Kenashian Sports and Games [Final]

KEnashian pastimes found in popular practice.

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Kenashian Sports and Games [Final]

Postby Vice on October 24th, 2014, 4:29 am

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Day of Season, Year AV
Toss


With such a simple name, Toss can become really quite complicated. It’s generated around tossing a disc or a ball in a circle of at least three people. There is one twist though: throughout the game, any member can randomly call out one of several commands. These vary the speed, height, and angle of the disc or ball. There is slight differentiation in the commands for discs and balls. The discs are simple circles of wood, with most of the bottom hollowed out, while the balls are generally plain bladders, a foot across.

The whole challenge of Toss is to keep up with the speed and other variations, while paying attention to the commands. Those can be said in groups of up to three at a time, and opposites are often used for confusion. Depending on choice, if a player messes up, they either are out, or just continue playing. Also, holding the ball or disk for too long can be seen as an out, with the time length generally created on the spot.

The commands are as follow:

The whip! – Deriving from the slave labor in Kenash, this speeds up the tossing
Nap time – Slow down the speed
Lost! – The members are allowed to toss the ball or disk to any member.
Found – The opposite of ‘Lost’, the play goes back into a circle pattern
Harvest the plant – If a ball, it’s thrown low and underhand
Pick the fruit – If a ball, it’s thrown as high as possible before reaching the target
Smack – If a disk, it’s thrown vertically, rather than horizontally. Once in this position, ‘Harvest the plant’, and ‘pick the fruit’ can be used.
Reverse – Changes the direction of the passing
Back – Returns everything back to the basic ‘settings’ (goes in a circle, chest height, normal speed)

**Originally by Spirit.
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Kenashian Sports and Games [Final]

Postby Vice on October 24th, 2014, 4:30 am

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Day of Season, Year AV
Bloodball

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I thought up an interesting game that some of the Dynasties might play to settle minor disputes and as an added method of celebration amongst the wide array of festivities the Kenasherns are known for. I call this game Bloodball, though the title may change with some development. It's an odd and dangerous mix between croquet, golf, and playing with the predators of the swamps. Bets of money, property and slaves are often placed on winners for this game.

Materials:

-Minimum of 2 Players
-1 Mallet per Player
-5 Bloodballs per player
-an appropriate location overlooking a river or bog

Description:

The goal of the game is to get as many points as you can by making a number of maneuvers with the ball, such as bouncing it off trees or rocks, getting it to the other bank, or breaking the ball. Each ball is a light, spherical basket with small openings between the reeds. Fresh, often bloody meat scraps are stuffed into these balls just before play, and can be from any array of animals, though the most common are rats, crows and other pests. On the occasion where one would want to present a particularly cruel game, the flesh of dead slaves or runaways is sometimes used.

Rules:
1. Each player gets 5 bloodballs, and takes 5 turns
2. Whoever has the most points at the end is the winner
3. Hitting opponents with the mallet or bloodballs is not appropriate
4. Slaves cannot play bloodball

Points:

Points:
Points Maneuvar Description
1 Astari To bounce the ball off a tree without breaking the ball
2 Triari To bounce the ball off a rock without breaking the ball
3 Bite To have the ball attacked by granidiles upon hitting the water
4 Bank To have the ball land on the other side of the water without breaking
5 Call To have correctly called each of the maneuvers of one’s own or someone else’s turn
10 High Call To have correctly called each of the maneuvers of one’s own or someone else’s turn in the correct order


Penalties:
Penalty Maneuvar Description
Lose all points gained this turn Break The ball breaks (This penalty does not apply to points gained by a Bite, and getting a Bite recalls this penalty)
-5 Bonk The ball hits a granidile that then leaves the area
-10 Low Call To have incorrectly called the maneuvers of one’s own or someone else’s turn


Example:

Danny Dhani and Harry Human go out to play a game of Bloodball. They get 2 mallots and 10 bloodballs, and fill the bloodballs with meat. They wager that the loser will pay the winner 1 Gold Miza for each point the winner beats them by. Both agree, and the game begins.
They decide that Harry should go first. Harry is confidant in his abilities at bloodball and decides to Call his shot. He declares that he will make three Astari and a Bank. He hits the ball and it hits three trees, breaking on the third and plunging into the water. Crestfallen, Harry ends up with a Break and a Low Call, starting the came off with -10 points.
Pleased with how this game has begun, Danny decides not to call his shot, and swings. He manages to bounce the ball off of two rocks before it hits the water and is attacked by granidiles. His first turn ends with two Triari and a Bite. The game stands at Harry: -10 Danny: 7
Harry is displeased, and decides to try to regain his losses with another Call and a complex shot. He calls for a Triari, and Astari and a Bank. Sure enough, his ball hits a tock, then a tree before landing in the muck on the other side of the river. He gets the points for a Triari, an Astari, a Bank and a High Call. The score is tied at Harry: 7 Danny: 7
Astounded, Danny whacks his next Bloodball, which hits a tree and a granidile before landing in the muck on the other bank. Danny gets an Astari, a Bank and a Bonk, which keeps him at 7 points. The score is tied at Harry: 7 Danny: 7
The game goes on for some time, and in the end Harry comes out on top, with a score of 32 to Danny’s 27. Danny pays Harry 5 Gold Mizas and they both go their own ways.

