The Davy Fight Back
Anime North's First Ever Davy Fight Back!
In General
- The Davy Back fight is a team competition between 2-5 “pirate crews.” Inspiration was taken from the anime “One Piece.”
- Each crew should consist of no less than 3, and no more than 5 people.
Pirate Crewmates
- Captain: Picks the team name, decides who to take from the other teams, comes up with the Jolly roger.
- First Mate: Takes over the responsibilities of absent crewmates, participates in punishment games.
- Additional Crew
- Navigator: Reads the rules to his team and tells them what to do.
- Musician: In charge of the singing (there will be songs!)
- Cook: Takes care of food-related games
Rules
- Up to five teams compete at a time 4 main games. At the end of each game, the competing teams are ranked first to last, in order of how well they did.
- The captain of the first-place team may steal a crew member from any other team. That crew member must play for his new crew exclusively, unless he is won back to his original team.
- For teams with children aged 12 and under, no crewmates are taken, but a few points are lost.
- Any game can be altered so younger players can participate equally.
- For teams with children aged 12 and under, no crewmates are taken, but a few points are lost.
- Captains will play rock, paper, scissors at the start of each challenge to determine which game will be played.
- The captain of the first-place team may steal a crew member from any other team. That crew member must play for his new crew exclusively, unless he is won back to his original team.
The Games
- The Davy Back Fight consists of big games, mini games, and punishment games.
- Big games: The actual challenges.
- Mini games: Games of chance between the winning and losing captain to determine the fate of the stolen crewmate.
- Punishment games: Are for the team with the least amount of points in a particular challenge, to give that team a chance to win back points. The first mate is the only crew mate to participate.
- Big Games:
- Navigator Game: (25 points) Each navigator must lead a member of his crew through a small obstacle course. That crew member is blind folded, and must rely on the navigator’s accurate directions. The first team to complete the course wins.
- Musician Game: (25 points) Each team’s musician must teach his crew a song after listening to it for 30 seconds. The best rendition wins.
- Cook Game: (25 points) Each team’s cook must make a pirate ship out of dessert food (graham crackers, donuts, marshmallows, etc), and float it in a small bucket of water. Points are awarded for originality, craftsmanship, whether the ship capsizes, how long it stays afloat (20 second time limit).
- Team Challenge:(50 points) A relay race using all the crew members.
- Station One: Each team is provided with a large potato sack, and ten plastic balls. One member of the crew (the “Racer”) steps into the potato sack and hops to the first station. Another crewmate (the “Ballman”) tosses the balls into the potato sack. After all the balls are caught, the Racer steps out of the potato and passes it to the Ballman. The Ballman advances to the next station.
- The Racer will find part of a treasure map at the bottom of the ball bin. The map will instruct him to find paint brushes, which we will have provided in another area.
- Station Two: At the second station, the Ballman opens the potato sack and tosses the balls to the next crewmate (the “Catcher”). The Catcher must catch 3 balls in a bowl secured to his head. After he catches 3 balls, the Catcher must put on a pair of boxing gloves and run with the bowl to Station Three.
- The Ballman will find his part of the treasure map taped to the inside of the potato sack. The map will instruct him to find paint, which we will have provided in another area.
- Station Three: The Catcher must empty the bowl of balls into the potato sack from the beginning of the race. After this is done, and all the balls are accounted for, he must take his place for the last game.
- Each crew tosses hula hoops to its Catcher, who must catch three in order to advance. In order to pass, he cannot drop them, but may catch a hula hoop intended for a member of a rival crew.
- The Catcher will find part of a treasure map at the bottom of the bowl. The map will instruct him to find a piece of black cloth.
- After the hula hoops are caught, the crew must assemble to put together the clues at station Four.
- Station Four: The crew must decorate a pirate flag (using the brushes, paint, and cloth hinted at in their treasure maps). The first to finish is awarded 50 points.
- Station One: Each team is provided with a large potato sack, and ten plastic balls. One member of the crew (the “Racer”) steps into the potato sack and hops to the first station. Another crewmate (the “Ballman”) tosses the balls into the potato sack. After all the balls are caught, the Racer steps out of the potato and passes it to the Ballman. The Ballman advances to the next station.
- Mini Games:Games of chance played between two captains, to decide whether a member of one crew may be moved to another.
- Rock, paper, scissors
- Coin toss
- Card draw (highest wins)
- Dice
- Punishment Game:Played exclusively by the first mate of the losing team after each challenge.
- Kendama(ball in cup)
- 10 attempts to get the ball in the cup. If he succeeds to get the ball in the cup at least once within the first 3 attempts, he will receive points based upon the attempt number.
- First try: 10 points
- Second try: 5 points
- Third try: 1 point
- If he fails after the third attempt, he may either quit trying and accept the loss of 5 points to his team; or he can continue trying, but will lose points for his team each time he misses.
- 10 attempts to get the ball in the cup. If he succeeds to get the ball in the cup at least once within the first 3 attempts, he will receive points based upon the attempt number.
- Hackeysack
- Try to catch the hackeysack 3 times in a row. Six chances.
- First try: 10 points
- Second try: 5 points
- Third try: 1 point
- If he fails after the third attempt, he may either quit trying and accept the loss of 5 points to his team; or he can continue trying, but will lose points for his team each time he misses.
- Try to catch the hackeysack 3 times in a row. Six chances.
- Paddleball
- Try to hit the paddle with the ball 5 times in a row. Five chances.
- First try: 10 points
- Second try: 5 points
- Third try: 1 point
- If he fails after the third attempt, he may either quit trying and accept the loss of 5 points to his team; or he can continue trying, but will lose points for his team each time he misses.
- Try to hit the paddle with the ball 5 times in a row. Five chances.
- Kendama(ball in cup)
Prizes
- Prizes are awarded according to point accumulation (the team with the highest points wins).
- Teams with players aged 12 and under are awarded prizes just for participating.
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