The Big Bow Game can be played according to various scenarios developed on the basis of other combat games. Each group of players finds the most interesting and suitable scenarios for themselves.
All the Game scenarios reflect the main forms of historical combats ― a duel, a battle between tribes, defending and holding the camp, attack and seizure, struggle for the “treasure.”
At the same time all the scenarios have common Games Rule:

• If an arrow hits a player ― this player leaves the playground (the battlefield).
The player’s area of lesion is the entire body with the exception of feet below the knees and arms below the elbows.

• If the player intends to shoot at the opponent from the close range (3-5 meters), he must shout out loud: “I shoot!” But if the opponent he is aiming at raises his hands, it is forbidden to shoot at him. The player who has raised his hands must leave the playground.

• Some scenarios permit “revival” of the “killed” warriors. The revival may take place in different ways:

     -   The “killed” warrior “returns to life” in 5 minutes.
     -   Each time the target is shot one “killed” warrior is returned to the tribe.
     -   Each time a player catches the opponent’s arrow one “killed” warrior is returned to the tribe.

Before starting the game the players of the tribes (teams) come to an agreement whether they play employing the “revival” or not.

• The player may catch or pick up arrows and use them in the game.

 

THE BIG BOW GAME SCENARIOS

       Gaining the Treasure

The goal of the game is to find and grab the hidden treasure. It is better to play in the park or woodland.

The playground is divided into several areas ― the “camps” of two or more tribes taking part in the “fight for the treasure” and the neutral territory. Before starting the game the “treasure” (any object familiar to the players) is hidden on the neutral territory.

The tribe that succeeds in finding the treasure and removing it to their own camp is declared the winner of the game.

If the “warrior” carrying the treasure is hit by the arrow, this player is eliminated from the game and the treasure is hidden in a different place.

It is possible to establish a time limit for this game. For example, if within 20 minutes no tribe manages to gain the treasure, the points are counted: each remaining (not tagged) player = 10 points; temporary possession of the treasure = 15 points.

       The Battle for the Land

In order to not jeopardize the whole tribe, each tribe assigns one courageous warrior. These very warriors will resolve the question ― whom this new unsettled land is going to belong to. The strongest and the wisest one will be the winner. Every warrior (up to 20 people) is competing to hit everyone else on the battlefield.

Up to 20 warriors may take part in the game. At the same time the number of bunkers is twice less than the number of participants. The bunkers are placed on the playground in random order. The warriors in the initial position are standing back-to-back, the arrows lie along the perimeter of the Playground.

A warrior tagged by the arrow leaves the battlefield.
The last one remaining (not tagged) will be the real Hero. Everyone will sing hymns in his honour, dance ritual dances and he will be chosen to be the chief!

The time of the fight: 5-10 minutes.
Tactics: some players prefer to wait until they see two warriors aiming at each other. Then they sneak up on one of them and tag him/her easily. There are players who simply find hiding places for themselves affording other warriors an opportunity to eliminate each other. 

In some games the Chief is one of the players. The “Battle for the Land” scenario is perfect for choosing a Chief. 

       The Last Hero. The Chief’s Daughter

There are no teams and no tribes in this game.
The courageous warriors of different tribes and different peoples got together to try and conquer the heart of the Chief’s daughter of one of the biggest and most respected tribes. The fair battle will decide who is going to be her husband. The strongest and the wisest one will be the winner.

Every warrior (up to 20 people) is competing to hit everyone else on the battlefield. A warrior tagged by the arrow leaves the battlefield. 

The last one remaining (not tagged) will be her real Hero! The Chief will bring his daughter to the Hero and put her hand into his. Everyone present sings hymns to honour the Hero.

       At Home among Strangers

Before the game begins each warrior of two opposing tribes picks a card. All the cards say “Warrior” except the one saying “Scout.”

The battlefield is divided in two between the tribes. It is forbidden to cross the border, but the Scout can do it.

During 5 minutes after the beginning of the battle the Scout must reveal himself by tagging the members of the team he has begun the battle with. If the Scout succeeds in hitting no less than two warriors of this tribe and manages to cross the border to return to his “real” tribe, the game is over and the Scout’s “real” tribe wins.

Before the Scout tags two “enemies,” he cannot return to his tribe.

If the time limit is set in this game, the points are counted in the following way: untagged warrior = 10; untagged scout = 15; the warrior who has tagged the Scout = 20.

       The Duel

VariantI: Target

The dispute about the new land is settled by means of a duel. One warrior from each tribe or all the warriors by turns try to hit the chosen target(s) doing one shot at a time. The goal is to be the first to hit all the targets. The tribe with the best marksmen is the winner and takes possession of the new land.

