Steampunk Olympiad

Participate in Feats of Strength, Dexterity,
and Cunning at the Steampunk Olympiad
Are you creative? Do you enjoy friendly competition and strutting your stuff?
Then make sure you buy your tickets for the Steampunk Olympiad at the registration desk during the convention weekend! These tickets can be turned in at the games for your chance to shine and show off your skills! Not only do you get to have fun, but you will be helping out our charity partner NAMI (National Alliance for Mental Illness) by purchasing your tickets!
The Steampunk Olympiad is the signature event of the International Steampunk Symposium in which individuals from all across the country, and further, come together to compete in a series of eccentric contests.
Some of the competitions will feature special guests and sponsors, so make sure to keep your eyes and ears peeled for more information that we will be sharing before our convention weekend.
The Rules and Regulations for the games are available here online and 2023’s competitions will be:
- Beard and Mustache Competition
- Compliment Dueling by Madame Askew And The Grand Arbiter
- Costume Contest
- Iron Tailor
- Nerf Dueling
- Oddities and Curiosities
- Penny Farthing Races
- Tea Dueling
- Teapot Racing
- and our opening event on Friday, the Tea Stroll.
Olympiad Competitions Rules and Regulations
Who doesn’t love a dapper person with a well groomed face full of perfectly coiffed hair? Whiskers are amazing, and if you’ve got a glorious face full of them, this is the competition to show them off!
Judges will be choosing winners in the categories of:
- Best Mustache
- Best Mustache/Beard Combination
- Best Themed Whiskers
- Best Fantasy (Fake) Facial Hair
Anything goes in terms of creativity and decoration! This will not be a grooming competition-instead, contestants should have their facial hair pre-groomed and ready for admiration.
Contestants:
Any individual with facial hair are welcome to participate in the competition.
Contest Rules:
- Contestants can have real or faux facial hair, though the faux facial hair can only win in the fantasy (fake) facial hair category.
- Contestants may participate in more than one category (Best Mustache and Best Themed Whiskers, for example). Judging is separate for each category.
- Mustaches/beards should be pre-groomed before the contest.
- Embellishments are accepted and encouraged in any category. Creativity is very much encouraged and one may use anything to decorate or sculpt their whiskers.
- Any type of grooming aid is permissible. This includes curling irons, pomades, oils, and waxes.
- Contestants should prepare a short introduction for themselves.
- Contestants must be willing to be photographed during and after the event by a Symposium photographer.
Awards:
- Best Mustache
- Best Mustache/Beard Combination
- Best Themed Whiskers
- Best Fantasy (Fake) Facial Hair
There are many versions of the rules for Bocce-some that are very complicated and specific, and some that are simpler for those who just like to play. Because of time constraints and space limitations, we’ve chosen a simpler set of the rules for use at the Olympiad. We will set up two Bocce courts (smaller than regulation) in the space provided. This will allow 4 teams of 2 players to compete at a time. It will be a single elimination tournament with points awarded for 1st, 2nd, and 3rd place.
Contestants:
People must team up in groups of two for the competition. One ticket per entrant is required to compete. Anyone is able to participate in the duels, but anyone under 18 must have the permission of a parent or guardian.
Equipment Needed:
- Bocce balls are provided by the Symposium for the Olympiad.
Race Rules:
- Bocce is played with eight large balls and one smaller target or object ball called a pallina. There are four balls per team and they are made of a different color or pattern to distinguish the balls of one team from those of the other team.
- The game is played with two teams, with each team having two players. A playing rotation is determined at the start of a game (ie: who goes first) and is maintained throughout the entire game.
- A game begins with the toss of a coin. The team that wins the coin toss can choose to either have first toss of the pallina or the color of the balls they will use. To start a game, the pallina is rolled or tossed by a member of whichever team has been decided. A player can toss the pallina any distance as long as it passes the center line of the court and does not hit the backboard. If the player fails to toss the ball properly into play, a member of the opposing team will toss the ball into play. If the opposing team fails to properly toss the pallina into play, the pallina is passed to the Master of Ceremonies or a “Pallina Designate” who will deploy the pallina in a matter suitable for the situation that will likely be silly and possibly arbitrary, but ultimately a timesaver. It will be as if the original team’s pallina was successful.
- The player tossing the pallina must deliver the first ball. If the ball hits the backboard, that team must roll again until the first ball is put into play or has thrown all its balls. Otherwise, that player steps aside and the opposing team will then deliver their balls until one of its Bocce balls is closer to the pallina or has thrown all its balls. This back and forth is called a “frame” (like in bowling).
- The “nearest ball” rule governs the sequence of thrown balls. The side whose ball is closest to the pallina is called the “in” ball and the opposing side the “out” ball. Whenever a team gets “in”, it steps aside and allows the “out” team to deliver. The other team throws until it gets its ball closer (not ties) to the pallina. This continues until both teams have thrown all their Bocce balls.
- After both teams have exhausted all their balls, the frame is over and points are awarded. The game resumes by teams throwing from the opposite end of the court. The team that was awarded points in the previous frame begins the next frame by tossing the pallina into play.
- All balls must be thrown underhanded. A team has the option of rolling, tossing, bouncing, banking, etc. its ball down the court provided it does not go out of bounds or the player does not violate the foul line. A player should not step on or over the foul line before releasing any ball. If a player steps over the foul line, the player will receive one warning. For a player that commits a second foul line infraction, the team fouled against will be awarded points as they were, immediately proceeding the foul, and the frame will end. The team committing the foul will be awarded no points for the frame. Or, the fouled against team may have the option of declining the penalty and completing the frame.
- Any ball that makes contact with the backboard is considered a dead ball on impact and is removed immediately from play until the end of a frame. If a ball after hitting the backboard strikes a stationary ball, that stationary ball is replaced to its original position.
- At the end of each frame, points will be awarded. Only one team scores in a frame (similar to tabletop shuffleboard). One point is awarded for each ball that is closer to the pallina than the closest ball of the opposing team. In the event that the closest ball of each team is the same distance from the pallina, no points will be awarded and the pallina returns to the team that delivered it. Only balls which are distinguishably closer to the pallina than any of the opponent’s balls are awarded points. All measurements should be made from the center of the pallina to the edge of a Bocce ball. Games are played to 12 points with the first team reaching 12 points being the winner of a game.
