limit, the winning team is the one that knocked over most of the opponent’s targets. Ties will be broken by the team that has the greatest number of competitors still on the field.



    ❧ Rock Assault (Non Combat Team Challenge)


    Rock Assault is a game of sneaky and group coordinated movement. Theoretically. No spells, weapons, or armor are used in this tournament.


    A field will be set up with a large number of obstacles that are there to act as cover and sneak around. On each end of the field will be an elevated pole that has a target hanging from it. There will be hard boundaries around the outside of the field.


    Each team will have a large number of “rocks” which are magic-missile-like throwing thingies. These might be bean-bags, they might be something else. We’ll figure it out. They’ll be safe to throw at people though. We promise. Each team’s “rocks” will be a different color.


    Each team will have a “rock pile” in the vicinity of their target. Marshals will return rocks to a pile if they go out of bounds.


    Rules for rocks: When thrown, this item strikes whatever it hits as if it were a sword. It will damage every location it hits, until it comes to rest. You may pick up and throw the rocks that the other team has thrown but you cannot catch them out of the air without sustaining the damage from the sword blow. A rock can be thrown with one hand. When a rock is being thrown, the other hand may also contain a rock and does not count toward dual-wielding for the purposes of weapon restrictions.


    This will be a regeneration battle. There will be a regeneration zone outside of the field behind each team’s target. Once every 30 seconds a marshal will call out that there has been a regeneration. All players who are currently standing in a regeneration zone are then returned to life and must immediately re-enter the field.


    The goal of this tournament is to score points by hitting your opponents’ target with a rock. Every rock that impacts the goal is worth one single point.


    This will be a timed battle. The exact time limit will be determined the day of the event. If there is a tie at the end of the time limit there will be a sudden death round to break the tie.



    ❧ Challenge Race (Non Combat Team Challenge)


    In this unique race, all teams will compete against each other at the same time. Stretching all across the site there will be a series of physical and mental challenges that require timing, strength, speed, coordination, communication, and maybe a little bit of luck to complete. As teams complete each challenge they will move themselves closer to the finish line.The first team to finish is the winner!



    ❧ Grand Teamwork (Non Combat Team Challenge)


    In this timed challenge your entire team will be given a challenge to complete. In order to do so efficiently coordination, communication, chain of command, and quick-wits are all important. Each team will be timed and the fastest to complete the challenge will win. In the case of all teams failing to complete it within the time limit, the team that comes closest to completing it will win.



    ❧ Queens' War


    Around a designated arena space, each team forms two lines with the head of each line at the edge of the tournament ring. One line is for people with cards obtained by winning tournaments (the active/standing line) and the other line is for people without cards (the extras/sitting line.)


    At the beginning of your active line you must place the following people, in order, even if they do not have cards. Your Ace of Spades, Ace of Hearts, Ace of Diamonds, and Ace of Clubs. People in the active line will be asked to stand in line, and the people in the extras line will be asked to sit down in front of them. During play, people in line may not switch their places in the lines.


    Each person at the head of an 'active line' enters the tournament ring and fights. The fighter that wins goes to the end of their active line, and the person at the head of their team's extras line joins them at the end of their active line. All the losers go to the end of their teams' extras lines.


    This means that if you win in the tournament ring, your active line gets one extra person. If you lose, it means your active line loses one person. As soon as each bout is over, the people at the beginning of the active lines enter the ring and fight. The team with the last active line with people in it wins!


    This tournament will be limited. No armor will be allowed, and no spells will be allowed except for Heal Limb and Magic Missile.


    If you’ve earned a card you can use it to stand in the active line. If you have earned more than one card you may pass one off to someone who does not have a card so that they can also stand in the active line.


    Teams are awarded points based on their "finishing place" in Queens War. The first through fourth place teams recieve 50, 30, 20, and 10 points, respectivly. If there are less than four teams at the event, the highest point award(s) will be dropped (so if there are three teams at the event, the first place winner of Queen's War would get 30 points).



    Ten Person Squads


    In each of these tournaments, all entrants from your team’s Aces competition must compete as part of the ten person squad. Other members of the ten person squad may be different for different tournaments but must remain the same within a single tournament.



    ❧ Ten Person Field Battle


    You fight. In a field. With ten people on a side.



    ❧ Ten Person Bridge Battle


    You fight. On a bridge. With ten people on a side.



    ❧ Ten Person Folkestone Challenge


    This is a ten-on-ten fight in an obstacle course of some kind. Teams switch sides after they fight. The winning team will be the one with the most overall victories.



    ❧ Ten Person Castle Battle


    Teams take turns fighting inside and outside the castle. The winning team will the the one with the most overall victories.