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War #12 - Rules https://elementscommunity.org/forum/index.php?topic=66459.msg1282328#msg1282328
« on: November 13, 2018, 08:57:26 pm »
What is War? | How do I join War?
1. Building an Army | 2. Preparation | 3. Rounds | 4. Postbattle | 5. Penalties

If you have read this for previous wars and would like a quick list of what has changed, check out the Changelog






WAR


Sixty Players, Twelve Elements. One victorious team.
Who will rise to the top?


Prolly the WMs





What is War?

War is the largest event held on the forums, and the core of the Forum Major Event Cycle. At the start of War, 12 Generals, one for each element, choose a team of four soldiers in an exciting auction. Then these teams of five build a vault of cards - the lifeblood of the team for the rest of war. In this conflict of limited resources, teams will face off using decks built from whatever they have within their vaults. Victors will salvage scraps off their opponents, and the defeated will have to discard some of the cards they hold dear. Each round, Event Cards will appear to alter the usual flow and add new layers of strategy. Teams will recover relics from past wars, which provide useful upgrades and hint at awesome power. And as battles and attrition start demanding their toll, teams will run out of cards in vault and begin to fall. One by one, eleven teams will be defeated. The last one standing will be the victor of War #11, and their element's banner will reign supreme over the forums.

At least, until the next War begins...




How do I join War?

Applying for war is a very easy process. At the very start of any war, War Auctions will be open for posting applications. Please read the Player Auction section for more details. An example application will be posted for your convenience. Make sure you honestly present yourself, your skills and your enthusiasm in your application. Generals are not against bidding on new players, but they really appreciate players with enthusiasm to perform well in war. Since you will be required to use some amount from 7 to 12 upgrades for your deck each round, it is recommended that you either have sufficiently many upgraded cards or a grinder capable of farming the electrum for you each week (and the motivation to grind). And above all, you must be willing to learn from the cool people on your team, and be ready to have fun!

If draft is over but you still would love to be a part of war, there's still a chance! PM the Warmasters your application in order to be considered when a substitute is required.

What follows are the rules describing every aspect of War. Both newer players and old veterans are advised to read it carefully, so that you are familiar with the workings of this intricate event:




1. BUILDING AN ARMY

1.1. GENERALS
War will have 12 Generals, one for each Element. Masters are the Generals of their Element by default. If a Master is unable to join War as General, he or she will appoint a replacement General (Sr. Member or above). If a Master does not appoint a General, one will be picked by the Council. Generals start with 32,000 points, which will be used for building their team and their vault.

Masters may still participate as a soldier if they can't commit to generalship.

 

1.2 PLAYER DRAFT
Players wanting to join War must start their own War application topic in the War Auction board where they should include relevant information. Players may ban up to 3 elements from bidding on them. However, each ban increases the minimum bid for that player by 50 points. Players must include their in game name. All war matches must be played by them through that same in game name.

Players may also select any number of favorite elements. Favorite elements will be used as a tie-breaker during the draft. Not listing all non-banned elements may subject the player to a cointoss in case of a tie.

Both banned and favorite elements cannot change once bidding starts.

There are no guarantees you will be drafted by who you want. Drafted players who refuse to participate will be removed from the event & banned from next War.

The draft will occur over the course of one(1) 48 hour round.

During the round, generals have 48 hours in which they must submit a list of players that they want to bid on via private message to the Warmasters, additionally Generals will note how many players they would like for their team if there would be a number of players not divisible by twelve(12). Generals may bid on as few or as many players they see fit to give them the best chance of gaining the players they want. The minimum bid for each player is 20 points Draft order for a round is determined by bid size. Proceeding in decreasing order of bids, each general gets the highest ranked individual on their list who is still available. The team with the highest bid gets their top choice. The team with the 2nd highest bid gets the next pick (this could be any of the 12 teams, even the team who won the 1st player). This continues until all the teams have filled their rosters. with the lowest bid gets their highest ranked player that is still available (not necessarily their last choice). Each round is repeated as such until teams are filled.

A general cannot rank list players who:
  • Banned the general's element

The maximum bid is as follows for each round: 7500 points

Keep in mind that if a bid is submitted that is lower than the minimum cost of a player in the rank list, that player cannot be drafted and the next legally listed player will be drafted.

Spoiler for Example:
General A bids 20 points
Rank list:
1. Player A - banned aether (minimum bid is 70)
2. Player B - no bans (minimum bid is 20)
3. Player C - no bans
etc.

