Heavy Weapons Eric Instructions

 

Full Eric is a 2x4 block of 30’x30’ fighting fields. There is ONE entry gate and ONE exit gate. There are gates BETWEEN the fields creating a “string” of fighting fields. There are props on some fields and special rules for some fields.

 

The fighting is expected to be continuous with only minimal breaks between fights and NO Herald’s ceremony for fights. Their will be periodic 5 minute breaks called to allow fighters to rest, get drinks, visit the privy. Fighters are on the field until they are defeated on field #8.

 

Fighters will enter the complex one at a time based on their place in the Caidian Order of Precedence, lowest number first. For fighters with no entry in the Caidian OP, their Lysts card will be placed in a “helm” and they will enter in the order drawn from the “helm”.

 

Fighters will enter the complex one at a time through the entry gate into field #1. They will then fight the opponent on that field and the loser will go on to the next field in the “string” as the challenger. This process repeats until the fighter loses on field #8. Losers on field #8 will leave the complex through the Exit gate. They are out of the tournament.

 

(Possible exception). Once out of the tournament a fighter MAY petition The Crown, Their Royal Highnesses, or Their Excellencies of Dreiburgen to allow them to reenter the field as a “new contestant”. These petitions may be granted or refused at the sole discretion of the petitioned party. Re-entered fighters are treated as “no entry in the OP” for order of entry purposes.)

 

Serving Royalty, including Landed Baron/esses, are NOT controlled by the OP for order of entry. They may choose to enter the complex at any point in the tournament.

 

The field:

#1. ON THE MANICURED LAWN

            Props:              None.

            Defeat:             standard.

            Weapons:         any legal.

            Special Rules:   None.

            Comment:         The normal Caidian tournament Eric field. For the traditionalists.

 

#2. COMBAT CIRCLE

            Props:              25’ diameter circle on ground in center of eric field.

            Defeat:             standard AND touching ground OUTSIDE the circle with any

part of fighter.

            Weapons:         No spears or pole arms.

            Special Rules:   Fighters begin standing just inside circle on opposite sides. NO

WARE EDGE CALLS (FOR CIRCLE) OR OTHER WARNINGS

OF CLOSENESS TO CIRCLE EDGES.

            Comments:       Test of the fighter’s ability to know where they are on the  field

and to move effectively to avoid being trapped against an edge.

 

#3. IN THE RIVER

            Props:              None.

            Defeat:             standard

            Weapons:         any legal

            Special Rules:   Fighters begin and remain on knees.

            Comments:       Simulates fighting waist deep in water.

 

#4. NARROW PASSAGE

Props:              6 hay bales OR eric poles and ropes forming a passage way 3’

wide and about 8 feet long in center of the field.

            Defeat:             standard

            Weapons:         all legal

            Special Rules:   Fighters begin at opposite entries to the passage. They may fight in

 the passage or any where they want on the field.

Comments:       The fight may pass through and out of the passage and continues until standard defeat.

 

#5. ON THE MANICURED LAWN – PART TWO

            Props:              None.

            Defeat:             standard.

            Weapons:         any legal

            Special Rules:   Counted blow combat. Each fighter begins with 10 blows. The

marshals count each blow thrown by each fighter. When one fighter has thrown their blows, they may only defend until a new allotment of blows is granted. After both fighters have thrown their allotment of blows, they are given an additional 5 blows. This repeats until one fighter loses by standard rules. Marshals should call out when blows are deducted so both fighters know how many blows they and their opponent have left at any time.

            Comments:       To  test pacing and planning

 

#6. BOULDER FIELD

            Props:              4 blue barrels, 12 hay bales OR eric poles and ropes. These are

used singly and in combination to create multiple field obstacles.

            Defeat:             standard

            Weapons:         no spears or pole arms

            Special Rules:   Fighters begin with obstacles between them.

            Comments:       Use of obstacles to gain advantage.

 

#7. ON THE WALL

            Props:              2x2’x8’ sheets of plywood forming a platform 2’x16’

            Defeat:             standard OR fighter driven off wall

            Weapons:         all legal

            Special Rules:   Fighters must not step or fall off the platform.

            Comments:       Combat on the top of castle wall. It is a long way down!

 

#8. AT THE DOOR

            Props:              6 hay bales in two stacks forming a gate way 24” wide and one hay

bale long.

            Defeat:             standard OR live opponent passes completely through door way on

to  your side of door

            Weapons:         all legal

            Special Rules:   Fighter begin on opposite sides of doorway. If a live fighter is able

to  pass completely through the doorway on their feet (or knees), their opponent is considered defeated.

            Comments:       This is a battle to prevent the opponent from entering your side of

the doorway. As soon as they do, you lose.

 

 

 

Map Legend

            Fighter start point

 


            Blue barrel

 


            Hay Bale(s)/ ropes & poles

 


            Gates