Optional Rules

Especially high class parties or special occasions often call for special rules set by the host. Often each Dynasty family will have its own rule reserved just for when playing on their land. Though these are by no means the only ones available, here is a short list of common house rules:

1. If a granidile eats a bloodball before you have hit it, you lose that turn.
2. You can send slaves out to retrieve the ball after it has been hit if it landed in the water. If they return it with meat still inside, you gain an extra turn for that ball. Opponents Bloodballs can also be gained this way. If an Opponents Bloodball is gained in such a manner, the owner of the retrieving slave also gets all the points the opponent would have gotten for that turn.
3. Destroying any number of crops during the game causes a 5 point penalty for the turn they are destroyed.

**Made by Banickle.
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Kenashian Sports and Games [Final]

Postby Vice on October 24th, 2014, 4:31 am

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Coruscate

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[size=105]Coruscate is a vicious game which tends to be played by between two and up to twenty people, though it is not unknown for one man to play it on his own and for a far larger party to get involved.

Materials:

- Any number of Players
- One ranged weapon per Player (Bows with arrows is the typical fare)
- One slave - though the same game has been played with two or three in the past, Aficionados claim that one fit slave is always best.
- A lantern for each slave.
- Rope to tie the slave's hands.
- The right conditions (Night/Darkness)
- Space to play. Terrain is usually arranged beforehand and, though hills are preferred since it gives a better view, this is up to the players.
- Ink to write down initials on the arrows (so that it is know who shot what)
- A possible reward.

Description:

This is a cruel game usually played by the elite. Many people who play it often wait around for a slave to have done something wrong before they plan a game with their friend. Others will just pick on any unwary slave since, after all, the slave has been given a sporting chance and those involved will merely point out instances in the past where the slave had 'won' the game, so to speak.

The game is played at night. The players will gather in a pre-planned area and a slave will be provided. The slave's hands are tied behind their back and a lantern is tied around the slave's neck, done in such a way that it is very difficult for the slave to try and shake it off. The slave is then set free and starts to run away. In the night, the lantern indicates where the slave is and, after the slave is far enough away, the players are allowed to start shooting. If the slave continues running after the initial shots fired, the players are allowed to start moving and that is when the 'fun' really starts, so to speak.

The game can last five chimes but has been known to go up to close to six bells or all night, which is considered a better game. True players often like to give the slave a better head start for this reason.

Rules:
1) The slave must be given time to run, usually a chime. Not only does this make it more fun, but it makes the game more acceptable to some who oppose it.
2) Whoever has the most points at the end is the winner, unless the 'first hit' variation is being played.
3) Shooting at opponents is not permitted.
4) Only one ranged weapon is allowed per player.
5) Dogs and Horses, for tracking down and for ease of movement, are not permitted. Assistants are likewise not permitted, and the game tends to be played as individuals rather than in teams.
6) Freeborn can only play Coruscate if invited to do so by a Dynast member. Slaves naturally are not allowed to play.
7) Officially, there is a rule stating that all players must wear black, but this is a rule that is not much observed.

Points:

Please note that there have been cases where no points have been scored at all. In this case, the slave is considered to have 'won'. Also, if skin on skin contact is made with the slave after he manages to put out his lantern and is still alive, it is considered wrong to then kill him/her (Especially as they can then be put to use in future games) As such, the official aim of any slave who participates in the brutal sport is to put out their lantern - which is very difficult to do and can cause them to set fire to themselves - then creep up on any player and touch them. If a player knows he's being crept up on, he is allowed to shoot at the slave before being touched, or merely to capture him and provide another lantern. There are, after all, many variations in this game and most dynasties have slightly different versions, though many (such as the Zulaca, the Paille, the Sitai, the Lynint and the Ackina) have not played it for years (while everyone but the Radacke, Rajor and Askara dynasties now tend to play it with slaves they wish to punish rather than randomly chosen ones)

