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Difference between revisions of "Guides/Airship Field Game Manual"

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from the basket label. Once he has landed on all the designated islands and deposited the chits at the
 
from the basket label. Once he has landed on all the designated islands and deposited the chits at the
 
starting area, his round ends.
 
starting area, his round ends.
 +
 +
=== Example 3 Timed Altar Scurry ===
 +
A variation of the Unknown Island Landing Order is all flyers proceed from the starting dock to a designated island to pick up an object from the altar there. The next set of coords will not be given until all four items have been removed from the altar. The pilots will then proceed to the next designated island and pick up the alter item. There may be a beginner division with airship rentals available for this event. The items on the altars are the prizes. The time of the event is one hour from take off.
  
 
== Gambler's Choice Games ==  
 
== Gambler's Choice Games ==  

Latest revision as of 16:02, 15 May 2013

Pharaoh's Garden Airship Field and Game Manual


Scope

This document defines many of the rules for the Airship Field games. Rules maybe changed or modified at any time. Determination of what “is a rule” rests with the GM or Event Organizer.

Most games at the Airship Field are player-defined games. This means the goal, scoring, items to be made, retrieved or built, along with any other requirements including prizes are at the discretion of the event organizer(s).

There will be no QQing allowed over an event. If there is any concern, please address this prior to the event. Be aware that there may be limited or no recourse for errors, omission or problems encountered during an event. While all attempts at “fairness” will be standard operating procedure, the final determination of what is or is not fair, winners and other miscellaneous legal issues rests with the GM or Event Organizers.

All events are: ENTER AT YOUR OWN RISK of having FUN.

The Airship Field: Pharaoh's Garden

Pharaoh's Garden

Pharaoh's Garden is a gift from Pharaoh to the players of Tale 6. The Garden is designed to be a venue for airship games, foot races and other player run events. The Garden is intended to be a permanent feature for future tales.

A NO BUILD AREA

Pharaoh's Garden is a NO BUILD AREA. No player built items are allowed within the confines of the garden. The only construction allowed within the garden's boundaries are those supporting events and those belonging to the garden's wardens. All other buildings, mines or constructs will be removed by the garden's protectors.

Sculptures, flowers gardens and other art projects may be permitted at the discretion of the Aero Club. Apply at Pharaoh's Garden Office located at the entrance area.

  • The Tale 6 wardens are the Aero Club and Pharaoh's Garden Office.

Historical Information

  • Initial Designs by Zhukuram
  • Implementation and Landscaping by Nikara, World Builder
  • Additional Designs, Ideas and Suggestions by Hanid and Rana
  • Acknowledgments to the players of Tale 6 for all their support for this project.

Location

The Pharaoh's Garden and Airship Field is located in Hinterlands -2645 -6360 in south west Egypt(T6) close to the western edge of the game board. The South Egypt CS (T6) connects to the Memphis CS (T6) which is located at the entrance of the garden (T6). The route is open both ways. There are several roads that lead in the general direction or players can travel overland to the field.

Field Layout

There is Official Entrance is on the western edge.

The field is a large square enclosed by a wall; at each corner is a Watch Tower. Each side of the outer wall is approximately 200 coordinates long, making the perimeter approximately 800 coordinates. Most games are held within the field boundary.

The field contains a large lake with islands. The lake is ringed by high ridges. There are starting piers on the western edge and eastern edges of the lake.

The Games Rules

The Airship field allows a number of games to be held with many variations or options to any set game. Each GM or Event Organizer will determine which games, rules or options are being used for that game setting.

It is the responsibility of all participants to KNOW THE RULES being used. Rules or variations will normally be published or posted in an appropriate manner for the game. “Surprise” rules will be given to the participants at the time of the event. Surprise rules include any ad hoc rules or requirements on game day that are part of the event.

Basic Rule 1: Flyers MUST FLY to all locations

All airship pilots MUST FLY to all locations. The only time a pilot is allowed to be on the ground is to pick up or drop off items, build or perform any other action as defined by the game. As soon as the action is completed the pilot must return to their ship and fly to the next point. There can be no running, way pointing, spouse warping, wings of Horus or other travel time options used to get from one spot to another.

Any pilot discovered violating the MUST FLY rule will be disqualified.

Basic Rule 2: Runners MUST RUN to all locations

All runners MUST RUN to all locations. There can be no way pointing, spouse warping, wings of Horus or other travel time options used to get from one spot to another.

