BROTHERS BATTLES Based on the real-world game of Khabaddi, and various ideas bandied about by the likes of Peter Larsen and Roland Volz. The game of Brothers Battles (also known variously as "Raiding"," Heroes & Fyrdmen" and others) is a team game played by Orlanthi, especially the worshippers of the Thunder Brothers. A team consists of seven men (or women, as will be discussed later). The area of play is a court of variable size, but traditionally ten paces wide, by twenty paces long, paced by the referee, and split into two halves or "tula" of ten by ten. Ropes are usually used to mark the area, but scrapes in the ground would do at a pinch (although arguments over erased lines would be likely!). At least one judge is usually present, except in truly friendly games, often two, one standing at each side of the court. In each round, or "Season", heroes of one team "raid" the other's tula, advancing into the other half of the court. They attempt to touch or "strike" the defenders of the tula (the "fyrdmen"), and attempt to capture raiders. Although actually causing pain or harm is not strictly against the rules, it usually results in an unsightly brawl and so is highly discouraged. Arguments over whether a fyrdman was actually touched, and heroes being grabbed by clothing, often lead to the game being played in a minimum of clothing (but still rely of honest fyrdman admitting to being touched, or vigilant referees). A good slap to leave a mark is a common requirement, but can lead to violence between already unfriendly teams. A hero has escaped if he can touch his own tula firmly with hand or foot. Exactly what constitutes a 'firm' touch is the source of many arguments, and a good reason to play on ground soft enough, or dusty enough, to leave visible marks! The fyrdmen, meanwhile, attempt to capture the heroes, but a fyrdman touching a hero and NOT capturing him is also out, so the fyrd have to be sure of a capture. Captured heroes and struck defenders (when the striking hero escaped) are out of the game, and it continues, alternating attacker and defender for as many seasons as needed, until one team is entirely eliminated. Stepping, or being thrown, out of the court also leads to elimination of the offender, while fyrdman stepping over into the hero's tula may be struck by the other heroes, and these are eliminated. Games between inexperienced teams tend to be over quickly, as raiders are too eager to attack, and fyrdmen careless over allowing the raider to escape when they attempt a capture. The choice of who raids first is decided by many local rules, sometimes the team leaders arm-wrestle, sometimes a plate is tossed (choose bowl or base), etc. When visiting another clan, usually the visitors choose, but sometimes the home team. When women play (other than Vingans, who are treated as any other Thunder Brothers), they are usually given the choice, as the men claim they need all the help they can get. Each season, each team has three or four active players. There are three heroes, and the attackers must make three raids per season (there is no strict rule that says each hero must raid, just that three raids must be made, but many local games enforce a rule of one raid per hero). There are four fyrdmen, and they must remain linked together in a line, either by holding hands, gripping one another's wrists, or by tying wrists together with a very short span of rope (which allows all the fyrdmen free hands to grapple with). If the fyrd line is broken (rare when rope is used), the raider is allowed to escape if he wants (he may continue the raid if he wants, once the line rejoins, and may take a new breath when the game recommences). If this happens when a fyrdman has been touched, and the raider chooses to escape, it is known as "sheep stealing", as it was so easy. Of course, eventually one team will not have a full fyrd of four men, or even three heroes, but the game will continue until one team is entirely eliminated. The positions of hero and fyrdman are not permanent on a team, and every team member is likely to act as both hero and fyrdman during a game, but the fyrd must remain for a season or until they are entirely eliminated. This also marks the end of a season, and permits the heroes' team to bring back one of their own (if any) previously eliminated, known as "rescuing". In most games, heroes not raiding wait a chance to strike fyrdmen straying onto their tula, while non-active players (three from the defender's side, four from the heroes) stand outside the court. The raider must not only raid and strike the enemy fyrd, he must also do so on a single breath. He proves this by constantly chanting during a raid. There is no fixed chant, but there is a strong tradition of chanting a Thunder Brother's name. When the hero runs out of breath, he must return to his own tula, or, if trapped, he is out. All forms of magic are permitted, but only on your own team, no magical attacks are permitted. Also, they may only be made (by hero or fyrd) once the hero steps onto the opposing fyrd, and will last only for one raid. The Wind and Air magics of the Orlanthi and especially the Thunder Brothers therefore give them an advantage in raiding (frequently being used to augment breathing), but anyone may play. There are a few well-known variations. In one, struck fyrdman and captured raiders are not eliminated, but points are scored for each instead. This variant usually runs for a fixed number of Seasons, usually an even number to allow both teams equal time as fyrd and raiders. However, in the "Retaliation Game", the game runs for five seasons, representing a year, and after the first season the lowest scoring team raids every season. Other variants allow more raiders per season, or have two rounds per season (allowing both teams to act as raiders) during which time fyrdmen and heroes may not be changed. One major variation, "Cattle Raids", has all players on court as once, but still only allows four fyrdmen. The other three defenders are targets for the raiders, and known as "cattle" (or sometimes "sheep"), and the fyrdmen may not attempt to capture the raider until and unless he touches a "sheep". Raiding alternates between sides until one side either has no fyrd, or no heroes. Due to the