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.
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- 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
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- 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.
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- 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
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- 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.
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