Any runner discovered violating the MUST RUN rule will be disqualified.

Team Games

Almost all the games can be done in a Team Format. Runners and Flyers maybe divided into mixed groups; like Red Team, Blue Team. Teams normally complete against each other.

Some events may group of all players present into a single team where every member of the team must complete at least one activity in the event.

Event Organizers or GMs can set up teams in a variety of ways. Any odd Runner or Flyer is placed into a team of the Event Organizer or GM's choice.

  • Dividing Runners and Flyers equally into two groups.
    • 6 Flyers and 10 Runners are split
    • Red Team 3 Flyers and 5 Runners
    • Blue Team 3 Flyers and 5 Runners
  • Dividing Runners and Flyers into three groups with an extra player in one group.
    • 6 Flyers and 10 Runners are split
    • Red Team 2 Flyers and 3 Runners
    • Blue Team 2 Flyers and 3 Runners
    • Green Team 2 Flyers and 4 Runners

Airship Games

Flyers Marked Course Game

The Flyers Marked Course Game consists of flying a marked course to one or more landing zones. Flyers start at the designated starting edge and fly to a specific landing zone. From there, they continue to the next landing zone and so on, until all landing zones have been visited. After visiting all landing zones they return to the starting area.

Flyers may be given a list or order of all landings in advance or at the beginning of the game or they may only learn of their next flight location after successful completion of a leg.

Example 1 Known Flight Path

Flyer A stages at the western pier. She is given a marked course order of mountains A,B,C,D. Flyer A then pilots her airship to mountain A and lands placing a chit in a basket. She then flies to mountain B and lands, placing her chit in a basket there. She continues to mountain C and D placing chits in each of the baskets at those locations. Once she has completed her flight she returns to the starting pier ending her round.

Example 2 Unknown Flight Path

Flyer B stages at the eastern pier. He is only given the location of his first landing area: mountain D. Flyer B then pilots his airship to mountain D, lands placing a chit in a basket. The label on the basket indicates the next landing location: mountain B. Flyer B then flies to the designated landing area on mountain B, placing his chit in the basket there. The label on the basket indicated he should next go to the starting area on the western pier. This completes the round.

Runners Marked Course Game

The Runners Marked Course Game is identical to the Flyers Marked Course Game except runners must run to the designated locations instead of flying.

Flyers Touch and Go Game

The center of the airship field has a large lake with islands. Each island has a different shape and height. There is a landing zone area on each island. The height of the island indicates the difficulty of the landing. Islands that have heights closest to the lake level are easier to land on; islands that are taller are harder to land on. The Touch and Go Games consists of flying to an island, landing there successfully and returning to the starting area.

Important Note: Touch and Go Games require that the pilot return to the starting platform after landing on an island.

Example: A pilot lines up at the western pier. They fly to Island A and pick up a chit there. They then return to the starting line, land and deposit the chit in a basket at the starting line.

The Touch and Go games have many variations similar to the Marked Course games. Flyers may be given a list or order of all islands in advance or at the beginning of the game or they may only learn of their next flight location after successful completion of a leg.

Example 1 Known Island Landing Order

Flyer A stages at the western pier. She is given a list of islands to land on A,B,C,D. Flyer A then pilots her airship to island A and lands. She takes a chit from a basket on the island. She then returns to the starting area and deposits this chit in a second basket at the starting line.

Next she then flies to island B, lands, and picks up a chit in a basket there. She returns to the starting area and deposits that chit in the basket at the starting line. She repeats this for each island on her list. Once she has landed on all the islands and deposited the chits her round ends.

Example 2 Unknown Island Landing Order

Flyer B stages at the eastern pier. He is only given the location of his first island: island D. Flyer B then pilots his airship to island D and lands. He takes a chit from a basket on the island. He then returns to the starting area and deposits this chit in a basket at the starting line. This basket will have a label on it to indicate which island he is to visit next: island C.

He then flies to the designated island C, lands, and picks up a chit from a basket there. He returns to the starting area and deposits that chit in the basket at the starting line, getting the next island destination from the basket label. Once he has landed on all the designated islands and deposited the chits at the starting area, his round ends.

