Breaking down role identity into “where are you” and “what are you doing”. This class seeks to help players define how they like to play and encourage them to evaluate classes and abilities based on how they relate to their personal playstyle.
Heavy Object
Written by: War Team
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
During this year’s big cattle run, the witches and cowboys were doin’ just fine—right up until a freak, magical twister spun outta nowhere, started hollerin' in Latin, and ran off with their entire herd. Now the ranch bosses and the Coven heads are madder than a rattlesnake in a tumble dryer, and if those cows don’t make it to market, somebody’s gettin’ their hide tanned but good.
Lucky for ‘em, a troop of goblins just so happens to be drivin’ their cattle up toward Old Kansas City. So, in a rare moment of agreement, the witches and cowboys shook on the time-honored frontier tradition of cattle rustlin’. After all, when the chips are down, and the cows are gone, you don’t ask where the beef came from—you just ride.
Attackers will try and steal the Defender's cattle and take them back to their own cattle pens. Cattle will be heavy objects requiring Two (2) hands to move, player(s) will be slowed while moving the cattle. Each team will have 10 minutes to steal as many cattle as possible at which point teams will swap and the game will be run again.
Expanding on 4x4’s “What” component by focusing on the “How” aspect of the role. Looking at how different classes and players fill similar roles in vastly different ways and how those categories can overlap for increased diversity.
Objective: Node Control and Capture
Written by: War Team
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
The dwarves are off, and their gold mine’s sittin’ pretty for the takin’. Problem is, two groups show up: a coven of witches, ready to brew up trouble, and a posse of cowboys, who think a shovel and a six-shooter can solve any problem.
With no dwarves around to stop ‘em, it’s a race to claim the treasure. The witches want the gems for their spells and rituals, the cowboys just want to make sure they get turned into booze. Either way, there’s gonna be plenty of trickery, spells, and maybe a little shootin’ before someone walks away rich.
Teams will be tasked with maintaining control over an active and multiple passive mine entrances to score points. Teams will need to flip the control points colors to maintain control of the passive control points, to capture a count of CAPTURING 1 through 3 will need to be made to uncapture the opposing team’s point, any team may then place their flag on the node to assume control over the point. The active mine entrance will require your team to maintain soul control over a contested point on the middle of the field. Every 30 seconds the center will be checked for which team has control over the point. Control is established if only one team has players alive and unaffected by out of game, insubstantial, or frozen within the point area. Players may be affected by other states like stopped as the player is still able to interact with the ongoing game. If both teams have players within the control point area that are able to establish control, then neither team gains points for the active mine as it is contested. If no players that are able to establish control are within the control area it remains out of either team’s control and does not score points.
Discussing the importance of both knowing how to counter your opponents, and knowing how they can counter you so you are prepared to respond to it.
(Possible space for exercises with partners and interactive brainstorming sessions for individual areas of difficulty)
Objective: Mutual Annihilation
Written by: War Team
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
In your search for some rare ingredients you’ve traveled out into the Witchbane Badlands, a land scarred by a wizard war from centuries ago. A group of roving outlaw witches, hedge mages, and warlocks stands between you and where you were told your treasure is located, a pass of ancient trenches dug by titanic claws and unstable magic stands before you.
The field will be divided into 3 lanes, the outer two lanes will be under the effects of an anti-magic zone with a control node in the center to shut it off. The center lane will not be under this effect but will have multiple pieces of rubble in the path.
To deactivate the anti-magic in the lane a player must be inside the node in the center of the lane. If at any point a player is not inside that node the anti-magic in the lane is reactivated. EX abilities function as per normal, enchantments are suppressed while in the anti-magic zone.
Scoring will be tracked by the total number of deaths each team has throughout the course of the game. Pulling players out of the respawn pool with abilities as resurrection, Greater resurrection, Raise dead, or Summon corpse will not be added to the number of players counted towards your opponent’s score
Come learn directly from RM and TD Paragons about tips, tricks, and advanced knowledge for your favorite class.