Awards:
- 1st Place Winner(s)
- 2nd Place Winner(s)
- 3rd Place Winner(s)
Presented by Madame Askew And The Grand Arbiter
Notes from the Grand Consonance and Presiding Masters
Inasmuch as The Order of the Most Glorious Confederation of Compliment Duelists (known henceforth as the Order) would ever hazard to impinge upon the honor, eloquence or perspicacity of our most noble members, we set forth these accords for a principled and magnanimous duel as worthy of the chivalrous spirit and sagacity that infuses each of our members. Being personages of the utmost esteem and gentility, members of the Order forever follow first the gentle, earnest direction of their own principles in matters of the duel. No accord or rule is more sacred than that rare distinction of conscience and sensibility that a member of The Order refines through the years of steady application and study of the dueling arts.
At the commencement of the duel, the Compliment Masters will present each duellist with a White Silk. Duellists may prefer to provide their own White Silk which is acceptable provided the White Silk is of a size visible to their opponent and second alike. Duelists may choose the traditional and much respected order of precedence to determine who will proceed first to the balestra: ladies first or age before beauty.
Once duelists have exchanged a bow or curtsy, the Balestra–brief initial exchange of compliments–will initiate the duel. The first duelist will unleash an opening brief salvo to be followed by the spritely rejoinder of the opponent. The Balestra should be no more than one to two quick compliments exchanged across the field before entering the melée.
At all times during the duel, duplication is to be avoided. A duelist may not use a repetition of the Balestra in the rejoinder nor may duelists use reiteration of simple adverbs or adjectives in succession. As courtesy must require, the repetition of proper titles is always allowed across volleys but within a single compliment, the title may only be used once per volley. A serious reiteration will be considered a forfeit.
On the matter of seconds, duelists may call upon a boon companion as an escort for the duel. The seconds, having agreed to the high honor done to them by the request, shall stand a step behind their duelists and upon a gesture of the White Silk by their companion, they may step in to provide a deflecting compliment so that the duelist may regain composure. The second may only provide such aid upon a single instance.
Duelists are to remember that blue language is beneath the chivalrous spirit of The Order and will count as an instant forfeit unless special concessions are granted by the Compliment Masters at the commencement of the duel.
During the advancement of the duel, each duellist is permitted three foibles before they admit forfeit. The Compliment Masters will determine the foibles and acknowledge each Caution with the unfurling of the Red Silk. Cautions may be issued by the Masters through the flub, flummox, folderol or other dread faux pas as listed in the Appendix of Foibles. During the Balestra at the initiation of the duel, no foibles will be met with a Caution.
Without fear for the noble character of the engagement, duelists may engage in dramatic or florid gesture provided that such articulation never disrupts the expression of the opponent or encroaches upon the sovereign space of the opponent.
The natural pause to take a breath or clear the vocal instrument for further speech is, of course, a normal and acceptable consequence of a duel – but lengthy silence, as determined at the discretion of the Complement Masters, will be met with a Caution and the unfurling of the Red Silk.
When one duelist can proceed no further, the White Silk must be unfurled to admit defeat. The winning opponent must then step forward, and in the spirit of chivalry, execute a gentle coup de grace so as to preserve dignity.
Private duels are considered Matters of Honour and are not sanctioned by the Order.
New Compliment Duellists and Judges:
Please reach out to any of the Complement Masters for clarification or assistance with starting your own dueling league.
As with all Dueling and Events of Skill amongst the Temporal Entourage, we remind you, “Do not vex the judges.”
Notes:
*Rules and all other appendices, guidelines, and ephemera created by the Compliment Masters Hal Astell, Katherine Stewart, and Jocelynne Simone, May 2016. Additional edits and development provided with the kind assistance and insight of Glenn R. Shambach.
Appendix of Foibles:
Falderal–a significant repetition.
Farouche–a compliment or rejoinder containing blue language.
Flapdoodle–a rejoinder or compliment that loses its meaning.
Flench–a particularly skillful or barbed compliment; performing a Dowager Duchess.
Flimflam–nonsense word masquerading as a proper word.
Flub–a mispronunciation or misuse of a word.
Flummery–a trifling reply too short to be a proper rejoinder.
Fluster–a long pause.
Flummox–a lack of rejoinder.
Folderol–excessive use of repetitive adverbs in a compliment or rejoinder.
Awards:
- 1st Place Winner(s)
- 2nd Place Winner(s)
- 3rd Place Winner(s)
Contestants:
Individuals can compete as a group or individually, though one ticket per entrant is required to compete. Anyone is able to participate, but anyone under 18 must have the permission of a parent or guardian.
Costume Contest Guidelines:
- Costumes are encouraged to be Steampunk themed, and even better if they match the annual theme of the event. Handmade and self-constructed costumes are highly encouraged, but not necessary.
- Please come prepared and ready to show off your costume. As a courtesy to other contestants, please have any makeup or costuming done before the contest starts.
- All costumes must be family-friendly and appropriate for all ages. Nudity or any illusion to it is prohibited. Contestants wearing mesh, sheer or other see-through clothing or body paint as a part of their costume must still meet the minimum coverage requirements.
- Makeup, body paint or face paint should not come off in casual contact.
- No open carry of firearms. Costume weapons must meet weapons policy guidelines.
- For safety reasons, the following props are not allowed:
- Live animals (with the exception of service animals).
- Substances that might damage or stain facilities or other costumes and participants (i.e. fake blood, glitter, confetti, silly string, water, body or face paint, etc.).
- Aerosol Sprays (Please apply hairspray or hair color before the contest).
- Flames, pyrotechnics or explosives of any kind.
- Swearing, sexual humor, flashing, extreme political or religious statements or other inappropriate behavior will not be tolerated. Contestants engaging in such behavior will be immediately disqualified and removed from the event.
- Throwing props is not allowed.
Judging Criteria:
- Quality: Whether your costume is handmade or store bought, we look at the stitching, material and fit. If you have compiled your costume from things found around the house, we look at how you have modified them, how you paired them and how creative you were. We also take into account such things as wig styling and make-up.
- Tips: If your costume is handmade, make sure to let us know how you made it. If you didn’t make your costume, try and put more emphasis on something you styled, like your wig or make-up.
- Presentation: The goal of the costume is to look as much like your character or persona as possible; this includes body motions and phrases you say. Those who act in character will score higher than those who do not.