Example 3 Timed Altar Scurry

A variation of the Unknown Island Landing Order is all flyers proceed from the starting dock to a designated island to pick up an object from the altar there. The next set of coords will not be given until all four items have been removed from the altar. The pilots will then proceed to the next designated island and pick up the alter item. There may be a beginner division with airship rentals available for this event. The items on the altars are the prizes. The time of the event is one hour from take off.

Gambler's Choice Games

Gambler's Choice Games are timed or limited events. There will be a list of designated locations and/or islands that are included in a round. Locations that are farthest away or islands that are harder to land on, will have greater value then closer locations or easier landing zone islands.

Flyers and/or Runners have a limited time to fly or run to a designated location of their choice. Each location will have chits that need to be picked up and deposited at the starting line before the time expires.

The number of times a single location can be visited will be determined by the GM or Event Organizers.

Prior to the start, a published or announced list of location and values will be made.

Sample Point Table

Sample Point Table
Flyers Locations Runners Locations
Island 1 3 Mountain 1 3 Ridge 1 3
Island 2 4 Mountain 2 4 Ridge 2 4
Island 3 14 Mountain 3 14 Ridge 3 14
Island 4 21 Mountain 4 21 Ridge 4 21
Total Points 42 42 42

Example 1a Flyers 20 Minute Timer

Flyers have 20 minutes to pick up as many points (chits) from any of the locations in the list. Each location can be visited only once.

Flyer B decides to try for the maximum points and flies to Mountain 4 picking up a chit worth 21 points. The time to fly to and from the mountain uses up all the allotted time. His round ends with 21 points.

Flyer C decides to try for the easier points. She flies to Island 1 for 3 points. Mountain 1 for 3 points. She next tries for Island 2 for 4 points and Mountain 2 for another 4 points. She has just enough time to land on Mountain 3 for 14 points before her round ends. Giving her a total of 28 points.

Example 1b Runners 20 Minute Timer

The Runners 20 Minute Timer Game is identical to the Flyers 20 Minute Timer Game except runners must run to the designated locations instead of flying.

Example 2a Flyers Collect 20 Points in 15 Minutes

Flyers must collect 20 points in under 15 minutes. They can select from any of the locations in the list. Once they have reached 20 points or the timer expires their round ends. Flyers that collect the required number of points are marked “completed”. Flyers that do not collect the required number of points are marked “not completed”. Each location can be visited only once.

Flyer D decides to try for the maximum points and flies to Mountain 4 picking up a chit worth 21 points. As his chit value is more than the minimum, his round ends immediately with with a “completed”.

Flyer C decides to try for the easier points. She flies to Island 1 for 3 points and Mountain 1 for another 3 points. She next tries for Island 3 for 14 points but is unable to land before the timer expires. Her total is 6 points and her round ends with a “not completed” mark.

Example 2b Runners Collect 20 Points in 15 Minutes

The Runners Collect 20 Points in 15 Minutes Game is identical to the Flyers Collect 20 Points in 15 minutes Game except runners must run to the designated locations instead of flying.

Flyers Challenge Game

The Flyers challenge game requires landing successfully on the more difficult areas of the field. Special landing zones are designed to make landing extremely hard. The Flyers Challenge is designed to test the skill of the most advanced pilots.

The number of attempts may be limited or a timer may be used or other difficulty may be added.

Example 1 Flyers Challenge 3 Attempts

Flyers get 3 attempts to land on Island 3. When they land they will pick up a chit from the basket and return to the starting area. Flyers that successfully land in the challenge zone are marked “completed”. Flyers that do not land within the alloted number of tries are marked “not completed”.

Flyers queue up in the starting area. A Flyer is considered to be “On Course” until successful or they have used up their number of tries, then next Flyer may start.

Flyer D reaches the head of the queue. He unpacks his airship to signal the start of his run. He then has 3 tries to land on Island 3. He lands successfully on his 2nd attempt and is marked “completed”.

Flyer B now reaches the head of the queue. She unpacks her airship to signal the start of her run. She then tries to land on Island 3 but is unsuccessful after 3 attempts and is marked “not completed”.

Treasure Hunt Game

The Treasure Hunt Game is a Hide and Seek Game. Prior to the start, a series of hidden caches or treasures will be scattered around the Airfield. Flyers and Runners will look for these caches. In some cases the cache must be returned to a holding box, in others the cache will belong to the finder.

