Harry Potter: House Cup Competition
Harry Potter: House Cup Competition
Original idea by:
Kamietsu and various other members in chat. | Developed by:
Kamietsu | Art by:
Kamietsu | Organized by:
KamietsuWelcome to the magical world of Elements!
Wait, I mean Harry Potter! No, I did mean Elements. It's a little of both.
As you enter the Dining Hall you see four extremely long wooden tables all aligned perfectly with one another, with enough space between each to move around. Directly in front of you, you see a stool. It's not a particularly fancy stool. It looks like wood, or some other wood-like element. Then you finally turn your attention to the more interesting thing sitting atop it. It's a hat. A really old hat. Kind of ugly too. Almost like it's got some sort of squished old face in it.
You walk closer to it and it looks up at you, impatiently, judging you constantly. Nothing that it's saying anything. Hats can't talk, but it's gaze is clearly one of harsh judgement. An older lady who was just off screen... I mean to the left of your vision... comes up to you and demands you put the old hat on. You comply, but only out of fear. This lady was clearly someone not to mess with. When the hat connects with your hair it begins to mumble to itself. Something about oily hair. Also about where to put you. Suddenly, it shifts its position to a more erect one and shouts out!
You almost couldn't believe what you heard. Mostly because a freaking hat said it. It had said the name of the House you most wanted to be placed in. You glee cheerfully but stop abruptly because all your classmates were laughing at you.
Which House will you want to be in?
How the event works:1. There are
4 houses with
7 members in each. A Head of the House, 2 Prefects, and 4 Students. Any unavailable or dead member becomes a House Ghost. To read more on each role, go down to the "House Roles" section.
2. Each House starts with
500 Points. The winner of the House cup will be the house with the most Points after 7 Days.
3. Duels go as normal, 2 out of 3 matches, with the exception that your deck must be composed of 50% one of your house elements, and 50% of the other or as close as possible(49% 51%). You must use a mark from one of your House Elements.
4. Each round of duels is called a Day. Each Day will have a special event that somehow corresponds to each of the 7 years from the books/movies. To see what each Day's event will be, see the Holidays and Events section. To see a list of the Holidays and what days they are on, go own to the "Holidays" section.
5. Each day the Prefects will select some Spells(see House Roles for specifics) for the House's members to use. For a list of available spells, see the "Spells" section here (
http://elementscommunity.org/forum/index.php/topic,32291.msg436885#msg436885). Only spells with a number in parenthesis() next to it may be selected multiple times.
5.a If a Spell is used, the Spell's effect is applied immediately. Deck Changing Spells must be used before two wizards enter a duel.
5.b If you use a spell on a member of your own House and that wizard wins, they get an additional 10 points awarded to the House. Each spell needs a full day to recharge before it can be selected again, unless there are copies of that spell left(the number in parenthesis represents the amount of copies total).
6. Every win versus a Student is worth 20 points. Every win against a Prefect is worth 25 points. Every win versus the Head of the House is worth 30 points. If two Head of the Houses versus each other, the winner receives and extra 10 points.
7. Every loss removes 10 points, no matter who it is against.
8. Anyone who breaks any of the rules will receive a Punishment. For a list of Punishments, go down to the "Punishments" section. All rule breakings must be reported to the Head of the House. The Head of the House will then give the offender the fitting Punishment.
1. HOW TO SIGN UP?Anyone with a forum and a chat account can sign up for this event. Start by reading the rules very carefully. Then sign up by posting on a separate sign up topic. If you cannot find a sign up topic, or if it is locked, this event is not currently active, and you will have to wait for it to restart.
Maximum amount of participants for this event is
42. If the event is full, you can still sign up as a reserve player, and will get a chance to join the event if any of the 28 players don't show up during Day 1.