Assuming both Player B and C are still available, Player B will be drafted to General A's team

If a tie occurs where 2 or more generals bid the same amount and have the same highest remaining ranked player, the tie is broken based on the players favorite elements. If a player does not have enough favorite elements listed to determine team placement, then the player will be randomized to a team by WMs.

If a team fails to draft enough players for whatever reason, then they will be charged the maximum bid for the round and select one of the remaining players prior to the start of the next round. (To prevent this, Generals are encouraged to make sure they submit a full list of 12 players and make sure their bid is high enough for each player)


2. PREPARATION

2.1. SECRET FORUM SECTION
Each team has a hidden subboard visible only to its members, Warmasters and non-participating Administrators. All discussions held here MUST be kept secret. A player caught telling team secrets to anyone outside their own team will face consequences decided on a case-by-case basis, possibly including being permanently banned from all Elements community PvP Events. Please don't publicly talk about anything that goes on in these boards.

Your secret forum section will contain a "Round Boosts and Rosters" thread. Each round, post the boosts assigned to each soldier in this thread. Also, when your team's matches per round falls below five, you may post the players who will be playing next round in advance in this thread (note that general must play every round).
 
2.2. MEMBER ROLES
1. General: Responsible for coordinating the team. If a team member is unable to duel, the General should arrange a substitute.
2. Soldiers: The rest of your team. The soldiers will be able to consume certain boosts (described later in this post.)

Mechanically, only the General's role is fixed for a particular person.

2.3. THE VAULT
The Vault is your heart in War. Not only does it supply cards for deckbuilding, but acts as "hit points" for the team. If a team falls below 50 cards, they will be eliminated. These cards do not include pillars/pendulums/mark cards.

The leftover points after subtracting Auction costs from the initial amount of 32,000 will be used to buy cards to form the team starting Vault. Market prices for cards can be found here. You have an infinite supply of pillars/pendulums/mark cards, which do not need to be purchased from the market.
 
Vault building rules:
- at least 50% of cards in the Vault must be in your Element.
- maximum of 24 per card from your Element   
- maximum of 9 per card from other Elements
- you may not have Relics, Pillars, Pendulums or Marks in your Vault.
 
Cards in the Vault are always unupgraded. During deckbuilding, unupgraded cards may be taken from the Vault, and transformed into upgraded cards for that deck, up to the limits mentioned below. If you move an upgraded card back to the Vault, it becomes unupgraded.

Vault does not need to stick to the first 3 vault-building rules from Round 1 onward.

Important! Vaults are virtual. Players are not given cards taken 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 their account, they cannot use it, even if that card is listed in the Vault. Try to pick cards that your teammates are able to access.


2.3.1. Vault Discounts

Vault discounts may be chosen from one of the three discount groups available. Each group applies a different amount of  discount and affects different cards that can be bought from the market. The discount choice must be made in the first week of vault building. This choice is made by posting in your secret section in a response to the vault building topic created by the WMs, or by PM if your secret section is not yet secret.

Biologist - All Creatures cost 10 less points
Engineer - All Permanents cost 15 less points
Doctor - All Spells cost 5 less points

NOTE: Shards and cards costing below 45 are not included in these bucket groups, and do not have a discount applied to them!

3. STARTING A ROUND

War consists of multiple rounds. Each round lasts one week, and will consist of two phases: Deckbuilding (4 days) and Dueling (3 days.)

3.1. DETERMINING OPPONENTS
The number of cards in the Vault determine how many players from each team participates in a round:

0-49 cards=team is eliminated
50-74 cards=2 players fight
75-99 cards=3 players fight
100+ cards=4 players fight

Opponents will be determined randomly by Warmasters, with the constraints that, if possible, no team will play another team more than once within a given round and no team will face more than two generals in a given round. If there are an uneven number of players fighting during a round, the team which has to field the largest number of players will have a bye, meaning one player in that team will skip the round. If there is more than one team which must field that number of players, then the bye will go to the team which has had the fewest byes so far out of those teams. If there is a tie for the team which has had the fewest number of byes, it will go to the team with the most cards out of those teams.

Duel pairings will be made public by Warmasters. Event Cards designed by Warmasters will be included, which will have a global effect upon all teams during that round.

Every three rounds, Warmasters will include a Super Event Card which will have a effect across three rounds. This will open up mechanics which can encompass multiple rounds.

