Animal/Monster Hunt
* A woods battle
* Teams of hunters are formed
* Volunteers are animals/monsters
* Teams are awarded points for skins brought back to a designated area, regardless of who made the kill
* Animals/monsters are given points based on their abilities
* Ideas for animals and monsters are
o Bear-2 points-immune to green weapons, has an indestructible shield
o Stag-2 points-fights with 2 weapons, ignores the 2 limb=death rule
o Bird-1 point-fights with one blue/green sword or a dagger, may only be killed with missile weapons
o Skeleton-2 points-immune to greens and yellows
o Ogre-3 points-immune to greens and yellows, all hits from the ogre count as red
o Giant-3 points-immune to greens and yellows, takes all hits as blue, combatants must be on their knees when facing a giant
Armor vs. No-Armor
* A two team battle with armor on one side and non-armor on the other
* The rules of a Grand Melee are used unless otherwise specified
Bell Battle
* Place a bell or other device which can be heard form a good distance away from the combatants
* The first person to ring the bell wins
* If you are killed, you must go back to the starting point
Boat Battle
* The battle field will be considered one big body of water
* "Boats" made from PVC will be able to move anybody upon the river
* Hits from "beneath" the "boat frame" do not count; strikes must go over the side of the "boat"
* Anyone with armor or a shield who enters the river dies
* If a boat breaks, it is considered sunk (do not intentionally break boats!)
* Anyone would could not swim due to shields or armor die after the boat sinks
* A weapon, arrow, or shield that enters the water is immediately lost and can't be recovered (until the owner resurrects)
* Anyone without armor or a shield may "swim" across the "river" by walking across on their knees and leaving one hand free at all times
* "Swimmers" may attack, but must keep one hand free and keep knees on the ground
* If two boats from opposite teams "hit" the pvc boat is dropped, and the two crews fight.
* Optional: "Boats" can be "sunk" by two two-handed green thrusts or red hits (these hits need not be full force for safety reasons, but two subsequent "quick-taps" are not a valid means of destroying the boat)
* Optional: Have an area of land. "Sunken boats" can be repaired by a live swimmer taking them to the shoreline and people may fight on land
* Optional: May be combined with a bridge battle
Bridge Battle
* The battle field will consist of two sides separated by a "river", but connected by a bridge (bridge and river size and boundaries are to be determined by the event coordinators)
* Two teams start on opposite sides of the bridge
* Anyone who falls off the bridge dies
* A weapon, arrow, or shield that enters the water is immediately lost and can't be recovered (until the owner resurrects)
* Optional: Each team will have a resurrection point on opposite sides of the river
* Optional: Anyone with armor or a shield who enters the river dies
* Optional: Anyone without armor or a shield may "swim" across the "river" by walking across on their knees and leaving one hand free at all times
* Optional: "Swimmers" may attack, but must keep one hand free and keep knees on the ground
Capture the Monarch’s Flag
* Divide fighters into 3 or more teams
* Each team has a Monarch with a cloth flag hung (not tied) from their belt
* Win by your team’s monarch having all the flags
* Resurrection after a (X) count at the Valhalla point and healing by the Monarch in a (Y) count is allowed
* If your Monarch dies, you can’t be resurrected
* In order for you Monarch to resurrect, they must have their flag brought to them at the Valhalla
Category Circle
* All fighters form a circle
* The herald calls a category (weapon type, garb, eye color, etc.) and all fighters fitting into those categories go into the center of the circle for a contained free-for-all
* When a fighter dies, they return to the circle
Cavalry Battle (A)
* One team will be composed of footmen who are to remain on their knees at all times, and the other team will be composed of cavalry who are free to walk on their feet
* The legs of a footman are still valid targets
* Any weapons and armor are open to both teams
* The first hit to the leg of cavalry person counts as killing the horse and the cavalry person must now remain on their knees at all times (however the leg hit does not go towards the 2 limbs=death count and is still a valid target)
* Cavalry must walk on their knees when going up hills
Cavalry Battle (

* Each team will consist of footmen who are to remain on their knees at all times and up to (X) cavalry per (Y) participants (cavalry should be outnumbered)
* The legs of a footman are still valid targets
* Any weapons and armor are open to footmen and cavalry
* The first hit to the leg of cavalry person counts as killing the horse and the cavalry person must now remain on their knees at all times (however the leg hit does not go towards the 2 limbs=death count and is still a valid target)
* Cavalry must walk on their knees when going up hills
Chess Battle (A)
* The two teams stand facing each other with a shield wall in front of each team
* The Herald calls for different types of combat in the following order:
