HORRORS OF LAVINIA FISHER OFFICAL RULEBOOK: Game Specific Rules
Game Specific Rules
· 1. Missions, Legendary Quests, and Bonus Missions
o 1.1. Three types of missions will be in play every hour:
§ Game Missions: Will have specific objectives and/or props. Read each mission carefully!
§ Legendary Quests: Will be centered around a specific Flag Station that needs to be controlled/have the flag raised. Each Legendary Quest may have a specific ritual or instructions that must be followed to gain the points. Read carefully! An assigned Warden will oversee the Flag Station in play.
§ Bonus Missions: Each day there will be a few additional bonus missions added to the Commander’s Mission Packet scattered throughout the day.
o 1.2. Game Missions and Legendary Quest Missions will be handed out by Mistress Evelyn at the top of every hour at the Six Mile Wayfarer Inn. If both Commanders are at the Six Mile Wayfarer Inn five minutes prior to the top of the hour, the Mistress MAY approve providing the missions early. They also reserve the right to delay distribution of the missions for ANY reason.
o 1.3. Only the Commander or XO may pick up Game Missions and Legendary Quest missions.
o 1.4. No radios or cell phones are allowed inside Six Mile Wayfarer Inn.
o 1.5. Each team will have a “prop box” at the Six Mile Wayfarer Inn. Any "spoils/goods" collected from missions or game-play may be put into the box to secure it.
o 1.6. A cast iron bell will sound at the top of each hour to signal new missions are in play.
o 1.7. All mission discrepancies will be resolved by Mistress Evelyn. Please bring any issues to her or her assistant at the Six Mile Wayfarer Inn during the game. The Mistress/Assistant will hear out those involved and provide a fair and appropriate response as he/she sees fit. The Mistress and production crew will prioritize safety above all else, while at the same time ensuring everyone has a blast!
· 2. Mission Props.
o 2.1. DO NOT touch mission props without the corresponding mission card. Mission props may only be touched by players with a current, active mission card. Touching props when not allowed may result in the loss of points or even death for those actively involved in the mission around the noncompliant player. Some props may even be poisoned. If found with a poisoned item, when not told to will instantly kill you if discovered by a Field Warden (REF).
o 2.2. Some Props will be marked Red or Blue and can only be touched by their team. Teams that hoard or collect props that are the other team’s color will lose any points associated with that prop/points that the prop affected, which could lose your team the hour’s full mission.
o 2.3. There may be props that BOTH teams can find/collect. These props will not be marked with team colors. If a prop is found without a color or warning not to remove, then you may grab it/them and return to your prop box. There is ONE exception, teacups will not be visibly marked unless you have a provided blue light to discover which ones you may touch. Touching the teacups without proper equipment may result in instant death! Our Field Wardens will be checking to see if you’ve poisoned yourself. Wait for your general to distribute materials to properly complete the teacup mission!
· 3. Flag Stations.
o 3.1. There are nine total Flag Stations, marked on the official game map. These are: The Spirit House, Crossroads Chapel, Devil’s Gate, Five Mile Inn, Old Charleston Jail, Gallow’s Green, The Widow’s Parlor, Widow’s Garden and Wayfarer Road.
o 3.2. Two Flag Stations will be in play every hour and must be controlled by your team to gain points.
o 3.3. Flags are scored every 15 minutes. The team in control will receive 25 points, with the potential to gain up to 100 points per Flag, every hour.
o 3.4. The current Flag Stations in play will be displayed at the Six Mile Wayfarer Inn. It is the Commander’s job to spread the word to their team! The bell that rings every hour also signals that new flag stations are in play/displayed.
· 4. Team Headquarters (HQ)
o 4.1. Each team will have an HQ located on field, as marked on the official game map. This is where your team will spawn from when entering the field, and respawn from throughout the game. There will be a netted in area at the HQ for Commanders to use.
o 4.2. A 2x3 field map with soldiers and table will be provided at each Commander’s HQ.
o 4.3. Teams will SWITCH SIDES and HQS on Sunday. Please clean up any trash from your HQ.
