Siege system

Hello to all you battle enthusiasts of ConQuest!

Siege system short version

In the following you will find a short version of the siege rules to get a first overview.

During sieges, the area around the palisade is classified into different areas:

Camp and emergency route: In these areas normal role-playing but no fighting may take place. The area starts behind a line, which we mark with a rope stretched on poles. This line may only be crossed (also out of battles) for OT safety reasons.

Main Area: The main battle area of each siege (and the main entrance to the camp). A palisade is built here (with gates, embrasures, etc.). Only this area is attacked by the NPCs (for ingame reasons). In this area an injury play is not wanted during a battle/siege for OT security reasons.

Side entrance: Another entrance to the camp. This entrance is not blocked by the NPCs and can be used during the entire siege..

Open area/meadow/battlefield: The meadow that is outside the palisade can be used for all kinds of combat. There are no special restrictions here.

A siege takes place in four phases:

  1. Attack: Once an attack begins, players can face the NPC on the open battlefield or defend the palisade. This phase lasts until the NPC retreats, or until they conquer the main area palisade.
  2. Capture: In this phase there is fighting in the main area. Players may continue to use all entrances/exits of the camp. The NPCs will defend themselves against attacks from the side entrance without counterattack on the open battlefield. This phase will continue until the enemy retreats or the main area is under NPC control (decided by the OC Battlemanager-Team).
  3. The main area is taken: The gamemaster closes the main entrance at the main area. An attack or a recapture can only take place from the open battlefield. Players can only leave their camp via the side entrance.The NPCs are now trying to stay in the main area and accomplish their goals.
  4. Reconquest/Withdrawal: Once the players have defeated the enemy or the NPCs have completed their mission, control of the main area will return to the players. The gamemasters will reopen the main entrance to the camp.

Siege system in detail

In order to prepare you all for the challenges of this year's battles, we would like to present our new siege system.
With this system, we want to make sure that the play between you and the NPCs at the transitions between the camps and the battleground is optimally regulated.
However, we have not reinvented the wheel, but have simply drawn on proven experience and concepts and adapted them to our needs in 2019.
The parts of the community that are responsible for the construction and dismantling of the siege zones have of course been included and are already informed.


In the following the siege system will be explained step by step and you will find out that - like all over Larp - the most important thing is your willingness to participate!

Basic setup:

Basic setup:
On all battlefields where there is a transition from the tent area to an open meadow area for combat, there will be a siege zone.
The siege zone will always use the following basic elements:

  1. This is the main area of the Siege Zone. The area must be attackable from three sides and the respective size will be defined together with the responsible construction teams. The interior of this main area must be of sufficient size to be safe for combat after the enemy has entered. An den drei angreifbaren A palisade is built on the three attackable sides, in which the construction team can insert as many gates as they wish. Shooting embrasures and the like are also allowed.
  2. The line drawn in orange will be a demarcation between the tent area and the open meadow. This demarcation can be crossed, so that no emergency situations can arise here. A construction method with poles at regular intervals and a rope connecting these poles is planned. It is of course important for the success of the concept that this border is only crossed in real emergency situations! Für das Spiel ist sie Teil der Befestigung des Lagers und darf deshalb IC zu keinem Zeitpunkt überquert werden. This delimitation is interrupted at two points for an ingame crossing. One to enter the main area of the Siege Zone, and the second (marked on the map with the star) which is maximum far away from the main area. The reason for this second passage is explained in more detail below.
  3. This thick pink line is a safety zone which is kept empty behind the demarcation to the open meadow. The exact width will be defined on site. However, it must always be wide enough to allow an ambulance to enter. Here troop movements may take place and injuries may be played, but no fixed structures may be built. In addition, fighting is not allowed in this area. This includes fighting with ranged weapons! You may not use a bow, crossbow or other ranged weapon to shoot at enemies on the battlefield from the pink zone. The other way around, of course, you are not allowed to shoot into the area! No combat operations with melee weapons may take place in this area or from this area over the rope of the demarcation.
  4. This is the area where your tents are. The combat rules in this area are identical to those at point 3 to the pink zone.
  5. Here's a free meadow perfect for fighting.