1. Missile weapons only.
2. Retrieval of missile weapons by owners.
3. Honor Duels (warriors step in between the two armies and issue personal challenges which may or may not be answered).
4. Red berserkers (red weapons attack each other and the shield wall, trying to cleave shields).
5. Grand Melee.
* The shield wall cannot travel; one foot must stay planted until the Grand Melee
* Only the combat type called can attack or defend
Chess Battle (

* Each team may have one king, one queen, 2 rooks, 2 bishops, 2 knights, and as many pawns as the number of people allows
* The team whose king dies first loses
* The king has no armor, no shield, can use any weapons other than missile weapons, and is not immune to missile fire
* The queen can have any armor and weapons including missile weapons
* The rooks can use any red weapon
* The bishops can use two weapons of any combination of daggers or blue weapons
* The knights can have any armor and a blue or spear and shield
* The pawns may only have single blue weapons
Circle of Death
* Participants form a circle with two people fighting in the center
* The winner of the fight stays in the middle of the circle and is completely healed and another fighter is called in
* When fighters get too close the edge of the circle, the circle is allowed to kill them
* Optional: Wounds carry over from battle to battle
Circle of Honor
* Participants form a circle with two people fighting in the center
* The winner of the fight stays in the middle of the circle and is completely healed and another fighter is called in
* Optional: Wounds carry over from battle to battle
Circle of Trust
* All fighters form a circle with their backs to the center
* A free-for-all is called
Cut Throat/Free-For-All/Chaos
* No teams
* Any weapons, armor, or shields may be used
* No healing or resurrections
Dragon Quest
* Seven fighters joined by short lengths of rope tied to their belts become the "dragon"
o Four are the dragon's clawed feet and are armed with daggers or blues
o A red weapon or spear user serves as the tail
o An archer represents the fire-breathing head
o An armored weapon-and-shield fighter becomes the dragon's heart.
* The only way for a dragon to die is its "heart" to be killed
* Any non-heart part of the dragon is invincible
* The Dragon must remain roped together and all wounds are cumulative
* Have small groups try to slay the dragon individually or combine with other scenarios
Fetch
* The herald throws an item (typically a rock) and the participants try to return the item
* Any weapons may be used
* Even teams of (X) combatants
* No resurrection or healing
Field Flag Battle
* The first team to have all flags at their predetermined point wins
* Each team must have a clearly visible flag (preferably of a brightly colored fabric)
* No resurrections or healing
* Carrying your flag around as a method of preventing its capture is not allowed
Fjord Battle
* An area (X) feet wide that go across the field is marked off representing the fjord
* Two teams line up on opposing sides
* Anyone in the area marked off must be on their knees (simulates being knee-deep in water)
* Last team alive wins
* No healing or resurrections
Fort Siege (A)
* This is a two team battle
* The team both controls their own base and captures the other teams base first wins
* To capture or control a base, you must have at least one of your own team members and none of the other team members in the base.
* Bases are to be distinguished and fortified by downed logs and brush
* Fortifications are to be considered one solid, high wall. Hits through or over walls don't count
* Each base is to have at least one entrance/exit
* Each team will be allotted one healer per (X) team members
* Healers must be in contact with the person, undisturbed, for a (X) count
* Healers can regenerate others' wounds and equipment anywhere, but may only resurrect somebody or heal themselves at a base controlled or captured by their team and must be in contact with the person, undisturbed, for a (Y) count
Fort Siege (

* This is a two team battle
* The team both controls their own base and captures the other teams base first wins
* To capture or control a base, you must have at least one of your own team members and none of the other team members in the base.
