Rules for Game Play of April 23

Rules of the Sea — IMPORTANT NOTE: You are NOT required to read or memorize the rules before LARP, however, it is highly suggested you are at least familiar with them.

COMBAT-

-Player combat

Each limb has 1 hit point (hp), the torso has 2. A melee strike to any portion of the body deals 1 hp of damage, a bullet from a gun deals 2, and a cannon ball to any part of the body (excluding face, fingers, and feet) is an instant KO. Double taps count as one strike. If a limb that is ‘dead’ is struck again, it is considered to pass through that limb and hit whatever is beyond it.

When a player has lost all their limbs or their torso hp, they are incapacitated and must sit or lay down. They must stay down until the combat around them is over, OR the nearby alive players have moved out of the immediate vicinity. The incapacitated player is then ‘mostly dead’ and must then return to town, count to 10, then return to the land of the living.

Instead of returning to town to re-spawn, a player may be administered a bandage, by themselves or by another player, which will allow them to return to the game minus one limb of their choice. (Note: A player can refuse a bandage if they so choose) If a player is given a bandage when they are still alive, all of their limbs are instantly healed.

-Ship combat

A ship is a stationary base, with a flag according to the crew that sails it as well as a long nine. When a ship is hit with a cannonball (aka tennis ball) from another ship or dingy, a crew-member must immediately repair it with a board, however, a ship can only be repaired 4 times. Boards can be acquired from the Shipwright and are simply stuck to the side of the ship. If a ship has been repaired 4 times and is hit a 5th time, the ship is “disabled,” all the crew-members aboard are immediately incapacitated and the ship and crew may be looted (see looting). Once the attacking crew has moved on, the incapacitated crew must go to port, return the used boards to the Shipwright, and pay 2 gold. Once the fee is paid, the ship is fully functional.

-Dinghy combat-

A dinghy follows the same rules as a ship concerning combat, however, if it is hit with a cannonball, it must stay stationary until repaired. Also, a dinghy may only be repaired a total of 2 times before being disabled. Once it is hit a 3rd time, the dinghy and crew may be looted (see looting). After being looted, the crew must go to port, return the used boards to the Shipwright, and pay 1 gold. Once the fee is paid, the dinghy is fully functional.
(Note: Dinghy’s cannot be attacked while docked in port)

-Looting-

When looting a player, 2 gold, 2 cannonballs, 2 boards, or 2 bandages may be looted. Quests, treasure chests, and respect tokens may not be looted.

When looting a disabled ship or dinghy, the attacking crew may loot either the crew or the ship. If looting the ship or dinghy, 2 cargo boxes may be looted.

-The Rule of Ten-

While repairing a boat, bandaging someone, reloading a cannon, or reloading a gun, you must count to ten before performing that action again.

TREASURE-

-Treasure chests-

Hints to find treasure chests can be acquired from the Locksmith. If you find a treasure chest without a hint from the Locksmith, you may still bring it to them, but you must state where you found it. The Locksmith will then pay you 4-8 gold (depending upon Locksmith’s discretion) and give you a token of respect. The chest itself isn’t lootable.

-Cargo boxes-

Cargo boxes are labeled as either: ale, tar, or iron. They can be found hidden either in the ‘sea’ or on the ‘shore.’ Cargo boxes cannot be carried by a player, save for moving the box from where it is found, into the dinghy, or from the dinghy to the ship. If you touch a cargo box it must be to put it either in your dinghy or your ship. You may not set it back down on the shore or sea. The one acceptation to this rule is Market Day when cargo boxes may be carried by players out of their dinghy’s and into town (see Market Day).

-Supply caches-

Bandages, boards, and cannonballs are all considered supplies. Occasionally there may be ‘supply caches’ hidden at random. They will be within the game boundaries but beyond that they may be anywhere.
(Note: Piles of supplies in dinghies, ships, and town are NOT considered supply caches)

-Market day-

At regular intervals, there will be a market day held in town. Everyone is required to attend. This is the only time cargo boxes can be sold. The price of each type of cargo will change every market day, and the prices will be posted at each shop. When market day has begun, you must transport all of your cargo into port to cash out. Because of the lucrative nature of cargo, expect possible fights on the way to port. But again, once a dinghy is in port it is safe from attacks.

Ale is sold to the Tavern Keeper, iron bars are sold to the Locksmith and tar is sold to the Shipwright.

QUESTS BLACK MARKS AND SHOPKEEPERS-

-Shopkeepers-

Tavern keeper: The tavern is two stories with dining tables, drinks and food available. This is where you will find the black marks board, the respect token bowls, crew listings, turn in ale cargo, and acquire quests. It is the epicenter of many of the activities, so make sure to check in regularly.

Shipwright: The shipwright is where you can find supplies for sale, as well as where you are to return empty supply crates, turn in tar cargo, and acquire quests.

Locksmith: The locksmith is where you are to turn in treasure chests, ask for chest location hints, turn in iron bars cargo, and acquire quests.

-Quests-

Quests may be obtained at all three shopkeepers. To start a quest, you must simply pick your desired quest sheet then tell the shopkeeper that you are starting a quest and which crew you are on. When completed, bring the quest sheet back to it’s respective shopkeeper (with any quest items required) to receive your reward.
(Note: There is no limit on how many quests a crew or player may have at one time, however, please be courteous to others and only take one or two at a time. Subject to change)

-Black marks-

Black marks can be obtained at the tavern. Black marks are bounties that can be placed on any other player. When placing a black mark, you must tell the Tavern keeper what player you want to put the mark on, whether it’s a retrieve or a kill order, and give the Tavern keeper the reward money. The Tavern keeper will then write down the target’s name on the bounty board. Once the bounty is set, it can only be removed by one of two ways:

One, the target may pay a fee equal to the reward to the Tavern keeper to have his or her name removed from the list. The Tavern keeper then keeps the fee and gives the reward money back to it’s original owner.

Two, the target may either be captured or killed respective to the black mark. If captured, the target must be brought to the placer of the black mark. If killed, the target must be escorted back to the town and the hunter may retrieve their reward from the Tavern keeper. Their name is then removed from the list.

Jarrok

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