In rounds 2 and 5, teams are intentionally seeded against teams they did not play in the previous round. In round 3 and 6 teams will be intentionally seeded against the three teams they did not play in round 1 and 2.


3.2. DECKBUILDING
Teams must build a deck for each player fighting during the round. Each Soldier is able to use one boost per round. The boost used must be different than any boost used by another Soldier in the team. These boosts must be submitted in the private board in the "Round Boosts and Rosters" thread. You simply need to say the player name and the boost used.

Spoiler for Boosts:
Lieutenant Upgrades (+4)

Extra Salvage (+2)

Reduced Discard (-2) - This applies to the "Discard from the Vault"("Discards from Deck" if no discards from vault) as per the table in section 4.2.

Tinkerer - Off-Element pendulums now count as your own Element for deckbuilding percentage and upgrade rules. You must use your own team's mark.

Sideboard of 3 cards - the first game must be played with the full deck. Before each match, you must import the deck from vault tool. After the first game, you may remove (up to) 3 cards after importing. If any of the three cards are upgraded, you may reallocate these upgrades elsewhere in the deck. The deck played should always be at least 50% in-Element, and should always contain at least 4 in-Element upgrades. Minimum deck size for the original deck (in vault tool) is 33 cards. This boost reduces your upgrades by 3, so 5 upgrades(4 of which must be in-element).

Mercenary - Can only use 4 or fewer Elements in the deck; deck only has to be 40% in-Element.

Gambler - Bet the scoreline (distinguishing between win or loss for your team) on this deck. If the scoreline is exactly right, you win 3 relics. If it's off by one game, you win 1 relic.

Alchemist - Can transmute cards with 2 less dust cost. (see Transmutations for more information )

Deckbuilding rules:
- combining all decks may not use more than the Vault carries. Upgraded cards in decks are counted as unupgraded cards in the vault.
- at least 50% of the cards must be in your Element. "Mark of ..." cards are considered in the element they feature.
- Generals and Soldiers may use up to 11 and 4 upgraded cards respectively, with 4 extra in-Element upgraded cards. (So total upgrades are 15 and 8 respectively)
- teams may spend a Relic to grant 1 extra upgrade to a deck. There is no limit to how many Relics may be spent per round, however, Event Cards may change the ability of Relics each round, so pay close attention.

Explicitly Illegal Decks: Teams may title their illegal decks "Suicide". If so, they will not be penalized beyond a 0-3 result.

You must not edit your decks, salvage, discard, etc. after the deckbuilding period ends. Doing so will result in a penalty, regardless of what the change was.

3.3. DUELS
Players will contact their opponent to try find a time that suits both. If the fight does not happen, both players lose by default, unless one player is clearly more active in trying to find a suitable time. Warmasters will determine who the most active player is. Please try to clearly contact your opponent by forum PMs and keep screenshots/chatlogs as proof of activity.

Matches are best-of-five, which means that each battle's winner is the first player to win 3 duels. Remember, you must play all duels with the same deck and mark.

3.4. INACTIVE PLAYERS
If it looks like a member won't be able to fight during a round, the team has various options:

1. Temporarily replace a member with any other member. Temporary replacements use the same exact deck, number of upgrades, and mark as recorded for that player. Note: Mark cards in the original deck may be freely changed into their corresponding pillars if the sub doesn't have them.
2. Permanently replace a member with a player who submitted an application, but didn't end up on a team.
3. To permanently replace a General (as leader of the team), every other member must agree that the General needs replacing, and a consensus must be reached on who the new General will be. Warmasters will remove the General from the team at no cost. If a new player needs to be added, see above.

Note that a substitute may not use ANY cards the player they are replacing does not have.

If a team is abusing temporary replacements or substitutions (e.g. not letting players play even when they are available), please inform the WMs immediately with information. Warmasters will consider this on a case-by-case basis.

