Min
Based on the types of internal conflict that usually arise at Obernewtyn. Due to the potentially mortifying nature of most of these Battlegames, many conflicts are never taken to this level and resolved before it ever gets this far. However unlike the Sadorian Battlegames, many of these Battlegames require the opposing parties to work together for a common goal, in the hope that through teamwork, a resolution will be found within themselves.
1. The Compromise
Opposing parties are to face each other, in silence, for five minutes. Upon being counted down by an officiator both aloud and in beastspeech from 3, 2, 1, on the word 'Compromise', both parties speak "I'm sorry" in convincing sincerity / unison.
Should either party fail to maintain eye contact (including blinking for longer than 3 seconds at any time), and/or fail to utter the required words, they forfeit the Battlegame and the victor's point of view is seen as the correct one.
Should both parties successfully compromise, the issue is considered resolved and should be never spoken of again.
2. The Superchef
Both parties are required to work as interns with Javo for a night, and each produce a meal for the Master of Obernewtyn. Once eaten, the Master determines which of the two meals he preferred and a victor is announced.
3. The Shindig
Both parties are to work together and plan a ball to take place one seven-day hence. If their differences aren't resolved in that time through the natural progression of things / teamwork, both parties are required to meet at dawn in the courtyard for a 'duel'. The manner of the duel is determined through a roll of the dice, which is essentially the rolling of another Battlegame to try again.
4. The Healing Centre
Both parties are required to travel to Sutrium together, at which they are to work in the infirmary as interns for the following sevenday, on the same team. The goal of this Battlegame is to give both parties a chance to work together and a chance to gain perspective required to realise that there are more important things in life than quarrelling.
5. The Wushu
Both parties are required to attend a moon of dawn training with the Coercer guild. At the end of the moon, should sufficient peace-of-mind not have been attained, they are required to hold a public sparring to determine the victor.
6. The Shoe-swap
For the period of a seven-day, each party is required to trade places within Obernewtyn. This includes all official Obernewtyn business (roles and responsibilities), regardless of each parties scope of talents. It is the hope that each will learn what it is like to live as the other person, and thus perspective gained on their quarrel. At the end of the sevenday, if either party is not able to let it go, they roll another Battlegame and try again.
7. The Point-of-View Gun
Not quite as sinister as it sounds. A strong, impartial empath is required as proxy for this Battlegame. Each party is isolated in a featureless room while the empath studies their case and their minds. The parties are required to focus on their point of view in the argument for the entirety of this time. At sunset, both parties are sat facing one another, as the empath projects the opposing views upon them.
It is worthy to note that this Battlegame has never failed to resolve a conflict.
8. The Song
This Battlegame is taken directly from the records of the Sadorian Battlegames held between Obernewtyn and the Rebels, in honour of the victors, the Empath guilden, Miky and Angina. The parties are required to each write a song, based on a topic of the officiator's choosing (usually a current topical issue), and perform at nightmeal to Obernewtyn. Whichever gains the most applause wins.
9. The Report
The parties are required to study a single Beforetime object together for a sevenday, supplied by the Teknoguild, and each write a report, in solidarity, on what the device may have been used for. At the end of the sevenday, the reports are reviewed by a teknoguilder and a winner is announced.
10. The Totoro
Both parties are required to gather as many acorns as they can find. Both parties are then supplied with identical, tiny plots of land, in which they are to plant the acorns and then perform a ceremonial dance of growth (of their own devise) each day at noon. The plot in which the first plant begins to grow signals the end of the Battlegame, and the victor. Should neither plot sprout a single shoot within the space of three moons, the Battlegame is considered over, with both parties advised to never speak of their quarrel again as neither has won.
11. The Crèche Club
For the period of a moon both parties are required to run and oversee the crèche at Obernewtyn, under the supervision of the Crèchemaster. During the month where both parties are run off their feet and depended upon by those younger and smaller than them, the differences are usually resolved as being unimportant. Should they fail to come to a resolution in that time, the dice are rolled again and another Battlegame selected.
