POINT BREAKDOWN
BATTLE SCHEDULE
WAR POINT DETAILS
NON WAR POINT BATTLES

Pennsic 37 - War Points

There will be a total of 37 War Points:

Mass Battles (26 points)

  • Gates of Rome (5 gates, 1 point for each held)
  • Woods Battle (5 banners, 1 point for each captured)
  • Bridge Battles (3 battles, 1 point for each won)
  • Mountain Pass (3 banners, 1 point for each captured)
  • Field Battles (5 battles, 1 point for each won)
  • Town Battle (5 flags, 1 point for each captured)

Rapier Battles (3 points)

  • Rapier Champions
  • Woods Battle
  • Field Battle

Champion Battles (4 points)

  • Unbelted Champions
  • Belted Champions
  • Allied Champions
  • Heroic Champions

Archery War Points (4 points)

  • Archery Champions
  • Mass Archery Shoots: 3 points
    Each shoot worth 1 point for side that scores highest at: Clout (100 yd), Castle Window, Advancing Man
Each archer may shoot the War Point twice. Both shots can be done on the same day. To increase participation there will be no restriction on bow usage per person. See Archery page for more details.

Battle/Archery Schedule

Sunday, August 3
11 amOpening Ceremonies
 
Monday, August 4
9 amArchery Champions' Shoot
10 amGates of Rome
1 pmRapier Field Battle
3 pmHeroic Champions
 
Tuesday, August 5
10 am - 7 pmPopulace Archery Shoot
11 amWoods Battle
3 pmRapier Champions Battle
 
Wednesday, August 6
11 am - 7 pmPopulace Archery Shoot
10 amTown Battle
2 pmMountain Pass Battle
 
Thursday, August 7
11 am - 7 pmPopulace Archery Shoot
9 am Fencing Populace Tourney (non war-point)
10 amBridge Battle
1:30 pm Unbelted Champions' Battle
immed. following Unbelted    Belted Champions' Battle
immed. following Belted    Allied Champions' Battle
 
Friday, August 8
9 am - 3 pmPopulace Archery Shoot
10 amField Battles
time TBDFriendship Castle Battle (non-war point)
3 pmRapier Woods Battle


War Point Details

Unbelted Champions

Field Battle. Forty member team. Each person must be fighting for their home kingdom and must not be a member of the Order of Chivalry. Victory awards 1 war point.

Belted Champions

Field Battle. Twenty member team. Each must be fighting for their home kingdom and must be a member of the Order of Chivalry. Victory awards 1 war point.

Allied Champions' Battle

Details as decided by Allies participating in the War, as in years past. Limited to 85 combatants per side unless the Allies agree to more. Victory awards 1 war point

Heroic Champions' Battle

15 bout tournament; each bout is one on one. No more than two combatants from each allied kingdom Five bouts must be fought by two combatants who are unbelted. Victory awards 1 war point

Rapier Champions Tournament

Consisting of 31 bouts. Each team must have 20 Mid/East and 11 allied combatants. Bouts are best 2 of 3. Victory awards 1 war point.

Gates of Rome Battle

The ancient Aurelian Wall still surrounds the once mighty Rome. Two great armies meet at the gates of this mighty barrier.
Victory Conditions – Control of center of each gate awards 1 war point
Duration – 60 minutes. At end of battle fighters within 9 ft of the banner in the center of the gate fight for final control.
  • This 1 hour resurrection battle will be fought across a wall of haybales stretching diagonally across a 400' square (see map for details of layout and dimensions).
  • Openings in the wall will be left to simulate The Gates of Rome. Fighters may pass through these openings and only these openings.
  • Portions of the Aurelian Wall will be constructed 2 bales high, and these portions may not be fought across or over. All one bale high sections may be fought over but not crossed.
  • Each army will start behind a line parallel to and 50' from the diagonal line forming the central line of the wall.
  • Each army will resurrect at the designated resurrection line (see diagram).
  • This battle will include combat archery, thrown weapons and siege engines. Combat archery may occur over one bale high sections. Siege engines may fire over all sections. Siege engines will go no closer than 25 yards from the wall
  • A Banner will be placed in each gate. At the end of time, all fighters within 9' of the banner will fight for possession.
  • Local Holds until the last 10 minutes. Holds within the last 10 minutes are General Holds.