- Tips: Talk in the tone of your character or persona and try to say things that they would say. Stand, pose and move like them too.
- Effort: We will try and determine how hard each person had to work to complete their costume, find a rare prop, style the appropriate wig or do his make-up.
- Tips: Make sure to tell the judges how long you worked on compiling your costume and point out details that required effort to complete.
Awards:
- 1st Place Winner(s)
- 2nd Place Winner(s)
- 3rd Place Winner(s)
Teams of two will face off in a single-elimination tournament. A bracket will be created at the beginning of the event, so please be on time, as no participants can be added once the first ball is struck. The winners of the game move forward in the bracket, while the ones who don’t win will join the spectators. The bracket will produce a 1st, 2nd and 3rd place winning team. There will also be a design portion of the competition, with the judges deciding 1st, 2nd, and 3rd place on the aesthetics of your mallets.
Contestants:
People must team up in groups of two for the competition. One ticket per entrant is required to compete. Anyone is able to participate, but anyone under 18 must have the permission of a parent or guardian.
Equipment Needed:
- Teams should bring at least one modified mallet. If only one mallet is brought, the players on the team will switch off for use. Please see the design rules below. If you don’t bring a mallet, a basic mallet will be provided for you.
- Colored cannonballs will be used in play and provided by the Symposium. Note that these are lighter than normal croquet balls. Balls should be hit with similar force to miniature golf. The goal is to make it roll, not make it airborne!
Croquet Rules:
- Each team has two players. The first player is the navigator and works on advancing the team’s ball through the course. The second player is the gunner, and works to interfere with the other team’s navigator.
- Each round of the game is divided into four turns. The winner of a coin toss gets to go first.
- Using the mallet, the first team’s Navigator player knocks his/her ball towards the hoops, aiming to put the ball through the hoops, in order from 1 to 6.
- Next the second team’s Navigator takes a hit, knocking his/her own ball through the hoops, in order.
- The third turn belongs to the first team’s Gunner. The Gunner will take his/her cannonball and aim for the second Navigator’s ball and attempt to knock it off course and away from the hoops. This is similar to pool, where one ball is used to strike another away from the pocket.
- Finally, the second team’s Gunner will use his/her Cannonball to try and knock the first Navigator’s ball off course.
- Balls that are knocked off the playing field, called going overboard, will be brought back to the field at the starting point.
- If a Navigator’s ball hits the other Navigator’s ball, causing it to move and lose position, it will be returned to its original position. As before, Judges will decide any placement disagreements. Only Gunners may legally strike a Navigator’s ball and change its position.
- If one Gunner’s cannonball hits the other Gunner’s cannonball, both Cannonballs will remain where they land.
- If a Gunner’s cannonball hits her own Navigator’s ball, both balls will remain where they land.
- Please do not hit the balls with overly great force. Launching a ball into the air will result in disqualification from the game. This is for the safety of the spectators and other participants.
- Rounds will repeat until one of the Navigators’ balls completes the course of six hoops in order.
- Due to time restraints, games will be restricted to a total of 8 rounds.
- If no navigator has completed the course in 8 rounds, the Navigator whose ball has completed the most hoops (in order) wins. If there is a tie between the Navigators, then the Navigator whose ball is closest to the next hoop is the winner. Once again, the judges will make the final ruling in the event of disagreement.
- Winners of the semifinals will advance to the final. Losers of the semifinal will play one more time to determine 3rd place winner.
Awards:
- 1st Place Winner(s)
- 2nd Place Winner(s)
- 3rd Place Winner(s)
Mallet Design Rules:
- Your mallet must be no larger than 32 inches high. We recommend the mallets found at this link (http://a.co/ey1SGVG).
- Any aesthetic modification that does not impact safety is permissible.
- Mallets may not have sand or any other weight modification added to the head of the mallet to make it heavier (like a golf club). Extra weight added to the head to provide advantage could result in unsafe hitting of the ball (causing it to launch into the air, etc.).
- Modifications that impact performance are not permitted, such as spring loaded ball launching mechanisms, etc. These could impact the safety of spectators and other participants and as such, are not allowed.
- Mallets must be used in the competition to be submitted for judging in the mallet design competition.
Awards:
- 1st Place Winner
- 2nd Place Winner
- 3rd Place Winner
If you want to win, you must have a sturdy airship, with a stunning design and deft hand at the controls. The RC Dirigible Race can be entered with one of two options: ready to fly RC Blimps (you can search online at Amazon for suppliers) or you can make your own. You can build your own from “scratch” using hobby grade RC electronics, or to use some other flying toy as a “power plant” and build it into a custom helium lift vessel.
However, the dirigible must be that—a dirigible with requisite blimp attached to the mechanism. The course will be simple with at least one left hand hairpin and at least one right hand hairpin and eventually a finish line.
You will be timed from the starting line and the timer will stop at the finish line. Each dirigible will get one run on the course, with the fastest times winning 1st, 2nd and 3rd place. In the event of a tie, a second run may be required. There will also be a design portion of the competition, with the judges deciding 1st, 2nd, and 3rd place on aesthetics/engineering alone.
Contestants:
Anyone is able to participate in the race, whether it’s an individual or a team, but the team will be awarded as a whole if they do win. Anyone under 18 must have the permission of a parent or guardian. One ticket per entrant is required to compete.
Equipment Needed:
- One RC Dirigible (customized or not) See below for rules governing design of the dirigible. Modification is not necessary, but you have the opportunity to take part in the design competition as well.
- A Helium tank to fill your blimp. Helium will not be provided for you. Helium tanks can be purchased on-line and also at many party stores that sell balloons.
Race Rules:
- From the start line you’ll be given the go by the timing judge and you must fly your Dirigible in the path outlined by the judges. There will be a “safe for dirigible” marker, such as a balloon floating in mid-air, to indicate each turn point. You must fly AROUND the markers, on the far side. Missing the turn or flying in front of the marker will disqualify you from the game. You are allowed to make contact with the marker during flight.
- A final marker will mark the end of the course. You must fly past the marker (within 5 feet of it) in order to consider the course complete. When you get past the finish line the timing judge will stop your time.
- There will be only one run for each dirigible in the race with the fastest times to full completion winning 1st, 2nd and 3rd place. In the event of a tie, a second run may be required.
- Expect the height of the ceiling to be 14 feet or less and plan accordingly.
