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Dueces Wild Archive Forum Archive Forum for Deuces Wild

Old Basil's Plunder Party, Dueces Wild Guild Night Events

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Old 01-20-2010, 03:07 PM
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Rules for tonight's guild night game!

There will be 2 Captains, one French, the other Spanish.
They will select their teams and go to their respective islands.
Once there, each person will be sailing their own ship. The Captain can assign who sails which type of ship, but each team MUST HAVE at least one Sloop, one Galleon, and one Frigate. After that, it's up to the Captain to decide.

Once the fleets are ready to sail:
I will line each team up. You will be facing each other broadsides.
Once you are in position, NO SAILING! You can turn in place to shoot, but no dropping of sails unless you are the one trying to break through the enemy lines.

One team will 'dare' a single ship from the other team to come across. That ship then drops sails and goes straight at the opposing line. The object is to 'break through' or sail past the enemy line. You must sail somewhere BETWEEN the enemy ships, not around them. If the ship gets past the line, I will call CEASE FIRE.

The team doing the daring tries to sink the approaching ship before they get past. But, they are not allowed to sail to do it, only turn in place.
If the Dared ship gets sunk, they are out of the round. If they make it through, they are allowed to repair, and return to their own line.

The ONLY ships that are allowed to do repairs are the ones who have successfully broken through the enemy lines. NO ONE ELSE is allowed to repair! (This means, if your ship gets damaged while defending your line, so what. You cannot repair.)

Now the other team gets to dare someone to come across.

A single round is until all of one teams ships are sunk, or 5 dares each team, whichever comes first.

I expect the first round to be a little rocky, until everyone figures it out, but I think we can do a few rounds of this during the evening.
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