Erikkis Tabel

The single most popular game played within the dwarven kingdom, Erikki’s tabel is a full contact no-holds-bared sport similar to football or rugby. The game is played with 2 teams, each with a maximum of 20 players, and a large 1.5’ diameter round ball covered in leather (similar to but larger than a soccer ball) and weighing 10 lbs., which must be carried from one side of the field to the other. Each team starts play with only 10 players on the field but may substitute players between innings.
Objective: To move the ball from your start zone to the opposing teams score zone, before the opposing team takes the ball back to your start zone.
Innings: There are 6 paired innings. During each inning one team gets to be the “rushing” team, while the other team defends. The teams take turns as the rushing team creating 2 parts to each inning, when both teams have had a chance to be the rushing team the inning is over. ½ innings continue until either the rushing team scores 5 times or the defending team gets the ball back to the rushing teams start zone which ends the ½ inning.

Erikki_tabel_field.JPG

The Field: The field is 250’ long and 100’ wide. The field is split into 3 zones: the start/score zone, the defender zone, and the hazard zone.
The Start/Score zone: This zone is located at either extreme of the field and is 10’ wide. The ball must begin play in the rushing teams start zone and to score must reach the defending teams score zone in the hands of a rushing teams player.
The defenders zone. The rushing team has this space to decide their strategy, the defending team cannot enter the defender zone of the rushing team until the ball has left it. Once the ball has left the defenders zone of the rushing team the entire field comes into play.
The hazard zone: this area is open to any movement from either team. Within this zone are a number of hazards. Five upright logs are stationed throughout the field. Each post has 4 animated ropes tied to it. These ropes will attempt to trip, capture or otherwise take players out of play. There is also two 45’ long mud pits down the center of the field on either side of the central post.
Animated ropes: animate objects (pg20 MM)

Tactics: Trip, grapple, constrict. Once a player is unconscious the ropes will drop them to the ground.
Mud pits: Each mud pit is 45’ long x 15’ across x 6" deep. Walking across the pits require DC 12 dexterity save or fall prone, Running across the pits requires a DC:15 dexterity or fall prone and Running across the pits with the ball in hand requires a DC:17 dexterity save or fall prone, if the player holding the ball falls prone they must make a Dexterity save DC:13 or drop the ball.

Starting the game: The teams flip a coin to determine which team goes first. Each team then chooses 10 players to begin the game. All 10 players on each team must start the game within the start zone for their team. The rushing team begins play with the ball. The defending team may not enter the defender’s zone until the ball has left that zone. Once the ball has left the defenders zone any player may move in any direction in any zone they like. If a defending player enters the defender’s zone before the ball has left that zone, the referee blows a whistle and that player is removed for the course of that inning and that team must play a man short until the beginning of the next inning.

During play: Once the ball has left the defenders zone all players may move as they like. Punching, kicking, grappling and other “rough” play is not only allowed but pretty much expected. Kicking, throwing or passing the ball is allowed however the ball must be in a player’s hands in order to score. No weapons or magic is allowed on the field using such will disqualify the team from the game. Unconscious players are left on the field until the end of the ½ inning after which medics come out to remove them from the field. Teams are not allowed to replenish or swap players to the field until the end of the complete inning. Even if a team completely runs out of conscious players the play continues until either the rushing team scores 5 times, or the defending team gets the ball back to the rushing teams start zone ending the ½ inning. If a team runs out of conscious players in the 1st half of the inning the second half is not played and is called a scratch. The conscious team of a scratch is automatically given 5 points for that ½ inning and the next inning begins with all new players.
Play continues unabated until either team can end the ½ inning. If the ball is thrown out of bounds, the referee blows his whistle and both teams must return to their defender zones. The ball is returned to the team who last touched the ball. Play is then resumed.
Scoring: Every time the rushing team get the ball into the defending teams score zone the score 1 point, if the rushing team scores 5 times before the defending team can score the ½ inning ends. If the defending team gets the ball back to the rushing teams start zone, they receive 2 points and end the ½ inning.

Winning: At the end of all 6 paired innings whichever team has the greatest score is the victor. If the score is tied at the end of all 6 innings extra innings can continue the game until one team has more points than the other at the end of an inning.

Gear: Players are expected to wear certain protective gear. Leather helmets (AC +1), shoulder pads (bull rush +1), strong tight leather boots and a protective groin piece are all they are given. Many players also wear protective gloves that have a sandy surface for gripping the ball. This equipment constitutes light armor for figuring out run speed. The uniform varies from team to team but for the most part they are little more than light weight tabards and shorts.

Mechanics: While strategy varies from team to team, there are some very common play elements. Standard rules apply, a (dwarven) player can move 20’ round at a walk or run 100’ per round. Almost all players have the run feat and the Star players will have either improved trip or Improved bull rush.
• The Trip: one of the most common moves where one player (or rope) trips another player.
• The Bull rush: Another common tactic, bull rushes are often used to force opponents into hazards.
• Charge: usually used with the bull rush to force opponents into hazards.
• Disarm: Used to remove the ball from an opponent’s hands.
• Grapple: used to tackle opponents and keep them from stopping other players.
• Overrun: used to get the ball past a blocking opponent

Seeing a game
The Erikki’s Pride game is held once a week, this is the all-star game. Seats in the arena range from 1gp-10gp depending on the level. Every other day, except for days that would land on either a holy holiday or a Erikki’s Pride game, practice games are held. Seats at a practice game range from 1sp-1gp. Vendors selling roasted steak strips on a stick (1cp), baked potatoes (1cp), and beer (1sp) pass amongst the crowd.

Erikkis Tabel

The Kingdom of Daytar Leamay KrisW