Combat evolved

3:16 pm in competitions, general stuff by raffi.vitis

Once there was combat, each player with his 3 clubs trying to fight the world and stay alive to tell the story of his glory.
Please welcome what might become a small revolution in combat history: Major League Combat (MLC).
You might have guessed that this is coming form the US of A, they do tend to take civilized games from the old continent and turn them into something else.

Are those combat games here to stay? My guess is that they are. they are pushed by the WJF, and there will be a tournament at the next WJF. Since combat games are quite popular in conventions, my guess is that you should see people starting to play zombie combats at your next convention. The good thing is that you can play with a relatively small group of player, while the traditional combat need a crowd to be fun.

let us know what you think!

under MLC there are a few combat gameplay modes that you can play, to make it easier for you we bring you the complete rulebook and game modes from the MLCPRO web site.

MLC RULES

To stay in the game

All competitors must maintain a 3 club juggling pattern. A competitor can have more than one club in the air at one time, but one is the minimum.

When You’re Out

A competitor is out when they either collect all three clubs (stop juggling), when one of their clubs hits the floor, or when one or more of their clubs is stolen by another competitor and they are unable to resume a 3 club juggling pattern.

Stealing

Competitors may steal other competitors clubs and abandon their own, provided they take control of their opponent’s club before their own hits the ground or is caught by another competitor. You may only steal clubs that are airborne and not in the hands of your opponent. If two players grab the same club at the same time, a struggle for the club may ensue and in that case both competitors may wrestle for the club provided they maintain control over two additional clubs in a one handed juggling pattern. The competitor who loses grip of the club being fought for instantly loses or whoever drops first must immediately and without sabotage, release the club being fought for.

Fouls

A foul occurs when a competitor hits another competitor with either their club or any part of their body. The competitor who fouled will have their team penalized by a 1 point deduction. Referees may opt not to call fouls if the contact is light and not debilitating.

Strikes

Most strikes should be executed with clubs and against opponent’s clubs. If a competitor manages to throw two or all three of his clubs in the air, freeing his hands, he may use his hands to grab, slap, or punch other competitor’s clubs to the ground. He may also grab one or two clubs and then only have to catch one of his own original clubs. However he must be in control of three clubs before any one of his original clubs either hits the ground or is stolen by another competitor. For example, if he manages to steal one club while all three of his original clubs are still in the air, he may let his first original club hit the ground but must then catch his remaining two or steal another club before his second original club hits the ground. Same applies toward his third original club.

Throwing Clubs

If you manage to gain control of 4 or more clubs, you can use any of the clubs you’re juggling in excess of three to throw at other competitor’s patterns. However, it must only strike their pattern and not their face. Light torso, arm and hand contact may be permissible. Hard body contact may result in a 1 point deduction. You may not throw a club at another competitor if you’re only juggling three clubs.

Suicide Bombers

If it is clear that your intention was to take out yourself and the other competitor, you or your team will be deducted one point.

Not Allowed

Kicking, tripping, spitting, head butting, puking, or any body contact other than arm to arm.

GAMEPLAY

THREE ON THREE

Each team must strategize to take out the other team while maintaining at least one active player. Teams may exchange the other two members of their team in between games. Best four out of seven games wins the match and each match win earns one point for the winning team.

ZOMBIE COMBAT

Zombie Combat starts off identical to three on three only with five on five. However if you drop (either from an attack or unforced error), and you maintain control over 2 clubs, you become a zombie. A zombie cannot move but can use the clubs in his hands to attack nearby active players. A zombie can become an active player again if one of his teammates throws him a club and the zombie resumes control over 3 clubs. The team member who threw him the club will then become a zombie (since he will only be left with two clubs) once the club he passed is either caught or hits the floor. Up until that point, he may continue to move and attack. If you drop (either from an attack or unforced error) and only maintain control over one club, you become a paralyzed zombie. A paralyzed zombie cannot move or attack. A paralyzed zombie can be turned into a zombie if one of his teammates throws him one club. When that happens, he will be upgraded to zombie status. If a paralyzed zombie receives two clubs from one of his active team members, he will become an active player again. A zombie can throw one club to another teammate zombie to reactivate that player or to a teammate who already has three clubs to use for four club attacks. if player drops (either from an attack or unforced error) and loses control of all three clubs, they become a decapitated zombie. A decapitated zombie must pick up his clubs and leave the playing area. A team loses when all of his team members are reduced to paralyzed zombies or decapitated zombies. Best four out of seven games wins the match and each match win earns one point for the winning team.

KILL THE KING

Each five member team must choose one team member to be the king. All five players per team are in play and must defend their king while trying to take out the opposing team’s king. The team that disables the juggling pattern of the opposing team’s king first wins. It is not necessary to disable the juggling patterns of any other team members to win. Only the king needs to be taken out. Best five out of seven games wins the match and each match win earns one point for the winning team.

SUMO COMBAT

SUMO Combat is a one-on-one rotating team member format where the competitors must each keep at least one foot inside a 6 ft diameter circle. Competitors may use all acceptable attack methods plus they may also use their bodies to push the opponent out of the circle. A competitor wins one point for their team when he either destroys the pattern of his opponent or knocks him out of the circle. Teams will rotate in as their team members lose. Competitors who win will continue to play until they are beaten and then move to the back of their team line. Sumo combat is played in one, five minute round.

360s COMBAT

360s Combat is a one-on-one competition with a one-minute time limit. During the one-minute round, each competitor may choose to either attempt a three up 360, or to attack their opponent. The goal is to end the round having completed more 360s than the other team member. Multiple spins under all three clubs will count as one 360 per spin provided the clubs are caught after the final 360. Each win will add one point to the team’s overall score.

here is a first video showing little bits of the zombie combat.

head over to the MLCPRO site if you want to read more about it

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