Woods Battle

Victory Conditions – Control of each flag awards 1 war point
Duration – 120 minutes. At end of battle fighters within 9 ft of flag fight for final control.
Special Rules –
  • 5 flags in fixed location.
  • Resurrection - Start line and resurrection point will be 30 yards into the woods.
  • Local Holds until the last 10 minutes. Holds within the last 10 minutes are General Holds.
  • Only Royalty and Their generals may enter the woods beyond the start line prior to the battle's beginning in order to approve banner placement. Exceptions will be made for those who are marshaling and water-bearing for the duration of the battle.
  • The fixed banners will be placed according to the Kingdom Earl Marshals and Generals, and may not be moved throughout the course of the battle.
  • Banners will not be hidden in any manner. This includes laying the banner in bushes, trees or placed lying upon the ground. All banners will be displayed proudly and boldly as these are the banners of the proud and noble Kingdoms and should be held with great honor and reverence. There will be no un-official banners in this battle.
  • There will be no movement of obstacles (i.e., brush, fallen timbers, etc.).
  • Eye protection is strongly encouraged.
  • There will be no combat archery in this woods battle.
  • No water bearers are allowed in the woods without the without the approval of the marshal in charge of the battle. A marshal must escort any water bearer entering the woods.

Bridge Battles

5 bridges, 3 battles.
Victory Conditions – 3 battles. Control of majority of bridges during each battle awards 1 war point.
Duration – 30 minutes each battle. At end of each battle fighters within 9 ft of center of each bridge fight for final control.
Special Rules –
  • Combat Archery and Siege Engines for the third battle only. Siege Engines can be moved to within 25 yards of the bridge.
  • Local Holds until the last 10 minutes or a breakout occurs. Holds within the last 10 minutes or after a breakout occurs are General Holds.
  • Each bridge is 90' long. Each army will start 50 feet from the edge of the bridge. See diagram for details.
  • The center of each bridge will be clearly marked. The marshals will mark a center area the width of the bridge 9 feet to either side of the centerline. Combatants may not cross to the other side of the battlefield except via the bridges.
  • Fighting may take place over the hay bales. No fighter may sit, stand, walk , or run on the hay bales. A fighter may use the bales to regain his balance or stop his fall.
  • If a fighter's hand, shield, weapon, feet, or any weight-bearing item lands on the ground over the hay bales in order to stop a fall, that fighter is dead and must leave the battle.
  • Dead fighters are required to leave the area of the bridges. Any Crowns of the Society for Creative Anachronism may remain as spectators.

Mountain Pass Battle

3 banners - 3 war points
Victory Conditions – Control of each banner awards 1 war point.
Duration – 60 minutes. At end of battle fighters within 9 ft of banner fight for final control.
Special Rules –
  • Resurrection will occur when dead fighters return to a line marked 100' from the ends of the mountain. Resurrections will be instantaneous. Fighters may only resurrect on their side.
  • Combat Archery will be face-only convention.
  • Thrown Weapons are allowed in this battle.
  • Siege Engines can be moved to within 25 yards of the center of the field.
  • All holds are General Holds.
  • The East and its Allies will start on the western edge of the field and the Middle and its Allies will start on the eastern edge of the field.
  • No combat may occur over the hay bales. A fighter may use hay bales to stop his fall or to regain balance. If a fighters' limb or weapons land outside the hay bales (inside the mountain), or if a fighter is pushed or falls over the hay bales that fighter must return to his side's resurrection point to re-enter the battle, unless the time limit has been reached.

Field Battles

Victory Conditions – 5 battles. Winning awards 1 war point each battle.
Duration – Last man standing of each battle excepting the third battle which will end with the death of either the King of the East or the King of the Middle.
Field Dimensions – 600 x 600 ft.
Special Rules –
  • Combat Archery in the last two battles.
  • Siege Weapons in the last two battles.
  • All holds are General Holds.
  • For the third battle only: Each King (Mid or East only) must be accompanied by a non-fighting banner-bearer. When that King is killed that banner will be lowered. The battle will end by call of the marshals via airhorn/radio.

Town Battle

Victory Conditions – majority control of each flag is worth 1 point, flags will be checked each 15 min for control and count double at the finish for a total of 7 checkpoints per flag.
Duration – 1.5 hours
Field Dimensions – town will be 250' by 250' with 2-27' openings on the Midrealm and Eastern sides, 3 flags inside the town and 2 outside. A diagonal wall will extend from the contended corner of the town and bisect the remaining field, this wall will have 3-27' openings.
Special Rules –
  • no fighting over bales.
  • Combat archery allowed no shooting over bales.
  • Siege allowed over bales, no closer than 25 yards from walls.

Rapier Battles

Note: fencers will be counted before battles and sides will be evened to within 25% to ensure a fun and competitive contest.
Rapier Woods Battle
Details to be determined by Rapier Generals and agreed upon by Sovereigns.
Victory awards 1 war point.
Rapier Field Battle
Details to be determined by Rapier Generals and agreed upon by Sovereigns.
Victory awards 1 war point.

Non-War Point Battles/Tourneys

Populace Rapier Tourney

Friendship Castle Battle





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