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War Maneuvers

Queen of Hearts
War Maneuvers

A Note About Borders:

All borders on all tourney fields, with the exception of the Bridge Battle, Nine Points, Blood Bowl, and Live Chess, 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.

Rules for Regeneration Battles:

This year at Queen of Hearts, some tournaments will use these same rules for regeneration. These tournaments will be specified in their rules descriptions below. There will be no regeneration in the classic sense of the word. There will be no walking to a res-point in the battle; dead bodies stay dead 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.

War Maneuvers

Full descriptions sorted by card rank.

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.

Bridge Battle

This will be a fight on a "very realistic" bridge. There will be three flags set up along the side of the bridge and each team will be assigned a color. You are considered to have control of a bridge point if the flagpole at the point is showing your team's colored flag on top. The rope that controls the flags may be manipulated even if you are holding weapons, but you may only manipulate the rope or flag with your hand.
This will be a timed battle. 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 control point that they control. 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.
Alternatively, if one team completely eliminates the other before the end of the battle than that team is the winner regardless of the point totals up until then.

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 stand behind the back or sides of their own side of the field. It is possible for them to return to life and to play.
At the back line of each side of the field there are four targets that can be knocked over.
At 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).
One way you can win targetball is by getting every member of the opponent team "out". You do this by hitting them in a kill location with a targetball. If they are hit in an arm or a leg they lose than limb just as if they were hit by a sword blow. Head shots do not count, as the targetballs are technically missile-weapons.
The one exception to this is if a thrown ball is caught by an opponent. In the case where a ball is caught in any way before any part of it hits the ground or another player, even if it is bobbled in the process, the player who threw the ball is immediately out and one person who is out on the catching-player's team returns to play. What is more, if the catch is made entirely with one arm only (bracing the ball against the body in the process is okay) then two players return to play from the catching player's team.
Players on the same team may toss targetballs to each other without penalty (even if they're dropped).
Another way you can 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 and by catching, 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 back 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.
When a single team is reduced to five members, the middle line of the field will be moved toward that teamís side of the field by several feet. This line will have been pre-marked.
If a side has no balls available to them it is possible to summon up to three balls from the other side of the field. To do this the team must inform the marshal on the number of balls they wish to summon and sacrifice that number of limbs anywhere from their team on the field in order to do so. Play does not stop while this transpires.
The game ends when either all players on one side of the field are dead or when all the targets on one side of the field are knocked over.

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!

The Antonine Wall

This tournamnet 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 thier 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 retreive 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).

Kill the Queen

The first team to kill their opponent's queen wins. If the queen of the team is unable to participate in the battle for any (reasonable) reason, the team will be allowed to choose a proxy that has the same weapon and armor restriction as the queen (if any).

Castle Battles

Each team will get the chance to attack and defend a castle against one another.
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.
Teams will alternate fighting inside and outside the castle. Wins from the inside and wins from the outisde are all equally valuable. The team with the greatest number of total wins is the victor of this tournament. Ties will be broken by time it took to kill the other teams.

Water Missle Melee (Non Combat Team Challenge)

No spells, weapons, or armor are used in this tournament. Just water balloons. Lots and lots of water balloons.
In a field full of obstacles and hiding places, the goal of this game is to eliminate as much of the opposing team as possible. A player is eliminated if a water balloon explodes on any part of their body, including one that they are holding.
Each team will be given a load of water balloons equal in number. If both teams expend their entire supply of water balloons then whichever team has the most remaining members will be the winner. This will also be a timed fight. If there is more than one team with remaining players at the conclusion of the time limit the team has the most remaining members will be the winner.
(We know that getting wet in a water balloon fight is not fun for everyone. In a case where you want to opt out of this tournament, you will not put your team at a numerical disadvantage. We have a provision for that.)

Field Battle

You fight. In a field.

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 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. When they are done with their move they must yell "DONE!" so the marshal can verify it was a legal chess move.
The King will only have 10 seconds to choose a piece - we want this as fast paced as possible. 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 it is their turn.
One a piece begins it's move a ten second count down will begin. It is NOT necessary for the piece to finish their move in those ten seconds. After those 10 seconds have elapsed the other king then has 10 seconds to choose a piece to activate.
If your pawn reaches the final rank and needs to be promoted, play will not stop for you. If you aren't ready to make it another piece, that's your problem. You must alert the marshal as to what piece you are turning your pawn into.
It is extremely important that players loudly yell that their move is complete by yelling "DONE!" We try to keep the game flowing quickly. There will be a timer keeping track of how long it takes for the kind to decide on his move and a side will forfeit its move if one is not declared in the ten-second limit. Again, this ten second limit is on choosing a piece. Once a piece is activated the next ten second count is not a time limit, it is the amount of time that elapses before the other king can make their move.
The following are the rules for the different chess pieces.
Pawn - M: 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 - M: as Rook in Chess. Bow & Arrows (no more than 12 each), dagger, any armor.

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

- M: 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.

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

- M: as King in chess. Dagger, no armor.

Team Grand Melee

The usual bloodbath. All teams participate at once. The last team alive is the winner.

Luck of the Draw

Before this tournament begins, each team must organize their combatants into five-person squads. If there are only one, two, or three people left for the final squad, some of that team's squads may have four people to make their final squad larger.
There will be a number of color cards in a deck, held by the marshal. We're planning on that number being eight, but it might be more or less depending on the number of squads on the largest team. But, for the sake of explaining the rules we will assume it will remain eight. These eight colors will refer to the eight total squads that make up each team. If there is one or more smaller teams that have less than eight total squads, then one or more of their squads will have two colors instead of one; in essence all eight colors must be divided up between your team's squads.
At the beginning of the fight, all of a team's squads must be standing together on that team's side of the field. There will be a "tag in point" for each team on their side. After the lay-on is called, the marshal will pull one of the eight colors out of a hat and call it out. The squad with that color from each team must touch the "tag in point", then enter the field to fight. 10 seconds later, a different color will be drawn and called. If a color is called and the squad with that color is already on the field (because they had more than one color assigned to them) then each member of that squad may leave the field as fast as possible, touch the "tag in point", and re-enter the fight (though it is important to note that this does not repair any armor). A total of five colors will be called at 10-second intervals at which point the last team with living squad members will receive one point.
Afterwards, squads will resume their sides of the field and the process will repeat again. The first team to score three points in this manner is the winner of that match.

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.
Gold (first place) cards are used like cards have always been in Queenís war. If youíve earned that card you can use it to stand in the active line. If you have no other gold cards you may not pass it to someone else. If you have earned cards of any color beyond your first gold card you may pass them off to someone else who can use them.
Red (second place cards) work a little differently. You can stand in the active line if you have two (2) red cards. If you earned only one red card you can get a second red card from someone who was already standing because they had enough gold or black cards to do so. If there are two people that each have only one red card, they can combine them together so that one of the two of them can enter the active line.
Black (third place) cards also work differently. You can stand in the active line if you have three (3) black cards. If you earned only one or two black cards you can get the remaining ones from someone who was already standing because they had enough gold or red cards to do so. If there are two or three people who individually donít have enough black cards to be in the active line they can combine their black cards together so that one of them can do so.
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 teamís 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

Unlike the whole-team bridge battle this fight is not timed and has no capture points.

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 the the one with the most overall victories.

Ten Person Castle Battle

Like in the whole-team castle battle teams take turns fighting inside and outside the castle. The winning team will the the one with the most overall victories.