Game Design by Mikro Ketchum
Fluff: Deep within the Forest you find a group of Gimmighouls! At first you are frightened, but than you become enlightened as you see them collecting coins! Stop Team Rocket from getting all the coins and help the Gimmighouls out!
Objective: Help the Gimmighouls collect coins from their “former owners” to grow stronger! The team with the highest coin count wins!
Teams: 2+
Lives: Infinite for players.
Respawn: 20 Seconds on death.
Rounds: 10 minute rounds.
Players: 4+ Players per team.
Equipment: General Terrain. Up to 4 Objective points and small collectable objects for each “grave”
Description: Each team will start 20ft away from a “Goal box” their objective is to collect as many “coins” as possible from the center 4 points “graves” and return them to their goal box on the opposite side of their respawn. Once a “coin” is in a goal box it can not be moved until all graves are empty at which time “coins” may be taken from one goal box and to the other.
Players must use an open hand to carry a coin and must follow a slow walk (heel toe movement) with the coin. Players can not use insubstantial states with the coins as they are game objects and must immediately drop the coin upon death.
“Goal box” should be a 10ftx10ft box with one side facing the center of the field. Goal box walls are infinitely high and can not be shot through.
Field: Try to keep a large open field to allow movement around. As always I have provided an example below.
11:00am BRUNCH
Format:
1. Single — Lone Legends
“One trainer. One team. One shot at glory.”
Classic 1v1 format. Spotlight battles with Champion energy.
Elite vibes only.
2. Florentine — Twin Fang Clash
“Two blades strike as one. Synergy decides the victor.”
Dynamic dual battles. Team synergy wins the war.
Crossed swords & paired Pokémon power.
3. Sword and Board — Aegis Arena
“Strike fast, guard well. Balance is the battlefield.”
Offense meets defense. Will your tactics hold up?
Steel, shields, and strategy.
4. Open — Wild Format
“Where every style meets, and chaos reigns.”
A battlefield where all forms of combat collide — lone duels, twin synergy, and shielded tactics unleashed together.
Megas, Ultra Beasts, Legends — all fair game.
Game Design by Zyon Lekian
Fluff: Two large chimecho’s have been spotted near the lake! Help Mikro Ketchum, collect these rare psychic Pokémon before Team Rocket is alerted to their presence.
Objective: “Ring” the opposing teams Chimecho (bell) 5 times. PROJECTILES ONLY!!!
Type: Militia
Teams: 2 teams 15+ Players per team.
Lives: Infinite for players
Respawn: 20 seconds from death
Rounds: 10 minutes OR first to 5 “rings”
Equipment: Hanging bells (Chimecho)/projectiles(arrows, throwies, etc.)
Description: Players will be split into 2 teams each team and will have hanging bells, 20 feet in front of their respawn. Bells will be roughly 100ft apart. Objective is to hit the opponents Chimecho five consecutive times with a projectile to win.
Both teams will have 2 15ft x 15ft respawn boxes 25ft away from their bell. Upon death the player may choose to respawn at EITHER box.
Field Setup is below. Red and Blue boxes are Respawns and Yellow Stars are the bells.
Game Design by Mikro Ketchum
Fluff: Team Rocket found the evolution stones! We have to stop them from taking them or Eevee wont be able to evolve!
Objective: 9 “Stones” will be scattered across the field teams must collect these stones and recharge them at a designated location in order to gain a point for their team. The team with the most points at the end of the timer wins.
Teams: 2 teams
Lives: infinite
Respawn: 35 seconds. Spell effects halved.
Rounds: 15 minutes per round.
Equipment: 9 “Stones” each with a different color or marking.
Description: Teams will be sent out to collect “stones” scattered across the map. Each stone will have its own unique ability that can be used while returning it to the recharge location. Each stone will have its own unique ability and will be as follows.
Fire Stone = Immune to Flame while carried.
Water Stone = 1pt Magical Armor while carried.
Thunder Stone = Call Lightning 1 use per recharge
Sun Stone = Pyrotechnics 1 use per recharge
Moon Stone = Shield crushing while carried
Leaf Stone = Heal 3 uses per recharge
Ice Stone = Icy Blast 1 use per recharge
Shiny Stone = Awe 1 use per Recharge
Brick Stone = Coup De Grace 1 use per recharge.
An open hand is required to carry any one of the stones. Only ONE stone may be carried at a time. If a player chooses to carry TWO stones they will die.
Each stone must be taken to the Recharge location in the center to recharge its abilities and to gain a point. Stones with Static abilities can also still give points but do not require recharging.
EVERY 5 MINUTES all stones within the recharge point will be taken and toss back out onto the field at random.
Game Design by Mikro Ketchum
Objective: Move “Magikarp” back into the lake!
Teams: 2+
Lives: Infinite
Limitations: Spellball effect timers reduced to 30 seconds
Respawn mechanic:
60 seconds at base or in waves of X dependent on team size. This will be set at the start of the game.