For example, the Radacke Dynasty allows people to keep shooting at the slave even after the lanterns are out and the 'touch' rules don't apply, while the Sitai Dynasty tends to have three lanterns ready so that, as soon as the lantern is out, they like to bring the slave back in, fit it with another and start the process again. If the slave uses up all three of their lanterns, they are considered to have 'won' the game. Both the Lorak and the Konrath currently play a version where the aim is to shoot to injure, with hands and feet often counting for more points, rather than to kill (unless the game is being used as a form of execution) while the Rajor play it at dusk and take great pride in taking time with shooting the slave so that they die a lot slower. The Lynint and the Morealis also have a variation where the winner is whoever shoots the slave first, though it is sometimes difficult to tell.

Still, this is the standardised point system of the original game:

Eye 75 points If both eyes are shot by the same person, they are considered to have won the game. This has only ever happened twice.
Through the Heart 50 points Introduced by the Lynint Dynasty in 409AV
Head 40 points
Neck 35 points
Chest 30 points Bonus points often allowed depending on how central the shot is.
Shoulder 25 points
Arm 20 points Arms are considered to be worth more than legs because they're tied behind the back
Leg 15 points
Any hit 5 points


**Made by Adelaide Sitai
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Kenashian Sports and Games [Final]

Postby Vice on October 24th, 2014, 4:33 am

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Mulct

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Mulct is a fun game, a game of forfeits, usually played by quite a large group and sometimes played as a way to finish off an evening gathering.

Materials:

- Any number of Players
- Items to be forfeited (In the Dynast version, the 'items' are most often slave children, but these can be any item and the value is set out beforehand)

Optional: an assortment of random objects which can be used when deciding on the forfeits.

Description:
All the players must send a slave child to the place where the game is being held beforehand, unless other items have been decided upon (information as to this variation provided below) Because of the value of each "possession", the game has engendered a sort of spying game between players when they know they've been invited to play such a game. For example, players will send somebody to watch the residence where the game takes place to watch the slaves arrive and report back.

One person, known as the Auctioneer, is chosen at the beginning of the evening on which the game starts when his name is picked out of a hat and, thus, immediately forfeits his slave to somebody else, whose name is also taken out of a hat. That person gets to keep the new slave, no matter what.

The players sit around the Auctioneer when the property is brought in. The "Auctioneer" is then invited to guess which slave belongs to which guest. Sometimes, the auctioneer is allowed to ask a couple of questions of the slave... but the slaves are allowed to lie. If the "Auctioneer" succeeds in guessing then the owner must pay a forfeit, as chosen by the auctioneer. Otherwise the slave is returned to the owner. Obviously, towards the end, with just a few slaves left it becomes much easier to guess the owner.
A variation on this, for those more interested in potentially winning more and usually when there are more players involved, is that each slave whose owner is not guessed correctly does not immediately return to their owner, but passes to the right of the Auctioneer. Once the Auctioneer has finished guessing everything, he keeps what he has gained. Another Auctioneer can then be chosen to try guessing again with the remaining slaves. Then, if there are still remaining slaves, another auctioneer and another.

The variation without slaves usually involves smaller items being brought on the night, whose value has been agreed beforehand. The Auctioneer is then chosen and must abandon his item in a box, hidden behind a screen. Then, one by one, all the other players also put their items in the box, though they won't be able to tell what anyone else has put in because the box is covered by a dark piece of silk. Popular items for this version of the game include pieces of jewellery, written IOU's, works of art (Sometimes created by the players themselves) bottles of alcohol and any number of other goods. Sometimes "random possessions" are entered. After everybody's items have been put into the box, the Auctioneer is brought back into the room. He picks up an item and describes it and has to guess who it belongs to. If he succeeds, the owner has to do a forfeit to get it back. If he doesn't, the item returns to the box for the next Auctioneer, or is returned to its owner.

Rules:
1) Anyone caught cheating or giving hints will automatically forfeit their property.

Forfeits:
A forfeit is something amusing and/or embarrassing that a player must do if they want to win back their slave or item. The Auctioneer chooses which forfeit to award the player, though he is allowed to ask for suggestions from the "floor", which is what the other players who are not the "forfeiter" are called. If the forfeiter fails, or refuses the forfeit then the Auctioneer keeps the slave, or item.

Examples:

1) Kissing someone.
2) Taking off clothing.
3) Being hit once, though not viciously, by every member of the group and not reacting.
4) Drinking a large amount of strong alcohol very quickly.
5) Holding a hot coal in each hand for ten ticks.
6) Singing or dancing.
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