difficulties of getting past the four-man fyrd to reach the cattle, this game can last a long time. HERO WARS RULES An experienced Battler will have the following Abilities: Evaluate Foes Breath Control (or some form of air magic, usually a Wind Affinity, or Abilities such as Lhankor Mhy's Talk While Fighting or Issaries Talk for Hours. Can also use Initiate to -10, or Devotee of -5) Agility or Running Wrestling or Close Combat:(Unarmed) Strong Dodge A season usually begins (after the usual, but normally non-advantageous, Boasting) with the raiders leader (or any other team member) sizing up the opposition fyrd. He may augment all his heroes for a season with his Evaluate Foes ability (this must be rolled anew for each combination of four fyrdmen). This does NOT count as the single permitted mundane augment. A hero then steps (or usually leaps) into the opposition fyrd. He may immediately (without taking an action) augment his wrestling or Close Combat with Agility or Running (not both), but this DOES count as the single permitted mundane augment. Once in the opponents' fyrd he may attack or augment himself further (such augments require actions). The raider must, however, make a Breath Control roll every time he makes an action, be it an attack or an augment. This roll is opposed by an increasing resistance, starting at 5, increasing at +5 per action. Wind (often used to augment Breath Control) and Movement magic, along with Agility or Running, are common raider augments. The fyrd, being restrained by the requirement to stay in contact, may attack and defend only with the worst Wrestling (or Close Combat, or Dodge) ability amongst them. The others may each augment automatically (no action required) with the same mundane ability (this does NOT count as the single permitted mundane augment). When acting (to capture raiders), Strong, Movement magic and Agility are common augments, while Movement magic and Agility are common when opposing (to avoid a raider's strike). However, the fyrd is four men attempting to act in unison, so augments are also rolled with the lowest ability amongst them (unless one is prepared to accept the resistance penalty for multiple targets). The fyrd's advantage is the spread of possible abilities amongst four men, but they also have an advantage in numbers when attacking. The link between them partially negates this, but they get +1 per extra fyrdman, +3 for a full four-man fyrd. When playing the Cattle Raid variant, use the worst defence ability from the cattle, augmented by the worst of the fyrd (+3 for a full fyrd). For simplicity, the fyrd's abilities (prior to in-game augments) could be defined at the start of the season, and not vary with losses. Otherwise, decide which fyrdman is struck when one is eliminated according to the results table. The fyrd also loses the normal Hero Wars advantage of multiple attackers, thanks to being forced to remain in contact. There are two ways to play a raid: The Long Game This uses Group Extended Contests, and is simply played as you would expect. The raiders have only their own AP, the fyrd use the AP of their weakest member's Wrestling/Close Combat/Dodge. Actions may be taken to attack, augment, or whatever the players wish. If the raider loses a Breath Control roll, count this as a tie. At least one use of Wrestling or Close Combat (Unarmed) must be made, representing the actual strike. The Short Game This uses Simple Contests, pitting the raider's abilities against the weakest fyrdman. Both sides are permitted the usual automatic augments (Evaluate Foes, Agility/Running, fyrd augment). The raider gets first attack, unless he chooses to augment instead, when the attack passes to the fyrd. They may ALSO choose to augment, and so the two sides may continue, delaying the actual contest. For every such augment he makes, the raider must make a Breath Control roll (failure is treated as a tie). Eventually one side or another must attack, using Wrestling or Close Combat (Unarmed), or the raider will run out of breath! RESULTS Results are skewed in favour of the raider, as he has the easier job (only to touch the fyrd and run for home). Fyrd Complete, Major or Minor Victory: the raider is captured Fyrd Marginal Victory: the raider is forced to leave without touching any fyrdman Tie: the crowd is unhappy, but there is no other result Raider Marginal or Minor Victory: one fyrdman is struck and out (the worst one) Raider Major Victory: two fyrdmen are struck and out (the worst and second worst) Raider Complete Victory: two fyrdmen struck and out (the best and worst) If the fyrd is eliminated during a season, the raiders may rescue one captured raider Other notes A game can last a long time, if defenders stop most raids unsuccessfully. The activity, and requirement to raid on a single breath, means that players can get quite exhausted. Each player who has raided or defended in a Season, and will do so again next season (an increasing problem when teams lose players) must roll a suitable ability roll (Long-winded, Enduring, Stamina, etc). If they fail, they begin the next season with a Hurt (which will disappear after the game within a reasonable time of rest). The game is open to all, not just Thunder Brother worshippers, and teams frequently represent a single deity. Odaylans make fearsome fyrdmen with their Bear magics and Wrestling skills, while Vogarthi are thankfully easily duped into mistakes (use their Slow-Witted flaw against them). Flight is allowed, but since the game requires touch, is not especially advantageous, just another augment. It can lead to arguments about moving out of the court though! Even Ernaldans play, having numerous healing magics that can augment Breath Control. Although quite definitely against the rules, attack magic used by worshippers of Kadone the Grounder is especially feared, since the audience's cries of ridicule and derision about the men being bad losers (plus the chance of a pleasant grapple) mean they usually play on. The women frequently use "there is always another way" as an equaliser. Rules on clothing, leaving a slap mark to indicate a strike, and exactly how much force is permitted to capture a raider vary from clan to clan where women compete. The Vingans are always ready to even the score.