Dirigible Functionality Design Rules:
- All RC Dirigibles entered in the races and design competition must be capable of slowing its descent in the case of a power loss, or a cut throttle. Basically, if you have it flying near the ceiling, and your battery dies or your motors stop working, it shouldn’t fall straight to the floor. Don’t worry if your Dirigible design doesn’t allow for a free floating blimp, just so long as it doesn’t drop like a rock with a loss of power.
- Dirigibles should be no longer 80 inches from nose to tail. They should be no wider than 72 inches. They should be no taller than 72 inches from the gondola to the top of the balloon(s).
- All Dirigibles should be of helium filled/lighter than air type. No hot air dirigibles, flammable gas dirigibles (no Hydrogen) or heavier than air vehicles (helicopters or airplanes) allowed. Helicopters, Quad-Copters and Airplanes can be used as power plants in helium lift dirigibles, just not standalone. If you use one of these heavier than air vehicles as a power plant, it should be enveloped by some kind of decoration or architecture to make it fit as a dirigible, and not just a helicopter suspended from a balloon.
- Your primary propulsion must be through electric motors and propellers (or ducted fans). Other inventive, non-volatile propulsion is allowed/encouraged. Keep it safe. If you aren’t sure, please ask.
- There are flying toys that have multiple propellers for control that with a little engineering can be made to provide steering and elevation control to a balloon based airship. You may even find a way of using more than one flying toy, one for forward thrust and steering, one for elevation, or some other configuration.
- Due to the possible expensive nature of remote control dirigibles, and the amount of work that may go into designing and building one of these airships, there will be no “combat” competition. However, if you wish to design some kind of working “weapons” into your dirigible for exhibition purposes (such as for the design competition), these must be disabled or removed for the races.
- There will be spectators in the room, and while we do our best to keep them out of the planned flight path, we all know that things can go awry. To avoid any injuries from falling parts, please make sure that all of your Dirigible’s parts are securely attached, and make an inspection prior to each flight.
- Your vessel must have a name. It may or may not match the name of your group, so make sure you let us know the name of your RC Dirigible, and if it is not the same as the name of your group, let us know which group your Dirigible represents in the competition.
- It is recommended that you thoroughly test your dirigible before the competition. Due to the single heats, any breakdown or malfunction will not allow a second run. Basically, you have one shot at it!
Awards:
- 1st Place Winner
- 2nd Place Winner
- 3rd Place Winner
Dirigible Aesthetics Design Rules:
- Your Dirigible must meet all the same specifications as those stated above in the functionality portion, EXCEPT for any weaponry which can be re-enabled for the aesthetics competition. If you design any kind of weapons into your dirigible, they must not be capable of causing injury to a person, either due to inadvertently or intentionally being in the line of fire, or by being dropped on accidentally due to a malfunction.
- Your Dirigible must be capable of remote control flight, but doesn’t have to fly well.
- Your Dirigible does NOT have to take part in the races to be entered in the design competition; it just must be CAPABLE of Remote Controlled flight and fit the specifications as stated in the functionality portion above.
- Best design can be a combination of inventive engineering, artistic presentation, or both. Best engineering does not necessarily mean the fastest airship.
Awards:
- 1st Place Winner
- 2nd Place Winner
- 3rd Place Winner
Teams will battle using needle and thread, hot glue, and a variety of tools to create a stunning steampunk outfit from thrift store clothing, cloth scraps, and ingenuity. The winning outfit will show both creativity and craftsmanship. Points will be awarded for 1st, 2nd, and 3rd place teams.
Contestants:
Any team of 3-4 people (aged 12 and up) are welcome to participate in the competition. The teams will determine their Design Engineer Officer (DEO) who will be their leader and whose decisions will be final for their team. One ticket per entrant is required to compete. Anyone under 18 must have the permission of a parent or guardian.
Equipment Needed:
- Any thrift store clothing or materials that will be placed on a community table. You may not keep these items for yourself, but may choose them in the picking rounds.
- ONE portable basic sewing machine, if your team chooses to use one. Note that this must be a basic machine—No sergers or embroidery machines. Extra Consideration awarded if the sewing machine is actually powered by steam.
- Basic sewing materials (needles, pins, thread, scissors, etc.).
- Any other crafting tools you think you may use such as hot glue guns, duct tape, jewelry pliers/tools etc. Some of these items will be present on the community table, but not enough for every team to use. In general, prepare to bring a kit of the tools you may want to use.
Iron Tailor Rules:
- Only crafting tools may be brought for personal use. All components, material, clothing or jewelry brought must be placed on the community table for use in the picking rounds.
- Teams will be given a box of five items by the judges. Each team must use at least three of the items in the box in their costume. Not using three items will disqualify your final costume.
- Teams will take turns picking items for their creations from the component tables.
- The order in which the teams will choose will be determined at random. One at a time, in order, the teams will start from their start area and have a very limited time to choose a predetermined number of items from the tables. Items not completely brought back to their start area must go back to the picking tables and may be picked up by other teams. The number of items that may be picked up in each round will be predetermined by the judges in each round.
- The number of choosing rounds will be determined by the judges.
- When the Iron Tailor begins, teams will be given one and a half hours to craft a costume, including accessories, from the items in the box and from the community table.
- Your model must be one of your team members. No outside participants can be used during the competition.
- Throughout the competition, the judges will be walking through and viewing your creation process.
- Judges may award The Panache Award to something that most impresses them. Possible Panache achievements include but are not limited to “Grace Under Stress,” “Most Improbable Non-Electric Powered Sewing Machine,” “Fabulous Accent”; basically that which demonstrates flamboyant confidence of style or manner in the minds of the judges. A prize will be awarded for the Panache Award.
- All points are awarded to the team, not to individual members.
- During judging, teams will be asked to describe their costume: what was created, how it was made, any theme to the costume, and the mandatory items from their box that were used.
- Outfits will be displayed on Saturday at the Fashion Show.
Awards:
- 1st Place Winner
- 2nd Place Winner
- 3rd Place Winner
Presented by the illustrious Captain Quaestor.
Captain Quaestor loves officiating Nerf Gun Dueling, and it shows through his enthusiasm and passion! We have included the set of rules for Nerf Dueling, as well as a waiver and release form (see below) that contestants must sign before competing.
- Only two participants per duel. The participants must wear eye protection.