* Bases are to be distinguished and fortified by downed logs and brush
* Any hit through or over the wall is considered a valid hit
* Each base is to have at least one entrance/exit
* There will be no healing or resurrection
Four Corners
* Divide people into 4 teams
* Have each team start at one corner of the edge of the world
* Each team is given a number
* Teams come in to fight when their team number is called
* After you die, go back to the corner you started from
* After the Herald calls your team number again, all dead people in that team's corner return to the melee
General Battles
* Begins as a Cut-Throat
* Each person is their own general
* When a general dies, their entire team goes to the team that killed them
* Optional: Honor confrontations only (no breaking into fights or sudden attacks)
* Optional: When a general dies, their entire team instead breaks apart and they go back to being their own general
Gladiator
* The group forms a circle with one person in the center
* People in the center jump in for one-on-one fights with the person in the center
* You do not choose what you fight with, weapons are thrown into the ring for you to use
* When you die, take your place in the circle and the winner continues on.
Gladiator Pairs
* People form pairs with one person having a weapon and the other having a shield
* The pair is "connected" by a section of rope to be held by both fighters
* After one person of the pair dies, the living person must either drag the person by the rope or hack off their or the other person’s arm to get them to release the rope. Either way, the limb is now unusable (as it is either gone or you are dragging a limb around).
Gods War
* (X) fighters are designated as "gods".
* Each god is to call out to the fighters what they control and why they should be followed
* Fighters choose which "god" they would like to follow
* "Gods" are immortal and invincible
* Each god has a set number of tokens to resurrect their followers
* A god dies when all of their followers die and he/she has no more tokens
* Optional: The god selects one person to endow with the power of any hits counting as red and their shield becoming unbreakable
* Optional: Gods have the power of death (touch slaying mortals), healing (after a (X) count), heresy (give the dead the option of using their tokens in exchange for following them), etc.
* Optional: Gods can temporally kill other gods (with a (X) count resurrection)
Golem Battle
* Golems are immune to missile weapons and considered fully armored.
* Any strike from a golem deals red damage
* Golems can't move faster than a walk
* Optional: Rocks thrown from a golem deal red damage and go through head armor
Grand Melee
* A basic field battle
* There may be any number of teams
* Any weapons may be used
* No healing or resurrections
Highlander Duels
* Everyone has only one blue weapon
* Last person alive wins
* Everybody starts out in a circle and does one on one duels with the first person they make eye contact with
* If you win the battle, you must make a slashing motion over the loser's neck and say, "There can be only one."
* All of the winner's wounds are regenerated
The Hunt
* Minimum of 3 teams
* One team will be the hunted; the other teams will band together and be the hunters
* No healing or resurrections
* The hunters may use any weapons, shields, or armor. The hunted are restricted to blues or daggers, no armor, and no shields
* The hunted team gets a (X) minute head start on the hunters
* Scenario is repeated until all teams have had a chance to be the hunted
* The hunted team that survives the longest wins
* If the hunted team should kill the hunters, they get an ∞ for their time
* If two teams should last the same amount of time, a two team battle will serve as the tie breaker
Island Battle
* And area designated as land is surrounded on all sides by water
* Regen points are on opposite sides of the island, out past the water
* Everybody starts out at the regen points
* The only way to get to the island is by way of ship
* In order to swim, you must have one arm free, no armor, no shield, and must "knee-walk"
* If two ships from opposite teams "hit" the pvc boat is dropped, and the two crews fight.
* Ships can be stolen
* When you die, you must go back to your team's regen point and wait for a ship to take you back to the island.
* Abandoned ships in the water can be boarded by swimmers.
