Game Types Rulebook Written by Luke Raymond Thiessen Table of Contents Mini Games......................................................................................................................... 2 Gladiator ......................................................................................................................... 2 Keggernaut ...................................................................................................................... 2 Kill Your Killer ............................................................................................................... 2 Team Deathmatch ........................................................................................................... 3 Scenario Games .................................................................................................................. 3 Assassination................................................................................................................... 3 Buried Treasure ............................................................................................................... 4 Capture the Flag .............................................................................................................. 4 Caravan ........................................................................................................................... 5 Castle Assault.................................................................................................................. 6 Escort .............................................................................................................................. 6 Prisoners Rescue ............................................................................................................. 7 Resource Hunt ................................................................................................................. 8 Sea Battle ........................................................................................................................ 8 Storm the Outpost ........................................................................................................... 9 Quest ............................................................................................................................... 9 The Frontier, Kids Combat; Game Types Rulebook, June 2016 Version 1 Mini Games Gladiator Basics: o Team 1: 0 outposts o Team 2: 0 outposts o Available Purchases: none Objectives: o In this game type there are no teams, every man and woman fights for themselves in a ring. o Players may bring in whatever weapons and armor they choose, in some rounds armor may not count. o The goal is to be the last man or woman standing at the end of the round. o There is absolutely no teaming up, unless you want too. o There are no respawns in this game type End Game: o The game ends when all players but 1 are dead. Keggernaut Basics: o Team 1: 0 outposts o Team 2: 0 outposts o Available Purchases: None Objectives o The goal of the game is to keep the Keg in your possession for as long as possible o Each team will have a keggernaut who has no weapons and can carry the keg, no other player may do so, they will also get +2 armor points to all their locations. o The first team to have possession of the Keg for a set amount cumulative time wins. o Additionally the Keggernaut may throw the keg at opponents, it it strikes them or their shield they must drop to the ground unconscious for 30 seconds. o Either team can respawn indefinitely from their bases. End Game: o The game ends when one team has held the keggernaut for the set amount of time. Kill Your Killer Basics: o Team 1: 0 outposts o Team 2: 2 outposts The Frontier, Kids Combat; Game Types Rulebook, June 2016 Version 2 o Available Purchases: none Objectives o Much like gladiator this game is played in a ring, every man and woman fights for themselves in an attempt to be the victor o Players may enter the ring with whatever armor and weapons they choose, in some rounds armor may not count o The goal is to kill every other player in the ring, when a player is killed they stand on the side of the ring, when the player who killed them is killed they enter the ring again announcing “alive” as they do so. End Game: o The game ends when 1 player has bested each and every other player and is the only one in the ring left alive, or after the allotted time. Team Deathmatch Basics: o Team 1: 0 outposts o Team 2: 0 outposts o Available Purchases: none Team Objectives o The goal of this game is to kill the other team, there are no respawns, only a straight on death match. End Game: o The game ends when one team has been entirely killed or surrendered. Scenario Games Assassination Basics: o Team 1: 2 outposts o Team 2: 0 outposts o Abandoned Outposts: 4 o Available Purchases: Forward Outpost; grants an additional outpost, 250 gold Heavy Infantry +1 armor to all troops, lost upon death [max 1], 150 gold Team 1 Objectives: o Team 1 must guard and protect a very important Noble. o Their goal is to keep the noble safe for 1 hour after which the roles will be reversed. Doing so will earn the team 500 gold. o At least 1 other player must remain with the noble at all times, they can never be left alone. o For every minute that the Noble is alive team 1 earns 5 gold o If the noble is killed the roles are reversed Team 2 Objectives The Frontier, Kids Combat; Game Types Rulebook, June 2016 Version 3 o Team 2 must try and assassinate the noble under the protection of team 1 o A successful assassination will earn 250 gold and then the team’s roles will be reversed. End Game: o The game ends after the allotted time. o The team with the most assassinations wins Buried Treasure Basics: o Team 1: 0 outposts o Team 2: 0 outposts o Abandoned Outposts: 4 o Available Purchases: Forward Outpost; grants an additional