Example 1 Treasure Hunt and Return

A series of hidden caches are scattered around the airfield. Each cache has a special item in it. Some caches are hidden in places only an airship can get to. Others are on the ground.

Players are divided into two teams: Red Team and Blue Team. Each time has flyers and runners. Each team is given a list of items to return. The lists may not be the same.

Teams are given 30 minutes to find and return as many items on their list as they can find.

Example 2 Treasure Hunt and Keep

A series of hidden caches are scattered around the airfield. Each cache has a special item in it. Some caches are hidden in places only an airship can get to. Others are on the ground.

Teams are given 30 minutes to find and return as many items as they can. All the treasure is kept by the player.

Ferry Boat Racing Game

In the Touch and Go Lake are a series of islets. There are many scattered throughout the lake. A Standard Ferry Boat can reach many of the islets but not all of them. There is at least one path across the lake North to South. There is at least one path across the lake East to West.

Ferry Boat Racing events require a player to build a standard ferry boat and find their way across the lake to the other side. Only one ferry boat is allowed per player. Players must try to find a path to an islet, pack up their ferry boat and reset to in a new direction to find the next possible leg.

This race may be timed or have other limitations added.

Example 1 Ferry Boat Race East to West

All players queue up on the eastern starting pier. Each has a standard ferry boat that they build on the shore line.

Player A lines up his ferry and tries to “ride” but gets the message “cannot cross large distances”. He then disassembles his ferry and repositions it and tries again. This time he is successful and the ferry takes him in to the lake. He then packs up the ferry, moved a bit farther to the other side of the islet and rebuilds the ferry. Again he is successful and gets a ride to the next islet. He repeats this until he reaches the western piers.

Player C lines his ferry up at the start and is successful on his first “ride” attempt and is taken out into the lake. He then packs up the ferry and repositions it to catch the next islet, again he is successful and reaches an islet. He packs up the ferry for his next attempt forward but this time he gets the message “cannot cross large distances”. He tries several times to reposition the boat but each time he gets the message “cannot cross large distances” and determines that this path is a dead end. He then repositions his ferry to back track to the earlier island to look for another passage across the lake.

Mixed Relay Race: Single Team

All players queue up on the eastern starting pier. All Runners are sent to queue up on the western starting pier. All Flyers remain on the eastern pier.

A basket with chits in it has been place on Island 1. A Flyer must retrieve a single chit from the basket and then fly on to the western pier where the Runners are queued. On landing on the far side, the Flyer hands off the chit to the first Runner who runs it to the eastern pier and places the chit into a receiving drop off basket on the eastern pier.

Once the chit has been place in the basket the next Flyer is cleared for lift off and flies to Island 1 to collect a chit. The Flyer lands on the western shore, passing the chit to the next runner who runs it back to the eastern pier and puts the chit in the basket. The cycle repeats until all players have completed a leg either as a Runner or a Flyer.

Special Case 1 More Flyers than Runners

If there are more Flyers than Runners then when a Runner has dropped off their chit they return to the western side until all the Flyers have picked up a chit from the island, landed on the western shore and handed it off to a Runner who runs it back and deposits it in the receiving basket.

Special Case 2 More Runners than Flyers

If there are more Runners than Flyers then when a Flyer has handed off their chit to a runner they return to the eastern side repeating their flights to the island picking up chits and passing them to the Runners until all the Runners have been given a chit from the island, and run it back and deposited it in the receiving basket.

Mixed Relay Race: Two Teams

All players queue up on the eastern starting pier. The GM or Event Organizer calls out to each player to put them into a Team. Some are in the Red Team and others in the Blue Team. The Team Runners are sent to queue up on the western starting pier. Team Flyers remain on the eastern pier.

A basket with chits in it has been place on Island 1. A Team Flyer must retrieve a single chit from the basket and then fly on to the western pier where the Team Runners are queued. On landing on the far side, the Flyer hands off the chit to their first Team Runner who runs to the eastern pier and places the chit into the receiving drop off team basket on the eastern pier.

Once the chit has been place in the basket the next Team Flyer is cleared for lift off and flies to collect the chit from the island. They collect the chit and land on the western piers, passing the chit to the next Team Runner who runs it back to the eastern pier and puts the chit in their team's drop off basket. The cycle repeats until all players in a Team have completed a leg either as a Runner or a Flyer.