The warriors of opposing tribes are allowed to stand behind the targets and try to distract the enemy marksman from the goal: they may dance, shout, tease (without insulting), jump, etc.

Variant II: Settling the Dispute

The warriors of different tribes hold the draw by means of a duel: for example, they want to decide who is going to be defenders or attackers in the next game.

Two warriors stand facing each other within the distance of 10 meters. Each warrior has 3-5 arrows. There are no obstacles between them. Each warrior is limited in his movements by his personal territory assigned for the duel measuring 1,5x2 meters.

If, having shot all the arrows during the set time (1-2 minutes), none of the warriors succeeds in hitting the opponent, the distance between the duelists is reduced by one meter and a new warrior from each tribe continues the duel.

       The Line Battle

Warriors of the opposing tribes form two straight parallel lines in front of each other. The Chiefs of the tribes choose a signal, and on this signal each warrior shoots one arrow at the enemy tribe. The tagged warriors leave the battlefield.

The untagged players move two steps closer to the enemy’s battle line and exchange new volleys on the signal. And again the “survivors” make two steps forward and continue shooting.

There is a safety zone of 10 steps between the tribes, it is forbidden to step into it.

The winner is the tribe which has completely eliminated the enemy tribe, or the tribe having the most number of the untagged warriors at the moment of reaching the red line of the safety zone.

If the warrior catches an arrow mid-air from one of the opposing team members, he/she is not tagged. However, it is shameful to dodge an arrow; any warrior found doing this must leave the battlefield.

        The Battle of the Tribes

This is the simplest type of the battle. One tribe combats another tribe. In order to win it is necessary to eliminate all the warriors of the enemy.

If the time limit is set for this game, the points are counted: untagged warrior = 10.

       Crisscross

The game rules are similar to those of the “Battle of the Tribes” game. The difference is that the tribes start from two camps situated diagonally in two different corners of the battlefield. In this case the enemy may approach from two sides at the same time. The battle becomes more thrilling if there are more than seven warriors in each tribe.

       The Seizure of the Sacred Totem

Variant I:

The Totem is placed in the middle of the playground. The goal is to grab the Totem and remove it to the tribe’s camp or to hit all the enemy warriors. The winner is the tribe which succeeds in seizing the enemy’s Totem and bringing it to their own camp, or the tribe with the untagged warriors at the end of the battle.

If during the set time limit both tribes do not succeed in grabbing the Totem or eliminating the enemy tribe ― the game ends in a draw.

Variant II:

Each tribe has its own Totem placed in its camp. The goal is to seize the Totem of the opponents and remove it to your tribe’s camp without letting the enemy tribe grab your tribe’s Totem. At the same time each tribe strives for eliminating all the warriors of the opposing tribe.

The winner is the tribe which manages to seize the enemy’s Totem and bring it to their own camp first, or the tribe which has untagged warriors after eliminating the opposing tribe.

If during the set time limit both tribes do not succeed in grabbing the Totem or eliminating the enemy tribe ― the game ends in a draw.

Variant III:

There are three Totems on the playground. The goal is to seize all the Totems and deliver them to the tribe’s camp or to eliminate all the enemy warriors. If the warrior is tagged in the process of removing the Totem, he/she must put the Totem down on the ground and leave the battlefield. 

The winner is the tribe which succeeds in grabbing the bigger number of the Totems and delivering them to their own camp, or the tribe with the untagged warriors at the end of the battle.

If during the set time limit both tribes do not succeed in eliminating the enemy tribe or grabbing any Totems or the number of the seized Totems is equal ― the game ends in a draw.

Variant IV:

Each warrior has his/her own sacred Totem and has to protect it. If thewarrior is tagged ― his/her Totem becomes the possession of the warrior who has tagged him/her. But if the Totem is hit ― both the Totem and the warrior leave the battlefield.
The battle is conducted without protective bunkers. 

The warriors may fight:
(a) everyone against everyone  each for him-/herself
(b) the tribe against the tribe
(c) several tribes (3 or more) ― each tribe for itself 

If the time limit of the game is set, the points are counted: untagged warrior = 10; the seized Totem = 15.

       The Seizure of the Camp

Several warriors have stayed to defend their tribe’s camp (the camp is situated in the centre of the Playground). The number of the attackers is much bigger, but in contrast to the defenders they are not protected by the “ramparts” (2-3 bunkers). The defenders leave the camp after they have been hit. 