2. RULES OF THE HOUSE AND PREPARATIONSBuild a deck of any size (from 30 to 60 cards) consisting of only Elements from your respective House.- No running. Unless your life is at stake. The nearest teacher will determine if your life is indeed at stake or not.- You may use any non-upgraded cards in the game, but only if it falls within your House's Elements.- All decks must be composed of your two House Elements and any Mark you use must be one of your Two House Elements. Certain events and spells can add exception to this rule. - Deck proportions must be 50/50 if using two elements, or 40/40/20 if using three elements. If you are unsure if you have the proper portions in your deck, feel free to ask anyone else within your House, preferably the Head of the House. - Decks may not be changed once they are submitted in the appropriate topic. Any deck changes as influenced by a Spell must not be made in the submitted deck. Instead, a second deck with the same cards and the appropriate changes must be submitted.- Students may only use 2 Upgraded cards. Prefects may use 6 Upgraded cards. The Head of the House may use 12 Upgraded cards.- When each Day starts, Prefects will choose and give out 3 Spells each. Spells can be given to any student or Prefect in their own House.- Spells do not have to be used and only cost Points once they have been used. You are not required to use a spell.[/color]- The same spell cannot be cast on the same person twice, even if it is two separate people doing the casting.- Only the Spells the Prefects have gathered may be used for that day. - You may only use a Spell once a Prefect has given it to you. - Any Punishment will go into effect on the next day.- All decks must be submitted to the 'Decks' topic within the time frame.
3. HOUSE ROLESThe Head of the House is in charge of the entire House. Removes points from their own House when a member breaks the rules. Has the final say in any and all decisions within the House. The Head of the House is also in charge of monitoring Spells and Punishments and that everything goes how it should. The Head of the House may chose 1 spell for him or herself to use before the Prefects choose. It is up to the Head of the House to report their win or loss promptly, neatly, and correctly. The Head of the House may also change any roles within the house as he or she deems necessary. The Head of the House may use up to 12 upgraded cards.
Prefects have the second most power within the House. They are in charge of making sure the duels happen on time and within the time frame. They are also required to make sure any deck used meets the requirements. Prefects are the ones who pick and choose which Spells can be used during each day. Each Prefect may give out 3 Spells. Prefects are required to make sure all points from wins and losses are added up correctly. It is generally thought to be easier to manage everything when each Prefect only has to keep track of two Students. Although not required, it is recommended that each Prefect take watch over two students. It is up to the Prefect to report their win or loss promptly, neatly, and correctly. Prefects may use up to 6 upgraded cards.
Students don't have much power in the House. Students just participate in duels and decide if they should use a spell given to them by a Prefect on a certain opponent or not. It is up to the Student to report their win or loss promptly, neatly, and correctly. Students may use 2 upgraded cards.
The House Ghost has no power in the House other than mascot purposes. The House Ghost changes quite frequently, and it's even possible for there to be more than one at a time! When a student, or prefect, is struck with a killing curse, they turn into the House Ghost. Also, if someone is suddenly missing, they become a House Ghost. A House Ghost cannot duel, but they can chat all they want within their House. After one day, anyone who was previously a House Ghost is no longer one and returns to their normal role. The Head of the House cannot become a House Ghost. If they die in a duel, they simply cannot duel the next day. If the Head of the House goes missing, it is up to the rest of the House to elect a new Head of the House. A replacement member will not be added to the House unless it is still the first day.
4. BRACKETSMatches will be randomly decided, and as evenly as possible, between each of the four Houses. Winners receive Points while the loser loses Points. No House can be dropped from the standings if they have 0 points.
5. DUELSPlayers have 3 days to make the fight happen. They must contact their opponent using a PM, and try to find a time that suits both. If the fight doesn't happen, both players lose by default, unless one player is clearly more active in trying to find a suitable time. Event organizer will determine who the most active player was, and his or her word is final.
Duels are best-of-3. The first player who wins 2 individual matches, wins the duel.
You are not allowed to change your deck at anytime past the deadline when decks are due. The only exception is when your deck is bewitched by a spell. In that case, you must submit the same deck, again, with the modifications and post it in the appropriate thread. Do not simply update the already submitted deck.