12. The Pretty Excuses
Both parties prepare a poem (that takes no longer than a single minute to read aloud) explaining their point of view. The officiator listens to both, then speaks the words, "I don't believe you. I'm too busy for this. There's more important things to worry about."
The issue is considered resolved and should never be spoken of again.
deb
Deb of the Mystics
1. The Ride: This game consists of pairs of funaga competitors. One of each pair plays a beast the other is the rider. The rider must direct the blindfolded ‘beast’ around, over and through a series of obstacles while being carried. This game will test the co-operation and trust between the pairs of competitors.
2. The round: competitors sit in a circle and will pass a wrapped parcel from one to the next as empath musicians play a tune. When the music is stopped, the competitor with the parcel must remove one layer of wrapping. This continues until the last layer is removed. This game will test the honesty of the competitors.
3. The Tunnel: this game is for groups of ten competitors. Each group must form a line and pass a ball under their legs down the line. The last competitor must run to the front of the line with the ball and pass it down again. Once the ball has passed down the tunnel ten times the game is over. This game tests co-operation, motivation and enthusiasm.
4. The Rope: teams must form on the opposite side of a line drawn on the ground. Each team holds one end of a rope and needs to pull the other team over the line. A reminder that beasts must be politely invited to join in these games. This game will test strength and endurance as well as co-operative feelings between funaga and beasts.
5. The Omelette: each team will divide into two; one part will wait at a distance away from and facing the other. Each competitor will be given a spoon. The first will carry the egg down the field on his/her spoon and pass it to a team member who will carry the egg back to the other end of the field. Each team member must carry the egg twice. Dropped eggs may be used by Javo. As chickens have little intelligence it is not required to get permission to use eggs. This game tests co-ordination.
6. The Stick: The Stick is an individual game. Competitors are blindfolded and have three opportunities to hit a paper object filled with surprises using a long stick. This game tests placement memory and generosity.
7. The Phrase: Teams are lined up one metre apart. The last member is given a complicated phrase to pass in a whisper to the next member in line. One the phrase has been passed along all members the phrase is checked for accuracy. This game checks the ability to pass on all relevant information to those who need it. Farseekers should excel in this game.
8. Anatomy: Another individual game, anatomy is used to test visual, spatial and anatomical memory. Each competitor is given time to view an image of an equine with one bodily part missing. They are then blindfolded and given the relevant part to pin back in place. Please note: the use of live equines in this game is not recommended.
9. The Race: Pairs of competitors must race the length of the field as one. To ensure that they stay together each must be tied to the other by one leg. This game tests co-operation and co-ordination.
10. The Seat: while musicians play, competitors will walk in circles around a group of seats. When the music stops, each competitor must try to sit. Those who do not get a seat are disqualified. Seats are to be removed at the end of each round until only one remains. This game tests resourcefulness and aggression.
11. Recognition: In this game the one to be tested is blindfolded and needs to seek out and identify allies. Any talent may be used to facilitate the recognition of volunteers. Please note that blind Empath Guildmasters should be exempt from this game. An important test considering the hatred some in the Land hold for Misfits.
12. The Sit: competitors form a line at one ends of the field. Each is given a water filled plast bubble which is to be carried to the other end of the field between the knees. At the finish the competitor is to sit on the plast bubble until it bursts. This game does not test any ability. It is designed only to give the spectators a good laugh.
Bibliophile
Sorry that some of my entries are a bit long, I wanted to fit everything into the same formula.
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1.
Name: The Colour Code
Number of participants: 2
Target skill/s: communication
Possible tools/weapons: none
Description: One person is blindfolded, the other person locked inside a large cage. The blindfolded person must make their way through a series of challenges and open cage. Challenges include finding the way through a maze, placing coloured tiles in a particular pattern and other sight-related problems. Person in cage is able to see all challenges, all within calling distance.