Special Case 1 More Flyers than Runners

If there are more Flyers than Runners then when a Runner has dropped off their chit they return to the western side until all the Flyers have picked up a chit from the island, landed on the western shore and handed it off to a Runner who runs it back and deposits it in the receiving basket.

Special Case 2 More Runners than Flyers

If there are more Runners than Flyers then when a Flyer has handed off their chit to a runner they return to the eastern side repeating their flights to the island picking up chits and passing them to the Runners until all the Runners have been given a chit from the island, and run it back and deposited it in the receiving basket

Officiating the Games

As all games held at Pharaoh's Garden are player run events, there is no single set of rules on how events should be judged and prizes awarded. The following is a set of suggestions on how to score and judge events.

Players who do not enter the races or drop off chits correctly may not be eligible for prizes as these maybe used to determine winners or winning pools.

Warehouse Registration/Start-Finish

Warehouses at or near the starting area are used as Registration Points for the games. It is the player's responsibility to place their personal chits in the correct ones.

There are 4 major Registration Areas:

  • 3 Warehouses near the colored banners.
    • Each warehouse represents registration for that banner grouping.
  • 1 Warehouse near Pharaoh's Barge on the piers

Players must drop personal chits in the appropriate warehouses. Players who are participating in both the runners and flyers events must put personal chits in the appropriate warehouses.

The Registration Warehouses also serve as starting points and finish lines. Players may be required to place a personal chit at the end of their race to signal they have correctly completed the course.

These warehouses maybe locked before the race and opened up for a limited time for registration. Warehouses may be locked during a race and opened only for the finish. They may be locked after the final runner or after a time determined by the Event Organizers or GM. Once these are locked no more chits maybe added.

Registration Warehouse Locations (T6)
Type Location Coords
Airship Events Hinterlands -2565, -6303
Purple Team Hinterlands -2569,-6298
White Team Hinterlands -2571,-6308
Blue Team Hinterlands -2570,-6319

Warehouse Drop Offs

Players will place a personal chit in every designated Warehouse Drop Point as listed for that event. It is the players responsibility to make sure that their chit is in the Drop Off Point before continuing on to the next stop.

Players must also be aware that in some races not all Drop Points will be used or they will be in different orders.

Players may also be requested to drop other items or to even pick up an item from a Drop Point.

There are 21 Drop Off locations with the park boundries.

The following are reachable by Runners: 9 on the Ridges and 4 at the mid-point of each side of the outer wall.

The following are only reachable by Airship: 1 on each island in the lake and 4 on the Watch Towers at the corners of the outer wall.

Island Drop Off Locations

There are 4 (four) Island Drop Off Locations

Warehouse Drop Off Locations (T6)
Island Location Coor 1 Coord 2
Green Island Hinterlands -2500 -6165
Red Island Hinterlands -2485 -6440
Yellow Island Hinterlands -2365 -6300
Black Island Hinterlands -2640 -6320

Ridge Line Drop Off Locations

There are 9 (nine) Ridge Line Drop Off Locations.

Warehouse Drop Off Locations (T6)
Number Location Coor 1 Coord 2
WH 1 Hinterlands -2554 -6375
WH 2 Hinterlands -2456 -6375
WH 3 Hinterlands -2419 -6374
WH 4 Hinterlands -2411 -6291
WH 5 Hinterlands -2430 -6241
WH 6 Hinterlands -2473 -6235
WH 7 Hinterlands -2521 -6226
WH 8 Hinterlands -2576 -6230
WH 9 Hinterlands -2590 -6300

Wall Drop Off Locations

There are 4 (four) Wall Drop Off Locations

Warehouse Drop Off Locations (T6)
Wall Section Location Coor 1 Coord 2
North Wall Hinterlands -2500 -6165
South Wall Hinterlands -2485 -6440
East Wall Hinterlands -2365 -6300
West Wall Hinterlands -2640 -6320

Watch Tower Drop Off Locations

There are 4 (four) Watch Tower Locations.

Warehouse Drop Off Locations (T6)
Watch Tower Location Coor 1 Coord 2
North West Hinterlands -2411 -6291
North East Hinterlands -2383 -6167
South East Hinterlands -2419 -6374
South West Hinterlands -2623 -6436

Flyers Touch and Go Officiating

Flyers games often require landing in a particular spot. Pharaoh's Garden was designed to assist Event Organizers to determine if a flyer had landed in the correct location.

Airships landing in an ineligble area will be "blown back" to their starting location. Areas such as water, steep cliffs and other rough terrain will cause a "blow back". This can be used to determine how many attempts a flyer has made.

The islands in the lake have warehouses on top of them. This is the official landing zone. While it maybe possible to land on the beach on some of the islands these are not the official landing zones.

Flyers must put personal chits in the warehouses on top of the island. A flyer will not get credit for an island if they do not put the chit in the warehouse on top.

These warehouses maybe locked before the race. As each island will generally represent one round, the warehouses on the other islands maybe locked until that round has completed. They may be locked after the final flyer has finished their attempt or after a time determined by the Event Organizers or GM. Once these are locked no more chits maybe added.

Using Personal Chits

Crafting a Personal Chit requires Carving Level 2 and a quality glass knife or better. Players may need 15 to 20 personal chits to cover all drops needed for registration, course drop offs and finish line drops.

Event Orginizers or GMs will return the chits after the event is concluded. All reasonable attempts will be made to return them. However, in the case they are not returned, the player will have to make another set of personal chits.

Example: How to Score an Event

In this example, 4 Warehouse Drop Points are designated, plus a Registration/Start/Finish Warehouse.

At the beginning of the event all warehouses are locked. When registration opens, the starting warehouse is unlocked for stashing by public. An official then goes to each of the 4 drop locations and sets those warehouses to stash by public.

Once the warehouses are opened, players place their chit in the Starting/Registration Warehouse.

When given the signal to begin their race, they then run to the first designated drop point and place a chit in the warehouse there. They then continue to Drop Points 2, 3 and 4 placing chits in each warehouse. When they arrive at the finish, they place a final chit in the Starting/Registration/Finish warehouse.

When all the racers have completed the course or time allowed has elapsed all the warehouses are again locked.

Event Organizers use the names and number of chits to verify that all drop points where correctly completed. Officials goto all the drop points to collect the chits from each of them. This also resets the course for the next group.

  • It is recommended that SCREEN SHOTS of the warehouse inventory be done before removing the chits. This is allows for verification of any missing or overstocked chits at the drop point.

All of the chits, may then be pooled into the Registration/Start/Finish warehouse and counted. Only players that

  • a) dropped chits in the correct warehouse
  • b) have the correct totals are eligible for prizes.

The Warehouses should contain the following number of chits.

Warehouse Chit Counts
Counts Discrepency Cause
Drop Point Number of Chits
per Player
Too Few Too Many
Registration/Start-Finish 2 Did not register or finish Over stashed
Drop 1 1 Missed the Drop Over stashed
Drop 2 1 Missed the Drop Over stashed
Drop 3 1 Missed the Drop Over stashed
Drop 4 1 Missed the Drop Over stashed
Total Pool 6


If any player has less than or more than 6 total chits then they did not complete the course correctly.

It is upto the Event Organizers to determine what remedies or exclusions should be applied if the counts are not correct. In the majority of cases this will mean the player is disqualified from that round/event.

Disqualification Issues

There may be a number of reasons why a player may be disquailfied from a round.

  • Incomplete Course
  • Time Expired
  • Attempt Limits Reached

There are other reasons why a player may be disqualified. It is the responsibility of the player to adhere to the spirit and intent of the games as defined by the Event Organizers and GMs. Any player may be excluded if they do not adhere to good sportsman like behavior. This is determined by the Event Organizers and the GMs.

  • Breaking the Flyers Must Fly Rule
  • Breaking the Runners Must Run Rule
  • Putting chits in for other players except in the case of Authorized Player Assistance.
    • if a player requires assistance to participate please notify the Event Organizers prior to the start
  • Removing chits from drop points
  • Setting waypoints to access opened warehouses before the official start of a round
  • Rants or Personal Attacks on the Event Organizers or GMs
  • Anything else the Event Organizer or GMs feel are out of bounds

There may be other issues or conditions that arise during an event. Attempts at fairness to all players will be made but this may not always be possible.

Authorized Player Assistance

If a player requires assistance to participate please notify the Event Organizers prior to the start.

  • ex: a player needs a guide to run the course
  • ex: a player needs someone to put the chit in the warehouse for them while running the course


Remember everyone is here to have FUN. That is the most important aspect of the games.

References

Airship Flight Manual