It's a good idea to either record the matches, or take screenshots as proof, in case something weird, like a desync error, happens. Remember, a player who gets caught cheating, will be permanently banned from all Elements community PvP events, so please play fair.
6. AFTER DUELSWinner should post a new topic in the "Battle Results" section, along with short description of how the match went. Both the winner and the loser are required to post pictures of their original deck and any deck altered by a spells used against them. Please use the following Topic name format:
Name (House) vs Name (House) :: The winner of the duel is always the first name in the Topic title.
7. WINNERAt the end of the Seventh day, each House's points will be compared. The House with the most points wins.
House (winning house) has earned the House Cup!
8. REWARDSThe winning House will receive magical cake(lie), the satisfaction knowing you were a part of the winning house, and the House Cup!
| | Head of the House
Prefect Student Student
Prefect Student Student
Prefect Student Student
Prefect Student Student
House Ghost
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| | Head of the House
Prefect Student Student
Prefect Student Student
Prefect Student Student
Prefect Student Student
House Ghost
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| | Head of the House
Prefect Student Student
Prefect Student Student
Prefect Student Student
Prefect Student Student
House Ghost
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| | Head of the House
Prefect Student Student
Prefect Student Student
Prefect Student Student
Prefect Student Student
House Ghost
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Spells | Effect | House Cost | Aguamenti(3) | Target must use a mark of Water today. (Friendly Fire Possible) | 10 Points | Anapneo(3) | Target must use a mark of Air today. (Friendly Fire Possible) | 10 Points | Avada Kedavra(1) | Instantly kill your opponent. You do not gain any points since no duel took place. (Friendly Fire IS NOT Possible) | 25 Points | Avis(2) | Target of the spell must include up to 5 Airbourne creatures. Indicate number of creatures after you use it. If used on yourself or someone from your house, they must use up to 4 upgraded Airbourne creatures. If this would place the opponent's deck above 60 cards, they must choose to remove enough cards to make the deck legal. (Friendly Fire Possible) | 15 Points | Confringo(2) | All copies of the target non-pillar/pendulum card must be removed from the target's deck. If this would place the target's deck below thirty cards, they are required to replace them with pillars or pendulums. (Friendly Fire Possible) | 10 Points | Confundus(6) | Target must use a mark not from their house for 2 matches of the duel. (Friendly Fire Possible) | 5 Points | Crucio(1) | Your opponent must use the mark of your choosing and 6 cards of your choosing from the same element as the mark. The 6 cards do not have to be the same card. You may not choose pillars/pendulums. (Friendly Fire IS NOT Possible) | 20 Points | Deletrius(2) | The House of the target must remove one of their unused Spells for the day. Unused spells are those that have been handed out but not yet used against another player. (Friendly Fire Possible) | 10 Points | Engorgio(3) | Target must use an extra 15 cards in their deck. If this would cause a player's deck to exceed sixty cards, they must remove ten cards and replace them with pillars or pendulums. (Friendly Fire Possible) | 10 Points | Expelliarmus(2) | Used to stop an opponent from using a spell on you. This Spell cannot be used, instead, when given to you it acts as a barrier to prevent any Spell that will be used on your for that day. This spell will trigger if you are the target of Friendly Fire. | 15 Points | Imperio(1) | Target must use his or her most expensive spell on another member of their House instead of their intended target. If the target does not have any spells, the caster may then change up to 15 non-pillar/pend cards in their deck to any other non-pillar/pend card from the target's House Elements. | 25 Points | Legilimens(1) | Your opponent must show them their entire deck. (Friendly Fire IS NOT Possible) | 5 Points | Lumos(4) | Target must add 6 Photons to their deck. If this would cause the target's deck to exceed sixty cards, they must replace enough cards with Photons so that they have a total of 6 in their deck. (Friendly Fire Possible) | 5 Points | Obliviate(2) | The target of this Spell does not remember winning or losing a duel and does not gain or lose points. The caster of this spell still gains or loses points. (Friendly Fire Possible) | 5 Points | Protego(1) | If a Spell is used on you, your opponent suffers the effects from it instead of you. This Spell cannot be used, instead acts as a barrier when a Prefect gives it to you. This Spell will trigger if you are the target of Friendly Fire. | 15 Points | Sectumsempra(2) | All weapons the target has in their deck are now upgraded. If no weapons are able to be upgraded or they do not possess weapons, they must add 3 Short Swords or Long Swords if available to their deck. If this would make the target's deck exceed sixty cards, they must replace enough cards with Short Swords or ong Swords so there are 3 in the deck. | 5 Points |
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Rule Broken | Punishment | House Penalty | Deck Rules (First Offense) | No upgraded cards allowed for the next two days. | 20 Points | Deck Rules (Second Offense) | No Upgraded cards allowed and minimum deck size is 45 cards for the next 3 days. | 40 Points | Deck Rules (Third Offense) | Dead for 2 days. No upgraded cards and minimum deck size is 60 cards for the rest of the Event. Any more Deck Rules offenses will result in permanent death. | 60 Points | Spell Rules (First Offense) | Cannot use or be given Spells for the next 2 days. | 20 Points | Spell Rules (Second Offense) | Any Spell used against you is in effect against you for 2 days. You may not use of be given any spells. Lasts two days. If a spell is used on you during the last day of your Punishment, the spell is still in effect for 2 days. | 40 Points | Spell Rules (Third Offense) | Dead for 2 days. Any Spell used against you is in effect against you for 2 days. You may not use of be given any spells. Lasts two days. If a spell is used on you during the last day of your Punishment, the spell is still in effect for 2 days. Any further Spell Rules offenses will result in permanent death. | 60 Points |
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| Holiday | Event | Days | Philosopher's Stone | All Students may use up to 3 unupgraded or upgraded shards of their choice. All Prefects may use up to 6 unupgraded or upgraded shards of their choice. The Head of the House may use up to 8 unupgraded or upgraded shards of their choice. | 1st Day | Chamber of Secrets | Each House will be randomly given one of the four unused elements that they must include in their decks. One 'Heir' will be chosen by the Head of the House of each House. Only Students may be selected. If the Heir wins, they gain an additional 20 points for their House. | 2nd Day | Prisoner of Azkaban | Every House must use the Element Entropy when building their decks and are required to use at least two Werewolves or Lycanthropes. More may be included but not required. The Head of the House selects two Students from each of their respective Houses. Those students may at anytime during or after a single match go back in time and redo the match once. | 3rd Day | Quidditch Match | All students who win gain an extra 10 points for their House. | 3rd Day | Goblet of Fire | Every member of a House may use up to three upgraded dragons from their House Elements in their deck. All Houses must use the Element Water when building their decks. | 4th Day | Tri Wizard Tournament | Each Head of the House will duel each other. The winners gain an additional 30 points instead of their normal 10 additional points. | 4th Day | Order of the Phoenix | All Houses must use the Element Air when building their decks. Two members of each House, Prefects or Students, are selected in secret by the Head of the House to be in the Order of the Phoenix. The Head of the House also selects one member of their own Houses in secret who is a Death Eater. Once a duel is complete, each student or prefect must announce is they were a regular member, a member of the Order of the Phoenix, or a Death Eater. If a member of the Order of the Phoenix beats a Death Eater, or vice versa, the losing member is now dead and the winner gains an extra 20 points for their House. | 5th Day | Half-Blood Prince | The Sectumsempra is free this day. One Prefect, as chosen by the Head of the House may use Sectumsempra up to four times, but not distribute to anyone else. The Headmaster(Event Organizer) selects one member from each House. If that member is defeated, the winner gains an additional 20 points to their House. | 6th Day | Deathly Hallows | The Head of the House chooses four members from their respective Houses, including themselves if they wish. Each selected person is now a Horcrux. If that person loses, they lose an extra 10 points from their House. However, if they are killed by a spell, they lose 30 points from their House. If a Horcrux wins, they must choose a House to steal 10 points from. | 7th Day |
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