RATWORMS

// how to play

The game is best played at night, with the curtains drawn, you can take extra steps to make the experience more authentic. On this page we will take a look at the rules, how to win, how to lose, the history of the Ratworms association, and the recent 84th Annual Ratworms Competition.

To begin: you will need to have a building that is ready for the Endarkening.

The Endarkening, with many rituals of the Great Wave we wish for utter darkness around us, or as close to it as possible. Meaning no lamps, lights or candles during the game. The Endarkening is not just a loss of physical sight, it is an enhancement of senses, a greater connection with the Black God Itself.

Roles (Humans):
1x Catcher (it who dons the mask, it who seeks the crawlers)
1x Host (to manage the game)
∞x Crawlers (those of us who will seek the idol)

Items:
1x Idol (this can be anything recognisable, e.g a large detached bone)
1x Torch (we suggest a red flashlight)
1x Mask (to conceal the Catchers identity)

The Catcher, is secretly chosen by the host, a self offering or picked at random. This human will be taken to the Catchers starting hole (or corner). Where they will be given the mask, the flashlight and the Bludric rite cloth. The Catcher must then hide the idol on the floor, somewhere in the playable area. The host could entertain or distract the Crawlers during this process.

The Crawler, can be split into teams or individuals. They will each have their own starting areas, which must be as far away from the Catcher as possible. For example, the Catcher could start in the loft whilst the Crawlers start in the basement. At all times the Crawlers must keep one less limb on the floor than they possess. For example, if they posses three limbs then two must remain on the floor, four limbs = three floored, five limbs = four floored, and so on.

The main aim of the game is for the Crawlers to find the idol, whilst the Catcher must find the Crawlers and send them back to their starting area, restarting their hunt. Emphasis is on change and communication, each round can differ from the last with ever changing rules and ideas.

Rounds can look like this:
1. Begin the rite of the Inxink
2. Choose a Catcher
3. The Catcher hides the idol
4. The Catcher sirens or screams, signifying the game has begun
5. The Crawlers begin crawling, looking for the Idol
6. The idol is found = the team/individual wins a point
Or.The idol is not found = the catcher wins three points
7. The group discuss if any changes should happen for the next round and any Human Mass events that took place

Alternative rule examples:
-Music can play a key role, attaching a speaker to the Catcher and having specific types of music play out can enhance the experience, there are developed playlists available
-Each Crawler has one “life”, when found they will not return

Extra steps:
-If your main aims is appeasing the Great Wave, then begining with the standardised Ratworms ritual is a must. This process is far too complex to be written on this page, so look for more information elsewhere.
-Taping up fabrics or bin bags to the windows is a great way of enticing more out of the Endarkening
-Candles and music will help build atmosphere before the game begins, there are developed playlists available

Human Mass, is a specific ruling, added in 1988, suggesting if the Crawlers get into a structured shape without being caught, then they will win a point each. The basic pyramid is a good example, but any shape with three or more people should be considered.

Winning and losing comes down to points at the end of the game, whenever that is decided. Whomever has the most wins, and vice versa.

// the history

Amina Khoury

In 1940, Amina, may she rest in the Great Mess, started the Ratworms Association to bring the attention and love that they deserved. Being appalled with the lack of awareness, let alone faith, in the Ratworms, she made sure everyone would know about them, one way or another.

Hence the games begun! She was a strong believer in keeping the tradition true and pure, that is why we up hold all her ideas to this very day. If she was here now, we know she would be pleased with how much mental space Ratworms are occupying. She was born far too soon to meet any representatives of the Great Wave, but may the Eyes shine on her in death and her soul wriggle in freedom. Just as we will tonight!

// the 84th annual ratworms competition

The Entities and ideas that were up for consideration:

Chaos Monk – Kn’Kn-Thurl
This year, in Holy representation of the Great Wave, is Chaos Monk Kn’Kn-Thurl. It’s exploits are of great value and notoriety for the cause. Such events are the destabilisation of the fast food chain WolkFolk’s recent celebratory event, the direction of 17th Skurm’s infiltration of a government building holding an ally, and general mischief in the local area. It enjoys long ponders in the Interim, graffiti and is learning local sign language for better infiltration.

The Soot King
He who sits atop dirt and gold alike. He who asks for all. He who has nothing. Representing an ancient belief.
The Soot King is an old myth, chosen this year due to recent reappearances of the tale, he offers his usual deals in exchange for a golden future. Some believe he has brought great fortune to oppositions of rising tycoons, creating an air of worry and chaos. Gaining our attention due the nature of our collective cause.

Disco Head
Do you love to move limb around limb? Gyrate ankle to palm? Head to chest? Fall to the ground, only to wriggle yourself back up?
Disco Head offers the eternal dance in retaliation to Prastist control, it is true that Hedo-Prastists offer no such tyrannical control over ones limbs, but we don’t live in a Hedonistic world, do we?
Do we? Do you want to?

Moviere | Momentum | Montenyum
Imagine: A small row boat in a vast blue expanse, a figure sits inside swirling the rows back and forth. Tied to them is another figure, unconscious, dead, curly hair spills out the body’s white wrappings, floating up and backwards. Backwards, forthwards, towards a large ship. Even larger, forever larger, pale clumping hands curl towards the ship, as tiny, scared dots float up from the hull. A finger accepts them, another sinks the ship, and another swims towards our tiny rower.

We consume food and drink laced with the Essence in preparation for the Endarkening that follows.

// safety

this game is done in the dark, which renders the potential for accidents and hazards, partake carefully and safely, we are not liable for injury and ill considered summonings