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Offline The OracleTopic starter

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WAR - RULES https://elementscommunity.org/forum/index.php?topic=6734.msg71963#msg71963
« on: May 20, 2010, 08:51:16 pm »
WAR - RULES

     

Phase 1 - Recruiting an Army
All 12 Masters recruit 5 players to fight on their side. At least two of the team members has to be "forum newbies" with less than 50 posts at the time of joining the team. Masters should try to recruit active members because inactivity during battles might lead to an automatic loss.

After teams are ready, Warmaster will collect a list of all the names and give it to Scaredgirl who will then give all participants access to a secret War preparation section of their element. Teams can use this private forum to talk about their strategy in secret.


Phase 2 - Vault
Each team builds a card Vault with 360 cards.

- max 18 per card of your element (restriction doesn't apply to Pillars)
- at least 50% of cards from your element
- max 6 per card of other elements (restriction doesn't apply to Pillars)
- No Shards

Teams can only use these cards to build their decks. Also when you use a card, it gets removed from the Vault.

All the cards in the Vault are always unupgraded. If you move an upgraded card back the Vault, it becomes unupgraded.

Important! Vault doesn't really exist. Players are not given cards they take from the Vault, nor are any cards removed from their account if they lose. Players must own the cards on their Elements game account in order to use them. If a player doesn't have a specific card in his/her account, He/she cannot use it even if that card is listed in the Vault. So try to pick cards that your team members actually have or can buy if needed.


Phase 3 - Opponents and Deckbuilding
War is basically one big "everyone fights everyone" battlefield where each element fights against other elements until one element is victorious.

Opponents will be chosen randomly (you naturally cannot fight a player on your own team) using a randomizer, after which we will move on to next phase. If there is an uneven number of players, someone (chosen randomly) will skip the round and join the next one.

Next teams will build 6 decks, one per player. Remember, you can only use cards that you have in the Vault.

Deckbuilding rules:
- Any mark
- At least 50% of your cards have to be from your own element
- Regular players can only use unupgraded cards only
- Masters can use up to 6 upgraded cards (unupgraded cards taken from the vault are transformed into upgraded ones)
- You cannot change decks between matches
- After building and posting your deck, you are not allowed to make any changes to it until all the battles in that round have been finished
- Between rounds (when your opponent changes), players can change their decks in any way they want, simply by adding and removing cards to and from the Vault.


Phase 4 - Battle
We are using a "best-of-three" method, which means each battle consists of up 3 matches with the winner being the first player to get 2 wins. Remember, you have to play all duels with the same deck and same mark.

Players will contact their opponent and try to find a time that suits both. Players have 4 days to make the fight happen. If the fight doesn't happen, both players lose, unless one player is clearly more active in trying to find a suitable time.


INACTIVE PLAYERS
If it looks like a team member won't be fighting during a specific round, teams have 3 options:

1. Temporarily replace that team member with any other team member, including the Master. Temporary replacement player will use the same deck and mark and the original player would have used. Regular member replacing a Master has to use unupped versions of the cards in Masters deck. Penalty for using a replacement: you cannot salvage any cards if you win!

2. Permanently replace the inactive member with any other player you can find. This new player joins the team as a full member. You can do this only once during War.

3. Take an automatic loss.


WINNING A BATTLE
When a player wins a battle, his or her team can salvage cards from the opponent. After the opponent has posted his or her deck on the forums, the winning team picks 6 cards which will be added to their Vault. These cards can be used by anyone on that team. Salvaged cards are always unupped even if the original card is upped. If you already have 18 copies of a specific card in the vault, you can still salvage a 19th or even more because card limits don't apply to salvaged cards.


LOSING A BATTLE
When you lose a battle, you lose 30 cards.

- Loser discards 30 cards (any cards from the deck loser used)
- Winner salvages 6 cards (any cards from the deck loser used)
- Rest of the cards go back to Vault

Both the salvaging and discarding are done in secret by posting the card list in the secret forum section at the end of each round. Teams can decide what cards to salvage/discard as a team. Also when you salvage, you are not really taking the cards from the opponent, you are merely taking a copy of that card and putting it into your Vault. In Elements terms, you are using Parallel Universe on those cards.

Player who lost will build a new deck. If there are not enough cards in the Vault, the player has to wait and hope that other team members manage to salvage enough cards for him to get back into the game. Player has to build a new deck if possible. Skipping a round when it is possible to build a legal deck is not allowed!

After all the battles have been fought, we will go back to Phase 3 and start the next round. Rounds continue until there is only one team left.


Winner and Losers

LOSING THE WAR
Card Vault acts as "life points" for that element.  If an element runs out of cards to build a legal 30-card deck, that element gets eliminated from the event.

WINNING THE WAR
Battles go on until there's only one element remaining. This element is the winner of War and will rule the world for the next 2 months until next War begins.

Winning team gets:
- forum award icons
- forum background image will be changed to show which element won, and it will also include all the names in the winning team
- Master of the winning team will be crowned a Grand Master (Master will still his/her Master title)

miniwally

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Re: WAR - RULES https://elementscommunity.org/forum/index.php?topic=6734.msg71967#msg71967
« Reply #1 on: May 20, 2010, 08:54:45 pm »
Wow sounds awesome. Will the teams be the same as those that were chosen ages ago or will they be repicked?

Scaredgirl

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Re: WAR - RULES https://elementscommunity.org/forum/index.php?topic=6734.msg71969#msg71969
« Reply #2 on: May 20, 2010, 08:56:17 pm »
Wow sounds awesome. Will the teams be the same as those that were chosen ages ago or will they be repicked?
Repicked.

Azumi

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Re: WAR - RULES https://elementscommunity.org/forum/index.php?topic=6734.msg71970#msg71970
« Reply #3 on: May 20, 2010, 08:57:10 pm »
sounds good, though 52 members might be too little or too many...not sure yet but usually only have around 20 members on the chat at a constant rate

Also might need a limit on who can be in a group....to prevent power stacking of members.

miniwally

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Re: WAR - RULES https://elementscommunity.org/forum/index.php?topic=6734.msg71973#msg71973
« Reply #4 on: May 20, 2010, 09:00:23 pm »
sounds good, though 52 members might be too little or too many...not sure yet but usually only have around 20 members on the chat at a constant rate

Also might need a limit on who can be in a group....to prevent power stacking of members.
If elements don't get the strong players then surely there's a reason for that (probably the element isn't attractive) so the master of the element needs to show why joining there team is the best option.

I love the idea of losing and gaining cards but I don't see the point of having 7 of one or is it so if you lose one then you can still have the full 6 amount?

Scaredgirl

  • Guest
Re: WAR - RULES https://elementscommunity.org/forum/index.php?topic=6734.msg71979#msg71979
« Reply #5 on: May 20, 2010, 09:05:19 pm »
sounds good, though 52 members might be too little or too many...not sure yet but usually only have around 20 members on the chat at a constant rate

Also might need a limit on who can be in a group....to prevent power stacking of members.
If elements don't get the strong players then surely there's a reason for that (probably the element isn't attractive) so the master of the element needs to show why joining there team is the best option.

I love the idea of losing and gaining cards but I don't see the point of having 7 of one or is it so if you lose one then you can still have the full 6 amount?
The point is that when you first build the Card Vault you have the 6 card limit. But once the event starts there is no such limit meaning you can salvage whatever you want.

Offline Terroking

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Re: WAR - RULES https://elementscommunity.org/forum/index.php?topic=6734.msg71984#msg71984
« Reply #6 on: May 20, 2010, 09:10:16 pm »
I already said this in chat, but shouldn't it be 120 cards, at least 50% of which must be from your element?

For example, I could take 70 Earth cards and 50 cards from other elements.

Also, the 6 and 3 card maxes are way too small, and since a lot of decks will take 6 of a creature, that means your vault will be emtied pretty quick should anyone lose. Also, some elements (Like Darkness) have very few cards to choose from, and if someone should lose with a deck containing 6 devourers and 6 vampires, they're pretty much done for.

I suggest an 18 and 6 card max, for mono and off-element respectively.
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Scaredgirl

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Re: WAR - RULES https://elementscommunity.org/forum/index.php?topic=6734.msg71986#msg71986
« Reply #7 on: May 20, 2010, 09:15:19 pm »
I changed it to 120. I also tweaked Team Rainbow deck rules a bit, giving them 30 Towers and 30 Novas.

The reason for 6 card limit is that it forces people to use different decks. I don't want to see 3 x Shrieker Rush during the opening round.

Hobnob5000

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Re: WAR - RULES https://elementscommunity.org/forum/index.php?topic=6734.msg71987#msg71987
« Reply #8 on: May 20, 2010, 09:16:54 pm »
This looks great. I wonder if xdude will pick me? :L

Offline the dictator

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Re: WAR - RULES https://elementscommunity.org/forum/index.php?topic=6734.msg71990#msg71990
« Reply #9 on: May 20, 2010, 09:20:38 pm »
I aggre on Terroking, take fire for example, you can only add 6 fire spirits, 6 golems, 6 ash eaters, 6 phoenixes and 6 dragons. The ash eaters can't be used for main damage, so you can have only 24 hard hitters, and fire relies highly on it's creatures, meaning you can only lose 4 battles, or you have to use less creatures and make a defensive fire deck, and that is pretty against the idea of fire.

Another question, can nymphs and rares be added to the Vault, and if so, with the same limits, because if so, you can build normally impossible deck, containing only nymphs or something like that.

I also would suggest increasing the vaults size for the grand master, because rainbow decks are mostly more than 30 card, and with gaining only 3 cards at a win, rainbow will run earlier out of cards than the other elements.
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icybraker

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Re: WAR - RULES https://elementscommunity.org/forum/index.php?topic=6734.msg71991#msg71991
« Reply #10 on: May 20, 2010, 09:20:57 pm »
Nice rules. They seem fine, I guess.

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forum background image will be changed to show which element won
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Offline Terroking

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Re: WAR - RULES https://elementscommunity.org/forum/index.php?topic=6734.msg71993#msg71993
« Reply #11 on: May 20, 2010, 09:30:45 pm »
Also, just a bit of statistics here, but this is how many rounds will be needed:

180*13=2340

26 players will lose their matches each round (Assuming the players don't get kicked, I think that the team should take a vote after each round (It could be a poll in their preparation section, and whoever gets the most votes off, loses, with no voting for Masters) to see who should be kicked so it would ultimately lead up to 2 members per element) meaning a loss of 26*30(Unless they used more than 30 for some reason)=780 cards.

2340-780=1560

Then we add the salvaged cards...

26*3=78+1560=1638

Or a loss of 702 cards for the first 3 rounds, starting round 4 at 2340-2106=234 cards, or enough to make 7 30-card decks out of. There is a small possibility of someone winning then, but I really doubt it'll end there.

After that it really depends how many elements are left and who has the bigger vault.

I ask nothing of humanity but fairness in all things, but I do not expect even that.

 

anything
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