outpost, 250 gold Heavy Infantry +1 armor to all troops, lost upon death [max 1], 150 gold Objectives: o Each team is given 3 maps guiding them to the location of hidden treasures. o Teams are competing to gain as much as gold as possible and must prioritize between searching for the treasure on their maps and preventing the other team for obtaining theirs. o Maps are lootable items and be stolen by opposing teams. o Each treasures will contain different amounts of gold ranging from 50 to 300 gold. End Game: o The game ends when all the treasures have been dug up or after the allotted time. o The team with the most treasures (not gold) at the end of the game wins Capture the Flag Basics: o Team 1: 0 outposts o Team 2: 0 outposts o Abandoned Outposts: 4 o Available Purchases: Forward Outpost; grants an additional outpost, 250 gold Heavy Infantry +1 armor to all troops, lost upon death [max 1], 150 gold Objectives: o The goal of the game is to steal the other team’s flag and return it to your base. o Every captured flag is worth 100 gold End Game: The Frontier, Kids Combat; Game Types Rulebook, June 2016 Version 4 o The game ends after the allotted time. o The team with the most captured flags wins Caravan Basics: o Team 1: 6 outposts o Team 2: 4 outposts o Available Purchases: Forward Outpost; grants an additional outpost, 250 gold Heavy Infantry +1 armor to all troops, lost upon death [max 1], 200 gold o Tips: create a roadblock to stop the caravan from moving Team 1 Objectives: o Transfer goods on a cart to various towns along a trade route o They start with several crates of items (gold, weapons, or real food) and a list of which items are to be left at which town (some items will be on the cart from the start but need to go to the final town). o All items they successfully deliver to a town are worth varying amounts of gold and can be used/eaten o Any items dropped off at the wrong town will earn them nothing o At each checkpoint or town they will be greeted by a merchant, drop off items and restock before moving on to the next town o Bonuses or penalties may be given for items in good or bad repair. o The caravan cannot be attacked while at a town o Upon death, the caravan guards can respawn at any of 3 outposts along the trade route as well as the 3 towns/checkpoints. Team 2 Objectives: o Beginning at a distant outpost with a map of the trade route and their other outposts their goal is to steal items off the cart o 1 crate must be successfully delivered to an outpost before another can be taken. o They have a total of 4 outposts spread out along the trade route from which they can spawn’ o All item successfully brought to one of their outposts are worth gold and can be used and or eaten. End Game: o The game ends when Team 1 reaches the last town, when there are no items left on the cart between town 2 and 3, or after the allotted time. o The Winner is determined by comparing the number of items delivered to towns by team 1 with the number of items stolen by team 2. The Frontier, Kids Combat; Game Types Rulebook, June 2016 Version 5 Castle Assault Basics: o Team 1: 3 outposts o Team 2: 5 outposts o Available Purchases: Heavy Infantry +1 armor to all troops, lost upon death [max 10], 150 gold Catapult; can destroy walls and gates [max 1 at a time], 500 gold Fire Arrows, can burn siege weapons, 50 gold (per 6) Team 1 Objectives: o Team one’s primary goal is to capture the castle o They will have an outpost on each side of the castle and their primary base directly in front. They may distribute their siege weapons and blockades as they see fit o In order to do so there are several different methods the team can use to break into the castle Catapult; by firing the catapult at targets on the walls or gate of the castle the attacking team may destroy these sections which cannot be repaired. When a target is hit the correct amount of times a piece of all section will be removed. o In order to successfully take the castle the attackers must get inside and plant their flag, then kill, or accept surrender, from all the remaining opponents. Once their flag has been planted the defending team may not respawn until it is removed. Team 2 Objectives: o Team two’s primary goal is to defend the castle against attack o They will have 1 outpost in each of the 4 towers and 1 in the central keep. o The team will have several main tactics for defending the castle Rocks; dropping rocks on the heads of those close to the walls (if a rock strikes a player it acts like a regular strike, can likewise be blocked by shields) Fire Arrows; fire arrows are special arrows which can be fired at enemy siege weapons. If enough fire arrows strike the siege weapon it will catch fire and burn apart Destroying Siege Weapons; if members of the defending team successfully reach one of the siege weapons and spend enough time chopping at it a Game Master may declare that siege weapon destroyed. End Game: o The game ends when Team 1 plants there flag and kills all remaining defenders. Escort Basics: o Team 1: 6 outposts o Team 2: 4 outposts The Frontier, Kids Combat; Game Types Rulebook, June 2016 Version 6 o Available Purchases: Forward Outpost; grants an additional outpost, 250 gold Heavy Infantry +1 armor to all troops, lost upon death [max 1], 150 gold Team 1 Objectives: o Safely guard an important noble as they make their way from town to town. o Every time a noble is delivered alive to a town your team gains 150 gold, if they been harmed in any way only 100 gold is earned. o The Noble and team 1 cannot be attacked while in a town o If the Noble is killed the team must return to the previous town where another diplomat will meet them. Team 2 Objectives: o Beginning at a distant outpost with a map of the transport route and their other outposts their goal is to assassinate the noble. o The goal is to kill the noble before