Chapter 6: Tournaments Catalog and Rules

## Tournament Guidelines

Fighters:

1. Fighters will comply with the Hearthlight Treatise of War, rules including but limited too:
	1. Magic Switching
	2. Calling “Armor” or “Immune” when struck
	3. Calling weapon class, if necessary. (Light, Heavy, Missile, Thrown, Single, and double)
2. If struck with insufficient force a fighter must proclaim “Graze!” loud enough for both the other fighter and heralds to hear. If not, the strike is considered sufficient.
3. There is no such thing as “insufficient” in armor. If a strike to the armor was sufficient enough to be noticed, it is sufficient enough to be taken.
4. Comply completely and civilly with their assigned Heralds.
5. Failure to follow these rules will lead to the player being ejected from the tournament.

Heralds will:

1. Be objective and unbiased in their rulings.
2. Halt a combat to ask for clarification and then resume it as they see fit.
3. Be firm and polite and give fighters the benefit of the doubt whenever possible.
4. Be clear about their purpose, "I saw contact to your X location. Did you feel that shot?" Usually the fighter will rewind the moment and make the correct call without the herald having to enforce a death.
5. Default to the honor the participants if they have reached a clarification themselves.

Example:

Herald calls a shot on Fighter B's leg. Fight B calls graze. Fighter A agrees that his shot swung through and caught garb, not the leg itself. The herald should defer to both fighters at this time, even if they heard and saw a "clean" leg shot.

## Champion of Honos

Fighters will fight 15 rounds, single death. Scores are tallied for three outcomes: Win, Lose, Simultaneous death.

These 15 rounds will be broken down into 5 smaller rounds. Each of the 5 fights against a different opponent (for a total of 15 different opponents over the 15 rounds)

Fighters may use any armor they own. We are not waiting for people to swap armor.

5 rounds using Light and Board.

5 rounds using either two lights, or 1 light and one buckler under 14 inches.

5 rounds with a heavy weapon no longer than 60 inches.

The top 4 fighters with the most net wins after 15 rounds will be dropped into a bracket. (Simultaneous deaths being tie breakers. If there are multiple ties of the same value heralds will set up a few best of three matches.) Fighters choose their own weapon sets for this final bracket.

No Alchemy or titles can be used in this tournament.

Winning this title grants the Gladiator title.

## Pro-Archery

ORE’s Pro-Archery tournament is a 3 vs 3 battle simulation where two groups battle each other in a sectionalized field until one team is eliminated. Players may use whatever shields/armor/bows/arrows they possess as long as they have passed weapons/armor checks.

The 20-foot distance between play areas allows all shots to be fired at full draw.

The field will be set up in this manner: (90-foot triangle with a 25-foot base.)

Each team starts the game in their respective A zones (A1 & A2). When lay on is called, players may begin combat using arrows. A player struck by an arrow takes wounds based on Hearthlight standard rules for missile weapons. When a player is killed they are considered to be “Defeated.”

When a player is defeated they keep any arrows they were carrying and may collect an additional three arrows before resurrecting in the next zone in alphabetical order. (A to B, B to C). To return to play a player must in a loud and clear voice make a 'Three Hearthlight Count' then shout “Alive!" If a player is defeated while in Location C they are Considered “Eliminated” from the match and must move to the sidelines

When a player eliminates another player they advance back towards their team’s A location by one step (C to B, B to A). Players cannot cross the gap between play areas and are limited to their own team’s play area.

Players cannot leave the zone they are fighting in unless they are purposely retreating backwards to a zone to collect more arrows. When a player enters a zone farther from the opposing team that becomes their new zone. Players cannot retreat to a zone closer to the opposing team. If a player steps outside of the play area or into a zone closer to the opposing team other than killing an opponent, that player is killed and must change zones/be eliminated as listed above.

A living archer may retrieve arrows only from the Zone they occupy but teammates may share arrows across zones. Arrows may be tossed. Heralds will return arrows to the field in zones containing players periodically in a fair and equal manner.

After 5 minutes Heralds will announce the match has entered “Sudden Death” mode. In Sudden Death, all arrows are instantly lethal wherever they strike a player hit location. Shields are destroyed the next time they are struck with an arrow. The dead player is eliminated regardless of which zone they are in and must exit the field in the normal manner. The killing player must advance a zone as normal.

When one team is eliminated the other team wins.

No Alchemy or titles can be used in this tournament.

## Triad

Triad is a 3 v 3 tournament in an enclosed box. Fighters may use any hearthlight legal gear they bring with them into the box the first time they enter. Players enter on opposite sides of the box. When lay on is called one player from each team enters the box (Team choice). The two battle until one player has been defeated or ‘tags in’ another player.

The moment a player perishes they must say the word “Dead.” loudly and clearly. When the player finishes saying the word “Dead” a new member of his team can enter the box. This player must announce himself (“Lay on! Have at you! \*Insert War cry\* etc.) upon doing so.

Players may ‘tag’ in and out of the box by making skin to skin (or glove) contact with another member of their team over the boundary of the box. That player is now ‘out of play’ and must remove himself from the box immediately and cannot be killed. The tagged player is immediately considered ‘in play’ and must announce himself the same way he would enter the box had his teammate died. The removed player keeps all injuries (including resistance damage) when doing so. The previous player may reenter the field if he is tagged again by one of his teammates. Players may run around the outside of the box and reach into the box but may not step in or touch the rope. Live players pushed out of the box perish and are eliminated. Players who step into the box without a teammate's death or a tag also perish.

First team to kill all three members of the opposing team wins. No Alchemy or titles can be used in this tournament.

