Blut der Helden, der Gruß des Juggers
(translated Blood of Heroes, the Salute of the Jugger)
Table of Contents
Rules
The game known as 'Blood of Heroes', is a Rapier adaptation of an Armored Combat game played in the Kingdom of Calontir. The game is originally based on a movie of the same name staring Rutger Hauer and Joan Chen about a post-apocalyptic society for which the primary entertainment is provided by wandering teams of juggers playing a buzkashi-like game, which is nowhere named in the movie.
If you like 90's post-apocalyptic movies, or Rutger Hauer, look up the film and give it a watch. You might like it...
Teams
Each team is comprised of 5 juggers on the playing field. One Qwik, one Drive, one Backdrive, one Slash, and one Chain.
The Qwik- Single Dagger Only - This is the only jugger who is allowed to touch the Dog Skull and hence able to score. The Qwik starts each point of the game inside the Circle, facing the opposing Qwik.
The Drive and Backdrive - Sword and Scabbard - are the linebackers of the team. Each is used either offensively or defensively as the tactics dictate. These line up behind and at least 15' from the edge of the circle on either side.
The Slash - Sword and Dagger - is the main offensive force of the team. This jugger is positioned between the Drive and Backdrive directly behind the Qwik, about 15' from the edge of the 'Circle'.
The Chain - Sword and Cloak - is tasked with both defense of the goal and defense of the Qwik. Some teams will emphasize one role over the other. The Chain may begin each point anywhere within 9' of the goal. The Chain may not move past the middle of the field.
The "Circle"
Each point in the game starts with the opposing Qwiks facing off inside the Circle, with the Dog Skull on the ground between them. The Qwiks should be at least 6 feet apart, but at most still within the Circle.
When the 'lay on' is called, the opposing teams engage each other. The Circle, however, cannot be crossed by any jugger inside or out, until it has been declared 'broken' by the Marshals. The Circle is broken only if the Dog Skull leaves it. Violating the will cause the opposing team to win the point. If a Qwik leaves the Circle (both feet outside) before it is broken then the marshals will call “Jugger Down” on that Qwik.
Maimin' and Killin'
Upon receiving a "killing blow" a jugger must fall to the ground and count slowly from “1-one-thousand” to “5-one-thousand”, after which (if they are not pinned) they may rise and resume fighting. A jugger rising from the count must verbalize “up” before they may resume fighting, move, or be struck by an opposing jugger.
A jugger may commit "voluntary suicide" to recover lost limbs at any time, by falling to the ground and making a 5-count, as if they had received a killing blow.
If the Qwik loses the arm holding the Dog Skull, or is killed, then the Dog Skull must be immediately dropped. When rising, the Qwik must stand up and verbalize “up” before retrieving the dog skull.
Pinning
A felled opponent can be prevented by rising from the ground, even after the 5-count has been performed, by the process of pinning. To pin, one must place their weapon tip on the body of the pinned fighter and inform them repeatedly at regular intervals that they are pinned. ("Mi'lord/Mi'lady, you are pinned." every few seconds or so.)
A discernible amount of pressure should be applied with the pinning weapon, and the pinning jugger must maintain eye contact. A fighter can only pin one person at a time. Juggers may continue their 5 count during pinning. If the pin is removed before the 5 count has ended, the dead jugger must continue the 5 count.
Important to note...
When the pinning jugger enters into engagement with any other jugger on the field, by defending himself, or attacking another jugger, the pin ends, and the pinned jugger becomes unpinned. If the pinning hand or arm is taken, or the pinning jugger is killed, the pin ends. If an attacking jugger safely can place their blade on top of the pinning blade, then the pin is considered broken. In other words, the pinning jugger must be committed to the pin, only the pin, and nothing but the pin.
Running
Juggers may not run. While moving, one foot must remain on the ground and the head must not be in front of the body. All Juggers must maintain control of their speed and direction at all times.
Engagement
Engagement remains the same as the melee field with 180° attacking and Death From Behind.
Points
"Points" are played to a time limit of "100 Stones" (3 minutes) or until one team scores. Scoring is achieved by placing the 'Dog Skull' on the opposing team's "Goal”. Games may be played to multiple points.
Penalties
Marshals are encouraged to actively judge and enforce rules. Marshals should call “jugger down” on any jugger seen violating any rules. There are 4 types of penalties that marshals can (and will) enforce during game play-
Jugger Down - the jugger must fall to the ground and start a 5 count as if he received a killing blow.
Point - The point is awarded to the other team; play starts again with the next point in the game.
Game - The game is awarded to the other team, they become the League and new opponents take the field.
Removal of Jugger - A jugger may be removed, at the Marshall's discretion, for the Point, the Game, or the Tourney.