Kill the King (A)
* One person from each team will be the King
* The team that kills the other team's King first wins
* Kings are immune to missile weapons
Kill the King (

* One person from each team will be the "King"
* The team that kills the other team's "King" first wins
* Everybody other than the King may not use armor and may only use one weapon or a shield
* The King may use any armor and have as much equipment as they wish
* Corpse looting and giving somebody your equipment is not allowed
* The king is not immune to missile weapons
* Optional: Rather than using any one weapon, they may only use a blue
Kill the King ©
* One person from each team will be the King
* Everybody can use any equiptment they wish
* Teams ressurect as long as their king is alive
* The king is immune to missile weapons
Kill Your Killer (A)
* Everybody may use any weapons, armor, or shields they wish to
* The person who kills everybody else without being killed wins
* After the person who kills you has been killed, you are resurrected
Kill Your Killer (

* Everybody may use any weapons, armor, or shields they wish to
* After you die, you must go to the resurrection point for 10 to 15 seconds
* Your first target after you are resurrected is the person who killed you
Kill Your Killer ©
* Everybody may use any weapons, armor, or shields they wish to
* Battle takes places as a regular cut-throat/free-for-all
* After the battle ends and the next begins, your first target is the person who killed you
King's Choice
* Fighters are divided into two teams with one member as their king
* The King of each side picks a (X) combatant team to fight
* The defeated team is replaced by the king’s next (X) combatant team
* Wounds and broken shields carry over from fight to fight
Live-Dead
* Two teams are formed; the "live" team and the "dead" team
* Dead team members must chant "Dead...Dead"
* When killed, the combatant goes to the base other teams base and switches teams
* Optional: Whenever a combatant is killed, they join the "dead" side
Meat Grinder (A)
* Form 2 lines
* Staying in the lines, the two groups walk past each-other, killing as they go
* Goes on until the pile of dead is too big to walk over or only one team is standing
Meat Grinder (

* Form 2 lines
* The first person in each line fights
* The person that loses goes to the back of the opposite line
* Wounds carry over from battle to battle
* After one line is gone, the person in the center turns around and faces the remaining line
Mix-It-Up
* Divide people into (X) groups of at least (Y) people
* Each group is given a number
* Groups form up into (Z) equal teams
* Teams are switched based on the group numbers that the herald groups together
Necromancer
* Two unbalanced team battle
* "Villagers" vastly outnumber "undead"
* One of the Villagers is a necromancer (known by the undead, but not the villagers)
* The necromancer can heal/resurrect undead and resurrect slain villagers who then fight as undead
* If the villagers kill the necromancer and the undead, they win
* If the undead kill or assimilate all the villagers, they win
Peasant Battle
* Only one blue weapon is allowed per person
* No armor or shields
* Optional: Use a greater variety of or different weapons (only spears and axes would probably be most realistically representative)
* Optional: Have peasants fight against a group of Knights (armed with any melee weapons and a shield)
Race Riot
* Teams are chosen based on the persona's race/species
* The rules of a Grand Melee are used unless otherwise specified
Regeneration Team Battle
* People are grouped into teams of (X) people
* A point is set for resurrections
* After as many people as there were on a team die, they are grouped together into a team and are resurrected
Rift War
* Brightly-colored ropes on the ground mark out "rifts"
* if you set foot into a rift, you die
* Optional: Can be combined with having to hold certain points and be a resurrection battle
Shields vs. No-Shields
* A two team battle with shields on one side and non-shields on the other
* The rules of a Grand Melee are used unless otherwise specified
Snowball Fight
* The only weapons allowed are javelins or rocks
* Javelins must be thrown
Soccer
* Two teams of equal numbers
* Only a single blue may be used
* A Nerf soccer ball works well for this, but a regular soccer ball works too
* No shoes
* Weapons may not be used to hit the ball unless you are goalie
* The goalie may leave the goal, but are no longer allowed hit the ball with their arms or weapon
* Arms (both the limbs and weapons) may not be used to move the ball
* A goal preferably six feet wide shall be on either side of a 50 yard field (though using a regular soccer field and goals is acceptable)
* This is a resurrection game, with a resurrection point located on either side of the field near mid-field
Team Battle
* People are split up into teams of between (X)
* Unless otherwise specified, any weapons my be used
* Unless otherwise specified, no healing or resurrections
Team Fire
* Form teams of (X) combatants
* If one person on the team dies, all team members die
* No healing, but a (X) second resurrection point is recommended
* When you die, should out "[your name] is dead"
Thermopylae
* A small gap between two objects is the only point at which teams may cross from one side of the field to the other
* Optional: The first team to get to their goal point on the opposing side wins
Touch the Shields
* Each team has one distinctive shield that is unbreakable
* The goal is to have your team touch both shields together
* The rule of one shield being carried at a time still applies
Treasure Hunt
* An item representing the treasure is to be place or hidden somewhere in the forest
* Even teams of at least (X) combatants
* No healing or resurrections
* Two people must be carrying the treasure
* The first team to get the treasure back to the designated point or the last surviving team wins
Traitor
* Some people on each team are picked by the herald as traitors who can betray their team at their whim.
