More information about this archive is in http://www.oocities.org/legviiii/competitions/index.htm.
Competition rules are in the order of last use:
Each contestant has three throws per try and three tries per round, against a target with a 30cm white square at its centre. Contestants may choose their mark, at least 3 metres (knife) or 4 metres (axe) away from the target. A point is scored if the greater part of the point or blade that penetrates the target is in the white square. At the end of the round the points are tallied: if there is a tie, the contestants concerned throw another round until there is a winner.
Any style of dart, javelin, or spear able to be thrown by hand may be used. Targets are 3 rings, with diameters from 1 metre, 60cm and 30cm, suspended or raised so their centre is about 1.2 metres from the ground.
Each contestant gets two throws at 10 metres at the 1 metre ring. The contestant must get one javelin through the ring to attempt the 60cm ring. This is repeated at the 30 cm ring. If one or more contestants gets a javelin through the 30 cm ring, a sudden death contest will be held. Each contestant throws at the 30cm target, at a distance to be set by the marshal, until only one contestant gets a javelin through the ring, the others missing.
One throw with a javelin for maximum distance. The point must stick in the ground for at least five seconds to count.
Like last Conference, there will be separate Armouring and Arming competitions run along similar lines. There will be two divisions in each of these competitions; Professional and Amateur. The choice of which group you enter is up to you, however as a guide, anyone who sells or claims their gear to be a cut above the ordinary should enter the Professional category. The convention committee reserve the right to move people from the amateur to the advanced level on these grounds. Items will be judged on accuracy of materials, techniques and workmanship. They will also be judged on functionality, if appropriate. The basic construction and design of the item must be the work of the entrant: any assistance provided by others must be fully acknowledged. This would include, for example, assistance with assembly. We encourage entrants to document unusual pieces with references. Entries may comprise a single item or a set.
A competition for those items not covered by the Weapon Smithing, Armouring or Costuming competitions. There will be five divisions: Jewellery/Fine Art; Woodword Metalwork; Leatherwork; Textiles and Other Item. Documentation must be provided for all entries. All craft items will be judged on the following criteria: authenticity of materials; workmanship (including accuracy of the reconstruction); the degree of difficulty; and the documentary reference/source supplied by the entrant. Entries will also be judged on visual impact, and be made of the original materials, although bonuses will be awarded for their use. (eg precious metals, etc, in the Professional class)
The entry should be complete outfit - individual items of clothing (eg boots or headwear) should be entered in the craft competition. Documentation must be provided for each entry.
There are three divisions in this competition:
Costumes entered in the competition do not have to be modelled, but can be presented on a hanger or laid out on a table.
Each entry will be judged by a panel of judges on the following criteria- authenticity of materials; degree of difficulty on construction; references or source material; design authenticity; and visual impact
This competition will be judged by public acclaim and complemented by our panel of expert judges. There are two prizes, one for 'most popular act', the other for the best and 'best and most authentically inspired' presentation.
This competition will be run during the feast on Friday night, and will be judged by the committee of the Convention Association. There will be two separate categories: Grain Based, such as beers and ales; and Others, for cordials, meads and such like.
This competition is open to machines of any size, utilising any of the power sources known to ancient and medieval humanity, including twisted ropes, bent wood or equivalent materials, counterweights, and person-power, but excluding explosives. Machines should be constructed of historically available materials, save that modern equivalents may be substituted where the original is no longer easily available, or for safety reasons leg. steel cable for winches, steel plates, nuts and bolts at stress points).
For safety's sake, machines should be previously tested beyond their maximum expected capacity, especially the projectile holder, the release mechanism and the winch, if used. It is recommended that any trigger mechanism be so designed as to be operable from a distance of at least three (3) metres. Hand-pulled pins are strongly discouraged. Projectiles may be of stone or any other appropriate material, except that projectiles likely to shatter on impact and produce schrapnel are expressly forbidden- eg. baked clay.
Each machine will be allowed three registered "shots", Any number of practice shots may be made at any time during the competition, as well as during the preceding arranged practice session. Awards shall be offered for the longest distance achieved for a registered shot; for the 'best' registered shot, as calculated according to the power:weight ratio of the engine; and for the most authentically constructed machine. Non-projectile siege equipment (towers, rams and the like) should be entered in the Craft competition.
There will be a draw for each day. It is up to entrants to organise their games - some sets will be available, but people are welcome to bring their own. Play-offs on Monday (if required).
RULES - Similar to the modern game, except as noted below:
The FIRST MOVE is decided by a dice throw.
There are three ways of WINNING:
Because of the limited range of some of the pieces, a larger force is sometimes unable to defeat a much weaker one stationed on favourable squares, and in spite of there being three ways of winning, drawn games were frequent. Perpetual check was considered a drawn game.
There will be a draw for each day. It is up to entrants to organise their games. Again, some sets will be available, but people are welcome to bring their own.
RULES - There is no record of how this Scandinavian battle game was played. The following rules are mostly based on those of its Lappish descendant, 'Tablut'.
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Dark Taken | Dark Safe | King Captured | King Captured |
SPECIAL RULES - As the warrior pieces cannot enter the king's squares, the following two rules are necessary. The king is captured if he is adjacent to the centre square and surrounded by attacking pieces on the other three sides. A warrior piece blockading a corner square may be taken by pinning it against that square. A defending warrior protecting a king surrounded on the other sides by the enemy may be taken by pinning it against the king. The attacker also wins if his/her pieces are able to encircle all the king's pieces.
Due to the uneven nature of the sides and objectives, one player will have an advantage. Therefore a round will consist of two games, with players swapping sides. In the event of a tie, the player who lost the least number total of warrior pieces in both games will be the winner.
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King Captured | Light Taken | Dark Taken |
Two players have nine pieces each, and enter them alternately one at a time on any vacant intersection on the board:
Nine Person's Morris (Mill)
The aim is to form a row of three along any line, and at the same time prevent the other player from doing so. When all the men have been played onto the board, they are moved by turns along the lines from one junction to the next. Every time a row of three is formed, the player may permanently remove one of his/her opponent's men. The winner is the player who reduces his opponent to only two men. There are also a number of alternative methods of play:
The aim of the game for the geese is to trap the fox in a position from which it is impossible to move. The fox must deplete the geese to prevent this. Seventeen geese are arranged on the board as shown below, and the fox is positioned on any vacant place. The fox and geese can move in any direction along a line to the next contiguous point. The fox may also move diagonally, but may not jump this way. If the fox jumps over a goose and lands on an empty point beyond, the goose is killed and removed from the board. Two or more geese can be killed in one move by a series of short jumps by the fox. The geese can not jump the fox, but they try to crowd it into a corner and make it impossible for the fox to move. If the fox is immobilised, the player loses the game, but if the geese are so depleted they are unable to trap the fox the fox wins.
Starting positions for Fox and Geese
Prepared by Wayne Robinson,
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