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PostPosted: Fri Apr 14, 2006 9:32 pm


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A noble and ancient sport: Kestles. As Kings sat on their thrones and watches their armies conquer lands, their soldiers fought and died to capture those lands and protect what was already theirs. From this spirit was born the game of Kestles.

Six Kestles on the field. Capture one, get another team mate. Capture all and win the game.

An Explanation of Kestles

Kestles Teams are made up of 7-8 players, with the optional 8th man there as backup in case of injury. (yes... there are injuries in this game)

Players attempt to move a ball across a field to one of six bases, called Kestles. Once there, the players must maintain possession of that ball until another teammate from their bench can run from the sidelines to the capture area of that Kestle (a white chalk circle around it, usually). Should the player make it there while their team still controls the ball, they capture that Kestle and add the runner to their active players. Players are not, however, lost when a possessed Kestle is taken by the opponent.

The Equipment:

There are three things to really work about equipment-wise in Kestles.

1: The Ball
The ball in Kestles has no special name. It is a large, heavy leather ball. It's a little under a foot in diameter and hurts like hell when it hits you... not that that happens much.... ninja You can only capture a Kestle when you possess the ball.

2. The Mug
This is what you throw the ball with to your teammates.

The top half of the Mug is called the Cup. There are three variations of cups. One is a simple cupped surface, carved into the Mug itself. The second is a net suspended through a hole in the cup. The last is a woven basket suspended through the hole in the mug. Each has advantages and disadvantages.

The bottom of the Mug is called the butt. This is simply a counterbalance used to make hurling that heavy leather ball a little easier. It is, of course, considered unsportsman like to use this weighted, club-like device as a weapon.... ninja

Mug Advantages:
Cup: Increases Team passing distance by 1.
Net: Increases Team defense by 2.
Basket: Increases Team offense by 2.

3. Kestles
It really doesn't matter what a Kestle looks like... so long as it's big enough to see from across the field, and is surrounded by a defining "capture" area. Some people make their Kestles soft, incase players are knocked into them... some make them hard and rough... for the same reason.

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The X's represent Kestles....
PostPosted: Wed Apr 19, 2006 7:37 pm


Registering:
Registering is simple. Simply come up with 7-8 player names, one of which can be your Fight System character, and a team name. All players except your Fight System character will have bases stats of 6 Strength, 6 Agility, 0 Luck, 0 Magic, 1 Speed and 1 Guile. You will recieve 2 Speed points and 2 Guile points to give to any of your players. (The Agility and Strength can be altered the same as registering a normal fighter; at least 4 in each.)

Leveling:
The stats earned in Kestles are transferable between Kestles and The Classic Fight System, and vice versa. In otherwords, whatever your Fight Stats are, your Kestles stats are the same.

You earn Level points in Kestle for every active player at the end of the match. You earn two XP for ever active player. You can then spend these points to buy Strength, Agility, Guile, Pass, or Speed points.

Strength/Agility:5 XP = 1 point
Guile/Pass/Speed: 10 XP = 1 point
Magic:7 XP = 1 point
Luck:12XP= 1 point
Points purchased may be given to any player.

The Rules... or How to Play Kestles:

Face Off: To decide who gets the ball first, the ball is dropped in the center of the field. Two players then face off for it. This is one of the few instances where it will be Attack vs Attack.

Your Strength vs. Your Opponent's Strength

The winner takes the ball and can then move.

You may move one person on your team so many squares per turn, based on their SPEED stat. For instance, if you have a SPEED stat of 2, you may move 2 squares. You may move vertically, horizontally, and diagonally.

If you wish to PASS, this will be your turn. Passes are, for now, always successful. You may pass as far as your PASS stat allows. 1 PASS = 1 Square.

When opposing players meet, they clash. If your opponent has the ball, you may ATTACK them as you would in the normal fight system. A WEAK attack does minor damage and will steal the ball from them. A STRONG attack or MAGIC attack, while illegal, will do substantial damage and STUN that "player" for one round. This means that when your opponent takes their turn, they cannot move the player you STUNNED.
If you're on the defense, the same holds true for BLOCKS, COUNTERS, and REFLECTS. Blocks are no damage, no foul. COUNTERS and REFLECTS are high damage and illegal.... but that doesn't stop you from doing it, now does it?