3.5. DISCONNECTS & DESYNCS

  • In the event of a disconnect (Opponent not responding, CPU takes over), the players should play it out vs the AI on both sides (unless both  agree to restart the duel).
    • If the same player wins in both "games", they are considered the winner of that game. A screenshot of the winning turn vs. the opponent's AI must be provided in order to claim a win or replay.
    • In the event both players win or lose, and both present screenshots, a re-duel will be ordered.
  • If it is obvious that a game will never end (e.g. if both players have zero net damage output -- where they can both heal off the damage done each turn easily -- and will never deck out, and both players have no means of breaking the stalemate), that game is voided, and players replay.
  • If a desynchronization error is detected and leads to weird circumstances, take screenshots immediately. Then the players should replay the match, unless it was clear who was going to win.
  • If you lose access to the Elements the Game during a game , the opponent should have the CPU take over, and they should play vs the CPU. If the opponent wins, the game is a loss for the person who lost connection. If the CPU wins, the game should be replayed with same deck and mark, unless the player who lost connection can prove that they'd win despite any series of draws from the opponent.
  • All games can be appealed to WMs, but there must be indisputable evidence provided that one player would have clearly won. Whether one player would have clearly won is decided strictly, and providing more information makes it more likely that an accurate ruling will occur.
  • Warmasters are the final arbitraters on all matters. If you have any issues, contact WMs IMMEDIATELY.

3.6. ADDITIONAL RULES


3.6.1. MINOR ERRORS
 
Minor mistakes will not result in automatically losing a match anymore. Instead, the player will be given the opportunity to fix their mistake and complete the match. A card penalty will be imposed due to the mistake, however. These errors include, but aren't limited to: copying the wrong deck from vault, having the wrong mark code in vault deck, assigning someone a deck with mark cards or nymphs they do not own (note that in this case any substitutes won't be able to use these cards either).

If the player detects the error before any cards are played in a duel, he can immediately stop the duel and fix his deck, without any loss in match record. But if any cards were played, that duel counts as a loss due to illegal deck. This is only one lost game though, not a lost match.

3.6.2. UPGRADES AND UNOWNED CARDS

If a player absolutely cannot build a deck with the upgrades required, he must provide proof. Then he may play the match out replacing the upgraded card with unupgraded version.

If a player does not own cards in a deck (either due to a minor error, or while subbing), he must replace mark cards with pillars of that element, and other cards with relic cards. If a mark card was upgraded, the replacement pillar may be upgraded as well. Arrangements will be made for players who do not have sufficient relics.

3.6.3. HYDRAS

In light of previous events, we will be allowing Hydras in this war. This refers to a group of more than one people using the same forum account. If a hydra registers, they must state how many people are part of the account and to what capacity clearly in the application. The hydra can use only one game account, as specified in the application, for all matches.

If anyone is found violating these rules, or if the nature of a hydra account creates disruption to the event, strict action will be taken, which might include major penalties, removal from event (and perhaps all etg forum PvP) and referral to admins for forum warnings/ban.

4. POSTBATTLE

4.1. WINNING A BATTLE
The winner of the duel starts a new topic in the "Battle Results" section, indicating the teams, the member roles, & the score. Member roles are abbreviated (Gen, Lt, Sld). For example if "KingKiller" from :air fights "LordOwner" from :water & wins 3-1, he will start a topic that could be titled in one of the following ways:
(Air Gen) KingKiller 3 - 1 (Water Lt) LordOwner
(Air Gen) KingKiller 3 - 1 LordOwner (Water Lt)
(Air Gen) KingKiller 3 - (Water Lt) LordOwner 1
(Air Sld) KingKiller 3 - 1 (Water Gen) LordOwner
(Air Lt) KingKiller 3 - (Water Sld) (Sub) LordOwner 1
(use SUB to indicate that someone else played instead of LordOwner)

 
In that topic, KingKiller will post his deck, and should summarize the match. LordOwner will then reply to that same topic with his deck. He may also talk about the battle if he so chooses. Everyone may post in the topics after LordOwner replies.
If the player who played the match is not available to post their deck immediately afterwards, one of their teammates must do it. If this happens, the player should post in the same topic as soon as they are available.
 
The winning team salvages cards from the opponent's deck. The winning team MUST pick 6 cards to copy from the deck of the losing player into their vault unupgraded. These cards become part of the Vault. If a players wins significantly over their opponent in a match, their rewards may be increased, refer to the table below for reference.

Match ScoreSalvage
3-07
3-16
3-26

If a deck contains no cards from market, then no cards may be salvaged. Thus all of them must be transmuted.

If a team wins three of its primary matches in a round (not ones due to EC), they will be awarded a relic.

When salvaging cards into your Vault, you may choose to transmute them into cards of your own element instead. The rules for this are detailed below:



4.2. TRANSMUTATIONS

For a specific deck, instead of salvaging the full 6 cards you may choose to transmute some instead. Then these cards are ground down into Transmutation Dust. Transmutation Dust is then used to procure cards of your own element which you have less than 12 of. The rates for this depend on market prices:

Spoiler for Transmutation Dust:
Market Price0 - 5055 - 100105 -150155+Pillars/Pendulums/Marks
Dust gained from grounding23453
Dust cost to transmute571013N/A

Note: Transmute happen after Salvage (so no transmuting cards salvaged to an amount above 12 this round).
Also, all the steps in transmuting from a deck happen in the deckbuilding phase where you might salvage from that deck. There is no leftover dust.

