Circle up: This is our warm up for the night. We gather the fighters together to form a circle. Two fighters step into the middle of the circle and fight to first blood. The first fighter that dies determines the direction of the circle. Whether the one on the right or left is the next in. A brief greeting between the two in the middle and combat commences. The fighters have to stay within the circle.
Speed Circle: The same rules as circle only there is no greeting between fighters. The direction is chosen before combat is started and when one fighter dies they call out dead loudly and the next in line is active at that point. Backstabs are legal. If a double kill is called the next two fighters are live and start fighting where they are. They have to make their way into the middle of the circle.
Free for All: Just as it sounds. Every fighter for themselves. No teams allowed. The last fighter standing is the winner.
Cards: The two captains are Kings. Their first pick is a Queen, the second is an Ace, the next is the Jack, then the Wild Card if available, from there they pick as in standard battle. The King and Queen have the same roles as their respective games. The Ace has a poison blade, this means that any legal hit (this includes gauntlets) kills the victim. The Jack is the only fighter that can have more than one sword. They have two swords. Wild cards fight with a shield. Everyone else is normal and fights with only one sword.
Peasant Uprising: This battle is different in the fact that one team is out numbered two or three to one. Everyone lines up and the captains pick one or two vassals depending on the size of the group. If it is a small group the captains pick one vassal, if it is a large group then they pick two. No matter what the size no more than two vassals are picked. With this battle the fighters that know how to work as a team demonstrate the ability to teach others how to work as a unit.
Marbles: This works the same way as small man teams except that the teams are chosen by color. Blue, red, green, yellow, black, and white. Six teams in all. A head count is taken and the marbles are divided to make even teams with the exception of the black team there is always just one black marble. Fighters can hint at there color, they can say there color and they can lie about there color! No fighter can show their marble until the end of the game when all fighter believe they are all on the same team. Then all fighters have to show their marble. If any is of a different color the battle continues.
Resurrection battle: Teams are chosen as normal. Fighting is the same as battle, except that when you die. You go to a res. point (picked before battle begins). Once there you stay until the desired time has passed, this can be as short as immediate or as long as you want. We usually go for a 10 count, it makes battle the most interesting. When the desired amount of time has passed, you are 'alive' again and go join battle. The game ends when one side has all their fighters dead, at the res. point, at one time.
Gold: Gold is played directly after the Marble game. All fighters keep their marbles and a free for all battle starts. When a fighter gets a kill they get one marble even if the fighter they just killed has more than one. The battle is played until there is just one fighter left on the field. Then we count how many marbles everyone has. The one with the most marbles wins. If there is a tie for first then a duel is fought for a winner of the game.
Juggernaut: Only killing shots count (Torso, hit from behind). Limb (arms and legs) shots do not count. You can block with your arms and legs all you want.
Specials: Any weapon (including all modified weapons) may be used by any fighter qualified to use the weapon. Teams are picked as usual and the battle is a standard battle.
Knights n Squires: Kings are chosen and they each choose a Knight. After both knights have been chosen the Knight that was picked first chooses one squire then the other Knight does the same. The Knights then choose another squire. Only two Squires are chosen per Knight unless there is a big group then more can be chosen as needed. The Kings then pick another Knight and they in turn pick Squires. When there are no more Knights to be picked, if there are any fighters left, the kings can then choose the remaining fighters as their 'vassals'. The Knights follow the Kings directions and are responsible for their Squires. If a Knight losses both his squires he losses his dominate fighting arm. If this is his second limb he is dead. If a Knight dies his squires also leave the battle. When the king dies the battle is over. We also have done this game with healing Kings.
Numbers: Team captains are chosen and sent to the other side of the field. The fighters line up against the wall, and are given a number ( If there are 20 fighters then #1 - #20). The captains are called back over, told what the last number is. They then choose numbers instead of fighters.
Random team battle: This is usually our last fight of the night. Team captains (Usually 5 depending on numbers) pick 4 or 5 fighters (again depending on numbers) to be on their team. When all teams have been picked, battle begins. No ganging up on a team, meaning only two teams may be engaged at a time. There is no back stabbing except if your team in currently engaged in a battle, then you may backstab anyone on the other team. When you die, you go to the dead pool. When there are enough fighters in the dead pool to make a team (same size team as on the field), you are now a new team and step onto the field and fight. The number of fighters on a team depends on the number of people fighting. There can be no less than three teams. So when the number of fighters drops, the teams get smaller.