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Elements the Game => Events and Competitions => War => Topic started by: Naii_the_Baf on September 06, 2020, 06:27:30 pm

Title: War #14 - Rules
Post by: Naii_the_Baf on September 06, 2020, 06:27:30 pm
What is War? (#post_whatwar) | How do I join War? (#post_join)
1. Building an Army (#post_on) | 2. Preparation (#post_two) | 3. Rounds (#post_three) | 4. Postbattle (#post_four) | 5. Penalties (#post_five)




WAR


Thirty Two Players, Eight Elements. One victorious team.
Who will rise to the top?




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, 8 Generals, one for each element besides :gravity :earth :water :darkness, choose a team of three soldiers in an exciting auction. Then these teams of four 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 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 #14, 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 (http://elementscommunity.org/forum/war-auction/) will be open for posting applications. Generals are not against bidding on new players, but they really appreciate players with enthusiasm to perform well in war.

If auction 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 8 Generals, one for each Element besides :gravity :earth :water :darkness. 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 300 cards, 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 AUCTION
Players wanting to join War must start their own War application topic in the War Auction board (http://elementscommunity.org/forum/war-auction). Players may ban up to 2 elements from bidding on them. However, each ban increases the minimum bid for that player by 5 cards. Players must include their in-game name. All war matches must be played by them through that same in-game name.

Applications 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.


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.

Your secret forum section will contain a "Round Boosts and Rosters" thread. Each round, post the boosts assigned to each soldier in this thread.
 
2.2. MEMBER ROLES
1. General: Responsible for coordinating the team.
2. Soldiers: The rest of your team. The soldiers will be able to consume certain boosts (described later in this post.)

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 80 cards, they will be eliminated. These cards do not include pillars/pendulums/mark cards.

The leftover cards after subtracting Auction costs from the initial amount of 300 will be used to buy cards to form the team starting Vault. You have an infinite supply of pillars/pendulums/mark cards, which do not need to be purchased from the market.
 
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.

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.


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
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.

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.


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.

Lieutenant Upgrades (+3)

Extra Salvage (+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.

Mercenary - Deck only has to be 40% in-Element.

Gambler - Salvages 3 Upgrade Tokens for winning their match.

Alchemist - Can transmute cards with a 1:1 ratio. (see Transmutations (#post_michealbay) for more information)

Deckbuilding rules:

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. For Player 4 matches, at least 2 of the team members must be able to field the deck.

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


3.6. ADDITIONAL RULES


3.6.1. MINOR ERRORS
 
Minor mistakes will not result in automatically losing a match. 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.


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 "LordOwner" from :water fights "KingKiller" from :air & wins 3-1, he will start a topic titled like so:
(Water Lt) LordOwner 3 - 1 (Air Gen) KingKiller, or if they were subbed, (Water Sld) (Sub) LordOwner 3 - 1 (Air Lt) KingKiller (use SUB to indicate that someone else played instead of LordOwner)
 
In that topic, LordOwner will post his deck, and should summarize the match. KingKiller 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 KingKiller replies.
If the player who played the match is not available to post their deck immediately afterwards, one of their teammates must do it.
 
The winning team salvages cards from the opponent's deck. The winning team picks 6 cards to copy from the deck of the losing player into their vault unupgraded. These cards become part of the Vault. If the reesult was a 3-0 win, 7 cards are salvaged instead.

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 an upgrade token.

When salvaging cards into your Vault, you may choose to transmute them 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. Two cards from salvage can be transmuted into any card. You may transmute as many pairs as were salvaged.

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
16
212
3+24



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: (http://elementscommunity.org/forum/awards/d5eb9767752e48c1598f1609ff9e0c3d_d5eb9767752e48c1598f1609ff9e0c3d_war8.png)
- 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 80 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!
Title: Re: War #14 - Rules
Post by: Naii_the_Baf on September 06, 2020, 06:28:59 pm
Changes from last War:

─Losing vault size reduced to 80
─Elements playing are :entropy :death :life :fire :light :air :time :aether

Market (FINAL): https://docs.google.com/spreadsheets/d/19a-swS7_mwCf0IlmRV1dYdk_iuSzeop7gqGHPpmPO1M/edit#gid=0
Title: Re: War #14 - Rules
Post by: Wyand on September 15, 2020, 08:44:39 am
/me doesn't waste his time.