Combat Phase 1 - The Attack Comes

Combat Phase 1 - The Attack Comes

When the enemy (red) approaches the main area of the siege zone, the defenders (blue) still have all possible actions. They may make an attack through their gate and face the enemy on the free battlefield and they may also use the above mentioned second opening in the demarcation to enter the free battlefield. All these ways can also be used freely in the other direction.

It is particularly important here that the border (orange) IT is not crossed at any points other than the open ones! It may only be crossed in real emergencies in every phase of the battle and during the event itself.

The NPCs will only attack the main area of the Siege Zone, the three palisaded sides intended for this purpose. The NPCs will not target the second opening in the demarcation, but will of course defend themselves against fighters who move in from there.

Combat Phase 2 - The Palisade is passed

Combat Phase 2 - The Palisade is passed

If the defenders in Phase 1 are unable to defend against the attack, the attacker is probably going to overcome the palisades and enter the main area. At this moment the fighting starts within the main area of the siege zone. The two openings may still be freely crossed in both directions by the defenders. The attacking NPCs will only attack the main area of the Siege Zone and will only defend themselves against troop reinforcements coming to the open field and fight them on the open field. It is not moved forward against the second opening in the demarcation to block it.

Note! Anyone who is defeated during combat in the main area of the Siege Zone and cannot continue to fight should, for OT security reasons, always go to the camp area and continue the injury play there. As this is a safety-related process, it is of course also allowed to cross the boundary (organs) for this purpose.

Combat Phase 3 - The capture of the siege zone

Combat Phase 3 - The capture of the siege zone

When the defenders have finally lost control over the main area of the Siege Zone (decision of the Battlemanager(1)), the following happens:

A gamemaster(2) will close the passage between the main area and the tent camp. This is the last chance for remaining defenders to retreat from the main area. After that it is forbidden to cross the boundary here as well and there is no ingame possibility to reclaim the core area of the siege zone from this side. A Gamemaster will close the passage with a rope (green marking).

From that point on, players can only reclaim their Siege Zone by going through the second opening in the demarcation to the open meadow and attacking their own Siege Zone from there.

The NPCs will try to keep the Siege Zone as long as possible during this phase of the battle in order to pursue their targets there (a note will follow later).

(1) The "Battlemanager" takes care of the flow of a battle. If necessary, he/she directs the NPC units according to the requirements of the battle (safety, fun, plot) and takes care of emergencies in cooperation with the medics. The Battlemanager wear green shirts or blue vests.
(2) The "Gamemaster" is part of the team in white shirts that will be available to answer your questions and assist you throughout the game.

Combat Phase 4 - Reconquest or Withdrawal - The End of the Battle

Combat Phase 4 - Reconquest or Withdrawal - The End of the Battle

In this last phase the battle comes to an end in one way or another. Either the players manage to recapture their siege zone and defeat the enemy, or the enemy will retreat again after reaching its targets.
As soon as the players take control of the main area of their siege zone again, the first opening in the demarcation is opened again by the gamemaster, so that access to the main area is also possible directly from the tent camp.

Further detailed information on the siege concept:

  1. In the main area of the siege zone, the mission target of the forsaken will be in place, so that attack and defense will be meaningful, even without us all having to ask ourselves in the end why the forsaken do not pillage and burn down the entire camp.
  2. When and how the palisade is damaged and destroyed during a siege is decided by the Battlemanager. Here we don't want to use tight rules to be able to react spontaneously to all possibilities of representation. The Battlemanagement makes its decisions for the following reasons: Safety and fun for everyone. 
  3. A palisade destroyed in the course of a siege can be repaired by repair work/play. There are no definite rules here. The GM team defines the effort and duration.