? ? Guess the king (upgraded version) rules of the game
Pre-competition preparation:
1. 200m track and field is needed * (one class is recommended) *
Divide into two teams (red team and blue team) for confrontation.
3. Each team chooses a king, ranking Duke, Marquis, Earl, Viscount, Baron, Lord (kings and other jazz by guessing fists *), etc.
4. The rest fight as knights.
Competition mode:
1. The knights of both sides challenge each other (for example, the red knight launches a guessing game against the blue Lord).
2. If the knight wins, continue to challenge the higher knight, and so on; If you fail, you must defend the frontier.
3. If the knight challenges victory, wait for the next knight to challenge; If it fails, defend the frontier (knights below viscount can resume their knighthood and accept the challenge after defending the frontier).
If a knight challenges the king and wins, the country will be occupied and the people of the whole country will defend the frontier.
Baron and Lord *: In order to prevent the game from ending too quickly, you can increase the number of people with these two titles.
Defend the frontier *: 1, that is, to run track and field, the knights of both sides should run in different directions.
2. Once the two knights meet, they must fight (guess boxing). The winner can run one lap less, and the loser should run one lap more as punishment (this is only used when running is used as punishment).
3. The requirement for completing border defense is to run all laps (including overlapping laps).
4. When the country is captured, the king runs 5 laps (no new country can be built), the duke 4.5 laps (four and a half laps, the same below), the marquis 4 laps, the earl 3.5 laps, the viscount 3 laps, the baron 2 laps, the Lord 1.5 laps, and the knight 1 lap (this is subject to 200m track and field).
Other ways to play *
1. If a knight guards the edge 10 or runs five times in a single time, a new country can be established after guarding the edge (at most, only one can be established), and then knights who meet the same conditions can voluntarily join the newly established country (they cannot join again when the number of people reaches the average of the total number).
2. When the knight challenges the king, the king has the right to refuse the knight's challenge once and let the knight guard the side (3 laps *) and not accept the challenge (running the outermost lap).
3. When more than half of the knights voted for the king's war, the two kings went to war (guessing boxing *). If the challenging party wins, the losing party will defend the frontier (just like a normal country will be punished if it is captured); If the initiator fails, he will be punished twice.
Matters needing attention
1 and "*" symbols are unnecessary and can be modified appropriately.