Bicolline

From Wikipedia, the free encyclopedia

Founded1994
Location
  • Saint-Mathieu-du-Parc
Coordinates46°34′37″N 72°54′07″W / 46.577°N 72.902°W / 46.577; -72.902
ServicesLargest event is seven-day fest with around 5600 participants
Le Duché de Bicolline
Founded1994
Location
  • Saint-Mathieu-du-Parc
Coordinates46°34′37″N 72°54′07″W / 46.577°N 72.902°W / 46.577; -72.902
ServicesLargest event is seven-day fest with around 5600 participants
MethodsProprietary (foam weapons)
FieldFantasy
OwnerOlivier Renard
Websitebicolline.org/en/
A part of the Duchy of Bicolline

Bicolline (French: [bikɔlin]) is a Quebec-based fantasy live combat experience founded in 1994. It was not until 1996 however, that Le Duché de Bicolline and the first official "Grande Bataille" took place and was formed. It is often labeled as a live action role-playing game (LARP) due to the large percentage of players who participate in role-playing. Events take place at a dedicated venue covering 140 hectares and two medieval villages.[1] Le Duché de Bicolline is located in Saint-Mathieu-du-Parc near Shawinigan, QC.

The most passionate players involved over the years have built two medieval villages with roads, bridges, ditches, houses and inns at the Duché de Bicolline venue.[1] Construction days are scheduled throughout spring and summer for those building new houses. These houses are built to resemble medieval buildings and to be as decorum as possible. Players are responsible for their own buildings and must follow standards of construction. With two villages that are composed of over 220 buildings, and more being added each year, Bicolline is making itself out to be one of the largest immersion medieval venues in the world.[2] The demand for construction on the site is so great that the owner of Bicolline spends all year controlling applications, validating the plans for buildings, ensuring that projects are feasible, and so on.

Setting

The world of Mundus has its own geography, economy, conflicts, and complex geopolitics that have been evolving since its inception in response to the actions of the players and the outcomes of battles and events. The geopolitical system is based on feudal Europe, and is the basis for most of the actions undertaken on the ground during the events.

The complexity of the setting is such that it is almost impossible for an individual to control more than one area of competition such as commercial, political, military, or religious. Generally, guilds specialize and focus on one or two aspects of the game. The guilds have diverse experts among their members, each able to follow the changes and fully understand one aspect of the world of Bicolline.

The political arena consists of fiefdoms and provinces that form the kingdom. All levels of politics can be filled by players, making the world very dynamic. Accession to titles of nobility follows a democratic system. This modern aspect helps to make the experience accessible to all. It is possible to create internal conflicts and external playing with virtual units. These virtual wars can be realized in a fight during real scenarios on the ground.

The commercial aspect of the game is constantly changing, following an in-game market. Goods are transacted at extremely variable prices depending on their availability and the stability of the kingdom. All the goods in the Bicolline world are in the form of cards. These cards have a certain worth depending on the day's market and are often traded among players in order to fortify their guild or to complete certain tasks. There is also the population cards that each member of Bicolline receives upon entry. These are seen as one of the most precious cards in the game available for a commoner, as each guild must accumulate a certain number of cards in order to stay in existence. Military units for the geopolitical war game are represented by cards too, some can be worth up to ten population cards. Many players try to exchange and gather as many population cards as they can in order to help their guild, and are also some of the most expensive cards on the market. Bicolline also mints its own coins, called the Solar, that are another currency of transaction.

Guilds

The basic unit of organisation both in-game and out-of-game is the guild. Guilds are voluntary groupings of players promoting an event, a race or a common goal. Typically a guild has about thirty members. There are sometimes clans without guilds and fewer members which will usually eventually form a registered guild. Each guild or clan has a chief that guides the rest of their members of the on-goings in the Bicolline world. The guild structure allows efficient distribution of information and gives players a weight in the game beyond what they can achieve as individual characters. There are currently 181 recorded guilds and clans.

The majority of the guild can be divided into broad categories: military, commercial, political, religious, criminal, and magical. Each is affiliated with one or more kingdoms in the world of Bicolline: Kalthera, Empire, Andorra, Arganne, Ozame, Nasgaroth, Garganesh, Irendill, Taluskan, Sands-City, the South Lands, Berkwald, and the Independent Cities wherein each has a King. Each guild also follows a religion, each with its own God to whom they pray to and can have a major influence on their game.