Finish:Game ends when either both teams have freed their partner or when a time limit is reached. If a team member is not freed before the end of the game they are disqualified from participating in the following 2 games.
Possible Solutions:
- Person in cage verbally calls instructions to blindfolded person
- Person in cage farseeks instructions to blindfolded person
- Blindfolded person uses farseeking to look through partner’s eyes
- Person in cage uses combination farseeking and coersion to direct blindfolded person
- Either participant asks/directs animals to help complete tasks
2.
Name: The Needle
Number of participants: 3-8
Target skill/s: problem solving
Possible tools/weapons: any, may select throughout Game to 1 per participant
Description: An unknown number of bone and metal needles are buried within a haystack and must be retrieved using any method of your choice.
Finish:Game ends when both teams believe they have found all their needles. Points are deducted for needles missed.
Possible Solutions:
- Search through the hay by hand
- burn the hay then sift through the ashes
- ask small animals to help search
- use (very!) strong magnets to find the metal needles
- construct some form of separating machine
3.
Name: The Quintathlon
Number of participants: 1-5
Target skill/s: general physical skills
Possible tools/weapons: up to 1 horse per participant
Description: Participants must complete a series of 5 mini-races; running, riding, swimming, climbing and an obstacle course. Each race must be completed by a minimum of one team member; each participant may complete any number of the races. Upon the completion of each mini-race, the form and location of the next will be revealed.
Finish:Game ends when both teams have completed or forfeited each mini-race. The team to complete the most races in the shortest period of time wins.
Possible Solutions:
- Depending on the number of team members the races may be completed all by the same person, each by different people, or with one or more people completing multiple.
- Contestants for each race should be chosen by considering greatest skill and number of previous races run.
- With larger groups, teams may choose to have multiple members compete in each race; next race is revealed upon the completion of each race by the first participant.
4.
Name: The Performance
Number of participants: any
Target skill/s: performance, interesting an audience, planning/time management
Possible tools/weapons: any, choose throughout
Description: Teams must prepare some form of performance to present to the audience upon the completion of the other battlegames. It can be any form of presentation and include any number of participants throughout. A short period of time is allowed for group planning, any other preperations/practice must be undertaken between/during the remaining Games.
Finish:The winner for this Game is determined primarily through audience vote.
Possible Solutions:
- assign one or two members who will compete only in this battlegame.
- practice individual acts when not competing, coordinate in between Games.
- reuse an established presentation with minimal preparation.
5.
Name: The Twister
Number of participants: 3-5
Target skill/s: flexibility, balance, strategy
Possible tools/weapons: none
Description: All participants from both teams compete in a giant game of Twister. Playing board has larger grid, with coloured circles scattered randomly rather than in rows.
Finish:Game ends when one team has had all their members eliminated.
Possible Solutions:
- play as per usual, no interaction between teams
- attempt to knock over members of the other team where possible
- work as a group to force members of the other team into a corner where they are unable to move and are eliminated.
- create a cordon to protect your best player for as long as possible.
6.
Name: The Web
Number of participants: 8
Target skill/s: cooperation, planning
Possible tools/weapons: none
Description: Each team has a rope web suspended perpendicular to the ground before them. All participants must pass through the gaps in the wed to the other side without touching the ropes or using the same space more than once. The ropes are coated with residue. If any participant brushes the ropes while passing through the web and has residue on clothes or skin, they must return to the other side and try again; that gap is now unavailable. If a participant brushes a rope hard enough to shake the web, the entire team must return to the other side of the web and start again; all gaps open.
Finish:Game ends when all participants from one team have made it to the other side of the web.
Possible Solutions:
- plan who will pass through each gap according to participant size and flexibility and gap size, shape and position.
- assist other team members with balance, lift smaller team members through higher gaps.
- use Talents (coercivity and empathy) to distract other team.
7.