Troll Battle
* The troll gets 2-3 hits per location
* Everybody forms a circle with their backs to the center
* All weapons are in the center guarded by the troll when the battle starts
* The troll does red damage with any weapon and by grappling
* Last person alive becomes the new troll
Two-headed Giant
* Warriors pair off, each with one arm draped over their companion (these arms cannot carry weapons or shields and count as part of the torso)
* The two torsos count as one
* The two middle legs count as one leg
* The first hit to a leg counts as a hit to the middle leg and both combatants must put that knee on the ground
Vampire Battle
* Vampires can only be killed by green weapons to the torso, yellow weapons to the head or torso, or a white weapon to the head
* Vampires ignore the two limb rule
* If a Vampire kills a non-vampire with a torso shot from a melee weapon or head shot from a white weapon, that person becomes a vampire and joins their team
The Water Gem
* Each team takes turns trying to get across the field carrying the "Water Gem" without breaking it
* The "Water Gem" is a water balloon
* This is a three team battle
* The team that gets the gem the farthest across the field wins
* You must have a live fighter holding the "Water Gem" for its position to count (no last ditch throwing)
* Other teams fight to destroy the "Water Gem" or kill off the team
* The "Water Gem" may be taken from a dead carrier by a member of the same team
* The other team may not carry the "Water Gem" or the person carrying it
Weapons Class Battle
* Teams are chosen based on the weapon combination being used
* If teams become to disproportional, break some up based on another criteria (will usually apply to shields: large shields and small shields, etc.)
Weapon Pit
* Create a pile of weapons and shields in the middle of the field.
* No teams.
* All participants start in a circle around the pit and walk (X) paces directly outward from the pit, forming a larger circle.
* Participants have their backs turned to the pit, and await the call of "Lay on!" from the herald.
* Upon the call of "Lay on!" all participants run towards the pit to grab whatever they can and begin fighting.
* Last fighter standing wins.
* All weapons and shields are universal and can be picked up by anyone.
* Optional: Each fighter has multiple lives, and resurrects every (Y) seconds
* Note: Best if done in groups of 25 or less using weapons with little haft or a lot of haft padding
Werewolf
* Werewolves are sent into the woods or night
* Werewolves must howl or growl
* A werewolf may turn a human into a werewolf by grabbing them and calling "bite"
* Werewolves can only be killed by a sword deemed "silver," and the attacker must call "silver" while attacking with it
* Werewolves regenerate wounds from non-silver weapons every (X) seconds and resurrect every (Y) seconds
* Werewolves may only use blue weapons or daggers, but hits from them count as red or double green respecively
* All who die return to the "Inn" were a herald determines whether they reanimate as a werewolf or villager
Wizards
* The wizard must have an identifying color and symbol on both his garb and magic items
* No other wizard is allowed to use another wizard's magic
* Wizards are to carry a hip pouch slung over their neck to carry their "book of spells" and magic weapons
* Wizards may not use armor or shields
* A wizard must have a staff
* Staves are to be constructed out of a piece of pipe covered in at least one layer of pipe insulation and not be used to fight with
* Staves must be at least the distance from the ground to the wizards shoulders but no taller than the wizard
* Four red hits break a staff
* A wizard must have an unbroken staff to cast magic
* Staves can block magic and weapons
* Wizards are required to have a book of magic with their spells written in it
* If the wizard is attacked, distracted, or contact is broken, the entire spell must be read again
* A person must stand still when casting magic
* Spells other than healing can be "charged", they do not have to be used on a target immediately after the poem has been chanted
* Only one spell may be charged or cast at a time
* Wizards are allowed to carry a single short sword with no longer than a 19" blade that has a 12" strip of color cloth in the color of the wizard tied around the blade
* Exploding Stones
o A minimum 75 syllable poem must be read before the spell is cast
o Is constructed the same way as a Dagorhir foam rock and is covered in the color of the wizard it belongs to
o The first thing an exploding stone hits is destroyed
o A maximum of 6 exploding stones per wizard
* Healing