To capture a Kestles, simply move your ball carrier into the square the Kestle is located in. Once there, hold onto the ball until you can move a NEW "player" from the sidelines to that Kestle. So... if you're capturing the FINAL Kestle, which would be on the far side of the field, you've got a long wait for that runner, so fight well and try to put some people between your ball carrier and your opponents.

There can be no more than two players in any square, so if you're capturing a Kestle, stick another player in the ball carrier's square. In order to enter that square, you must attack the extra man (ie. the one without the ball) successfully. Should your attack beat his defense, you will knock him out of the square and the ball carrier will be open to your attacks.

Repeat this process until you have all the Kestles on the field and you've won!

Posting Your Move:
"Player" refers to a single player on your team, not the whole team.

Simply RP and post like you would in the Fight System. Use PASS, WEAK, STRONG, ect... and I'll take care of stats and rolls.

When moving or reffering to an opponent in another square, PLEASE post the location on the field. The Field is a simple alpha-numeric grid, kinda like the Milton Bradley game, Battleship. So if you're in square A-1 and move one square to the right, you're in A-2.

You may move AND attack in the same turn, but it must be the same player. In otherwords, you can only attack and move if you're moving into a square with an opponent. If you move into an empty square.... then your turn is over.

Placing Your Players:
There are three times you'll have to place your players: At face off, when a Kestle is in dispute, and when a Kestle is captured.

1. Initial Face Off: You'll have two players. One is placed in the center of the field to face off for the ball. The other can be placed anywhere BEHIND the center line. So if you have the left side of the field... you can't be past the number four column of the field.

2. Disputed Kestle: When you get a ball to a Kestle, a runner needs to come in to join the team for that Kestle to be considered captured. You may start them at any square in the number 1 column, or 9 column depending on which side is yours.

3. After you capture a Kestle, players reset to face off for possession of the ball again.

Weather Conditions:
There are FOUR types of weather conditions, which only affect play on OPEN arenas.

Sunny: Ideal conditions. No affect to stats.
Windy: Reduces passes by 1, but will not lower BELOW 1.
Snow: Reduces attacks by 2, but will not lower BELOW 1.
Rain: Reduces defense by 2, but will not lower BELOW 1.

The Arenas:
There are three major regions where Kestles is popular: Evin, Enrias, and Atol. Each of these regions plays a little differently and has different outlooks on the game. Their arenas tend to reflect this.

Evin Stadium: The "midground" for Kestles players. This stadium is well taken care of and the people here tend to be strict about rules. The Kestles here are represented by small Castle Towers, like rooks. Evin Stadium is OPEN, and subject to weather conditions.

Enrias Arena: Sometimes called the "Weak Region," the Enrias Arena is the pinacle of sports arenas. Every blade of grass on the field is equal length, and the Kestles are soft, to prevent injury. Their Kestles are one large foam cone, surrounded by four smaller ones. Enrias Arena is CLOSED, and always has IDEAL conditions.

Atol Coliseum: Considered the roughest region for Kestles, the Atol Coliseum is satisfactory for Kestle... but very rough around the edges. The grass on the field is sparse, intermixed with sandy and dirt patches. The fans and the refs alike all love seeing blood spilt, so don't expect that mug to the face to be penalized...
Atol Coliseum is OPEN, and subject to weather conditions.

The Refs:

The three regions are represented by three refs. These refs will appear randomly at the start of a match, and are not subject only to their own region.

These refs are my only little bit of fun, so bare with me. Enjoy....

Representing Evin.... Mills Lane
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A by the books ref who calls it like it is. It's hard to pull one over on him, and don't expect to get ANYWHERE by arguing with him....

Representing Atol.... Ric Flair
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There's a reason they call him the dirtiest player in the game, and it shows in his reffing style. Someone just slammed the butt of their mug into a player's face? Flair just might laugh. Argue with him over NOT calling a foul and he just might throw you out....

Representing Enrias.... Referee Timmy
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Fresh from the Kestles Reffing Academy, Timothy calls it straight down the line... but... he never knew Kestles players would be so big.... or intimidating. Argue a call with him... and he'll probably fold under the pressure.

