Rules of the Games
Three Legged race
Yes, the traditional race where two people attempt to out run others with the left leg of one person strapped to the right leg of their partner!
A test of co-ordination and teamwork.
Strict rules of propriety apply in the Steampire version
○ People compete in pairs, preferably with people of similar height and build matched
○ Each player stands next to his partner and put his arm around his partner's waist.
○ The partners' inside legs (the right leg of the partner on the left and the left leg of the partner on the right) should be touching. Partners' inside legs together so each pair has three legs rather than four.
○ Pairs line up at the starting line
○ At the signal, have players walk or run as fast as they can to the finish line.
○ Falling over must be entertaining
○ No sabotaging
Ladies get your parasols twirling, for here is truly one of the best opportunities to demonstrate prowess and flaunt feminine wiles in the ancient and honourable art of parasol dueling.
Parasol dueling is similar in structure to the somewhat uncouth modern game of Rock Paper Scissors, but performed publicly by wielding a parasol in a manner becoming of any lady and assuming poses (Plant Twirl and Snub) on the count of the Doctor.
Minimal Ankling, which is showing one's ankles as a distraction technique, is permitted
There must be NO CONTACT!
○ The three Parasol Duel “Figures” are:
■ The Plant– Parasol is held point down to the ground at the side of and perpendicular to the player
■ The Twirl– Parasol is opened and placed across, but not touching, the shoulder and twirled.
■ The Snub– Parasol is held pointing towards the opponent and opened. The parasol must be closed before being pointed.
○ The Figure Rules
○ These are used to determine the outcome of a round and are similar to the street urchins game of Rock, Paper, Scissors.
■ Plant > Snub
■ Twirl > Plant
■ Snub > Twirl
○ All Duels consist of the following proceedings:
■ 1) Opponents stand back to back, parasols held with one hand on the handle and the other 1/3 of the way from the top around the closed parasol.
■ 2) The parasol is held across the body at a comfortable angle that must not exceed 60 degrees from the horizontal.
■ 3) The Doctor will ascertain if the opponents are ready.
■ 4) On receiving an affirmative reply from both opponents, the Doctor counts One! Two!.
■ 5) Each opponent takes one step forward for each count.
■ 6) After the second pace the opponent's turn to face each other.
■ 7) The Doctor begins to count out loud to five and then calls out loudly “Hold!”
■ 8) During the counting the opponents try out various figures in a continuous movement in an attempt to beat the other person at the point the hold is called.
■ 9) After the completed count and the hold being called, the opponents must stand perfectly still and not move from their positions on pain of forfeiture.
■ 10) If both opponents have a completed figure the round is concluded and the winner is declared by the figure rules.
■ 11) Should one of the opponents not have a complete figure at the hold, the combat is decided in favour of the completed figure regardless of which figure it is.
■ 12) Should neither opponent have a completed figure, or the figures are the same, the round is considered a draw and will be re-done.
Splendid Teapot Racing
Splendid Teapot Racing is a steampunk sport that anyone can participate in It is an obstacle course of jumps, ramps, and several delicately balanced breakable china teacups and saucers, that must be negotiated using a remote controlled teapot.
You need a radio controlled teapot – that is, a teapot atop a radio controlled carriage, and some skill in maneuvering.
Vehicles shall consist of a Teapot of the Contestant’s choice, mounted upon a radio-controlled chassis.
No vehicle shall exceed 30cm in height, 30cm in width or 40cm in length (including any flags and aerials). Vehicles which exceed these measurements will be permitted to compete, but may be penalised and may encounter difficulties in negotiating the Hazards noted below.
The course, which shall be laid out according to the whim of the Judges and without regard to the wishes of any other party, shall consist of a number of Hazards, possibly including a Ramp, a Tunnel, a Jump and/or divers obstacles of a breakable nature.
§ Vehicles must negotiate the course as specified by the Judges, one Vehicle at a time, within the allotted time of two minutes.
§ Points will be deducted for every 10 seconds over the allotted time.
§ Vehicles which have not completed the course within three minutes will be disqualified.
§ Contestants may, if they wish, walk with their vehicle as it negotiates the Course.
