Here is the rapier schedule:
9-10:30AM: Inspections, Authorizations, Pickups
10:30-11AM: Princess Sleeve Procession
11AM-1PM: Princess Sleeve Tournament (begins immediately after the procession)
1-2PM: Lunch Break*
2-3PM: The Spanish Armada Campaign (See Description Below)*
3-4:30PM: Pickups down in the “Flat Lands”. BYOM*
*Times in the afternoon may shift depending upon the timing of the Sleeve.
The tournament shall consist of two or four pools (depending on attendance), with each pool fought in a “bring your best,” round-robin, single-pass format. Pools shall be seeded randomly. Double kills shall be refought once. A second double kill shall be considered destructive.
The top eight fighters (the top four fighters from two pools or the top two fighters from four pools) shall advance to the semi-finals. Ties shall be resolved by sudden death.
The semi-finals shall be fought in a “bring your best,” single-elimination, best two of three passes format. Pairings shall be seeded at random. Double kills shall be fought until there is a clear winner.
The two finalists shall then proceed to a Swiss Five to determine the victor. The order of styles shall be chosen at random by Her Highness, and styles shall be matched accordingly.
Double kills shall be fought until there is a clear winner.
The Sleeve shall be presented to the fighter who demonstrates ferocity, tenacity, prowess, and honor.
In the event of inclement weather, the tournament will be rescheduled to take place at Warriors and Warlords.
Please direct any questions to the MiC, The Honorable Lady Celestria de Clare.
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The Spanish Armada Campaign
A 1588 naval-themed campaign scenario representing the struggle between the English navy’s galleon Revenge and the Spanish Armada’s flagship San Martín, where each bout shifts control of the English Channel along a 15-space track.
Fighters are divided into two skill-balanced teams based on award level. A 15-space campaign tracker is placed beside the field between the two fleets. A banner marker begins in the center space.
Each victory advances the marker one space toward enemy waters. Bouts are fought single pass, bring your best, and fighters may re-enter the line after each round. Marshals will call victories in real time while a scorekeeper advances the marker.
Each team will have a captain who determines pairings (Pokémon-style).
The first side to drive the marker fully into enemy waters wins control of the English Channel.
Designed as a fast-paced, tug-of-war style scenario.