- The duels will be set as a single-elimination tournament bracket. The contestants will be paired randomly for the first round.
- Each participant will be given a steampunked Nerf gun. They will be instructed by the referee on how to load and fire the pistol.
- Each participant will be given the same amount of foam darts. Darts will be loaded before the start of the duel.
- Before the start of the duel, both duelers will have a chance to “air their grievances” against their opponent. This will be done for entertainment and in a jocular manner. For example: “You are a scoundrel and your airship offends my view of the sky! Therefore, I shall end you”. Foul or explicit language is prohibited.
The duel starts by having both contestants stand back to back.
- The referee will start a countdown for five steps. Regular walking steps are to be taken. Large irregular steps are not allowed. Most simple foam blasters are not known for distance, so please keep it short.
- After five steps are taken, both contestants will turn around and fire their weapons. The duel is won by “first blood”. So any hit on any part of the body is considered a win, and if both hit each other, the first one to hit their opponent wins.
- After both contestants fire their first shots, If both contestants miss, they can ready their weapons and fire again at their own speed.
- Dodging and running around is not allowed. The duel is a matter of honor and bravery. Trying to escape defeat by avoiding the projectile is considered a cowardly act.
- If both contestants miss all their shots, or in the unlikely case that they hit each other at the same time, then they will settle the duel with a “Rock, Paper, Scissors” game.
- For fun and giggles, it is encouraged for the defeated dueler to act out their injury. “Avast! I have been shot! Goodbye cruel world!”
- Both contestants are obligated to pick up the darts they used from the dueling area. Failure to do so invites disqualification.
- A defeated dueler is out of the contest. The duels will continue until one last contestant remains and is declared the winner.
Awards:
- 1st Place Winner
- 2nd Place Winner
- 3rd Place Winner
Have you ever wondered if you possessed the talent and ingenuity to build an oddity to rival the great Mysterious Thing or to enthrall the world like Barnum’s infamous Feejee Mermaid? Perhaps you think you have what it takes to cobble together the next implausible icon of circus lore. Well now is your chance, ladies and gentlemen! In this convivial contest of creativity, you will build and present to the world your own mysterious, monstrous or magical creations. All of our brilliant participating sideshow professors and hucksters of humbug will proudly display their oddities, curiosities and gaffs in a lineup the likes of which haven’t been seen since the golden age of Coney Island. Our judges will then decide who among you is worthy of the title of Symposium Sideshow winner!
Contestants:
Anyone is able to participate in this event, but anyone under 18 must have the permission of a parent or guardian
Rules:
- The oddities contest is open to anyone who has purchased a ticket to Symposium, and to all staff. No person engaged in judging or hosting the contest will be permitted to enter an item for judging.
- To ensure fairness to all participants, all oddities and gaffs must be made by hand. This doesn’t mean they must be made entirely from scratch. Items that are modified from existing props such as plastic skeletons, legally harvested and owned taxidermy, dolls or other materials are welcome. No premade and unmodified Halloween props, toys or animatronics will be considered. Example; A store-bought skeleton will not be considered as a legal entry, but the same skeleton with fake skin, paint, hair and other additions would be. Be creative!
- Please keep all designs tasteful and safe. Remember there are families here. No overtly lewd or vulgar imagery will be permitted. No live animals, real firearms, flame, dangerous chemicals or illegal/illicit items are allowed. Faux animal parts and fur are preferred, but if real animal parts are to be used, please ensure that they are properly preserved and/or prepared to prevent bad smells or hazardous conditions. If your oddity has sharp teeth, spines, preserving fluids or other potentially dangerous parts, please display it in such a way as to reduce the possibility of it injuring someone. Any entry seen as dangerous or offensive will be disqualified at host’s discretion. If you have a question about your entry, please ask a host before displaying.
- Entries will be judged impartially and based on many factors including realism, uniqueness, craftsmanship and presentation of the item. Overall size of the entry will have no bearing on the judges’ decision.
Awards:
- 1st Place Winner
- 2nd Place Winner
- 3rd Place Winner
The Penny Farthing Race will be raced with child sized tricycles, but with adult sized drivers. Each competing group must provide three participants: a Driver, and two people to push (called Engines). The race will be a timed ROAD COURSE, with pylons (of a sort) to navigate around and hazards. You will be timed from the starting line and the timer will stop at the finish line. Each penny farthing will get one run on the course, with the fastest times winning 1st, 2nd and 3rd place. In the event of a tie, a second run may be required. There will also be a design portion of the competition, with the judges deciding 1st, 2nd, and 3rd place on aesthetics alone.
Contestants:
Anyone is able to participate in the race, but you must have three people per team. One ticket per entrant is required to compete and only people 18 and over are allowed to be involved in the race itself.
Equipment Needed:
- One functional CHILD-SIZED tricycle with Steampunk themed modifications. See below for rules governing design of the tricycle. Modification is not necessary, but you have the opportunity to take part in the design competition as well.
- Goggles – each Driver and the Engines must have their own goggles due to the unpredictable nature of flying nerf darts.
Race Rules:
- Each Driver will sit on their tricycle/penny farthing and can either keep their feet on the pedals or not. We recommend NOT.
- Each Driver has two assisting persons to push the penny farthing. These assisting persons are referred to as Engines collectively. Each of the Engines will be allowed to use only one hand to help push their racer along. If either of the Engines uses more than one hand at a time they will be disqualified. Switching hands is allowed.
- Goggles must be worn by each competing driver and both Engines while they are racing. Worn over the EYES. Because steampunk…
- HAZARDS: I’m not sure what you did to them, but the people are armed with NERF guns and limited ammunition taking pot shots at the racers from various camping spots. Shooting back is NOT allowed. Any shots that hit the driver are null, but the first shot that hits either of the Engines will disable that Engine, forcing it to withdraw. After the loss of the first Engine, the remaining Engine will no longer be capable of being disabled. This will leave only one assisting Engine to complete the race, who may then use BOTH hands to assist.
- SHIELDS: Everyone knows that a well prepared ship comes with both offensive and defensive measures. In our race, The Engines are allowed to use shields as protection from the enraged crowd. If you choose to use shields they must be no larger than 24 inches across, round or square. We recommend using foam core board or cardboard, rather than anything heavier or harder, just in case you drop one. This brings up the other point: The shields must be hand held. You may not strap them to your arm.