By default, you will grind the cards from the deck (left after salvage) which yield the highest amount of dust.
Dust totals are separate for each deck i.e. dust from two separate decks may not be used together to transmute something.
If your dust total leftover for a deck is enough to transmute something, you must transmute it instead of keeping the dust leftover. All leftover dust for a deck is thrown into the void and lost forever.

If a deck contains no cards from market, then no cards may be salvaged. Thus all of them must be transmuted.


4.3. LOSING A BATTLE
When a team loses a battle, they have to discard cards from the deck used and/or the Vault according to the chart below. Cards that are left in the deck after discarding are returned back to Vault. The discards may not be pillars/pendulums/mark cards, as these do not exist in the Vault.

Note: Discards happen before Salvage (so no discarding cards salvaged/transmuted this round).

RoundDiscards from DeckDiscards from VaultTotal Discards
1606
29312
3+15924

  • "Discards from Vault" may be chosen from the vault and/or the losing deck.
  • "Discards from Deck" may only be chosen from the losing deck. If there is less than the required non-pillar/pendulum/marks cards in the deck, the remaining cards will be taken from the vault.
  • Additionally extra Discards will come from the Vault for a significant loss in a match, please refer to the table below for reference.

Match ScoreAdditional Discards
0-3+2(+4 starting Round 5)
1-3+1(+2 starting Round 5)
2-30
Note: This emphasizes the higher loss for a heavier score loss. Eg: a 0-3 loss R2 would discard 14 cards total, whereas a 2-3 loss in the same round would only discard 12 cards total.



4.4. WINNING WAR
A team wins War by being the last team standing, or by having the largest vault out of all participants in the last round if none of them remain standing. The winning team of War earns:
- a forum award icon:
- the forum "Reigned by" image will be changed to show which Element won
- a Mark/Nymph reward code will be given to each worthy member (as decided by an administrator)

If two or more teams still have at least 50 cards in their Vault, the next round begins.


5. PENALTIES

Penalties are issued when a team somehow breaks the rules or disrupts War. A penalized team must discard from their Vault at the round's end. The following are guidelines, and Warmasters will determine penalties on a case-by-case basis.

Minor penalty: 5 cards. For small mistakes which do not disrupt the course of the event.
Medium penalty: 20 cards. For larger infractions which cause minor delays to the event.
Major penalty: 40 cards. For major infractions which seriously disrupt the event.

BACKROOM DEALS
Conspiring with other teams is forbidden. Even discussing already public information ruins the spirit of the event, making it less fun for everybody.

HAVE FUN!
War is a very exciting event and, despite being a lot to take in at first, is a fantastic opportunity for newer players to drastically improve their skills by working closely with experienced veterans. While the main appeal of War may be total Elemental domination, the primary goal for all players should be nice and simple - have fun!


To see how War is in reality, visit the War Archive subboard. Some things were done differently during previous Wars, but the same principles remain.
« Last Edit: January 25, 2019, 04:28:35 am by mathman101 »
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Offline mathman101Topic starter

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Re: War #12 - Rules https://elementscommunity.org/forum/index.php?topic=66459.msg1282329#msg1282329
« Reply #1 on: November 13, 2018, 08:58:44 pm »
Changelog


Changes from previous War

  • Variable team sizes. Teams are not required to all have the same number of players, but will all have the same number of matches when above 125 cards.
  • War will have an overlying theme among each portion of war (Draft, Vaultbuilding, ECs, etc.). This theme may only be a brief overlay if WMs run short on time balancing other parts of war rulings.


Auction

  • Auction has been revamped, and turned into a Draft System.
  • This will be a similar style to how it was attempted in War#8

Rules Updates


Boosts Updates

  • Lieutenant has been removed as it's on role, and has been turned into a Soldier boost.
  • The upgrades boost has been removed/replaced with the Lt. boost.
  • Sideboard boost uses reduced upgrades.
  • There will be a special thread in Secret Section where boost allocations must be posted each round. This thread may also be used to post who will play next round, once a team starts having to field less than 5 players.

Postround

  • Variable Salvage and Discard based on match result. A 3-2 will reward/penalize less than a 3-0 score.



11/19

  • Fixed a few links, that were linking to War 11 sections.

12/03

  • Revised Draft Section to apply changes based on community and WM discussions here.
  • Edited wording to clarify vault building discounts.
  • Fixed link for market prices.

12/11

  • Vault Building Discount Timer Deadline adjusted as mentioned here

01/08

  • Fixed card amount to number of players table in section 3.1

1/22

  • Added cards valued 55 and 155 into the Transmutation table.
« Last Edit: January 23, 2019, 03:51:16 am by asdw152 »
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Offline Zawadx

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Re: War #12 - Rules https://elementscommunity.org/forum/index.php?topic=66459.msg1282371#msg1282371
« Reply #2 on: November 14, 2018, 06:20:56 pm »
A changelog would be much appreciated.
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Re: War #12 - Rules https://elementscommunity.org/forum/index.php?topic=66459.msg1282372#msg1282372
« Reply #3 on: November 14, 2018, 06:23:11 pm »
especially for current market prices. Or do you actually mean to keep the old ones you are linking to?
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Offline deuce22

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Re: War #12 - Rules https://elementscommunity.org/forum/index.php?topic=66459.msg1282380#msg1282380
« Reply #4 on: November 15, 2018, 05:00:24 am »
Not a huge fan of the current auction/draft system. It’s better than traditional auction and will work fine, but I just think there is a more equitable way of doing it that is easier for Gens and would require a little more strategy.

To be specific, my biggest issue is that all teams are guaranteed a top 12 player for virtually no cost. Yes, some will pay more for a top 3 or 4 spot. But after round 1, I don’t see gens bidding very much... but maybe I’m wrong.

To me, it would make sense to submit all the bids all at once with a limit of combined cost, then determine draft order for all bids at once. That way all players are going for fair value. I guess just look at my post in the discussion thread. There’s probably a better way of wording it.

Offline kaempfer13

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Re: War #12 - Rules https://elementscommunity.org/forum/index.php?topic=66459.msg1282820#msg1282820
« Reply #5 on: November 26, 2018, 11:57:49 pm »
can we send incomplete lists for draft (less than 12)? Atm it looks like there is no way around that anyway on day 2, but what i mean is do we have to put all remaining players on our draftlist when less than 12 are left? Additionally i'd like to say that 2 and a half men war doesnt really sound appealing and id actually even prefer having random elements fused together to form 6 teams over having several teams where everything hinges on one person that may go awol.
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Offline shockcannon

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Re: War #12 - Rules https://elementscommunity.org/forum/index.php?topic=66459.msg1282821#msg1282821
« Reply #6 on: November 27, 2018, 12:02:39 am »
A Master of Time worried about his future outcome? Perhaps someone went to the future and saw a community reigned again by flames. What a delightful image.
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Offline JonathanCrazyJ

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Re: War #12 - Rules https://elementscommunity.org/forum/index.php?topic=66459.msg1282838#msg1282838
« Reply #7 on: November 27, 2018, 08:45:49 am »
Yeah I'd certainly prefer 6 team with current numbers
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Re: War #12 - Rules https://elementscommunity.org/forum/index.php?topic=66459.msg1282839#msg1282839
« Reply #8 on: November 27, 2018, 08:54:52 am »
Yeah I'd certainly prefer 6 team with current numbers

Yeah I think you can thanos half the teams of combine them tbh. I second this.
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Offline immortal feud

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Re: War #12 - Rules https://elementscommunity.org/forum/index.php?topic=66459.msg1282840#msg1282840
« Reply #9 on: November 27, 2018, 09:00:03 am »
as fun as snapping half the elements and having 6 teams start i think combining 2 elements to a team sounds really exciting
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Re: War #12 - Rules https://elementscommunity.org/forum/index.php?topic=66459.msg1282841#msg1282841
« Reply #10 on: November 27, 2018, 10:00:38 am »
Shake up the meta a bit too
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Offline mathman101Topic starter

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Re: War #12 - Rules https://elementscommunity.org/forum/index.php?topic=66459.msg1283015#msg1283015
« Reply #11 on: December 04, 2018, 03:58:05 am »
Change Log has been updated with some fixes for clarification today.

12/03

  • Revised Draft Section to apply changes based on community and WM discussions here.
  • Edited wording to clarify vault building discounts.
  • Fixed link for market prices.

something....something....something.....

 

blarg: