Warbook 2024
Warbook 2024
Thanks to
Designers Based On Editors
Brendan Faithful, Carissa Donker,
Dan Comstock DrachenFest Dan
Jake Gardner, Spencer McGhin,
Zach Hershberger Codex Beli Comstock
Rhys Benson, and Dan Eisele.
Bela Turk by Jannis
Contributions from Hearthlight
Wick
Illustrations and art by Emmaline
Mae, Ara Mercado. Marx Fidel,
Design and Layout by Sammy
Stone
“What war?”
At DrachenFest, five great dragons and their armies compete to capture and hold each other’s
banners. Successful teams will win Dragon Eggs, a type of scoring token. Whoever has the most
at the end of the week will rule the Dragon Realm for the coming year. This document presents
rules for these large-scale war games.
The war game is a critical aspect of the DrachenFest contest. It ties into plots, politics, and other
realms of gameplay - all driven by you! But you can contribute without picking up a sword.
Diplomacy, sabotage, or even walking the runway—everybody has a way to influence which
cosmic force deserves to rule.
Learn the battle
basics.
Sneaky Captures?
Can a banner carrier steal a banner in a sneaky
way ? During normal war hours, yes. But only
if the gate is open, and nobody is on guard in
the enemy courtyard.
Refs will not call in an alliance for you. You must determine an
attack is imminent on your own, and send a runner. The ally
can then assemble their forces and march to your camp’s
defense.
Nearly everyone prepares for it. Each team assembles around their Avatar and
Diplomats and the camp council should work banner carrier. The Avatar and banner carrier are
especially hard on Friday and Saturday treated as a unit and must remain within 20 feet
morning to secure written alliances for the of each other throughout the final battle (so that
final battle. the Avatar’s position is visible to all). Once the
battle begins, teams confront each other,
Last minute betrayals and side-switches can be attempting to capture each other’s Avatars.
pre-planned—"If our camp's part of the final 3, Avatars and banner carriers should not be
let's team up against the third, then have a attacked directly, and may not flee or intervene in
final showdown!" the battle. If they are surrounded, they will
surrender and are considered Captured.
Each camp has a few elements and locations that are part of
warfare. The most important of which are the Front Gate,
Palisades, and Borders.
The Front Gate is a camp's only access point. Players who wish
to enter, exit, or attack the camp must do so through the gate -
you cannot walk around the camp's boundaries, or enter
through the sides or back of the camp. The gate can be opened
and closed, and can be improved to withstand attacks.
We take camp borders very seriously.
The front of the camp has a gate and palisde walls on either
side. If you want to observe the camp, or fight it, you have to
go through that gate—no going around, or through the back.
Camp Gates
are tactical elements. The game will set up a The courtyard
basic framework, which may be enhanced and is an area at least 30’ x 30’ which begins
decorated by players of that camp during the immediately inside of front gate.
"early arrival" days, before the opening ritual. The borders are marked with flagging tape.
Before the game begins, the gate will be If a siege begins, this area must be cleared of all
evaluated by Referees and assigned a “Defense tents and structures immediately.
Timer”, the amount of time needed to force it
open.
Camp Setup
Tier 3
The camp constructs their own custom gate.
Base Timer: 25 minutes
Tier 4
Fortress-style gate, a significant
construction project.
Base Timer: 30 minutes
Gate Defense
Take your armament to the design team for evaluation. They will
assign it a “tier”, 1-4. Evaluation takes place during the following
hours outside the Design Team HQ.
Tuesday 4-6pm
Wednesday 11-1pm
Thursday 11-1pm
Each Camp is only allowed to field one War If a side arrives with multiple bazaar Monsters or
Machine and one Large Monster at a time. Want multiple bazaar War Machines, they must choose
more on your side? Have your diplomats get help which one to field. The other can't join that battle,
from other camps! even if the first one is defeated. If there's time,
two bazaar Monsters who happen to have been
They're counters hired to fight on the same side could choose to
War Machines and Large Monsters are foils for have a brawl for dominance to see who gets to
one another and act as direct counters. join the battle. (Because this is just a cool
showcase duel, the winning monster wouldn't
War Machine projectiles that score a direct lose any hp for the upcoming battle).
hit on a Large Monster deal 5 hp damage.
War Machine projectiles that score a direct
hit on another War Machine disable them for
five minutes.
Large Monsters destroy a War Machine by
roleplaying striking it in melee.
When Large Monsters fight, they brawl to
the death. Like any brawl, it can be
interrupted.. But Monsters hate it when
people interfere, and sometimes unite to kill
distractions.
Armaments times & hp by tier
Battering rams: can only be used versus gates Each Explosive reduces a gate’s Defense Timer
and cannot damage creatures or War Machines. by 5 minutes (to no less than 5).
They are carried by their crew, and must be made A maximum of 15 minutes per siege can be
of larp safe materials (because they are used in earned this way.
close quarters, and may be dropped on feet).
Battering rams include a base and a head. The Kaboom!!
head’s size and appearance is a large factor in its Smoke effects cannot include pyrotechnics or
tier. Tier 3 requires a wheeled carriage. A Tier 1 anything that can create burning or choking
battering ram can be used without an Engineer. hazards. (remember, the wall is canvas!)
Safety and
Restrictions.