Capture the King/Queen
Thanks very much to my good buddy Tiger, who shared this game with me on behalf of the Camping/Training Committee from Edmonton Area.
This is a wide game that can be easily adapted to suit any age or any terrain, but it is best played by those who understand strategy and in a forested area where cover and stealth might be utilized to it's full potential.
The players are divided into two SERFDOMS with a KING or QUEEN as it's fearless leader. (Note: Feel free to change the names or even the title. The play stays the same.) Each King chooses a suitable home base from which the play is directed. The two Kings should be situated far enough apart and with no direct view of each other (similar set up to Capture The Flag).
Each serfdom will mark themselves in some way to be obvious to the opposing serfdom (arm bands for example). These markings must remain visible during the play and cannot be removed or hidden to fool the other serfs. Each King will receive half of a well shuffled deck of cards and will be responsible to encourage strategy and good play. The King will remain in his kingdom and should not be protected.
The play begins thus: Each King will receive a half deck of well shuffled cards (see Tips below). The King will march his serfs back to his kingdom and will ensure his serfs are marked with the King's Colors. The King will give each of his loyal subjects a card from the deck that he holds face down. By Royal Decree, the King cannot re-shuffle the cards and cannot look at them, but the serfs may look at their cards (see Tips below). They must be held face down at all times and only the top card from the deck are to be handed out. The King will inspire and motivate his subjects to great victory and send them on the crusade.
The goal is for a serf to reach the opposing King and challenge him to a joust. Along the way to reach the King, any serf may be challenged by an opposing serf, and a challenge is issued. A joust begins by both serfs turning over their cards and the lower card must surrender his card to the higher card (King is the highest card, ace is lowest). The winning jouster takes his cards back to his King and turns them over to him. (note: the serf returning to his King cannot be challenged until he receives a new card.) The King will take the cards and place them face down at the bottom of the deck. The King rewards his victorious subject by giving him another new card from the top of the deck. The losing serf returns to his King without his card and receives another card from the top of the deck and rejoins the play (see Tips below).
It is possible that two serfs in a joust will have the same value of card. In this case, each serf must grab a team mate and have them join in the joust. The highest card takes the lower card and returns to his King. The two serfs holding the equal valued cards may continue play (this particular move can be changed). If a serf is successful in reaching the opposing King, the serf will joust with the King. If the serf has the higher card, he takes ALL the King's cards and returns to his King. Play is ended.
At this point more strategy can be discussed and agreed upon by the two Kings. Play can resume.
Tips on Play and Strategy:
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