Name: The Duel
Number of participants: 1-2
Target skill/s: endurance, agility
Possible tools/weapons: 1long thin stick and face guard per participant
Description: Competitors from each team try to touch their opponent with their sticks. Competitors must dodge the sticks not parry. Points are given for each touch on opponent according to location.
Finish:Game ends when all members from one team are unable or unwilling to continue.
Possible Solutions:
- if 2 paricipants from each team, work together against opponents
- use Talents to distract other team
8.
Name: The Riddle
Number of participants: 2-4
Target skill/s: lateral thinking
Possible tools/weapons: none
Description: Teams are told a series of 20 puzzles and riddles. The first team to correctly answer each question wins the round.
Finish:Points are awarded for correct answers and deducted for incorrect.
9.
Name: The Raft
Number of participants: 4-8
Target skill/s: teamwork, construction
Possible tools/weapons: poles, planks, rope, barrels, cloth
Description: Teams must build a raft from the supplies provided and float it on the pond/lake. They must then travel by water to the other end of the pond/lake, collect the package waiting for them and return to the start position. All participants must remain within 5m of the raft at all times while on the water; the package must remain dry at all times.
Finish:Points are awarded for speed of delivery, condition of package and raft design
Possible Solutions:
- raft around the edge of the pond/lake and have most of the team members follow by land
- ask animals to help propel the raft
- use sails if windy
- have some team members swim
- wrap package/place in barrel
10.
Name: The Scene
Number of participants: 1
Target skill/s: memory
Possible tools/weapons: none
Description: Participants are shown a scene or tableau and are given a short period of time to walk through it, memorising the location of certain object. They are then blindfolded and take it in turns to name and state the location of the items from that scene. This continues until both competitors are unable to remember any more objects, or all objects have been named. This process is repeated with additional scenes (three total recommended).
Finish:The winner is the participant who correctly remembers the most items and locations. Points are deducted for hesitating too long before answering.
11.
Name: The Shield
Number of participants: 1
Target skill/s: mental shielding
Possible tools/weapons: none
Description: Each participant competes in turn against a strong coercer from the judging team. The coercer attempts to get into their mind and make them walk forwards three steps and clap their hands. The competitor attempts to keep them out and resist them. The coercer draws on the strength of a different mindmerge with each competitor, reducing the benefit of going second.
Finish:Each round ends when either the competitor is forced to walk and clap, or after a set time limit. Points are allocated according to time successfully resisting , and the number of actions forced to complete.
12.
Name: The Obstacle
Number of participants: 2-3
Target skill/s: horsemanship
Possible tools/weapons: 1 horse per participant
Description: Participants choose a horse then compete in an obstacle course. All participants compete simultaneously; obstacles include jumps, slopes, gullies, brush, swimming and flat runs.
Finish:Game ends when first rider reaches the finish line after successfully passing all obstacles. If at any time a team member mistreats a horse the team immediately forfeits the Game, and that member is disqualified from any further Games. Horses reserve the right to refuse any instruction if they feel it places them in excessive danger.
Possible Solutions:
- team members work together to block/hinder other riders
- each team member tries to be first, increasing the chance
- beastspeak opponents’ horses and ask for assistance, horses reserve the right (and are likely to) refuse
Arwen
1. For You
In this task the two opposing teams must work together to compose and perform a song. Everyone takes the name of one of the Misfits in the opposing team and writes a verse of the song about at least five positive things they can think of that apply to the name they have. Once the composing is complete the teams must perform it before everyone else from Obernewtyn.
2. Forks
This task is an egg and fork race through the maze, in which every member of a team is tied together with string. The winning team is the team to get through the maze with the most eggs intact.
3. Free Reign
This task is designed to test one’s horsemanship skills. Beastspeakers may not beastspeak with the horses. Rather they must communicate by other means, such as Brydda’s fingerspeech. There are no saddles, bridles or reigns. The horses choose the route they take in the valley and the pace they set at any given time. It is the riders task to ride well and remain seated throughout the ride. The horses will be the ones to declare the winner. Additionally, only horses interested in participating in the game will be involved.