19 or less waves of 3
20-24 waves of 4
25-29 waves of 5
30-34 waves of 6
35 or more waves of 7
Players: 2 teams of 10+
Time: 10 minute rounds
Equipment: “Magikarp”
Description: Magikarp has fallen asleep on the main town road! Trainers have been sent out to move snorlax off the road and to a large field where he may sleep in peace, However Team Rocket wishes to stop them!
Objective: Players will be split Into two teams “Trainers” and “Team Rocket” their objectives will be listed below. Trainers Must carry Magikarp to the objective points within the time limit to win. Team Rocket wins if Magikarp is not in the final objective point at the end of the timer.
Magikarp: is a Heavy game objects that requires 4 players to use 1 open hand to carry. If a player dies or is injured while carrying Magikarp he must stop in place until 4 players are carrying him again. Snorlax will have 3 objective points once Snorlax reaches 1 objective point he can not be moved backwards.
Trainers: Trainers must carry Magikarp through 5 objective points.
Team Rocket: Team Rocket must prevent Magikarp from reaching the final objective point. If Magikarp is not being moved they may move him back to the check point.
Field Layout: Players will have 5 objective points on the field and must move Magikarp forward along the path. Each checkpoint will be 25 ft apart. Across the entire field is a 15 ft wide river with 1 singular bride in the middle. When a player walks through the river they have slowed movement (Heel to Toe movement) The Bridge itself is 20ft long. Magikarp must be moved from objective point 1 to 2 and 2 to 3. Once he has reached an objective point he can not be moved back. 2 to 1 and so on.
Game Design by Sir Tuagh MacTimothy & Celestian Dux Madeleine Fey
FULL CLASS
Spawn: 30 seconds on death (may be adjusted depending on player number)
Heart of the Swarm: No player may initiate Heart of the Swarn further forward than the neutral objective
Supplies
Marked field with wide bridge, chasms
2 spawns
3 hula hoops = 3 nodes in a line
Bulbasaur costume w/ arm lash vines
2 timers
NPC
1 Bulbasaur
Objective
Push Bulbasaur to the scoring node closest to the opposing base and keep him there as long as possible. Team who keeps him there the longest during the round wins.
Explanation
Bulbasaur begins round at the neutral (central) node. Any player may activate Bulbasaur for their team by touching with an Open Hand reciting the Charge Incant 1 time, and then issuing him an order:
“Bulbasaur: I Choose You!” This command changes Bulbasaur’s allegiance to your team and orients him in the correct direction toward the opposing node.
“Bulbasaur: Go!” This command begins Bulbasaur’s movement toward the next node. While moving Bulbasaur will trample any players in his most direct path toward the node. Trample is a Siege Effect and will affect players regardless of any states or conditions. Trampled players are dead.
“Bulbasaur: Use Vine Whip!” When Bulbasaur receives this command he will remain at his current position and will attack enemy players with his vine whips until ordered otherwise. Vine Whips are crushing/breaking/melee attacks.
Bulbasaur cannot be killed or affected by any state or condition except for the following: Bulbasaur is a Grass Type and is therefore weak against Fire or Ice. If Bulbasaur is struck by an Ice Ball or Fire Ball, his current command will stop and he will remain stationary until he receives a new command.
Scoring
Each team’s score will be the time in seconds that Bulbasaur is located at the node furthest from their base. Scorekeeper will use the two timers to keep track.
Note on Casters
Casters, especially those with Fire/Ice balls are extremely important for this game. Make extra effort on balancing with those casters and spell ball loadouts.
Field Setup
6:00pm Dinner
7:00pm Open Field
Game Design by Mikro Ketchum
Fluff: A wild Gengar has wandered into the city! Help protect them from Team Rockets clutches as they travel back to the forest!
Objective: Escort Gengar to the control points
Teams: 2+
Lives: Infinite for players. 5 lives for Gengar
Respawn: 20 Seconds on death.
Rounds: 10 minute rounds.
Players: 4+ Players per team. 1 Gengar
Equipment: General Terrain. Up to 4 Objective points. Gengar outfit or marker.
Description: Players will be split up into two teams. One team will defend / escort Gengar and the other will attempt to “capture” Gengar by KOing them. The defending team wins if Gengar successful makes it to all capture points. The attacking team wins if Gengar looses all 5 lives or time runs out.
Defending Team: Protect Gengar while they travel to 4 objective points, once Gengar has reached that objective point they may move on.
Attacking Team: Slay Gengar and anyone who attempts to stop you.
Gengar Stats:
May use Long, Short, Dagger, Magic staff. All weapons are natural.
Gengar has 2pt natural armor.
May choose 2 of the following abilities.
Poison (ex) 2/Life charge x5
Suppress Aura (ex) 1/Life charge x5
Phase bolt 1/ball unlimited
Terror (ex) 2/Refresh charge x10
Terrain: Obstacles such as dense grass, trees, walls, etc should be used to create pathways for the teams to work around. And example has been provided below of how the battlegame might be set up.