The Course:
- The race will have at least two (possibly hairpin) turns.Practicing turns with your Engines is key. Remember, Engines may only use ONE hand to push.
Awards:
- 1st Place Winner
- 2nd Place Winner
- 3rd Place Winner
Racer Design Rules:
- Must be a CHILD SIZED penny farthing style (big front wheel, small rear wheels) where the front wheel is no larger than 16” diameter. Using a base tricycle from a Yard sale or leftover from your own child or childhood is of course allowed, but if you want to buy a new one, we recommend a Radio Flyer Classic Red Dual Deck Tricycle, or a Classic Flyer by Kettler 12” Tricycle.
- Strengthening of the structure is allowed, but all sharp edges of any additional metalwork must be filed down, removed, or sanded.
- No powered locomotion modifications are allowed.
- Any artistic or stylistic modifications must be safe for the driver, Engines (pushers), judges and spectators.
Awards:
- 1st Place Winner
- 2nd Place Winner
- 3rd Place Winner
Scavenger Hunt information forthcoming.
The noble art of Tea Dueling is a way for gentlemen and ladies to resolve their petty differences (and hair cutting comments) in a genteel manner. Provided that your biscuit reaches your mouth with a clean “Nom” after your opponent, you’ll have the self-satisfaction of knowing that you beat them soundly…but very politely.
Duelists will face off in a single-elimination tournament. The martial brew, biscuits, and kegs will be provided by the event. A bracket will be created at the beginning of the event, so please be on time, as no participants can be added once the first biscuit is dunked. The winner of a duel moves forward in the bracket, while the loser joins the spectators. The bracket will produce a 1st, 2nd and 3rd place winner.
Contestants:
Anyone is able to participate in the duels, but anyone under 18 must have the permission of a parent or guardian.
Dueling Rules:
- Tea Dueling Rules (taken directly from the Articles of the Honourable Association of Tea Duellists, 3rd Edition 1899—©Geoff Banyard & John Naylor):
- Article 1.1 A duel as constituted under the auspices of the International Association of Tea Duelling shall be known as a “Tiffin Party”
- Article 1.2 The only permissible beverage is tea. Coffee and chocolate are strictly prohibited. This beverage may be any blend of chai as supply allows. The combatants may add milk and sugar to taste. This beverage should be no less than 65 degrees at the time of competition. The beverage should be known as the “Brew Martial”
- Article 1.3 Upon agreement of all parties an agreed alcoholic tipple may be added to the Brew Martial on the understanding that it does not unduly reduce the temperature of the Beverage. In such circumstances this shall be known as the “Toddy”
- Article 1.4 The drinking vessel, known as “The Keg” shall be no less than three and one quarter inches depth. Kegs should be of pottery or metal. Single use kegs may be used in extreme circumstances but these must be of paper or card.
- Article 1.5 The provision of the Brew Martial along with the approval of Kegs etc shall be the responsibility of the “Pot Master”. See section 2.
- Article 2.1 The duel shall be facilitated by the appointed officer known as the “Pot Master” the Pot Master is responsible for supervision of Kegs and Brew Martial. The Pot Master is also responsible for the provision of suitable biscuits. (See section 3)
- Article 2.2 The duel shall be presided over by a president/umpire known as the “Tiffin Master”. When honor requires satisfaction and insufficient suitably qualified officers are present the Pot master and Tiffin master may be embodied in one person.
- Article 3.1 Duelists shall supply their own biscuits, to be inspected by the Tiffin Master. Ordinarily these are “Malted Milk” otherwise known as “Cows”. With agreement of all parties these may be substituted for “Nice” biscuits, known as “Nickies”. Unfortunately those honorable snacks, biscuits brown and biscuits fruit are forbidden for use in Tea Duelling under Queen’s regulations. In the most dire of supply emergencies when honor must be satisfied then Digestive Wheatmeals or “Rusgetifs” may be substituted but the size of Kegs may need to be adjusted accordingly. All other varieties of biscuits are known as “fancies” and are prohibited under the Hague Convention other than those approved by the Atlanta Convention of 1902 which allows for locally sourced alternatives under the Transatlantic Rule. The recommended bisquit is “Pepperidge Farms Chessman”.
- Article 4.1 Each duel should be attended by the two protagonists or “dunkers” and their seconds. All accept fully the articles of the honorable association.
- Article 4.2 Should a dunker suffer a crisis of confidence and withdraw before the duel then their second should step into the breach. The second will be afforded full honors.
- Article 5.1 The duel will begin with the laying out of the biscuits by the Tiffin Master. Six biscuits will be laid upon a white napkin on a serving plate. The laying out of the bisquits will be done in the presence of the seconds or in the case of a full tournament by officers appointed to this task known as “Cosies”
- Article 5.2 The Pot Master will supervise the provision of the Kegs of Martial Brew ready for the duel to commence.
- Article 6.1 The dunkers will take their kegs of brew martial and place them on the table which is set up between them.
- Article 6.2 The Tiffin Master will place the charger of biscuits on the table between the dunkers.
- Article 6.3 On the command “choose your weapons”the dunkers will each select a single biscuit. No handling or replacing of biscuits is permitted.
- Article 6.4 The dunkers will hold the biscuit in one hand with finger and thumb no further than one half inch from one edge.
- Article 6.5 The Tiffin Master will give the order “Ready” and both biscuits will be positioned over the appropriate keg no further than six inches above the lip.
- Article 6.6 On the command “Dunk” both dunkers will immediately and swiftly lower their biscuit into the Brew Martial. The Tiffin Master may declare a penalty “a bagging” against any dunker who unduly delays their dunk and the biscuits will be removed and discarded. Replacement biscuits will be chosen by both dunkers from the remaining four. (Note: If a dunker is penalized twice for bagging then he or she shall forfeit.)
- Article 6.7 if the Tiffin Master is happy that there has been a clean dunk he shall count to five. Dunkers shall not remove their biscuit from the Brew Martial before the Tiffin Master calls “five”.
- Article 6.8 Once five has been counted and the biscuit removed the dunkers shall attempt to eat the bisquit. 94% as judged by the Tiffin Master must end up in the dunker’s mouth for a clean “Nom.”
- Article 7.1 If a biscuit falls back into the brew martial this is known as a “splash” and the dunker is considered beaten.