Will the defenders succeed in retaining their camp? Will the attackers manage to seize the enemy’s camp?

If during the set time limit the attackers do not succeed in hitting all the defenders of the camp ― they lose.

       The Release of the Captive

One tribe attacks the other tribe’s camp in order to release their captive fellow tribesman. The camp is situated in the centre of the Playground and protected by the “ramparts” (2-3 bunkers). The captive is unarmed, but he/she can take part in the battle moving within the camp, prompting his/her fellow tribesmen where to shoot, dodging the arrows, etc., without preventing the defenders of the camp from shooting. At the same time the captive and the defenders must not touch each other.

The number of the defenders is at least twice smaller than the number of the attackers.

The goal of the attackers is to hit all the defenders without tagging the captive. If the attackers hit the captive, the battle finishes in favour of the defenders.

If the time limit of the game is set, the points are counted: untagged defender = 10; untagged attacker = 5.

       Search and Destroy

To win this game it is necessary to search and destroy all the targets of the enemy’s sacred Totem and protect one’s own Totem at the same time, or to eliminate all the enemy warriors ― in this case the battle finishes in favour of the tribe with the untagged warriors.

If the time limit of the game is set, the points are counted only on the basis of the targets: each untagged Totem’s target = 10.

       Rescuing the Chief

The task of one tribe is to safely lead their Chief out of the enemy’s rear (to lead the Chief from one side of the Playground to its opposite end). Correspondingly, the other tribe’s task is to “kill” the Chief. The number of the Chief’s defenders is bigger than the number of the attackers; the defenders have only one arrow each, but they are allowed to catch flying arrows of the opponents. The Chief is unarmed, but later on he may take the bow of the “killed” fellow tribesman. The attackers have 5-7 arrows each.

On the battlefield there is a special path for the Chief’s withdrawal. The path crosses the whole playground and is 6-7 meters wide. The defenders are not allowed to cross the borders of the path, and the attackers must not step on the path. That is why the attackers distribute and take battle positions before the beginning of the game.

If the Chief succeeds in passing the path up to the end, his tribe is declared a winner. There can be no draw in this game.

       Hunting the Chief

The time limit of this game is 20-30 minutes. Each tribe chooses a Chief. The Chief cannot be replaced in the process of the battle ― one and the same person plays the role of the Chief from start to finish. The goal of each tribe is to “kill” the Chief of the tribe’s enemy. Other warriors can be hit as usual. If by the end of the time limit both Chiefs are alive ―the game ends in a draw irrespective of the number of tagged warriors in each tribe.

       Immortal Hostages

The time limit of this game is 20-30 minutes. Each tribe has a strictly designated territory of the camp from which the tribe starts the game. The tagged warrior must drop his arrows, proceed to the enemy’s camp and stay hostage there until a warrior of his tribe passes him an arrow from hand to hand. After that the tagged warrior returns to the battle. The goal is to free all the hostages.

It is allowed to leave several warriors in the camp for guarding the hostages. The game ends when all the warriors of the tribe become enemy’s hostages.

If the time limit of the game is set, the points are counted: untagged warrior = 10; hostage = 15.

       Recruitment of the Zombie

Two tribes take part in the battle. The “killed” (tagged) warrior becomes a zombie and joins the enemy’s tribe, changes the costume (plus adds some Zombie attribute, e.g., a cap) and fights for the new tribe! If this player is tagged for the second time, the zombie “dies” and leaves the battlefield. The goal of the game is to recruit all the warriors of the opposing tribe.

If the time limit of the game is set, the points are counted: “native” warrior = 10; recruited warrior = 15.

       Five Arrows

The number of warriors in each opposing tribe must not exceed 10 people if two tribes are fighting, 7 players ― if three tribes take part in the game and 5 warriors ― if there are four tribes.

Each warrior is given 5 arrows and cannot use more than that during this game. It is not allowed to pick up arrows (even if the warrior has dropped his own arrow) or catch arrows mid-air.

The battle ends when all the enemy warriors are “killed” (tagged).

If all the players run out of arrows or the time of the game is up, the points are counted: untagged warrior = 10.

       The Achilles' Heel

Two mighty and almost immortal warriors fight against the whole enemy tribe. The “immortal” warriors may be hit only if an arrow touches their arms below the elbow. The warriors of the opposing tribe are tagged as usual.

The battle ends when all the “immortals” are “killed” or when all the warriors of the enemy tribe are eliminated. 

 


The Game participants invent their own variations of the scenarios incessantly. We are glad and grateful to you every time you share your ideas and findings, as well as your opinions about various scenarios with us.


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