· 5. Mini Missions.
o 5.1. At the top of every hour, mini missions will be available for completion at the Six Mile Wayfarer Inn. Seven mini-missions will be available per side, per hour.
o 5.2. Any individual player may pick up a mini mission, but they are limited to one mission per hour. Neither the Commander nor the XO may participate in mini missions.
o 5.3. The six types of missions available are as follows:
§ A. Sniper’s Choice
§ B. Try Me!
§ C. Scary Movie Mania
§ D. Fisher Feud
§ E. Mind Fury
§ D. Young Guns
o 5.4. Young Guns are categorized as players sixteen (16) years old and younger.
· 6. Do Not Touch Signs.
o 6.1. Do no touch anything that says DO NOT TOUCH. If you see a sign of any kind providing information that is not a prop worth points, please do not touch it.
· 7. Tanks (Armor Division).
o 7.1. All motorized and walking tanks must adhere to CPX’s general game & safety rules.
· 8. Field Surgeon/Blood Healer Role Players.
o 8.1. Each team will be allowed two (Medics) throughout the game. The Nightwatch has Field Surgeons and the Fisher Cover utilizes Blood Healers; for simplicity, they will be referred to as medics in the rules. Medics can revive eliminated players in the middle of game play instead of the player having to respawn.
o 8.2. Medics must wear a medic armband and wrap the provided bandage around the player they are reviving. Once the bandage is wrapped, the Medic must count to thirty, and then the player is live. They must record the player’s ID number on the provided sheet!
o 8.3. Head shots may not be healed by a Medic. Any hit eliminates the Medic from play and they cannot heal themselves. They must respawn.
o 8.4. All Medic materials will be available at the HQ for the Commanders to distribute at the start of game play on Saturday.
o 8.5. All Medic materials MUST be returned to the Six Mile Wayfarer Inn by the end of each day. You will receive 50 points once turned in, or LOSE 25 points if not turned in. Lost or unreturned supplies will deduct a maximum of 100 points per team.
· 9. Commanders Game (Friday)
o 9.1. The Commander game objective will be explained at a players briefing prior to the start of the game.
o 9.2. The winning Commander will have their choice for starting HQs/sides on Saturday (teams will flip HQs on Sunday). The side chosen for Saturday will also be used for the Magfed game after the Commanders game.
· 10. Magfed Game Rules (Friday)
o 10.1. The magfed only game will be played on Friday and all game instructions and objectives will be covered at a briefing before game.
o 10.2. Where applicable, all standard game, safety, and field rules will apply.
o 10.3. Acceptable Markers: Conventional industry, detachable magazines allowed. No limit on ammo or rate of fire. The following are allowed: A). Traditional spring fed detachable magazines; no hoppers, no stick feeds or tac caps; B). Box Magazines (Rap4 Box Mag, Dye Box Rotor, MILSIG Tempest Drum); C). Q Loaders; must reload with a new Q pod or traditional magazines; D). External/Internal spring assisted tube fed; E). Breach load; F). Bow; may be gravity tube fed; G). Revolvers.
o 10.4. Pods will be allowed on the field and box mag users may load another box mag or regular mag.
o 10.5. First Strike Rounds allowed. If you are using First Strike Rounds, you must chrono with FSR. No bunkering allowed with FSRs; minimum engagement of 25 feet.
o 10.6. You may not mouse-hole in any circumstance (place your barrel through a hole and fire on a target). You may stand behind the hole and fire toward it, with the tip of your barrel no closer than 1’ from the hole. If mouse-holed or blind fired upon, the ref may take any of the following three actions: 1) One player is eliminated; 2) Both players are eliminated; 3) Ref will order a 10 second parlay. This is where both players have 10 seconds to turn around and move to a cover position before turning around and re-engaging.
o 10.7. You may offer a courtesy surrender call when within 10 feet of a player. This is recommended when approaching a player from behind. If facing an opposing player, they will likely not surrender.
o 10.8. Dead-man walks will not be allowed for the magfed game only! Players must not pretend to be eliminated while walking through the field.
**PLEASE RETURN ALL PROPS TO PRODUCTION AFTER THE GAME**