Rules for Gargon
Backstory
Ancient lore tells of a mythical creature of monstrous proportions with the power to consume all in its path. During the Dark age, deep within the heart of medieval Nordic lands it preyed on helpless hamlets, devouring all in its path. They called this monster, GARGON THE MAN-EATER. Year after year, Gargon raged across the Nordic lands, and with every victim, he grew stronger, absorbing their life force as his own. Though many warriors and armies vowed to fight and slay the beast, none prevailed. However, hope remains! For the Mainard prophets foretold of three magical tokens hidden throughout the land. Those that, if brought together, would conjure a power so great that Gargon would be destroyed and the souls of his victims set free! It has now fallen to you to complete this quest.
Set Up
GARGON: Yellow glow bracelets/necklaces
PEASANTS: Blue glow bracelets/necklaces (yellow glow sticks to be broken if tagged)
MAINARD: Pink glow bracelets/necklaces
FLAGS: Orange glow sticks
How to Win:
PEASANTS win if the three flags are joined together and presented before Gargon
GARGON wins if all peasants are tagged
Flow of Play
1. Flags are hidden
2. Peasants are sent out into the playing field
3. After 90 seconds Gargon is sent out into the playing field
4. Game will be concluded after 90 minutes if neither Gargon nor the peasants achieve their objective
Rules
PEASANTS
Peasants are given a 90 seconds head start to begin their search for the flags—after that time has passed, Gargon will be released
Peasants can ask Mainards clues about the flags’ location, and it must be in Old English
Peasants can pass the flag between one another—flags must always be in the hands of a peasant, their original hiding spot, or where the flag holder was tagged—NO FLAG STASHING
If tagged by Gargon, peasants must put on their yellow glowsticks and tag peasants
If a peasant is tagged while holding one of the flags, they must drop it where they were tagged—Gargon CANNOT move the flag or tell peasants where the flag is
The main road is the boundary of the game field—NOT A SAFE ZONE; if a peasant steps onto the road, they are IMMEDIATELY a part of Gargon
You can only use your phone as a flashlight or to consult the rules
GARGON
4 people are designated as Gargon at the start of the game
Every 10-20 seconds, they must announce themselves by saying, “Gargon”
Once tagged, a Gargon member has two options (no waffling in between; once you choose one, you are stuck with it)
1. Join the group and chase down peasants
2. Sit down in the Gargon spore field and tag the ankles of people running by (cannot be within 10 feet of a flag)
Members of Gargon must travel as a group—no splitting up to different geographical areas (members can split up to surround peasants in a single location)
At least 4 members of Gargon must be within 10 feet of a tag or multiple tags for it to count (at the discretion of Gargon’s conscience)
If tagged by a stationary Gargon spore, the player is immediately out and must join the spore field or join the running Gargon group
Gargon cannot puppy-guard the flag; Gargon must be constantly moving
Gargon’s conscience serves as referee to determine tag validity and maintain Gargon’s unity
When Gargon’s conscience sounds the noise maker, Gargon must rally together
Acceptable tags are open-handed—no grabbing people or holding them down—Violators are sentenced to the spore field
MAINARD
Flags will be hidden in three different areas that are known only to Mainard
Mainard representatives will be milling about the campground throughout the game; peasants may ask them clues to where the flags are hidden
Dropped flags will remain where they are dropped until found by peasants; if discovered by a Mainard, Mainard may alter her clues to lead peasants to the new location