Fouls:

There are three main fouls in Kestles, all of which you are perfectly free to commit if you feel you can get away with it... ninja

Getting away with Fouls: This is what that weird Guile stat is for. You see... the refs and other players have them, too. If you commit a foul, your Guile and a dice roll will be placed against the ref's. If you succeed... no foul. If you fail, you'll be called on it.

Patching: The only time the ball carrier can attack. Patching is the ball carrier throwing the ball at an oncoming opponent with the intention of hitting them and knocking them down. It's risky on several fronts: If you get caught, you'll be penalized by the ref. If the opponent defends successfully... you just passed them the ball. But... if you succeed and don't get caught... you've just knocked out a player and can scoot by them safely. Patching is ALWAYS a STRONG attack (or magic... must be specified).

Mercking (Murking): Attacking a player that neither has the ball, nor is defending a ball carrier. This is usually commited against a runner...

Excessive Force: The most common foul. This is attacking a player with more force than is neccessary to remove the ball from their possession. In otherwords, hitting them with a STRONG, MAGIC, COUNTER or REFLECT.

Penalties: Each "player" will recieve up to two warnings for committing fouls. On the third foul, they will be removed from the game.

Why Foul?: Besides making things more entertaining, it accomplishes two things. One, it can STUN an opponent for a round, making them useless to your opponent that turn. Second, if you drop all their HP, they become injured and must leave the game. Injure someone bad enough... they miss the next game!

Special Moves:

What would a sport like this be without moves to dazzle the crowd? At this time, only two special moves exist, but I'm coming up with more and am open to suggestions.

Special moves may be taught to ONE player on the team, for every three wins accrued. They may be used THREE times per game, per player (that's able to use it.)

Levinski Leap:
A move made popular by the late Lessen Levinski, the player leaps into the air, sliding his mug into one hand and lobbing the ball clear across the field!
This is a special pass that hit ANY player on the field. As it is a PASS, it cannot be blocked.

Blind Pass:
Another show stopper, this is a behind the back pass that fools the opponent. You pass the ball and keep running, and you opponent thinks you still have the ball!

This move must be sent as a PM, along with a normal posting of movement. This move is your GUILE vs. your opponent's. If you succeed, the ball is moved to another player, but your opponent is NOT told of it.... until they attack you and are called for a foul! If you fail to beat their GUILE, it is simply a pass and, yes... it DOES count against your number of special moves that can be used.

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PostPosted: Wed Apr 19, 2006 7:38 pm


Registry of Teams, Players and Records

Team Registry:

Team Name: The Gearheads HOUSE TEAM
M:0 W:0 L:0
Mug: Cup
XP:N/A

Team Name: Los Huevos Infames de la Muerte
(OR, the Infamous Eggs of Death)
M:0 W:0 L:0
Mug: Cup
XP:0

Team Name: The Ancirians
M:0 W:0 L:0
Mug: Basket
XP:0

Team Name: The Fighting Whities
M:0 W:0 L:0
Mug: Net
XP:0

Team Name:
M/W/L:
Mug:
XP:


Team Rosters:

The Gearheads

Player: Robby HP:30
S:9 A:6 L:0 M:0 Sp:1 G:1 P:2
Specials: None

Player: Jeff HP:20
S:7 A:5 L:0 M:0 Sp:1 G:2 P:2
Specials: None

Player: The Robot HP:20
S:5 A:7 L:0 M:0 Sp:1 G:1 P:2
Specials: None

Player: Paul HP:20
S:6 A:6 L:0 M:0 Sp:1 G:1 P:2
Specials: None

Player: Allen HP:20
S:7 A:5 L:0 M:0 Sp:1 G:1 P:2
Specials: None

Player: Lolita HP:20
S:5 A:7 L:0 M:0 Sp:1 G:3 P:2
Specials: None

Player: Legs HP:20
S:4 A:8 L:0 M:0 Sp:4 G:1 P:2
Specials: None


Los Huevos Infames de la Muerte

Player: Obli HP:20
S:4 A:8 L:0 M:0 Sp:4 G: P:2
Specials: None

Player: Dios HP:20
S:6 A:6 L:0 M:0 Sp:1 G:1 P:2
Specials: None

Player: Hazel HP:20
S:7 A:5 L:0 M:0 Sp:1 G:3 P:2
Specials: None

Player: Santos HP:20
S:6 A:6 L:0 M:0 Sp:1 G:1 P:2
Specials: None

Player: Razul HP:20
S:7 A:5 L:0 M:0 Sp:1 G:1 P:2
Specials: None

Player: Erik HP:20
S:6 A:6 L:0 M:0 Sp:1 G:2 P:2
Specials: None

Player: Dakaiden HP:25
S:15 A:14 L:0 M:6 Sp:1 G:1 P:2
Specials: None

The Ancirians:

Player: Deiyin HP:30
S:13 A:13 L:3 M:0 Sp:1 G:1 P:2
Specials: None

Player: Seire HP:20
S:6 A:6 L:0 M:0 Sp:1 G:1 P:2
Specials: None

Player: Keyra HP:20
S:6 A:6 L:0 M:0 Sp:4 G:1 P:1
Specials: None

Player: Jezani HP:20
S:6 A:6 L:0 M:0 Sp:1 G:1 P:1
Specials: None

Player: Rayth HP:20
S:6 A:6 L:0 M:0 Sp:1 G:2 P:1
Specials: None

Player: Fyre HP:20
S:6 A:6 L:0 M:0 Sp:1 G:1 P:2
Specials: None

Player: Michael HP:20
S:6 A:6 L:0 M:0 Sp:1 G:2 P:1
Specials: None

Player: Daryn HP:20
S:6 A:6 L:0 M:0 Sp:1 G:2 P:1
Specials: None

The Fighting Whities

Player: ZhangHe HP:35
S:25 A:25 L:3 M:0 Sp:3 G:1 P:1
Specials:

Player: Bob Barker HP:17
S:3 A:2 L:0 M:0 Sp:3 G:1 P:1
Specials:

Player: Stephen Colbert HP:15
S:3 A:2 L:0 M:0 Sp:1 G:1 P:3
Specials:

Player: Sean Connery HP:15
S:2 A:3 L:0 M:0 Sp1: G:1 P:1
Specials:

Player: Burt Reynolds HP:15
S:2 A:3 L:0 M:0 Sp:1 G:1 P:1
Specials:

Player: Weird Al HP:15
S:3 A:3 L:0 M:0 Sp:1 G:1 P:3
Specials:

Player: Wayne Knight (Newman) HP:15
S:2 A:2 L:0 M:0 Sp:1 G:3 P:1
Specials:

Player: Michael Richards (Kramer) HP:15
S:2 A:4 L:0 M:0 Sp:1 G:3 P:1
Specials:



TEAM:

Player:
S: A: L: M: Sp: G: P:
Specials:
Player:
S: A: L: M: Sp: G: P:
Specials:
Player:
S: A: L: M: Sp: G: P:
Specials:
Player:
S: A: L: M: Sp: G: P:
Specials:
PostPosted: Thu Apr 20, 2006 10:32 am


Notes of Interest:

4-24-06
Kestles was declared open!


The term "Patching" comes from an old comparison made by the great Lessen Levinski concerning the popularity of the foul years ago.

"It reminds me of when I used to steal from Ol' Man Stephen's cabbage patch. Whenever he'd catch me, I'd throw one of them there cabbages at him and run!"

The term was originally "Cabbage Patching," but was later shortened to Patching.


The first team was registered Monday, April 24th, 2006.
"Los Juevos Infames del Muerte."

Second team registered: Thursday, April 27, 2006.
"The Ancirians"

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Deiyin

PostPosted: Sun Apr 30, 2006 11:42 pm


A little background on the Ancirians:

Deiyin- Deiyin, having conquered the ultimate evil in the land alongside his friends and allies, has settled down for a nice quiet life. However....the quiet life is really boring, and, well, quiet. So, upon hearing of Kestles, he has decided to try his luck. Also, it's an excellent way to stay in shape, and due to how many of his friends have turned up, it's also an excellent way to keep in touch with those close to him.