Discuss key interactions and common mechanics for players to look for in Battlegame design when seeking to take the most advantage of their available skill sets. Also cover positive Battlegaming mindsets and identifying when to hold back vs go all out.
Cover tips and guidelines for pre-game preparation, including: armor acquisitions, “core” lists, methods and tools for bringing extra equipment, etc.
Objective: Capture the Flag
Written By: War Team
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
Out past Buzzard Gulch, a coven of witches brews up potions so strange even a coyote wouldn't drink 'em. But a gang of cowboys, led by a man whose best idea was “let’s steal from witches,” figures they’ll sneak in and grab whatever’s shiny. Trouble is, half the ingredients can bite, explode, or just vanish when you look at ‘em funny.
Teams will be be trying to capture and return their alchemical reagents back to their cauldrons. To access the reagents a player must stand within the control point and chant the Charge incant x4. “Capturing! Out of battle I pause to rest, take some time to catch my breath, return to me my fleeting power, to aid me in my darkest hour.” The capturing incant follows all rules for the charge incant. At which point their first reagent will be unlocked, a team may unlock both of their reagents. To score a reagent must be returned to it’s cauldron, once both reagents are returned to a teams cauldron that team wins.
Around both the scoring cauldrons and the center control node will be a 20ft area that spells like Heart of the Swarm will not be allowed. Otherwise they have no other restrictions on heart of the swarm or similar effects.
This class explores the interactions between different classes and how they complement each other. Silly combos, scary combos, we got ‘em all!
(Game 5)
Objective: Delicate object
Written by: War Team
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
Prospectors have heard tell of hidden caverns deep in the hills, filled with crystals said to turn plain ol’ rocks into gold. They’ve hired a crew of roughnecks to clear out the cave and haul back every last shard. Trouble is, they ain’t the only ones after it. Witches need those same crystals for their spellwork—and there sure as hell ain’t enough to go 'round.
Attacking team will have 20 minute rounds to collect as many crystals and deliver them back to the delivery carts as possible. They must carry the newly invented Die-no-might ™ to the crystal nodes to collect a chunk of crystal. Carrying the Di-no-might ™ makes the player Volatile. Any hit from any weapon, projectile, magic ball, or spell that causes forced movement(shove, throw) will cause the player to die and must return to respawn unable to be resurrected as they have been blown to smithereens and return the Die-no-might ™ to the holding pen for the object. To get a crystal chunk from the node locations requires a stick of Die-no-might ™ to be placed at the node, at which point a reeve will give a crystal in return for the Die-no-might ™ and have it returned to the holding pen. The crystals can be scored at one of two scoring boxes, once the crystal is free of the node it can be carried by any one on either team, it requires an open hand to hold, a player may only carry one crystal at a time. Normal game object rules apply to the items. If a player is killed while holding a crystal they must immediately drop it, it is then able to be picked up by anyone.
Defender may return crystals back to the nodes and repair the broken crystal back to the node with a use of Mend, Greater Mend, or Word of Mending; or a player may spend 30 seconds chanting “Mending”
Once the crystal objects are in the scoring containers they are not able to be looted back by the defending team.
Items needed: ball pit balls, hoolahoops, baskets, Die-no-might ™ dodge balls or physrep objects
This class focuses on how to identify and differentiate threats on the enemy team and/or support targets on your own. Additionally, discussing how to prioritize which of those require your focus, and which you can/should leave to other players.
Objective: Captain king of the hill
Written by: War Team
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
The witches called out the head cowboy for an honor duel. Trouble is, cowboys don’t really do “honor”—so he showed up with his entire posse, a jug of moonshine, and someone’s cousin who just likes to fight. The witches, not exactly born yesterday, figured something like this might happen, so they summoned a demon ahead of time—just to even the odds and maybe spice things up a bit.
Teams have to control the center objective, the only way to control that objective is by having your team captain be the only team captain in the center. Control will be checked every 60 seconds. If a team captain is affected by the out of game, insubstantial, or frozen state they are unable to establish control of the objective. If both captains are alive and unaffected by the out of game, insubstantial, or frozen state inside the objective then neither team scores points.