## Dodge Rock

Players will form teams of 4. The Tournament will be done bracket style, single elimination. No armor is allowed other than for safety purposes.

Example: You can wear a helmet but if you're hit in the head it still counts as an elimination. A rock to any part of a helmet counts as an elimination.

The field will be 30ft by 15ft divided into two 15x15 squares. There will be a thick dividing line to designate the do not cross zone. Players start the game standing on the rear line of their zone. The game will begin with each team in possession of 1 rock. 8 additional rocks will be located on the centerline of the do not cross zone. Rocks are dead as soon as they make contact with the ground or a player. The round ends when a team is completely out and/or eliminated.

A player is “Out” and removed from play under the following circumstances:

Being struck anywhere but the head by a rock. Crossing the dividing line.

Stepping out of bounds.

If a throwing player’s rock is caught by another player. (This returns a player who is “Out” but not eliminated to the catcher’s team.)

Being struck in the head by a rock (This player Out AND is eliminated from the round and cannot be brought back into play this match).

After 5 minutes the game will enter “Sudden Death.” Any player struck with a rock is eliminated.

In the event of a simultaneous death of the final two players, the team with the most eliminations is the winner. If this is a tie the first team to get an elimination is the winner. If there are no eliminations the first team to have an out, loses.

## The Great Boar Hunt Tournament

Field Setup: Fighters stand across from each other on either side of a 20’x40’ field.

Tournament Rules

* This is a Spear tournament and as such, you must compete with a spear or glaive (stab only) over 6ft (no javelins, daggers, etc.)
* Players are responsible for having spears when their match is announced.
* This tournament is fought 1v1 in a standard bracket.
* Each player will stand on their assigned side in their player zone
* Players cannot step (or have any part of their foot) in the green zone or they will be eliminated.
* Boars (NPCs) will run through the green zone at different intervals.
* In the standard bracket each Boar is worth 1 point per successful strike per the Treatise of War.
* A Herald will tell each Boar when to launch and they will pass through The Green Zone while keeping track of how many times they’re struck from each side
* Boars- As they exit The Green Zone they will report to the Herald on the opposite side (who will have 2 clickers) and register the players points
* Rounds will be 5 passes of 1 to 2 Boars
* At the end of each round the player with the most points advances

Final Round Rules

* The playing rules are the same with minor adjustments
* The Main Difference will be that our Boars have different point values
	+ Green Tabards - These Boars are worth 1 point per stab
	+ Red Tabards - These Boars are worth 2 points per stab
	+ Blue Tabards - These Boars are worth 3 points per stab
* The Stab zones on the Boars are the same (Torso and Arm)
* This round will be 10 passes of 1 to 2 Boars to test both the endurance and accuracy of our Spear fighters
* The player with the most points will be our winner!

Safety Rules

* Boars - Do not stop inside the Green zone, move straight through
* If a Boar should trip and fall - Do NOT keep stabbing, we will call a hold to allow them to get up, get out, and reset
* No tripping Boars
* Stabbing your opponent across the green zone will not get you any points, especially if you accidentally clothesline a Boar
* Players - Do not step into the green zone (our field measurements are built to help ensure Player and Boar safety)
* If the two Players spears make contact at the shafts they must be pulled back out of The Green Zone before resuming (The Boars will still be going)

If You break the safety rules or intentionally harm a Player or Boar you will be disqualified and removed from the tournament immediately

## Pit Fighting

“Life is cheap. When death becomes common, it is inevitable that gallows entertainment will find its way into the torch light. Fortunes can be made, reputations forged, and lives lost; all in the pursuit of Glory and Jade.”

Pit fighting will take place in the evenings near the Tavern. With prizes/rewards based on the Heralding NPC’s discretion. Pit fighting challenges are fluid and formats.

Some years, winning a special Pit fighting tournament can grant the Gladiator title.

## Highlander

There can be only one. Or… 10…then 1? Something like that.

The Highlander is a light weapon (single Blue) tournament that is open to any challengers throughout the event. The tournament ends with a bracket called the Gathering. Fighters fight to get the lowest number headband so they are seeded better in the Gathering. Those with headbands at the time of the Gathering are dropped into a bracket. Participants are called Highlanders. Headbands will be initially seeded by the Watcher (head) herald. This will be done at random as people enter the game.

The initial headbands are as follows: 4, number 4, 3, number 3, 2, number 2, 1 number 1.

Winner gets the lower numbered headband, the loser gets the higher one. To join the tournament you must challenge and defeat someone with a headband #4.In case of fighting a number 4 loser doesn't receive a headband. After a Highlander has a #4 headband, challenge order progress is as follows:

The caveat to this picture, is the rule that you cannot fight the same person twice in a row. You also cannot fight people with the same headband number. Example: Number 2, fights number 1, and loses. Number 2 must then go fight a number 3, before they can challenge number 1 again.

After challenges victors may take a 5 minute rest. Simultaneous deaths are redone until a winner is achieved. Highlanders are encouraged to find impartial spot heralds to watch their matches, otherwise it is on your honor. Until the Gathering, where the ORE provides heralds.

Participants with headbands must be available during tournament hours or forfeit their position. Highlanders with headbands are required to secure them overnight.

### The Gathering

The Gathering is a single elimination tournament that only Highlanders get to be in. All those with a headband will report to the Watcher Herald. Then the official will start the tournament as follows;

Fights are best of 3

Pair off the 4 number 4s, then winners face each other. Winner of that moves on

Pair off the 3 number 3s + the winner of the 4s, both winners move on

Pair off 1 of the number 2s and one of the winners each, then the winners of that face each other.

Number 1 faces the final winner of the 2s bracket