At the discretion of the Judges the contest may also include a drag race. This will partly depend upon there being Vehicles capable of racing together without interference to each other’s radio control systems, although exceptions may be made in the interests of amusement.
Points will be awarded for:
§ the overall look of the Vehicle
§ each Hazard successfully negotiated
§ completion of the Course
§ bribery of the Judges
§ showmanship (dress, singing, dancing, jokes, etc)
Points will be deducted for:
§ any manual assistance given to the Vehicle (whether by the Contestant or another party)
§ failure to negotiate a Hazard
§ exceeding the specified two minutes’ time limit
§ exceeding the specified size limits
§ inadequate bribery of the Judges, or in any other way vexing said Judges.
○ There is to be NO Ramming
○ Players will be timed on their completion of the track
○ Players must follow the track laid out to them and not deviate from the path
Tea deuling is the art of gracefully dunking a tea biscuit into a ‘Cup of Brown Joy’, soaking it for five seconds, and then lifting it and cleanly ‘nomming’ on it – all without dripping tea, losing biscuit fragments into the tea or on the table, and doing so after your fellow duelist.
○ The opponents must first shake hands and bow, then sit opposite each other across a table on which the tea and biscuits will be placed. They may eyeball each other and make desultory comments designed to wilt the opponent’s focus as desired, but they must shake hands before the duel commences.
○ The Pot Master must pour tea for the opponents, taking care to ensure that the tea is sufficiently hot to allow for biscuits to crumble, and also ensuring that the same quantities of tea are poured into each cup.
○ The Tiffin Master hands the Dunkers a choice of biscuits on a serving plate and invites them to select their biscuit of choice with an announcement of “choose your weapon”. The Dunkers will each select their biscuit of choice. Once a biscuit is handled, it must be chosen, with no substitution.
○ The Dunkers will hold their biscuits by the edge not more than six inches above the cup of tea.
○ On the Tiffin Master’s command of “Dunk”, both opponents will immediately lower their biscuit into the tea and hold it there, ensuring that biscuits are fully dunked with not more than half an inch above the surface of the tea.
○ The Tiffin Master will forcefully count to five. On a count of “five”, the Dunkers will raise their biscuits and attempt to eat them. The entirety of the biscuit must be consumed for a clean “Nom”.
○ If both opponents secure a clean Nom, the Dunker who last ate their biscuit is judged to be the victor.
To be an excellent conversationalist is a very desirable accomplishment.
A man of real intelligence and cultivated mind is generally modest. He may feel when in everyday society, that in intellectual acquirements he is above those around him; but he will not seek to make his companions fell their inferiority, nor try to display this advantage over them.
Hence the Art of Compliment Dueling should be practised to the highest degree!
○ NO CONTACT!
○ Any competitor who cannot provide a unique compliment within the time limit is disqualified (5 to 10 seconds depending on ages)
○ All compliments must be unique and none may be repeated during a single duel.
○ The first person to not be able to come up with a compliment within the specified time is the loser
As with the ancient game of Ring Toss, Gear Toss is a game of skill for all ages. Gears must be ‘tossed’ over a stake in the ground and points are awarded for closest to, and over the stake. A favourite at any fair ground
○ Stakes are arranged six or more feet apart. A coin is flipped to see who goes first. Half of the players stand by each stake.
○ Each player/team throws their chosen color of gear at the opposite stake.
○ Players/teams alternate turns, throwing one gear at a time until all gear have been thrown.
○ Score 5 points for each ringer and 3 points for any gear touching the stake, and score one point for a gear within 6" of the stake and closer than an opponent's gear.
○ Players collect their gears and continue playing until one player/team reaches the target score.
Cog and Spanner Race
A game of skill truly suitable to a day of festivities and celebrations. Balance the Cog on the Shifter without the use of one’s free hand and run to the end of the track.
○ Competitors race either individually in the manner of a relay race.
○ If the egg falls from the spoon then competitors be disqualified.
○ Competitors will line up at the starting line and be given Cog and Shifter. You may hold onto the Cog until the race begins.
○ When the Marshal says get ready on your mark, you are to line up on the start line and, are not allowed at this time to be touching your Cog .
○ When you hear GO! you run to the finish line
First one past wins with cog still on spanner