- Article 7.2 If a biscuit falls onto the table or floor etc this is known as a “splatter” and the dunker is considered defeated.
- Article 7.3 If a biscuit falls onto the dunker’s person this is known as a “splodge” and the dunker is considered defeated with credit.
- Article 7.4 Where both dunkers manage a clean Nom then the dunker who last mouthed their bisquit is considered to be the victor with their opponent defeated.
- Article 7.5 If no dunker has managed a nom after two rounds (and there has been no win by credit of a splodge over other scores) the third and final round shall be decided by default as the last dunker to splash, splat or splodge as called by the Tiffin Master.
Additional Symposium Rules:
- If there are many duelists, 2 pairs may duel simultaneously to save time in the early rounds. The Tiffin and Pot Masters will be used to settle any disagreements regarding a clean “Nom.” The Masters’ ruling is final.
- Winners of the semifinals will advance to the final. Losers of the semifinal will duel one more time to determine 3rd place winner.
Awards:
- 1st Place Winner
- 2nd Place Winner
- 3rd Place Winner
Ready, set….RACE! Navigate your remote controlled Teapot through a variety of obstacles to reach the finish line in the shortest amount of time! Such obstacles you need to traverse could include ramps, tunnels, jumps and balanced items that need maneuvering around, so it’s important you make sure to follow the size specifications for your teapot! You will be timed when your Teapot leaves the starting line and the timer will stop when you have passed the finish line. Each Teapot will get one run on the course with the fastest times winning 1st, 2nd and 3rd place. In the event of a tie, a second run may be required.
There will also be a design competition with judges choosing 1st, 2nd and 3rd place based on your Teapot originality and artistry.
Contestants:
Anyone is able to participate in the race, but anyone under 18 must have the permission of a parent or guardian.
Equipment Needed:
- One teapot mounted on a radio-controlled chassis. It is recommended that contestants consult their local hobby shop or electronics shop for a suitable base vehicle, which may then be modified or accessorized. See modification rules below.
Race Rules:
Modified from the New Zealand Splendid Teapot Racing Rules, created by Simone Montgomery:
- From the start line you’ll be given the go by the timing judge, and you must race your teapot on the course outlined by the judges. There may be any number of obstacles, unknown beforehand, including ramps, jumps, and tunnels which may break your teapot!
- Racers will have three minutes to negotiate the course as specified by the judges, one vehicle at a time. Vehicles that have not completed the course within three minutes will be disqualified. Contestants may, if they wish, walk with their vehicle as it negotiates the course.
- The skipping of any obstacle is not permitted. If a vehicle is unable to pass an obstacle within the three minute timeframe, the course is considered incomplete and the racer is disqualified. Please see design specifications below to ensure your teapot racer will be able to navigate the course.
- Manually moving a vehicle or obstacle is not permitted during the course run, nor is any other outside interference, by the contestant or spectators.
- When the vehicle passes the finish line, the timing judge will stop your time.
- There will be only one run for each teapot in the race with the fastest times to full completion winning 1st, 2nd and 3rd place. In the event of a tie, a second run may be required.
- NOTE: In normal Splendid Teapot Racing games, both bribery of the judges and showmanship are considered integral in choosing a winner. For the purposes of the Symposium Olympiad, bribery is not permitted, due to the nature of the overall airship competition, where none of the other games include it as an aspect. We pride ourselves on a fair and unbiased competition, and some of the contestants take the games very seriously. That said, any showmanship you want to include is entirely up to you! And do be aware that any other event you may go to with Teapot Racing is likely to include bribery as part of the fun. We are just choosing not to include it here.
Awards:
- 1st Place Winner
- 2nd Place Winner
- 3rd Place Winner
Teapot Racer Design Rules:
- No vehicle shall exceed 30 centimeters in height, 30 centimeters in width, or 40 centimeters in length (including any flags, aerials, etc.). Vehicles which exceed these measurements will be permitted to compete, but will be penalized and may encounter difficulties in negotiating the hazards noted above.
- Any other modification is permitted, provided that it does not impact the safety of spectators, or the other participants’ vehicles.
Awards:
- 1st Place Winner
- 2nd Place Winner
- 3rd Place Winner
Tea Stroll Rules:
- Tables must include a snack and alcohol free beverage.
- Tables do not have to be affiliated with a specific airship, for instance there can be an authors’ table or a teen table.
- Table themes must have a steampunk aspect, not necessarily a specific “type” of steampunk.
- Information must be given as to the needs of the table. Do you need hot water? Cold water?
- During the tea stroll tables are not to get water on their own, this will be provided by tea stroll staff.
- All needs of the table need to be communicated to the Tea Stroll manager. This includes the type of water needed, ice or access to electrical outlets. Electricity is limited and if not communicated you will NOT be given access.
- Volunteers will not be assigned by me. They must come from the table “owners.”
- No more than two people at the table at a time. Space is very limited.
- Is your table friendly to the dietary needs of special groups? Gluten free? Peanut Free? Diabetic friendly? Coffee friendly? etc. Please ensure this is communicated so that a designation can be placed on your table.
- Table theme, affiliation (or table representative) and requirements of the table MUST be communicated by one month prior to the Symposium AT THE LATEST.
- If you have not submitted a table request by the cut off date, or have not received communication on the needs of your table you will not have a table.
Awards:
- 1st Place Winner
- 2nd Place Winner
- 3rd Place Winner
Participants will fence using special umbrellas provided by the Symposium Games and donated by Unbreakable Umbrella. These umbrellas are manufactured for protection and made not to break if used offensively. Fencers will face off in a single-elimination tournament. A bracket will be created at the beginning of the event, so please be on time, as no participants can be added once the first bout begins. The winner of a bout moves forward in the bracket, while the loser joins the spectators. The bracket will produce a 1st, 2nd and 3rd place winner.
Contestants:
Anyone over 18 will be able to participate in Umbrella Fencing.
Equipment Provided for You:
- Unbreakable Umbrellas will be provided for you by the Symposium Games. Do NOT bring your own as you will not be allowed to use it.
- Fencing face/head mask and padded vest for safety.
Umbrella Fencing Rules:
- SAFETY: Fencers MUST attend the preparation session that begins a half hour before the game. At 10am, potential fencers will meet the game organizer in the designated room for a quick tutorial and safety review.
