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A Duel may be fought between two or more Agents to resolve disputes or to satisfy an affair of honour. This will normally come about at the request of the Agents involved or of Q. A Duel may also be arranged in order to satisfy list requirements.
A challenge may be made to any valid target in the round. The challenger must give a location and a time for the proposed duel by posting a challenge on the club noticeboard and informing Q. The challenged party usually has choice of weapons (see below). If the challenged party does not accept within a day they are required to withdraw from the round (Shame! Have they no sense of honour!). No credit is gained for forcing a withdrawal from the round in this manner.
The challenged party may not weasle out of a duel by naming weapons which the challenger can't use, or would not use because of some kind of `Lifestyle Choice'. You can't nominate a jump-rope contest whan challenged by somebody on crutches, or a sausage-scarfing contest when challenged by a vegetarian. The challenger may refuse such a contest and demand another form be named.
A challenge to a duel may also be made to any valid target at a K.A.O.S. party, but the challenge may be declined without penalty.
Where possible a challenge should be made in person (remember to take a glove to slap them with), or a second may be sent to call an opponent out.
All parties to a duel must be made aware of the time, and place of the duel, and the particular requirements of the duel. A `Second' may be appointed to replace an Agent that is prevented from attending their duel due to illness or timetable clash. A `Witness' may be sent on behalf of Q or the Dictator to observe and ensure that the code duello is followed.
The most common locations for a duel include; The Lower Common Room, The Foundry Bar, The Amphitheatre, The Grassy Knoll (also known as Boot Hill, or the Daisy Hill), and The Registry Quad.
The following have been attempted at least once before, and have been shown to be at least, amusing. However if you want to attempt something new, like dueling on tricycles with supersoakers and umbrellas for cover, then give it a try; it may become a new tradition, or at least a good story.
Ten shot glasses are filled with Tequila and laid out in a line, with a duellist at each end. Each duellist must skull their shot and advance to the next shot and repeat the process. The first duellist to blanch from the next shot is killed, and the other duellist is also killed if they blanch before finishing all the remaining shots. If either agent blanches both are killed (alcohol poisoning).
Each duellist is equipped with a number of waterbombs and positioned on opposite sides of the Avon River. The first duellist to be drenched loses.
This requires an old-fashioned water pistol that is not battery powered or reliant on compressed air. A single shot nerf gun would also be satisfactory. The duellists start ten paces distant from each other and advance at a walking pace. Each duellist may fire their weapon once. If you fire and miss you must continue walking towards your opponent. If both duellists miss another `pass' may be conducted if honour is not yet satisfied.
This requires matched water pistols and a blindfold for each duellist. Each duellist must also have a Second to `call their shots'. When the duel begins each duellist may only move, aim, or shoot as directed by their Second.
Both duellists are equipped with a pillows and sit atop a log across the Avon River within reach of each other. The first duellist knocked into the Avon is killed.
Cheating in a duel is permitted and counts as a legitimate kill. For this reason it is suggested that duellists agree on a `forfeit' stake if either of them violates the code duello. A standard forfeit is a jug of drink to be purchased from the Foundry bar at the earliest opportunity. This agreement is binding. Cheating in a duel may result in the Secret Police being assigned to your case.
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