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HAESENI CUSTOMS IV - GAMES

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HAESENI CUSTOMS - VOL IV

GAMES AND RECREATIONAL ACTIVITIES

 

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ISSUED BY THE

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ON THIS 21st DAY OF TOV AG YERMEY OF 507 E.S. 

 

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    THE HAESENI PEOPLES DO NOT SUFFER IDLENESS, and, even when huddled around the hearth in winter-bitten months, or on candlelit evenings after the long work-day, have found ways to entertain the heart and mind. Games and contests are among the most lively fruits of Haeseni culture, and a diverse selection of popular and noteworthy results of this gamemaking tradition is documented in this treatise, produced under the patronage of Her Majesty Amaya of Venzia.

 

THE CONTINUITY REPRESENTED BY THESE TRADITIONS is immense. Many of these pastimes have endured for centuries, bringing joy and fostering friendship for the Haeseni in times beyond the memory of the living. It is the hope of the authors of this work that chronicling their natures and histories will secure them such that all coming generations may share in their warmth.

 

GAMES AND REVELRY ARE A STEADY CORNERSTONE of the Kingdom of Hanseti-Ruska. They have kindled comfort in times of tumult, tightened the bonds between companions and enwrapped the nation in a spirit of liveliness and vigor that characterizes its people. In reading of them, one reads not only of the products of a resilient and inventive culture, but of a fire that has illuminated the Haeseni throughout their history.

 

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I

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CREATED BY KING ROBERT I

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ORIGIN

   First publicly played at the foot of the Krepost in Markev, Haeseni Chess—skasyat in New Marian—was formalized by King Robert I in 231 E.S., when he published a rulebook to codify the increasingly popular game. Played by between two and four players, the core of the game is in navigating four pieces clockwise around the game-board and into a “home” area, all while avoiding being overtaken or cast out by another player’s pieces.

 

HOW TO PLAY

1. Each player takes a side of the board and is assigned four pieces accordingly, all in an “out” area.

2. Throwing a six-sided die in turn, each player advances a piece of their choice forward by the result.

3. A player may move one of their four pieces from the “out” area onto the board’s “start” field if a six is cast; they must use their turn to move any pieces in the “start” field if there are still pieces in the “out” area. One variation of the game states that a player has three attempts to roll a six on their turn if they do not yet have a piece in play.

4. The pieces move clockwise around the board, the objective being to send them to their player’s “home” row. Pieces can “jump” over other pieces, but landing on another piece (that is not one’s own) returns that piece to its player’s “out” area. A player may advance past the final tile in the home row, though the first player who fills all four tiles of the home row with their pieces wins the game.


 

1] Robert I, Cetibor the Tarcharman, year unnoted: Haeseni Chess. [Link]

 

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II

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POPULARIZED BY SOFIYA BARUCH

ftRQl4mQdTyBtBZJlBvj43n10l3YUlfsTqY48M-3sbbGcZ_KX7aZqY6ZfjS2OOkOsS8HSKWlPsngu8QaV3XTPxO_Yrq_h-khbAXXOifbuKO9iPHNk8SOiRBiIflPWHNouFQdbk--I1ewEA6KcBNBQBw

 

ORIGIN

   Lafsk, having originated from the northern reaches of the Duchy of Valwyck in roughly 321 E.S, was popularized by Her Excellency, Duchess Sofiya Baruch, the Grand Lady of the Haeseni Court at the time. It is a game involving fifty-four wooden blocks stacked in alternating rows of three. Players proceed to pull the blocks from the tower until it collapses. The name itself roughly translates to the phrase ‘to fall’ in New Marian.1

 

HOW TO PLAY

1. Depending on the amount of players participating each player will roll out of 20, 30, or 40. 

2. The first person pulling a piece will need to roll above 1, the next player will need to roll above 2, then the next above 3, etc.

a. Ex. If there are less than 4 people participating, then the players should roll out of 20 