- Fencers will be asked to sign a liability waiver at that time. Umbrella Fencing IS dangerous. You must be willing and able to take responsibility for participating in the event. If you refuse to sign the waiver, you will not be allowed to participate.
- Fencers must wear the provided safety equipment. Refusal to wear the equipment will result in disqualification, and you will be unable to participate.
- Fencers will position themselves and shake hands before beginning.
- Upon being told, “Begin,” by the judge/referee, fencers will endeavor to touch their opponent with the tip of their Unbreakable Umbrella.
- As in real fencing, passes may be dodged or blocked by your own umbrella to avoid a touch.
- All touches are to be between the shoulders and waist for safety reasons, in order to be considered a legal touch. Making contact with areas such as the arms and legs do not count as a touch.
- Making contact with the head or neck area is illegal and you will be disqualified for doing so. It is understood that accidents happen, but due to safety, there is a zero tolerance policy on contact with the head or neck.
- Three legal touches will win the bout.
- Winners of the semifinals will advance to the final. Losers of the semifinal will fence one more time to determine 3rd place winner.
- In the case of a tie in the final bout, the bout will be repeated up to two times. If there is STILL a tie, both finalists will split the available points for first and second place equally. In the case of a tie during the 3rd place bout, the bout will be repeated up to two times. If there is STILL a tie, the judges will determine the winner by coin toss.
- Don’t be that lout who refuses to accept defeat when your opponent and judges have declared you eliminated. In fact, if you even THINK you have been hit, be the gentleman (or gentlewoman) and call it out.
- There will be spectators in the room, and while we do our best to keep them out of the fencing area, we all know that things can go awry. Please be mindful of spectators. Fencers may ask for a hold if a spectator enters the fencing area, to allow for that spectator to be removed.
Awards:
- 1st Place Winner
- 2nd Place Winner
- 3rd Place Winner
Anyone can write, but can you write as part of a team? Finally, an Olympic event for writers and anyone with a creative drive. Teams of three will come together and compete in a timed competition to produce the most creative and engaging Steampunk story that they can. However, your Creativity will be challenged as the rules of the competition will change as you progress! Will you and your team of creative writers be able to put together a story that is both consistent and engaging? No one will know what is in store in this crazy competition filled with multiple twists.
Contestants:
Anyone is able to participate in the competition and teams must have no more or less than 3 members. Winning stories will be read later in the weekend so don’t forget to attend the award ceremony. One ticket per entrant is required to compete.
Equipment Needed:
- One pad of writing paper, a pen or other writing utensil, your team, creativity, and flexibility.
Relay Rules:
- Each team is expected to supply their own writing supplies. Please remember spare pens/pencils, extra time will not be awarded in the event of a failed writing utensil. Inactive writers may sharpen pencils, but must provide their own sharpener.
- Each team will select a team leader, the role of the team leader is up to the discretion of each team, but will be the first and last writer.
- There will be three “twists” that MUST be incorporated into the story. The story will be judged in part by the way the twist is incorporated into the story. Failing to incorporate a twist is a serious offense and will likely affect your story's standing.
- There will be 4 rounds, each with a writer change at the beginning. Prior to the start of the first round the first twist will be revealed.
- Team leaders will have a maximum of 5 minutes, minimum of 2 minutes, to discuss the story with the whole team. After the minimum of 2 minutes the Team Leader, who must be the first writer, may choose to begin writing, but must be writing after 5 minutes, which is when the round officially begins.
- The Team Leader will have 10 minutes to start the story, or up to 13 if they chose to start early. After that time the next writer will come over and have up to 5 minutes, 2 minutes minimum, to discuss the progress with the Team Leader. He may dismiss the Team Leader and get started after 2 minutes, but the Team Leader must be dismissed after 5 minutes.
- After all of the Team Leaders are dismissed a second twist will be revealed, and the round will proceed much like the first. After 10 minutes, once the round officially starts, the next change will occur in the same manner.
- Once all of the second writers are dismissed the Third and final twist will be revealed. The writer will again have 10 minutes to write, at which point the Team Leaders will meet with the writer.
- After 2-5 minutes, depending on when the third writer is dismissed, the Team Leader will be given time to complete the story. This time is not to exceed 5 minutes, so remember to write fast.
- Once the Team Leaders complete the story, the panel of judges will review each and judge them on the following.
- Steampunk feel
- Incorporation of the twists
- Consistency of plot line
- Grammar/Spelling/Readability (Penmanship counts)
- Quality of Story
- Team Leaders of the top three stories will have their stories shared online for people to read at their leisure.
Awards:
- 1st Place Winner
- 2nd Place Winner
- 3rd Place Winner
General Rules and Safety
Most of the General Rules and Safety are common knowledge, but I wanted to add a couple things here.
- Be respectful. We all are human. We’re going to make mistakes and things are going to go wrong, but if we take the time to be courteous to our fellow competitors, it makes foibles that much easier to work through.
- Play fair. Don’t be a Mr. Bungle. Cheating won’t be tolerated and could disqualify you from the games. Games being the operative word. It’s important to do your best, but do it following the rules.
- Be prepared. Make sure you have everything you need to compete. Take time to gather your thoughts and materials in advance so you’re not stressing last minute. Make a game plan. Take notes. Communicate with your team members.
- Do your best. Every game deserves your best eort. Putting pride in what you do and the way you compete can give you a wonderful sense of accomplishment.
- Be a good winner OR a good runner-up; respect your opponent. It’s just a game folks! Emotions can run high during competition, but it is what it is…a game. Be happy you won, even jump up and down (I know I am a zealous winner), but make sure to be conscious of your opponent’s feelings. Shake hands, high five, fist bump, kind words…make sure to let your competitors know that you acknowledge their eforts. If you didn’t win your game, don’t take it as a defeat, but learn from your losses to do better the next time.
- Be a team player. If you are working with a group, teamwork is an important factor for winning. Showing respect to your teammates includes listening to each other, working together patiently, communication, trust and most of all…teamwork!
- Practical dress. Know what to wear for your game. If you are playing croquet, maybe reconsider that really tight full body corset. If you are an engine in the Penny Farthing Races consider not wearing those skin tight leather pants and remember your goggles. Read the rules for each game and dress accordingly.
- And most of all….have fun! Sports are amazing because they bring people of all different backgrounds together to work toward the same goal. The fun should be enjoying the process and playing the game to the best of your ability while having a good time. It’s called a game for a reason!