I'm glad to see that Market prices may change due to having a bit different elements this time. We haven't got :air and :aether last time.

Don't want to barge into other elements' prices, so I just parrot my usual stuff: Upped SoSe: 0, Improved Mutation: +0.5/+1. You can see my
reasoning for the latter here (http://elementscommunity.org/forum/general-discussion/1000-improved-mutants/). And SoSe is sometimes a nuke, sometimes a dynamite and sometimes just a baby fart.

(https://static.displate.com/857x1200/displate/2019-09-12/312a5953e197d69f4dbc5415a998ec82_da696e25b033d2a6f32562d3ff98cd0f.jpg)
Title: Re: War #14 - Rules
Post by: Naii_the_Baf on October 05, 2020, 03:51:23 am
Market has been updated with near-final prices.

Here is a summary of changes from War #13's market:
:entropy
Maxwell's Demon: 0.5/-0.5 → 0.5/0
Chaos Seed: 0.5/-0.5 → 1/-1
Mutation: 2/-0.5 → 2/0
Fallen Elf: 2/1 → 1.5/0.5

:death
Boneyard: 2/1 → 2/0.5
Plague: 1.5/0.5 → 1.5/0

:gravity
Colossal Dragon: 1.5/0.5 → 1.5/1
Titan: 0/-1 → 0/-0.5
Gravity Pull: 0/-1 → 0/-0.5
Black Hole: 0/-1 → 0/-0.5
Catapult: 0/-1 → 1/0.5
Acceleration: 1/-0.5 → 1/0
Amber Nymph: 0/-0.5 → 0.5/0
Shard of Focus: 0/-1.5 → 0.5/-1

:earth
Antlion: 1.5/-1 → 1/-1
Stone Dragon: 0.5/-0.5 → 1/0.5
Shrieker: 0/-1 → 0.5/-0.5
Iridium Warden: 0/-1 → 0/-0.5
Shard of Integrity: 1/0 → 0/-1.5

:life
Mitosis: 1/0 → 0.5/0

:fire
Crimson Dragon: 0/-1 → 0/-0.5
Fire Spirit: 1.5/0.5 → 1.5/1
Fire Bolt: -0.5/-1 → -0.5/-1.5
Deflagration: 0/-1 → 0/-0.5
Seraph: 0/-1 → 0/-0.5
Red Nymph: 0.5/0 → 1/0.5

:water
Shard of Patience: -2.5/-3 → -3/-3.5

:light
Blessing: 1/0 → 0.5/0
Morning Star: 0/-1 → 0/-0.5
Miracle: -0.5/-1.5 → 0/-1.5
Hope: 0/-0.5 → -0.5/-1
Sanctuary: 0/-1 → 0/-0.5

:air
Wyrm: 0.5/-1 → 1/-1
Wings: -0.5/-1.5 → -1/-1.5
Shard of Freedom: -2/-2.5 → -1.5/-2

:time
Fate Egg: 1.5/1 → 2/1.5
Devonian Dragon: 0/-1 → 0/-0.5
Sundial: -1/-2.5 → -0.5/-2
Scarab: 1/0.5 → 0.5/-0.5
Dune Scorpion: 1/0.5 → 2/1.5
Ghost of the Past: 0/-1 → 0/-0.5
Shard of Readiness: 0/-1 → -0.5/-1

:darkness
Parasite: 1.5/0.5 → 1.5/-0.5
Steal: 0/-1 → 0/-0.5
Nightfall: 1/-0.5 → 1.5/-1
Liquid Shadow: 0.5/0 → 1/0.5
Shard of Void: 0.5/-0.5 → 0/-1