3. This will continue until the tower finally falls.

 

 

1] Sofiya Baruch, year unnoted: The Game of Lafsk. [Link]

 

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III

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POPULARIZED BY LAURITZ CHRISTIANSEN 

AND SOFIYA BARUCH

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ORIGIN

   Derived from the New Marian word for ‘to roll’, Werheg, originally known as Werheg Herzenz (“to roll lords”), is a game with ancient roots. Players roll a ball toward 6–28 candle-shaped ‘Herzenz’, originally wooden and occasionally featuring carvings of prominent figures. It was first formalized in 323 E.S. by Her Excellency, Duchess Sofiya Baruch, expanding the game’s reach beyond just the peasantry which invented it. The Herzenz have become more elaborate accordingly, with some noble circles preferring ornately painted iterations.1

 

HOW TO PLAY

1. Ten Herzenz are lined up—one in front, two behind it, three behind them and four in the rear. 

2. Players take rounds in turns, successively rolling two balls at the Herzenz from a set distance. Each Herzenz knocked down is worth one point for the rolling player.

3. Knocking down all ten Herzenz with one ball is known as a Trazk; earning one affords the player all 10 points plus any points they earn next round. Knocking down all ten Herzenz with two balls is known as a Lauldtrazk; earning one affords the player all 10 points plus the points of the first roll of the next round.

a. Ex. If, in two rounds, a player first rolls a Trazk and then 6 in the next, they are awarded 16 points plus the 6 of the second round. If a player rolls a Lauldtrazk and 4 on the first roll of the next round, they are awarded 14 points plus any they earn in the next round.

3. Whichever player has a higher number of points after twelve rounds is the victor.


 

1] Sofiya Baruch, Lauritz Christiansen, year unnoted: The Game of Werheg. [Link]

 

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IV

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CREATED BY ALEKSANDRA STAFYR

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ORIGIN

   Weo Ovare, also known as "Who is it?" is a Haeseni guessing game designed for two players. The game utilizes a deck of 12 cards featuring Kings, Queens, and Palatines, however the figures listed on each card chosen are left to the players’ discretion. Its purpose extends beyond entertainment, serving as a tool to enhance knowledge of Haeseni notable figures and history. The ultimate objective is to successfully guess the person or card chosen by the opponent, with the first person to do so declared the winner.

 

HOW TO PLAY

1. Do not look at the other player’s cards.

2. Only ask yes or no questions.

3. Avoid asking if the other player’s card is a Queen, King, or Palatine

4. Take turns between you and the other player. 

5. Do not ask for outside help when playing.

 

 

1] Aleksandra Stafyr, Maya of Muldav,  year unnoted: The Game of Weo Ovare. [Link]

 

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V

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CREATED BY ELEANORA MANNOX

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ORIGIN

   Bottezk Zvaerdz is a beloved children’s game originating from the city of New Reza. It was first publicized in the year 348 E.S. by Eleanora Mannox and has gained notoriety ever since. The game, suitable for 2 or more players, starts with a synchronized countdown and the declaration “Zvas supae vy!” (Common: “Let it rip!”) as players release their tops simultaneously. The designated playing space known as an “arena” is a large wooden stadium designed for optimal spinning, usually resembling oversized serving bowls.1

 

HOW TO PLAY

1. Each player rolls out of 20 when the round starts.

2. The player with the highest roll wins the round.

3. A player who is beaten by more than 10 in a roll is knocked out of the arena. If the difference is less than 10, they are only knocked down. This applies regardless of the number of players.

4. Players earn one point for an opponent’s fall and two points for an opponent’s knockout.

5.  The first player to reach 10 points wins.

 

 

1] Eleanora Mannox, 348: Haeseni Game of Bottezk Zvaerds. [Link]

 

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VI

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CREATED BY AMAYA OF VENZIA

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PSKANY SKASYAT - "DRUNK CHESS"

   Translating literally to “drunk chess”, Pskany Skasyat is a drinking variant of Haeseni Chess devised to add merriment to the strategy game. For each time that a player has a piece knocked off of the board by a superseding opponent piece, the player whose piece is removed must drink and take a deduction to their two subsequent rolls. The game abounds in tavern-frequenting circles that demand a more lively, social air to the game.

