Brockian Ultra Cricket 26 Traditional Cache
hal-an-tow: Tidying up and shortening the route.
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Brockian Ultra Cricket 26
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Difficulty:
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Terrain:
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Size:
 (micro)
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Our aim is to provide a pleasant caching walk , with a variety of quality, individual, hand made caches, and to give you some impressive bragging stats:
5 types (Wherigo, Multi, Puzzle, Letterbox, Trad. , (plus within 20km two earth caches and a virtual )
6 sizes (micro, small, regular, large, other, not chosen )
An alphabet of cache names
Each cache name is based upon a fictional game from TV, films or books. Have fun discovering them.
Brockian Ultra Cricket from the Hitch hikers books by Douglas Adams. This game involves suddenly hitting people for no readily apparent reason and then running away. "Let's be blunt, it's a nasty game," says The Hitchhiker's Guide to the Galaxy. Mice love this game. The rules to the game of Brockian Ultra-cricket, as played in the higher dimensions are strange and so massively complicated that the only time they were all bound in a single volume, it underwent gravitational collapse and became a black hole.
A safely low mass sample of the rules :
Rule One: Grow at least three extra legs. You won’t need them, but it keeps the crowds amused.
Rule Two: Find one extremely good Brockian Ultra Cricket player. Clone him off a few times. This saves an enormous amount of tedious selection and training.
Rule Three: Put your team and the opposing team in a large field and build a high wall around them. The reason for this is that, though the game is a major spectator sport, the frustration experienced by the audience at not actually being able to see what’s going on leads them to imagine that it’s a lot more exciting than it really is.
Rule Four:Throw lots of assorted items of sporting equipment over the wall for the players. Anything will do – cricket bats, basecube bats, tennis guns, skis, anything you can get a good swing with.
Rule Five: The players should now lay about themselves for all they are worth with whatever they find to hand. Whenever a player scores a “hit” on another player, he should immediately run away as fast as he can and apologize from a safe distance. Apologies should be concise, sincere, and, for maximum clarity and points, delivered through a megaphone.
Rule Six: The winning team shall be the first team that wins.
Additional Hints
(Decrypt)
Pevpxrgre Qrerx Haq. . . . .q
Treasures
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