:aether
Fractal: -2/-2.5 → -1.5/-2
Silence: 0/-1 → 0/-0.5
Phase Salvager: 2.5/2 → 1.5/1
Title: Re: War #14 - Rules
Post by: andretimpa on October 05, 2020, 04:45:57 am
Fallen Elf is my favorite :death card  :sillyspin:
Title: Re: War #14 - Rules
Post by: Wyand on October 05, 2020, 09:15:36 am
SoFree, Sundial, Fractal getting a buff  ?_? while Fallen Elf and CP getting a nerf???  ?_?
Title: Re: War #14 - Rules
Post by: Wyand on October 06, 2020, 01:11:37 pm
I felt it would be good to elaborate. It is not my goal to force nerf for my fellow general's cards.
I am merely shocked that powerful cards got buffs (I understand that :aether and :air is playing now,
the situation is different), meanwhile quanta-expensive Fallen Elf and very useful CP gets punishment. :(
Getting a slight buff on Improved Mutation is good, though I don't think having +1 mod for CS will mean
anything. CS and CP are so vastly different cards, you cannot iron out stuff by buffing the previous.
I sorta feel also that Purple Nymph's price doesn't really show her low position in the Nymph's overall
"tier list". And my heart still bleeds for SoSe. I think it is the same category as Imp.Mutation.

(If you wonder why I mainly talk about :entropy cards - well, I'm the general of :entropy , and don't
feel comfortable enough to suggest prices about other elements' cards.)
Title: Re: War #14 - Rules
Post by: serprex on October 06, 2020, 01:28:29 pm
1. It's facetious to say "buffed" when we're talking "buffed after being nerfed to the ground"
2. You'll notice Blessing also had its modifier reduced. War #13 was pushing a buff meta agenda, whereas War #14 is not. Also cseed buff is independent of cpower nerf
3. Modifiers are balanced around decks, not cards. Fractal was buffed with a corresponding nerf to Hope. Dials were buffed with a corresponding nerf to SoV. So when talking about modifiers you really have to think about the card pool as a whole, not just your pet card
4. Tell me which Entropy card's modifier should be nerfed
5. What I'm getting at with 4 is that anything that's strong you think "I can work with this" whereas anything that's weak you think "nah, I can't use this" & that's fine. You don't have to use every card. Go on & make decks with what you consider the good cards. RIP SoSe you missed your chance last war to run busted SoI/SoSe
Title: Re: War #14 - Rules
Post by: Wyand on October 06, 2020, 07:13:49 pm
Thanks for the explanation.

I agree with most of it. I do know that prices are according to decks, not just cards. CP is used in like dozens of decks.
Blessing is a good comparison. For 2 quanta you get surely 3/3, meanwhile CP is 1 quantum and rng/rng. And maybe
SoSe is my pet card, I think it is hard to deny that it is a very chancy card, and has more use than just SoI. Personally I
liked ian's Infinity War SoSe-variations.
Title: Re: War #14 - Rules
Post by: serprex on October 06, 2020, 08:46:01 pm
ian's sose deck only costs 11 ups
Hover over cards for details, click for permalink
Deck import code : [Select]
4sa 4sa 4sa 4sa 4sj 4vh 52t 5on 5on 5rr 5rr 5rr 5up 61q 61q 6ts 6u3 6u3 6u3 6u3 6u3 6u3 6uq 6uq 6uq 6uq 6uq 6ve 7ae 7ds 8pj
12 ups if you bring pc/rt instead of useless precog
Hover over cards for details, click for permalink
Deck import code : [Select]
4sa 4sa 4sa 4sa 4vk 52t 5f6 5f6 5f6 5on 5rk 5rk 5rk 5up 61q 6r3 6ts 6u3 6u3 6u3 6u3 6u3 6u3 6uq 6uq 6uq 6uq 6uq 6ve 7ae 8pj
Title: Re: War #14 - Rules
Post by: Wyand on October 06, 2020, 09:44:11 pm
I think 2 cards were listed in a reversed way, which means Parasite actually got nerfed and Amber got buffed.

Parasite: 1.5/0.5 → 1.5/-0.5
Amber Nymph: 0/-0.5 → 0.5/0

Also I think Minor Vampire/Vampire has different modifiers now than last War (0,5/-0.5 → 0/-1).
(Didn't follow if it changed after R4, I'm pretty sure about the starter modifiers.)
Title: Re: War #14 - Rules
Post by: Naii_the_Baf on October 06, 2020, 09:55:39 pm
I think 2 cards were listed in a reversed way, which means Parasite actually got nerfed and Amber got buffed.