Additionally teams can score additional points when their captain kills the opposing team captain. When this happens the team captain will report to their base reeve that they were killed by the opposing team captain.
Team captains will not have a class but be their own monster stat block
Team Captains:
Enlighten soul(T)
4 points of armor (Natural Ancestral)
All Melee, all Shields, Javelins, Heavy Thrown, Rocks.
Shatter Weapon 6/Refresh Charge x5 (must have a pistol dagger or wand to cast)
Non enchantable
Each team captain is given a pistol dagger with their gear
Come learn directly from RM and TD Paragons about tips, tricks, and advanced knowledge for your favorite class.
Objective: checkpoint
Written by: War Team
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
Twilight settled as the cowboys rode hard, dust trailing behind them toward a strange caravan camped in the canyon—the so-called Witch Train. Hired guns with silver bullets, they came to end the witches' wandering magic. But the witches weren’t running. As lightning cracked a clear sky, shadows writhed and the lead witch stepped forward, eyes burning.
"You rode into the wrong magic tonight."
Teams will be split up into attackers and defenders, the defending team will be tasked with moving their Pumpkin Herd (the heavy object) through multiple checkpoints while fighting off the attacking team.
Checkpoints: checkpoints will have respawn points fifty(50) feet to the left and right of each point. The team in control of the point may use these points to respawn and as bases for the purposes of any spells that require returning to base
Iterating with the objective: the Pumpkin Herd can be pushed forwards or backwards between each checkpoint so long as there is at least one open hand on the objective. Only one side may be in control of the object at a time, if both or neither team has a hand on the objective the objective does not move. Multiple people on the objective at a time does not move it faster. The objective does not pause at checkpoints when it reaches them to capture the point. The Caravan/Herd may be pushed back through checkpoints by the defending team to recapture them.
When the Pumpkin Herd reaches a checkpoint the attacking team becomes in control of that point and all previous checkpoints
Objective: Item Collection
Written by: War Team
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
Bubba Yaga’s saloon’s got itself an owlbear problem—critters’ve nested in the walls, the roof, and worst of all, right above his moonshine still in the basement. Desperate to get back to his highly illegal hobbies, Bubba put out a call for exterminators. Problem is, he was three sheets to the wind and hired two crews for the same job.
Now it's a good ol’ fashioned competitive critter-clearin'. Whichever crew clears out the most owlbear nests gets paid in cold, hard cash. The losers? They get compensated in the four basic food groups: beans, whiskey, bacon, and lard. Honestly, some folks might call that a win.
Teams will be tasked with killing the adult Owlbear that are guarding the nests full of eggs and bringing them back to their collection points. Objects must be carried in an open hand, normal game object rules apply. If a player is killed while holding the object they must stay where they were killed for up to 30 seconds to be looted by either the opposing team or monsters. At which point they may choose to return to base to respawn as per normal. If a player is dead with a game object they must hold the object over head to indicate they are dead and lootable. If the 30 seconds finishes without you being looted the game item must be returned to the back of the nesting area by the dead player. They may choose to return to the place they died and be treated as if they had not moved for the purposes of being resurrected, or may choose to respawn as per normal. Teams are not able to loot the balls out of the other team’s scoring area
Monsters may return objects back to the nesting area but do not require an open hand to do so and may have as many looted objects on them at any time. [ to be deleted in the published version. Monsters should have a sack or satchel with them to hold the items and should have 2-3 of them on them at any time ]
The adult Owlbear will have the following abilities:
4 points natural armor.
2 shorts, 1 short 1 shield, 2 flails, or 1 great
Bear’s Strength (T)
Adrenaline unlimited
Insult 3/life.
They will respawn after 90 seconds at either side of the nest area. Monsters are encouraged to target players holding the scoring objects over other players. Monsters killed while in possession of a game object must remain in place for the 30 seconds to be looted. This is part of their 90 second respawn timer.
Items needed: ball pit balls for scoring, hoolahoops for nests and retaining the balls in the nesting field, baskets for scoring, marking tape or plastic walls to divide the team scoring areas.
Monsters: 2-4, monsters may need sacks and costume materials
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