4. Survival
This is a simple task in which the teams must forage for food and water, build a camp and keep warm and safe until they hear the horn calling them to return. Beasts (who volunteered) will be monitoring their progress in order to declare the winners.
5. The Land
This is a quiz in which the teams are given a set of questions they must answer. The questions will be about Obernewtyn, gypsies and the rebels. There is a time limit of fifteen minutes, in which they work together to get as many answers as possible.
6. The Orchard
The harvest is particularly important to Obernewtyn and they need as many people to help out as possible. In this task the teams will be fruit picking. Upon filling a basket of fruit they must take this to Katlyn and Alad who will sort out the produce and decide the winners based on the quantity picked.
7. Dog Paddle
The teams must work together in this task to teach each other how to swim. Once everyone is confident enough to dog paddle they will race each other. The team with the best times and techniques will win.
8. Free Hugs
This task is more of a novelty task that will test how charming a team is based on the number of hugs they can get from other Misfits when they are covered in mud.
9. Blossoms
The Futureteller guild likes to decorate their rooms with flower arrangements, but sometimes find that they have no time to make them themselves. The task of each team is to make a flower arrangement that reflects the characteristics and qualities of the majority of futuretellers.
10. Senses
Teams are blindfolded and forbidden from using their Talents. They must successfully identify five beasts that are brought before them by touch, smell and hearing. They could be dogs, cats, birds, horses and pigs.
11. Busy Bees
Every misfit needs to learn how to cook. In this task they are given a list of ingredients which they must find in the pantry and use to create a meal of some sort. It could be sweet or savoury. Once they have finished cooking, what they have cooked will be drizzled in honey and taste-tested by three volunteers who will decide which meal is nicer.
12. Everyone’s Got Talent
Dancing can be a challenge for some people. In this task each team must come up with a dance routine to go with a song chosen by the empath guild. The teams will perform for everyone at Obernewtyn, and the winning team chosen by popular vote.
(Arwen of the Dreamweavers)
HeartoftheDarkness
1. The Great Pie Bake
Those competing in this Battlegame must seek to bake the greatest pie they can, both great in size and in deliciousness. The catch to this game is that points are also deducted for the amount of times Javo yells at you for being in the way and/or messing up his kitchen or hits you with his wooden spoon.
This Battlegame is both a loved and hated by its participants.
2. For The Love of Louis
A great test of strength and endurance, this match involves two or more competitors listening to "all what ails" Louis Larkin, as he describes his various dislikes and back-pains in horrifying detail.
Whomever can listen to Louis' diatribe for the longest amount of time is deemed the winner.
3. Maruman's Mysterious Manner
Well known for his ability to disappear in the daily bustle of Obernewtyn life, this task is a treasure hunt of sorts, but instead of finding gold at the end of the search, Maruman ye treasure be.
How hard is it to find a futuretelling cat? Well, let's just say that this task has only been played once, and the match is still ongoing.
4. Respectful Round-Up
Your mission, if you choose to accept it, is to round up the sheep of Obernewtyn. Easy, you say? Well, in this instance you are only permitted to ask the sheep if they would please put themselves in pens thank-you-very-much.
No physical shepherding is permitted to contain these contrary creatures, with Beastspeaking and Finger-Speech the only means of communication. Bribing with food results in immediate disqualification.
5. Window Wonders
A task for three or more players, whichever team cleans the most windows within the strict time limit is declared the winner of this match.
Hey, Obernewtyn is a big place and no one likes doing windows.
6. For Lud's Sake, Sit Still
This game has been designed specifically for the younger guild members (by Elspeth) to resolve matters of boisterousness.
Played en masse, participants must sit still and quietly for the lengthiest amount of time possible. Winners of this game are automatically exempt from playing Window Wonders for the next half season.
7. The Sweeping of the Soot
Are we seeing a pattern with these games yet?