The 1 st Annual
Siege Engine Competition

Quasi-official Rules Page


Outline:

The rules are still loosly organized. However, the concepts below pretty much cover the rules as they will appear in the final cut. If there are any questions, please contact the Rangemaster for more information. This is also the contact for entering the competition, and making any suggestions for rules modifications, exceptions, and venue suggestions.

Purpose:

To restore the long lost art of Siege Engine design and construction. Specifically, to build an affordable means of throwing a small payload a long distance. In this case, the payload will be one (1) twelve ounce (12 oz) can of cheap, evil smelling, beer. Otherwise known as Fizzbeer. The target distance is 1/2 mile (812 Meters).

Cost:

The siege engines should be "affordable", something that a team with reasonable resources could build for at most a few hundred dollars. Since different people have different resources on tap, the judges will look over every entry and decide whether it could be done within our "reasonable" price guidelines.

The Patriarch hereby declares these to be the rules of the Siege Engine competition:

2) Entry Fees: The Clan MacDude is a non-profit in the truest sense of the words. We have no dues, membership fees, or any inetntion of officially collecting money. While we gladly take donations to help cover the cost of food, fuel, refreshments, etc., we do not require donations. It is our intention to make the Siege Engine Competition a FREE event. However, there is a very real possibility that insurance and venue fees will require us to charge some nominal fee for the competition - and we're gonna go through a LOT of fizzbeer!

3) Payload: The official standard payload will be one can of fizzbeer (12 ounce ( 355 ml) beer can, massing ~ 375 g) to be randomly selected from a pile of ammunition..

4) Classes: There are numerous ways to build a siege engine, and some of them are far more involved and cost intensive than others. To "level" the playing field, competitors will find thier launchers grouped into three classes. If there are not sufficient entries to fill a class (minimum of 3) entrants in that class will get bumped into the next higher class. If a "top" class does not have enough entries, they may be allowed to compete in a lower class if ALL competitors in that class permit.

5) Portability: The siege engine must be transportable by two people. They can make multiple trips but, if challenged, must be prepared to carry any component of the engine. The total mass of any siege engine may not exceed 5 metric tons. Note: This rule effectively rules out most military grade launchers, including, but not limited to, self propelled field artillary.

6) Safety: All siege engines will be subject to a safety inspection by an adhoc committee. No weapon may compete until it has been approved. The committe may reject any entry for any reason. (note, the Clan makes no pretense of being anything like a democracy) While we sincerely hope every entry will be allowed to compete, we are far more concerned with the safety of our competitors and spectators. If YOU think the thing is dangerous, leave it in the transporter!


These rules are complete as of 8 March1997. They will probably expand to sound even more official. However, no matter how the rules expand, there are only two that really matter. a: The can must land alone. b: The launcher must be safe. Anything else is just gravy. The class structure is there to keep it all together.

We are more concerned with the spirit of the rules than the letter!

And rule number 1 is have fun!

Siege Engines

Table of Contents

Return to the Siege
Engine Home Page
Back to the
Table of Contents


Anna the Magic Sheep

Copyright 1996 - 1998 Mike Parkin
Updated 8 Mar 1997
All rights reserved.
(Some defended fiercly!)