Parasite: 1.5/0.5 → 1.5/-0.5
Amber Nymph: 0/-0.5 → 0.5/0

Fixed.
Title: Re: War #14 - Rules
Post by: Wyand on October 07, 2020, 10:31:15 am
"Non-elemental cards besides Quantum Pillar are considered in-element."

Guess this means Relics are in-element, too.
Title: Re: War #14 - Rules
Post by: serprex on October 07, 2020, 11:41:01 am
Same as it was in 13:

http://elementscommunity.org/forum/round-6/(earth-lt)-afdarenty-3-2-annele-(fire-lt)/msg1296131/#msg1296131

http://elementscommunity.org/forum/round-7/(time-lieutenant)-naii_the_baf-(sub)-3-2-rapidstad_-(sub)-(earth-mercenary)/msg1296209/#msg1296209
Title: Re: War #14 - Rules
Post by: Wyand on October 09, 2020, 09:38:10 am
"A reference of the upgrade modifier tables can be found here."

Etgmarket13 linked there erroneously. Also can have some different color for this whole phrase, or at least for the "upgrade modifier tables" part?
Title: Re: War #14 - Rules
Post by: serprex on October 09, 2020, 11:03:11 am
Fixed link

Different color isn't necessary. If you want quicker access either pin it in a private discord your group has or put it at the top of your pad or scroll to the second post or search for word reference
Title: Re: War #14 - Rules
Post by: Wyand on October 09, 2020, 11:15:03 am
I have the link in my bookmarks, so I have quick access. I generally think that here isn't really conspicuous, when you
scroll through the mass of text.
Title: Re: War #14 - Rules
Post by: worldwideweb3 on October 12, 2020, 09:32:49 pm
Why does air have such a high cost for ups on avg compared to other elements? The disparity is so much. Air was a -14 on total. Death has a +11.5!! A positive, a difference of 25.5 up points. Even fire, a very strong element has a total of -7.5, difference of 6.5 pts. Aether, one of the strongest elements in war has a total of -3.5, a difference of 10.5! shockwave at -1, same as lightning but RP on -0.5. The prices probs wont be changed anymore as its too late, but what was the thinking behind all this?
Title: Re: War #14 - Rules
Post by: Wyand on October 12, 2020, 10:02:55 pm
Ask War12-www. :sillyspin:
Title: Re: War #14 - Rules
Post by: serprex on October 12, 2020, 10:11:34 pm
RP costs 3 :fire

Totals are meaningless. Go ask Zanz to create trash air cards

SoFr op
Title: Re: War #14 - Rules
Post by: andretimpa on October 12, 2020, 10:28:28 pm
If you guys search you'll find the quotes from last war of w3 complaining about gravity being too expensive  :sillyspin:
Title: Re: War #14 - Rules
Post by: serprex on November 08, 2020, 03:00:56 pm
Player 4 deckbuilding restriction clarified:
Quote
For Player 4 matches, at least 2 of the team members must be able to field the deck.

This issue was raised since a team wanted to run 6 marks in a Player 4 deck this round, but ideally any team member should be able to play the Player 4 match for scheduling purposes
Title: Re: War #14 - Rules
Post by: Aves on November 08, 2020, 03:08:30 pm
Player 4 deckbuilding restriction clarified:
Quote
For Player 4 matches, at least 2 of the team members must be able to field the deck.

This issue was raised since a team wanted to run 6 marks in a Player 4 deck this round, but ideally any team member should be able to play the Player 4 match for scheduling purposes

Isn't that particular issue already covered by 3.6.2.?

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.
Title: Re: War #14 - Rules
Post by: serprex on November 08, 2020, 03:32:27 pm
No, that doesn't cover the situation such as Player A's match having 6 blue nymphs in their deck & having to be subbed by Player B who has 6 blue nymphs while Player A only has 2. Player A should always be able to play their match if scheduling allows. In the case of Player 4 we hadn't defined what their card pool is considered to be for the purposes of deckbuilding. Whereas 3.6.2 is more about substitution & honestly it's pretty outdated in regards to upped cards given that there's a free money button so anyone should be able to get the necessary cards for their deck outside of nymphs/marks
blarg: