Difference between revisions of "Like A Velvet Glove"

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|designer=Ben Henley (with help and grievances by Holly Gramazio)
 
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|players=8
 
|players=8

Revision as of 10:35, 15 October 2009

Like A Velvet Glove
Designer: Ben Henley (with help and grievances by Holly Gramazio)
Year: unknown
Players: 8
Stuff required: Nerf guns, foam swords, wigs, play money, laurels/sashes
Crew required: One.
Preparation: Ten minutes.
Time required: 45 minutes
Place required: A baroque mansion or windswept moor
Activities: Duelling, treachery
Exclamation.png
This is an unfinished game. It is still in the design stage, and is not playable.
Cc-by-nc.png
This game is made available under an Attribution-Noncommercial Creative Commons licence. (What does this mean?)


The players are 18th century gentlemen and ladies who have decided to settle their grudges through a series of duels.


Setting up

Each player starts with three sashes denoting their level of personal honour, and £500 in play money.

Players should have wigs or tricorn hats, and a selection of matched Nerf/foam duelling weapons should be available.

Sequence of play

The moderator picks the names of offended parties out of a hat, and announces the grievance.

It is up to the offended party to choose who to challenge.

After each duel, the two combatants must lie low for a round, so they cannot take part in further duels. They may, however, act as seconds. If someone's name is picked and they are lying low, discard the name and pick again.

A duel

The challenged party picks a second from among the players, then the challenger does likewise.

The duellists have a minute to brief their seconds.

The seconds then have three minutes to negotiate the terms of the duel:

  • Which weapons are to be used (not necessarily the same on each side) - Nerf/foam weapons only
  • The number of paces which will separate the parties, or the area of swordplay.
  • Whether combat will be simultaneous or involve turns.
  • Any compensation that will be paid to avoid a challenge.
  • Any other conditions decided by the seconds, e.g. blindfolding of one or both parties

The first hit (sword or pistol) on an opponent is considered a wound.

If the duel proceeds to a second hit, the loser is killed and is out of the game.

The seconds have authority to negotiate the terms of the duel , subject to the moderator's final rulings.

Scoring

After a non-fatal duel, the winner takes one honour from the loser, and the winner's second gets £100 for their trouble from the loser.

After a fatal duel, the winner takes all the loser's honour, and the deceased party's second inherits all their money.


Betting

Betting on the outcome of a duel is encouraged - it is down to the players to agree odds and enforce payment.


Goal

At the end of the allotted time, money buys honour at the rate of £200 to one sash. The winner is the player who has the most honour.

Props list

  • Hats/wigs
  • Foam swords
  • Name stickers and the same names on slips of paper
  • Sashes


  • Nerf guns & ammo
  • Top hat suitable for drawing names out of
  • Duel agreement forms

Grievances

The offended party demands satisfaction over the matter of:

  • rumours that s/he has been indulging in vingt quatre
  • posing with a theodolite
  • contractum trinius
  • gross and repeated villandry
  • leaving his/her sister in an interesting condition in Ostend
  • waltzing counterclockwise
  • Lady Coryat's muff
  • who first introduced the use of the fork to Wales