Seire- The ex-captain of guard of a powerful organization that once tried to destroy the fighter known as Deiyin along with his entire race, fearing they would bring about their downfall. He realized the error of his ways, when his master cast him aside as if he were nothing in an attempt to rid himself of Deiyin, the last of his people. Airen lent his sword and his services to Deiyin up until the final battle with the dark lord himself, proving to be an indispensable ally in the struggle, and on the field. Seire came to the team simply because his life has become very lacking in fights, not to mention that he and Deiyin have become best of friends in the recent years.

Keyra- A simple girl from the town of Whyte. She met Deiyin during his early days as a wanderer, where she realized the fate of all who cross him, as her entire town was reduced to cinders in Rayth's search for the elusive warrior. She traveled with Deiyin from that day on, eventually becoming his wife. A quick woman on her feet, she can speed from one place to another with many not even knowing she has been by. Refusing to stand on the sidelines, Keyra has joined Deiyin on his team.

Jezani- A elven woman, and part of the elven council, the highest authority in the forest land. She was sent by the rest of the council to watch over Deiyin, as she has had connections with him in their past. Regardless of the many taunts of her being the cliched "archer elf", she can take a hawk out of the sky on a cloudy day, and catch it before it hits the ground. She guarded over Deiyin until the day he was able to prove himself more capable than she. She was originally presumed dead, killed at the hands of Seire, but her body was never found, and as the old saying goes... Needless to say, since she was never officially dismissed from her duties to Deiyin, she is still watching over him, and if she needs to join this team to do so, then so be it.

Rayth- The leader of the dark forces attempting to rule the land, keeping it's inhabitants in line with fear. He is an old friend of Deiyin's father, and also the betrayer who led to the entire race's downfall. A ruthless man, he has visibly repented for his sins against Deiyin and his allies, lending his power to them to break the seal protecting the dark lord, thereby allowing them to defeat him. He is still not trusted by Deiyin in the least, and hated by many of his friends, but on Keyra's request, he lends his strength to the team.

Fyre- A mysterious youth who had a long standing feud with his nemesis, Watyr. The two fought countless times, playfully as childhood friends, and brutally as adult enemies. In his search for Watyr, Fyre met up with Deiyin, and the two traveled together on again and off again as the years went by. Eventually coming to terms with Watyr, the two of them joined Deiyin in his final struggle, using the power they had together to become one, powerful warrior. Since the conflict, Watyr has disappeared again. Fyre now searches for him not as an enemy, but as a long lost friend. He hopes that joining the team, and travelling the world with them will lead him to his lost brother.

Micheal- An envoy sent from the light. He serves as Deiyin's right shoulder more often than not, whether he knows it or not. Micheal has aided Deiyin countless times, many without him even realizing it. When you see him from the corner of your eye, you can almost make out beautiful, feathery wings and a halo above his head. Of course...they couldn't really be there, could they?

Daryn- Micheal's arch rival, sent from the dark. Deiyin's left shoulder, he generally tries to persuade Deiyin to make...less than honest decisions. More often than not Micheal prevails over him, however. He has thus far failed to influence Deiyin to make any serious errors in judgement. From your peripheral vision, he seems to almost have a forked tail and black wings like those of a bat. Must be a trick of the light though....right?
PostPosted: Sat May 20, 2006 1:02 am


thisissoinsanelyfrickin'awesomelycool,IdontevenknowhowtobreathbetweenthewordsIamsayingpleasesomebodyhitme*smack* thanks.

Dac Lancer


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PostPosted: Sun May 21, 2006 8:19 pm


*raises an eyebrow*

So... are you refering to Kestles or to Deiyin's team?
PostPosted: Sun Jun 25, 2006 8:14 am


I STILL WANNA EFFIN PLAY!!!! @_@ Jus wanted ta let you know..

Dakaiden


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PostPosted: Tue Jan 16, 2007 2:20 pm


Rules are currently being updated as current play is most likely over FOUR HOUR games....
PostPosted: Tue Mar 20, 2007 6:55 pm


Rules are pretty much updated. If there's anyone still interested in trying out Kestles, I can always use testers. I have a house team if I don't get two people.

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