Like A Velvet Glove
Like A Velvet Glove | |
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Designer: | Ben Henley |
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 |
This is an unfinished game. It is still in the design stage, and is not playable. | |
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.
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