they reach the next town o For every noble that is killed your team gains 100 gold o They have a total of 4 outposts spread out along the route from which they can spawn’ End Game: o The game ends after the allotted time. o The winner is determined by comparing the number of safely escorted nobles by team 1 with the number of assassinated nobles by team 2 Prisoners Rescue Basics: o Team 1: 6 outposts o Team 2: 4 outposts o Available Purchases: Forward Outpost; grants an additional outpost, 250 gold Heavy Infantry +1 armor to all troops, lost upon death [max 1], 150 gold Team 1 Objectives: o Transfer important prisoners from 1 town to the next, do not let the enemy free them. o All prisoners successfully delivered between towns are worth 150 gold o Team 1 cannot be attacked while at a town o Upon death, the prisoner guards can respawn at any of 3 outposts along the trade route as well as the 3 towns/checkpoints. Team 2 Objectives: o Beginning at a distant outpost with a map of the trade route and their other outposts their goal is to steal items off the cart o Your teams goal is to free the prisoners and get them safely back to any of your outposts. For every prisoner safely delivered your team will earn 1 point. 150 gold The Frontier, Kids Combat; Game Types Rulebook, June 2016 Version 7 o They have a total of 4 outposts spread out along the route from which they can spawn’ End Game: o The game ends after the allotted time. Resource Hunt Basics: o Team 1: 0 outposts o Team 2: 0 outposts o Abandoned Outposts: 4 o Available Purchases: Forward Outpost; grants an additional outpost, 250 gold Heavy Infantry +1 armor to all troops, lost upon death [max 1], 150 gold Objectives: o A valuable resource (stone, wood, gold, iron, etc) can be found in large quantities in this area. Your teams goal is to gather as much of it as possible o Throughout the playing area there will be several resource zones, within the zones will be tools and resources which can be collected by either chopping or digging them up. o These resources must then be returned to your team base to be claimed. Once deposited there they cannot be stolen. o At the end of the game all claimed resources can be turned into gold, some are worth more gold than others but count for the same amount of points towards a win (stone = 20 gold, wood = 15 gold, iron = 30 gold, gold = 50gold) End Game: o The game ends when there are no resources left or after the allotted time. o The team with the largest amount of resources wins Sea Battle Basics: o Team 1: 0 outposts o Team 2: 0 outposts o Available Purchases: Heavy Infantry +1 armor to all troops, lost upon death [max 1], 150 gold Team 1 Objectives: o Team one will begin aboard the boat. Their goal is to reach several different sea ports and deliver valuable merchandise to them. Each port will pay different amounts for various items. o Team 1 cannot be attacked while at port. o They must fend off attacks from the opposing team and prevent them from stealing all of their goods The Frontier, Kids Combat; Game Types Rulebook, June 2016 Version 8 o There will be no respawns during combat in this game, if an attack is thwarted team 2 must row at least 15 paces away before respawning. Team 1 can only respawn when there are no enemies on the boat o All delivered goods are worth various amounts of gold Team 2 Objectives: o Team 2 will start a ways behind team 1, their goal is to steal as much goods as possible o Every time they steal goods they must all leave and row at least 15 paces away before returning for another attack. Team 2 cannot take over the ship. o Every stolen item will be worth gold. o There will be no respawns during combat in this game, if an attack is thwarted team 2 must row at least 15 paces away before respawning. Team 1 can only respawn when there are no enemies on the boat o Team 2 may not attack team 1 while they are at port End Game: o The game ends when Team 1 reaches the last port, when there are no items left on the ship to be stolen between the final ports, or after the allotted time. o The winner will be determined by comparing the number of successfully delivered items with the number of successfully stolen ones. Storm the Outpost Basics: o Team 1: 0 outposts o Team 2: 0 outposts o Abandoned Outposts: 5 o Available Purchases: Forward Outpost; grants an additional outpost, 250 gold Heavy Infantry +1 armor to all troops, lost upon death [max 1], 150 gold Objectives: o The goal of this game type is to capture all of the outposts at once, the first team to do so wins o Outposts are captured by raising your flag in the center of it. o Captured outposts become usable respawn locations for the team controlling it. o At the end of the game each controlled outpost is worth 200 gold. End Game: o The game ends when 1 team has capture all of the outposts, or after the allotted time. o The winner of the game is the team with the most outposts at the end Quest Basics: The Frontier, Kids Combat; Game Types Rulebook, June 2016 Version 9 o Team 1: 6 outposts o Team 2: 4 outposts o Available Purchases: Reinforcements; +5 Respawns [max 2], 100 gold Forward Outpost; grants an additional outpost, 250 gold Heavy Infantry +1 armor to all troops, lost upon death [max 1], 150 gold Team 1 Objectives: o Team 2 Objectives: o End Game: o The game ends when Team 1 reaches the last town, when there are no items left on the cart between town 2 and 3, or when one team has used up all of their Respawns and does not purchase more. Both teams start at different points and are trying to capture a relic guarded by mighty warriors with multiple hit points The teams must steal the relic and return it to their respawn Each team has only 5 respawns Game ends when one team captures the relic The Frontier, Kids Combat; Game Types Rulebook, June 2016 Version 10
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