o A minimum 90 syllable poem must be read during the spells casting
o A wizard cannot heal themselves or their own staff
o A wizard must be in direct physical contact with the injured person and may not be under direct attack
o Wizards cannot resurrect
o Only one person may be healed at a time
o A wizard may heal as often as they wish
* Magic Fire
o A minimum 95 syllable poem must be read before the spell is cast
o Magic fire is constructed out of a cloth or Nerf Frisbee
o Magic fire destroys anything it touches and chain reacts to destroy anything it is touching (i.e. if it hits your sword, your sword is destroyed, you are killed, and all of your equipment is destroyed)
o Magic fire can hit multiple targets, but is considered to no longer be active after it stops moving (fire can bounce off the ground and still cause damage, but cannot cause damage by someone simply stepping on it)
o Maximum 3 magic fires per wizard
* Lightning Bolt
o A minimum 95 syllable poem must be read before the spell is cast
o Is a one time use javelin with a yellow "sock" on it
o The sock will have 4 18" ribbons of the wizards color sown to it
o Lightning bolts destroy anything they touch and chain reacts to destroy anything it was touching (i.e. if it hits your sword, your sword is destroyed, you are killed, and all of your equipment is destroyed)
o Lightning bolts can hit multiple targets, but are considered to no longer be active after they stops moving (lightning can bounce off the ground and still cause damage, but cannot cause damage by someone simply stepping on it)
o Maximum 2 lightning bolts per wizard
Woods Assassins
* The objective is for one team to escort a particular player from one point to another while defending that player from assassin attacks
* The targeted player is to wear a distinguishing headband
* Half of the participants will act as escorts; the other half will act as assassins
* Assassins may not attack in groups of more than (X) at a time
* All players are allowed to use any armor and weapons
* There are no resurrections or healing
Woods Flag Battle
* The goal is to have all flags in your teams base camps
* Each team must have a clearly visible flag (preferably of a brightly colored fabric)
* There will be one resurrection point shared by all teams
* The area around the flag may be fortified by downed logs and brush
* Do not fortify an area near barbed wire, thorn bushes, sharp rocks, deep rivers, or cliffs
* No living plants should be harmed
* All team members are to start at the area in which the flag has been planted
* Carrying your flag around as a method of preventing its capture is not allowed
* All participants are given two headbands; one of the teams color, the other a bright color used by all teams to be worn when dead.
* After killed, put on your dead headband and go to the resurrection point for one to ten minuets (as determined by the event coordinator)
* Each team will be allotted one healer per 10 team members
* Healers must be in contact with the person, undisturbed, for 10-60 seconds (as determined by the event coordinator)
* Healers can only regenerated other's wounds and equipment, not resurrect or heal themselves
* If at the end of two hours nobody has won, no more resurrections will be called
Woods Flags Battle
* Same rules as woods flag battle, but there are a few uncontrolled flags scattered by the heralds
Woods Gold Battle
* Each participant is given the same number of tokens to represent gold
* Who ever has the most "gold" at the end of the battle wins
* To get the "gold" from another person, you can kill them and take their "gold", rob them, or extort "gold" from them.
* A person may steal the gold from a person that you killed if they get to it before you
* If you are killed, you must give the first person who searches for your "gold" all the "gold" you have on you
* No hiding your "gold"
* There are no healers and is only one resurrection point when not played along with another scenario
Zombie Battle
* Humans outnumber zombies by at least three to one at the start
* Zombies regenerate/reanimate after 15 to 30 seconds
* A person killed by a zombie becomes a zombie
* The last human alive wins
* Humans may kill other humans
Zombie Fjord Battle
* One person starts off designated as the zombie
* The field is divided by a "valley" which the zombie is confined to
* Humans must cross the "valley"
* All zombies regenerate after all the humans cross
* Humans do not regenerate
* A human killed by a zombie becomes a zombie
* The last one alive gets to start out as the zombie the next battle
* Optional: Only humans can run, zombies must walk
From here:
http://zagref.tripod.com/scenarios.html