[ TIME UNTIL QUEST BEGINS ]
[ INCOMING TRANSMISSION ]
THE OVERWORLD AWAITS.
Registration is closed. The adventurers have been chosen.
⚔ IMPORTANT NOTICE FROM THE OVERWORLD ADMINISTRATION
Dear Adventurers, the Overworld Administration has been informed of your arrival. Click the Google Maps or Waze links above to navigate directly to our doors. You do not need to enter the premises through the commoners' pass. Please venture up the road to the Exclusive Entry Portal and park your earthly vehicles along the street right in front of the Elite Guard Outpost. Inform the guard that you are escorting a Chosen Adventurer to MicahCraft and they will point you in the direction of our Guild Headquarters.
Before the Battle for the Ore begins, the entire Guild will embark on an Expedition together — guided by four Guild Leaders through the dangers of the Overworld. Adventurers will travel as one unified Guild, facing Creepers, Spiders, Skeletons, and Zombies side by side.
The Guild only survives when every Adventurer plays their part. Know your Adventure Class. Apply your skills. The success of the Quest depends on it.
SCOUT
Your eyes lead the Guild. Scouts move ahead, search for hidden items, and call the path. Without a Scout, the Guild walks blind.
RECON
The Guild's intelligence. Recon spots clues, reads the field, and calls out danger before it strikes. When something feels wrong, Recon knows first.
WARRIOR
The front line. Warriors engage the enemy head-on and clear the way. The Guild advances because Warriors hold nothing back when the moment calls.
TANK
The shield of the Guild. Tanks protect teammates, hold the line, and make sure no Adventurer gets left behind. Safety moves wherever you do.
SHARPSHOOTER
Patience is your power. Sharpshooters wait, breathe, and take the one clean shot that matters. No rushing. One chance. Make it count.
WILDCARD
Unpredictable. Unstoppable. Wildcards adapt to whatever the Quest throws their way and end up exactly where chaos needs them most. The Guild needs you — even if it's a little worried about you.
The Expedition ends. The Guild divides. Diamond Squad and TNT Squad will face each other in the Battle for the Ore — the final contest before the Overworld can be sealed.
One round. Two Medics per squad. The squad that captures the opposing team's Ore Block and brings it back to their own Ore Base alongside their own Ore — then defends it for 10 seconds — wins the Battle. The Ore Base is not the Safe Zone. You must hold your ground.
⚔ RULES OF WAR
Side Challenges — Earn Your Weapons
🎯 Special Blaster
Shoot the planted target with a yellow bullet — the bullet must stick. Each Adventurer is equipped with 3 yellow bullets. One hit unlocks your squad's special blaster.
🛡 Diamond Shield
One Medic must complete 3 heals. All three must be performed by the same Medic — heals do not accumulate between Medics. Unlock the shield for your squad.
- Protective goggles must be worn at all times. No exceptions.
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Each base has a Safe Zone. As long as you are touching it, you cannot be shot — any bullet that hits you is invalid. Players also cannot shoot while standing on their Safe Zone.
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Aim for the body only. Headshots are fouls. A foul means a 10-second freeze on the spot. Referees signal a foul with many short whistle bursts. Accidental headshots also count as fouls.
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When shot, the referee blows one whistle. Do not argue the call. Accidental headshots count as being shot. Kneel or sit where you are hit and raise your hand. Remain down until your Medic revives you, or the battle ends.
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Two Medics are assigned per squad.
- Medics are immune to shots only when both hands are placed on a teammate's shoulders. One hand placed = still a valid target.
- Basketball rule: if the shot was fired before both hands were fully set, it counts as a clean hit — the Medic is not immune.
- If a Medic is shot, the referee blows two whistles.
- To complete a heal, the Medic must recite the secret phrase — revealed on assignment day.
- A successful heal is confirmed by a short half-whistle from the referee.
- If a Medic is shot and not healed by their squad's other Medic, they remain out of play for the rest of the round.
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Win condition: Capture the enemy's Ore Block and bring it to your own Ore Base — a designated spot near, but separate from, your Safe Zone. When both Ore Blocks are at your Ore Base, a 10-second countdown begins. Defend the Ore Base until it reaches zero. If the enemy recovers their Ore before time runs out, the countdown resets. Referee signals victory with three long whistle blows.
What should my child wear?
Comfortable clothes they can move and run in. Dark colours work great. Closed-toe shoes recommended.
Are guns and darts provided?
Yes. Every adventurer gets a sidearm for the Battle for the Ore. Special blasters are unlocked during the quest stages based on Adventure Class.
What time should we arrive?
Please arrive by 3:50 PM. The briefing begins at 4:00 PM.
Will there be food?
Yes — food and drinks will be served after the battle. There will be a refreshments stand for the adventurers at Village Outpost 404, about halfway through the quest, if they survive.
What will parents be doing?
If you signed up for a Guild Cast role, you will be briefed about your assignment soon. Otherwise, you are welcome to follow the adventure. Just don't ask the villagers for refunds. If you're unsure, message Micah's dad on WhatsApp.
ADVENTURE ANDY
Guild Master Extraordinaire
RON RONDERMAN
Guild Intelligence
CHIRLÉE 'BUCKETS' POUTINE
Quartermaster
ZOE VON HILDEGARDE
Shieldwarden
SIRA TELARAÑA
Spider Queen
ESQUELETO
Skeleton Mob
ESQUELETÓN
Skeleton Mob
ESQUELETÍN
Skeleton Mob
GARY
Skeleton Mob
WYATT WONG DAI
Zombie Mob
(Why it Won't Die?)
JOURNEY AS ONE.
BATTLE WHEN CALLED.
WHEN ALL SEEMS FUTILE,
UNITE TO CONQUER.
The Overworld Awaits.