WAR

Sat. October 19, 2024
Paul Ruster Park
11300 E. Prospect Street
Indianapolis, IN 46239
11:00am until dusk

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Two teams battle to conquer and defend territories along several terrains: bridges, woods, open field. If you want a break, take it yourself, but the battle will keep going. This is an event for people who like to fight.

GATE
All attendees must sign the Mittelmarch Waiver and show valid ID to check in at Gate.


$10 Entry (cash or Venmo) includes day battle and mid-day snack

Additional Event and Site Policies
  • Fighters must be 16+ years of age or older.
  • Minors must either 1) have a parent or legal guardian on site or 2) provide a notarized waiver as well as a chaperone 21 years of age or older onsite all weekend.
  • Attendees 18+ years of age or older do not have to submit the waiver again if they attended Olympics that same calendar year.
  • Minors must submit a NEW waiver at Gate every event.

Rules and Objectives

  • WAR’s main battle is three hours of combat with a 30-minute halftime.
  • The objective is to capture and defend territories castles on the field; more points are scored the longer the point is held:
    • Defend your Team Castle (1 point per minute held)
    • Capture Territories (3 points per minute held)
    • Capture the Enemy Castle (5 points per minute held)
    • Locate Pumpkins hidden on the battlefield for extra points
  • Teams are balanced prior to the main battle; players must be present during the balancing stage.
  • Each team is awarded Valkyries (mobile resurrection points) with limited charges.
  • Touch-and-go resurrection points are located near your team’s starting Castle (Castle switches each half).
  • A team representative will flip a coin prior to the start of the WAR; victor will choose either their first Valkyrie OR pick their preferred beginning Castle.

Territories and Castles

  • At least 1 person must be within 10 feet of the territory flag / within the Castle walls to maintain control for their team.
  • A herald with a stopwatch will keep track of time held per team.
  • There is no “contesting time” at territory points; once a team claims the point, that team holds the point until all nearby players of that team are eliminated.
  • The herald will switch the territory “flag” when control of a territory has changed.
  • Reinforcements and their Valkyries must enter the castle through the castle doors; the ‘dead’ may exit through the back of a castle for safety purposes.
  • Weapons cannot pass through or over castle walls (Melee or Projectile); projectile weapons deal damage through castle doorways only.

Valkyries

  • Valkyries are mobile resurrection points with limited charges; they can resurrect their team members from anywhere but will maintain distance from large battles. The exception is inside castle walls, so long as their team has control of the castle.
  • Valkyries cannot be killed and do not heal limbs or weapons (they only resurrect lives).
  • Valkyries must enter the castle with their team. They cannot enter a castle through an enemy team group OR float through the castle walls (except when they are out of charges and considered ‘dead’)
  • Once a Valkyrie has used all their charges, they must leave the territory or castle to recharge.

Mittelmarch Healing Rules
Healing is encouraged due to the unique size of the WAR battlefield. Healers must submit their healing poem for approval at weapons check; healers will receive a white armband and must display the band during WAR.

  • A healer may heal another player (and any equipment they carry) by reciting a healing poem
  • The healer must be in direct physical contact with the injured person
  • The healer may heal up to two people at a time if at least one hand is touching each player
  • The healer must recite their healing poem out loud
  • Healing poems must be a minimum of 180 syllables and must be approved at weapons check
  • When the healer completes the healing poem, all wounds and any items held by the wounded fighter are healed or repaired (i.e. armor, bow, shield, etc.)
  • The healer cannot heal themselves or their own equipment
  • A healer may not heal a person while either are under direct attack; if the healer or injured person is attacked or distracted, or contact is broken for any reason, the entire healing poem must be recited again.