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Castle Siege PDF  | Print |  E-mail

Castle Siege

Before we start:

  • A coin is tossed to determine who will start in the castle (defenders) and who outside (attackers).
  • The defenders will put their (host) flag in the upmost floor of the gate tower on a visible spot.
  • Because of the unfinished state of the castle construction, only a part of the fortifications can be used for attacking/defending. The side(s) which are unused, will be marked with the Out-Of-Game tape.

The goal:

  • Defenders - to hold the castle a set amount of time.
  • Attackers - to take over the castle in a given amount of time.

Bonus points:

  • Defenders - 10 bonus points for holding the gate tower.
  • Attackers - 20 bonus points for taking over the gate tower.

Conditions:

  • The castle (AND the gate tower) is considered instantly taken when the defenders flag in the gate tower is captured and switched with the attackers flag (having both flags inside the tower doesn't count - the defenders flag will have to be removed from the tower).
  • If the gate tower can not be taken, the castle is still considered taken when there are no more alive defenders inside the castle yard or on the palisades (not counting the gate tower) by the end of the round.
  • Alive defenders must be readily identifiable by GM's and/or the attackers. Alive defenders hiding or "playing dead" on the castle premises will not count.

The action:

  • 2-4 rounds will be played (depending on how much time we have).
  • A round ends when 20 minutes have passed or the gate tower is taken.
  • After every round the sides are switched (defenders becoming attackers and vice-versa).
  • Before each round there is a 10 minute break for regrouping and changing plans.
  • The defenders are allowed to barricade the castle as they see fit, using materials found on site and approved by Game Masters.
  • The attackers are allowed to demolish all temporary barricades (erected by the defenders) as they see fit, using tools found on site and approved by Game Masters.
  • Both sides are allowed to use any and all siege equipment (either brought with them or found/constructed on site) which has been approved by the game masters.
  • If at any point the GM's or REF's feel that the barricading/demolishing is becoming too dangerous or might permanently damage the castle, they will stop it immediately. No complaints will be accepted.

Victory:

  • The host that captures the castle, wins the round.
  • The host wins the most rounds, wins the scenario.
  • If both hosts win same amount of rounds the host who captured the gate tower wins.
  • If the rounds are a draw and both or neither captured the the gate tower, nobody wins.

Duration:

  • 60 minutes or until 4 rounds have been played.
 

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