11:00am BRUNCH
Format:
1. Single — Lone Legends
“One trainer. One team. One shot at glory.”
Classic 1v1 format. Spotlight battles with Champion energy.
Elite vibes only.
2. Florentine — Twin Fang Clash
“Two blades strike as one. Synergy decides the victor.”
Dynamic dual battles. Team synergy wins the war.
Crossed swords & paired Pokémon power.
3. Sword and Board — Aegis Arena
“Strike fast, guard well. Balance is the battlefield.”
Offense meets defense. Will your tactics hold up?
Steel, shields, and strategy.
4. Open — Wild Format
“Where every style meets, and chaos reigns.”
A battlefield where all forms of combat collide — lone duels, twin synergy, and shielded tactics unleashed together.
Megas, Ultra Beasts, Legends — all fair game.
Game Design by Mekanik Zarad
Team Rocket has dispatched members to “liberate” the Voltorbs from the Vermillion City Power Plant!
8 minute rounds
35 second respawn timer, starting on death. Variable wave spawn, TBD at time of game.
Objectives: The defending team must prevent the theft of Voltorbs from the power plant. The attacking team must collect as many Voltorbs in the “getaway Balloon” as possible.
Special: Voltorbs are standard game items, with the following additional rules:
1 It takes one player, with 2 empty hands, to carry a Voltorb. There are no movement restrictions
2 Voltorbs MAY NOT BE THROWN, they may however be handed between players.
3 When a Voltorb leaves the Power Plant (is removed from the designated area) the carrying player must begin counting down from “X” (TBD on site, but should be a reasonable but tight amount of time to carry the object from pickup to collection zone) and must transfer this count if they pass the Voltorb to another player. (demo with 12, 11, 10, (pass) 9, 8…) If this count reaches Zero, the bearer dies as if struck by a single shot siege weapon, and must either return the Voltorb to the Power Plant, or give it to a reeve as soon as possible..
4 If a player dies while holding a Voltorb, they must continue the count in place until either another player takes possession, or the time expires.
5 Once a Voltorb has been successfully placed in the Getaway balloon, it is out of play.
Extra Option: allow 1 or 2 players on defending team to be “security Tangelas” playing as entangling masses with the following changes:
relaxed garb requirement
Only 3 points armor.
Must take “quick-vine” option
May not handle Voltorbs.
Must remain within 10 feet of the Power Plant at all times.
Game Design by Katriona
Two teams battle to collect the abilities on the field. In this militia game, the field will be littered with pokeballs with abilities inside. These abilities can be used or given to other teammates or stolen by the other team upon their untimely death. If a player goes down, they can be looted by another player. However, if the enemy player runs off or forgets to loot, the player can respawn as normal with their collected abilities. Another teammate may loot their fallen friendly, if they are willing. There’s no looting count. The abilities are at an unlimited use (except for certain abilities). So, how do you win? Reeves at each of the bases will be counting respawns. As there are unlimited lives, the team with the lowest number of respawns is deemed the winner and labeled the team that can ketch-em-all. Respawn is at base and it is 10s from death.
Listed below are the abilities out of the rules that may work for this game. The green abilities are ones designed to be handed out by the reeves if they see exceptional role play, honor on the field, or just something cool. The lines and abilities will need to be on the sheet of paper to remind players how they work.
Awe - cant touch me
Blink - poof im gone
Finger of Death, 6 - dead (Once use)
Heal - what it says on the box
Heat Weapon - drop it like its hot
Hold Person - STAAAAHP
Icy Blast - STAAAHP but make it cold
Insult - fight me bitch
Mend - fix it
Shadow Step - poof im still here
Shatter - kill but for cold people
Shatter Weapon - ope it broke
Shove - go that way
Spedoinkle, 6 - super (one use)
Wounding - whack but words
Game Design by Mikro Ketchum
Fluff: Team rocket has taken the leader of the Squirtle squad! You must now prove yourself as the strongest leader to gain their Trust!
6
Objective: Be the last team standing when time runs out!
Teams: 4 players per team.
Lives: Infinite until time runs out.
Respawn: Players must wait until 4 players are within the respawn box. Once there are 4 players they respawn as a new team.
Rounds: 15 Minutes per round. 10 minutes with respawn 5 minutes with no respawn.
Equipment: 15ft x 15ft Respawn box. Markers for Edge of field.
Description: Players will be broken up into teams of 4. All teams will fight against each other in a free for all. Once a player dies they will move to the respawn box and await 3 other players to respawn with. Players can not wait for specific people and must respawn with their new team unless the Reeve allows them to stay (Hydration or taking a breather)
Once the timer has reached the 10 minute mark any dead players are removed from the game and players can no longer respawn by any means. Players will be given 5 minutes to kill the remaining teams before the game is over.
Tuagh and Madeleine Collection game
6:00pm Dinner
8:00pm COURT
OFF SITE BY 12PM SUNDAY