Potrero War
Countdown To Potrero War
Thursday May 21, 2015 - Monday May 25, 2015


Rapier Scenarios, Potrero War 2015

MARSHALING

We need at least one additional marshal for every ten fighters on the field. Please think of marshalling at least one scenario if you can. Non-fighters are welcome to serve as border marshals, even if they are not warranted Marshals.

* Any volunteers interested in marshaling may report to Marshal's Point each day to check in.

WEAPON AND ARMOR INSPECTION

Inspections are at the Marshal Point before fighting starts. Weapons must be inspected every day; Armor need not be inspected more than once at an event.

All activities take place on the Rapier Field (All times are estimates)

Thursday, May 21
Time: 4:00 PM - 6:00 PM
Location: Rapier Field
Summary: Rapier - Early Bird Tournament
Friday, May 22
Time: 9:30 AM - 10:00 AM
Location: Rapier Field
Summary: Rapier Muster and Armor Inspection
Time: 10:00 AM - 3:00 PM
Location: Rapier Field
Summary: Rapier - Friday scenarios
Description: Portal Battle:
Warm Up - Res battle with three "portals" on each side of the field, a combatant may leave through one portal (designated by a martial) and return through any other portal. The only objective on this scenario is to kill some people and warm up. DFBs are ok.

Domination:
There are three control points placed evenly across the field, marked either by poles that are colored differently on each half or flags that must be raised. When a one team captures the control point a marshal will start a stopwatch, once the point is no longer controlled by that team the stopwatch will be stopped. The scenario will run for exactly 10 minutes. The total time from each control point will be added together to determine a team's score. It is possible to get one, two, or three points per second. For example, if team 1 captures point A and holds it for 540 seconds, captures point B and holds it for 240 seconds, and captures point C for 120 seconds, their score will be 900. This scenario should be run twice, switching sides.

Materials Ogre's Gold:
Armies will be broken up in to teams of approximately 5 with 3-5 volunteers to be the ogres. The ogres will start the scenario in control of 13 bags of gold which will be placed in a bucket in the center of the field. If an ogre is hit lethally they will fall down for a long count of 5 then stand and fight again. Each non-ogre group of 5 will be tasked with stealing the gold from the ogres.
Additionally, they may choose to steal the gold from the other non-ogre teams. The team with the most gold at the end of the scenario will be declared the winner.
Saturday, May 23
Time: 9:30 AM - 10:00 AM
Location: Rapier Field
Summary: Rapier Muster and Armor Inspection
Time: 10:00 AM - 3:00 PM
Location: Rapier Field
Summary: Rapier - Saturday scenarios
Description: Reinforcement Battle:
Warm up - This is a modified resurrection battle. The two armies will square off and fight, but as combatants die, they will leave the field to a specified holding area for their army. At intervals of 1, 2, 4, 6, 8 minutes (the clock reads 1:00, 3:00, 7:00, 12:00, 20:00 all dead combatants will be resurrected. Therefore the dead combatants will return to the field in waves of reinforcements.
This scenario will either run 25 minutes or until one side has been entirely eliminated. May be run again as needed if it ends early.

Town Raid:
This will be a fairly standard attack/defense resurrection battle for 10 minutes run twice once with each team as the attackers. One team is holed up in the buildings guarding valuables. (We will use 4 or 5 buildings depending on numbers) the second team must steal as many valuables as possible in the time limit. The defenders may not move the valuables to another building.
Whichever team captures more valuables in the time limit, or captures all valuables the fastest, wins.

Smugglers Run:
Each commander will designate attackers and defenders; these can be any number of combatants but may not change roles during the scenario. The defenders on a team will guard their buildings while the attackers attempt to raid the opposition's buildings. This is a non-resurrection battle, the attackers on each team are tasked with breaking into the buildings on the opponent's side of the field to steal their valuables which the defenders are assigned to buildings to guard their valuables. Attacking forces may not fight each other as it is assumed they are in different areas of the town. Defenders may not leave their buildings, if their valuables are stolen while they're on watch they will flee the battlefield in fear of the reprimanding they will receive from their commander. Whichever side secures all valuables first, or secures the most valuables prior to losing their entire attacking force wins.

Burning Buildings:
The town has been set ablaze. This is a non-resurrection battle with a shrinking battlefield. The objective is to get your force through the center of town and escape the other side. Marshals will periodically shrink the edge of the battlefield which will represent the blaze moving towards the center of the town. If a combatant is caught outside the battlefield they will be called dead. The goal is to get as much of your force to the opposite side of the field as possible, once a combatant has left the opposite side of the field they may not return. Whichever team managed to have more combatants escape when there are no more on the field will be declared the winner.
Time: 3:30 PM - 4:30 PM
Location: Rapier Field
Summary: Cut and Thrust Prize Tournament
Description: You don't have to fight to play! Everyone, participants and gallery, please bring a personal token or small prize (or two) to award to the fighter that impresses you.
A beautiful shot
A brilliant volley
Acts of bravery, kindness, or chivalry
Overall awesomeness

All are things worthy of note and award. Cut & Thrust fighters attending Potrero are invited to display their skill and art in a round-robin list Saturday afternoon. Anyone who is not authorized, or does not desire to enter the list is invited to participate in the gallery; cheering for, or awarding a small token to the fighter(s) that they find impressive. Participants too are asked to bring a small prize to give to their favorite opponent in the list.
Sunday, May 24
Time: 9:30 AM - 10:00 AM
Location: Rapier Field
Summary: Rapier Muster and Armor Inspection
Time: 10:00 AM - 3:00 PM
Location: Rapier Field
Summary: Rapier - Sunday scenarios
Description: Capture the Old Smuggler:
(Resurrection battle) Each ship has a bottle of Old Smuggler aboard. The objective is to steal it. Raid the opponent's ship and bring their bottle back to your captains quarters. The bottle must be carried in an off-hand. This hand may not be used to fight for fear of spilling but a drop of the precious liquid. The first team to successfully capture the opponents Old Smuggler wins.

Additionally, each time a bottle is picked up, the carrier must shout "OLD SMUGGLER". If they are caught by a martial not yelling this while picking up the bottle they will be struck down by the wrath of the gods and asked to resurrect.

Ship to Ship:
(Non-resurrection) The theft of the Old Smuggler has started a full scale armed conflict. This is a simple "kill them all" battle with a choke point between the ships. It is possible for a combatant to swing to the other ship via ropes hanging from the masts. There will be two ropes on the back of each boat, one at a time combatants may leave the back of their ship and walk to the back of the opponent's ship. Marshals will ask for a space around the entry/exit points for the ropes to be non-combat areas. The first team to kill all of the opponents wins.

Return the VIP:
(Resurrection battle)After a bloody battle parley has been struck. Your captain must speak with the enemy, however he has had too much of the stolen Old Smuggler and can't remember if he is supposed to go there or the enemy is supposed to come here. Each team will have one very drunk captain who must be constantly supervised by at least one other combatant. If the captain does not have someone else's hand in contact with him, he will wander back to his quarters. The first team to get their captain to the opponent's quarters is the winner. Captains are invulnerable and cannot be killed.

Powder Keg:
(Resurrection battle) Parley has failed and it's time to end this. In all the chaos and destruction of the town and armory was damaged and has sent powder kegs floating out to sea. There will be one keg between the two ships, the goal of each team is to grab the powder keg and deliver it to helm/rudder of the opposing ship in order to scuttle it. Whichever team delivers the powder keg will be declared the winner. This may be run multiple times if one explosion isn't enough to finish off the boat.

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Title images © 2002-2015, Lee Varis

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