 

HOW TO PLAY

   Pskany Skasyat is played as Haeseni Chess, but players must ‘drink’ (roll between 1 and 6) when one of their pieces is knocked off the board and subtract that total from their next two rolls, down to a minimum roll of zero. An optional rule to conclusively punish the losers is for players to drink for all of their pieces that have not reached the home row by the game’s end.

 

KENEMARV - “WE DRINK”

   The game “Kenemarv” (Common: “we drink”) requires two participants to successfully drink from two linked cups - traditionally made of aurum to ward off evil spirits - without spilling a single drop. Participants must sit facing each other to allow an adequate amount of space for the connected cups, which are connected by a singular chain. The primary objective is to finish the drink in both cups without any spillage.

 

HOW TO PLAY

1. Participants will roll after every attempted sip. The numbers rolled are combined to reach specific cumulative targets. The first roll must add up to at least 4, the second roll must add up to at least 8, the third must add up to 12, and so on until 40. 

2. If the sum is not met, the drink is spilled, and the participants must start over from the beginning.

 

DRAZANIY

   “Drazaniy,” translating to “charades” in the common tongue, is a drinking game that puts a spirited spin on charades. Each player takes a turn as the "actor," attempting to convey clues without speaking while the rest of the group eagerly guesses. If the audience correctly identifies the charade, the actor must take a drink; however, if the guess is off the mark, the audience must indulge. The ultimate objective is not only to excel at charades but also to maintain sobriety amidst the merriment.

 

HOW TO PLAY

1. Each player takes turns being the "actor" while the rest of the group serves as the audience.

2. The actor selects a clue without revealing it to the audience.

3. The actor has a limited time (e.g., one minute) to act out the clue while the audience guesses.

4. If the audience guesses correctly, the actor takes a drink. If the audience is unable to guess correctly, they must drink.

5. Every player who drinks must roll out of 100. The roll threshold decreases based on your initial roll. (For instance, if you roll a d100 and get a 93, you must roll out of 93 on your next turn.)

6. The first player to roll a d1 is declared the loser. The rolls continue until only one participant remains.

7. Rotate the role of the actor clockwise, and continue the game until each player is eliminated The sole player remaining is declared the victor.

 

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Spoiler

THANK YOU POLLO, PUDDING, AND CHASE FOR HELP WRITING!

Credit to all the og lore writers :3

 

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Her Royal Majesty, AMAYA OF VENZIA, 

Queen-Consort of Hanseti and Ruska, Princess-Consort of Bihar, Dules, Lahy, Muldav, Solvesborg, Slesvik and Ulgaard, Duchess-Consort of Carnatia, Karosgrad, and Vanaheim, Margravine-Consort of Korstadt, Rothswald, and Vasiland, Countess-Consort of Alban, Alimar, Baranya, Graiswald, Karikhov, Karovia, Kaunas, Kavat, Kovachgrad, Kvasz, Markev, Nenzing, Torun, Toruv, Valdev, and Werdenburg, Viscountess-Consort of Varna, Baroness-Consort of Esenstadt, Kraken’s Watch, Kralta, Krepost, Lorentz, Rytsburg, and Astfield, Lady of the Westfolk, et cetera.

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Firress, ADELA TARONITISSA DE LEUVEN, 

Matriarch de Leuven, Royal Scribe of the Esrova Court, Court Historian

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Her Ladyship, IRENA STEFANIYA KORTREVICH, 

Baroness of Koravia, Royal Scribe of the Esrova Court

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Firr AITHWIN ALDOR, 

Royal Scribe of the Esrova Court

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Edited by The Esrova Court
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