A guild also possess an emblem and distinctive colors. This helps identify players during a battle. Some guilds are more strict regarding wearing the group attire. Not wearing the guild colors might create confusion on the battlefield and get your character killed as it is safer for your side to kill you instead of taking the chance that you might actually be an enemy. Therefore, wearing the guild color can have positive or negative impact on your playing depending on the strategy employed. Guild size can range from less than ten players to a few hundred.

Economy

The economic system is played by acquiring resources which are represented with cards. Usually resources are owned by and traded between guilds. These resources are then turned in to the game system to build, upkeep, or upgrade virtual game resources. One card can represent either a single resource (one sheep) or a lot of resources (20 sheep). The game system prints and releases these cards in batches as rewards for quests, campaigns, tavern nights, special events, adventures, and the Grand Battle. Individual players may also be awarded economic cards for fair play witnessed by marshals during combat. Guilds and individual players within the game have created and run markets which buy and sell resource cards, similar to medieval market towns, most of which can be found in Old Town. Most players do not participate in the game's economic level of play, as effective use of the cards requires land in the virtual game.

System

Unlike some LARPs, Bicolline does not have a character creation system. However, every participant must dress in accordance to the period. Many players create elaborate characters with costumes, accessories and even face paint. The players can portray any kind of character that they are able to dress as; for example, one guild dresses Japanese while, another dresses as blue people, as some guilds consist of all the members portraying a certain character. A select few characters can apprentice under one of the rare master alchemists and sorcerers to give their guild bonuses between events; usually these are only possible after attending several events. Much of the roleplaying in the game of Bicolline happens in the "virtual world" between events, where armies move, economies produce income, and sorcerers cast spells. The "virtual world" is seen as the most important aspect of the entire game and world of Bicolline. It is in the "virtual world" that most of the action and decisions take place. Not every person who attends Bicolline participates in the virtual game, but those who are actively involved contribute to the "virtual world" and the actions and decisions made influence their game as well as the game of others.

Combat rules

The simplified rules of combat are handed to each participant, as a card, during registration. English and French versions are available. This simplified rules set was published in 2017 by Duche du Bicolline.

Fair play

  • The marshals wearing blue and yellow tabards have authority on the battlefield. They are the ones to contact in case of an accident.
  • All participants, weapons, shields, monsters, war machines, and in-game items or objects must be homologated before entering the battlefield.
  • Each individual is responsible for counting the hits they themselves receive and not the ones they give.
  • It is forbidden to voluntarily betray the side you swore allegiance to.

Hit areas

  • The body is divided into six (6) hit areas that have 1 hit point (HP) each: each arm, each leg, the trunk and the head (includes the neck).
  • The eyes, nose, mouth and genitals cannot be targeted.

Weapons and combat

  • All hits deal 1 damage point (DP) and must be delivered using a weapon. It is the hit itself that counts and not the force with which it is dealt.
  • All weapons of 112 cm or more must be held with two hands and spears must have a mark 50 cm from the pommel, delimiting a zone where you are limited to the presence of a single hand.
  • It is forbidden to thrust or aim projectiles at an opponent's head, to use excessive force or to hit someone with a shield.

Death and injuries

  • A hit area becomes useless and inoperable when it is reduced to 0 HPs. If the head or the trunk are reduced to 0 HPs, the participant automatically dies and must act as such.
  • It is forbidden to fake death.

Armor

  • You are allowed to carry one indestructible shield.
  • Pieces of armor protect the wearer by adding non-cumulative armor points (AP) and only the specific area that is covered by the armor is protected. A hit area can never lose more APs than the value of its highest type of protection.
    • +2 AP: Armor made of overlapping metal plates.
    • +1 AP: Armor made of flexible or rigid armor.
    • +0 AP: All other accessories or clothing.

Monsters and war machines

  • Monsters have 10 HPs distributed over their body and are immune to projectiles.
  • War machines can be destroyed by removing their red flag.
  • A monster's weapon and moving projectiles from war machines kill instantaneously (one-shot kill). This included hits delivered to all six hit areas, the shield or any piece of clothing or equipment.

All physical contact and violent or disregardful behavior are strictly forbidden.

Activities

References

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