Gladiators - RulesOriginal idea by:
The Mormegil | Developed by:
The Mormegil | Art by:
??? | Organized by:
???Thirteen arenas. Thirty-two Gladiators. One Champion.
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.
Please include your Timezone when you sign up.Maximum amount of participants for this event is
32. 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 32 players doesn't show up during round 1.
2. BUILDING YOUR GLADIATORIn order to partecipate to this event, you need to build a Gladiator. You must choose its Advantage, its Disadvantage, its Style and its Stats. You then have to PM the Event Organizer with these choices. Do not share your Gladiator with your opponents!
ADVANTAGEEvery fighter has a specialty. You may choose one of the following Advantages for your Gladiator:
+ ResourcefulYou may select one extra Style Card (see below).
+ FlawlessYou may ignore your Disadvantage.
+ MightyYou may use up to four upgraded cards in your duels.
+ AttunedYou may choose an Element. As long as your deck uses only cards from that Element, you need to have just one fifth of your deck composed of Style Cards.
+ BackstabberIf an opponent wins a fight against a different Gladiator while being in your Arena, you may immediately challange him and use six extra upgraded cards. This still uses an action.
+ ToughYou are defeated when you lose your sixth duel.
+ AdaptableYou may ignore one effect of the Arena every turn.
+ SpecializedYou may select one of your Style Cards and use that card upped in every deck.
+ CopycatYou may use in your decks up to three cards your last opponent used.
DISADVANTAGEEvery fighter has a weak spot. You have to select one of the following Disadvantages:
+ MindlessYou may not change deck until you lose a duel.
+ HonorableYou must inform your opponents of your Style Cards and Advantage before the duel.
+ SlowYou must use decks with at least 40 cards in them.
+ MutilatedYou must choose six elements. You may not use cards from those elements.
+ SadicEvery time you defeat another Gladiator, you cannot act again until somebody challenges you or for three turns.
+ FrailYou are defeated as soon as you lose your fourth duel.
+ BerserkerAs soon as you win against another Gladiator, you must use all your other actions to challenge your opponents.
+ CowardYou may not challenge other Gladiators directly.
+ WeakYou may not use upgraded cards.
STYLEYour fighting style defines what you are capable of doing in a battle. You may choose four cards as your Style Cards. These cards may not be shields, weapons, pillars or pendulums. When building decks
at least one third of your deck must consist of Style Cards.
You may then select one shield and one weapon. These are the only shields and weapons you will be able to use throughout the whole event, unless you find other ones in the Arenas.
STATSYou have four different stats: Speed, Technique, Strength, Popularity. This is the only part of your Gladiator that will be visible to everyone.
You start with a score of 1 in every stat, and may increase any one of them by 1 up to
six times.
Remember that during the battle phase the Gladiator with the highest score in one of the stats will have a benefit, and that Stats may influence how you perform in a certain environment or on a certain task. So try to find a balance between stats while also having some good scores!
Speed: the Gladiator with the highest speed will be able to play up to three upped pillars or pendulums.
Technique: the Gladiator with the highest technique will be able to play up to two upped cards.
Strength: the Gladiator with the highest strength will be able to play up to two upped weapons.
Popularity: the Gladiator with the highest popularity will be able to play up to two upped creatures.
3. ARENASThis event will run for three rounds. The first round will see groups of four Gladiators (paired based on their timezone) fight in each of the eight Great Arenas: the survivor will stay in the event and pass onto Round 2. Every survivor will then be randomly paired with another survivor for the second Round, which will see these fighters duel in the four Small Arenas. The four survivors will then be brought to the Ultimate Arena, the final stage of the event, where only one will survive.
In order to survive you must be sure to kill every other opponent before they do, and before the Arena itself takes its toll. Every player has five "lives" each round: when he loses five times - be it against other players or due to the Arena - he is dead.
Every day (starting at 00.00 GMT) represents a turn. Each turn, you may move to a different zone in the Arena and take an action. You must post on the proper thread your movement and your action every day, and all actions are considered contemporary in the turn. If you don't post any action, you skip your turn.
Arenas will allow for different special actions, but there is one fundamental action that you can always take: you may challenge a player to a fight. Different Arenas may have special requirements for this - for instance, you may be able to challenge your opponent only if he is in a nearby area or you may not be able to challenge him unless you eliminate some obstacles first.
Each Arena has different rules, that represent the terrain, the public, the resources and the weapons you can find there. You will be given an extensive description of the Arena: read it well because your life may depend on it. You will also be given a list of possible special actions, the general rules of the Arena and the Arena List - a list of available cards for deckbuilding purposes.
EXAMPLE ARENA:The Training Ground is where all you Gladiators learned how to fight, dodge traps and survive. By now you know it like the back of your hands. I bring it to you as an example of what you could expect from an Arena, but beware: the further you advance, the worse the Arena will be...
Description:The Training Grounds are a simple but potentially deadly Arena. They are built in the middle of the Capital City and act as a Gladiatorial School of sorts. Gladiators are brought at the center of a vast sandy area. Spread across this part of the Arena are deadly traps: by fighting here you might inadvertently trigger hidden spikes, pits full of snakes or even magical glyphs. Most of the traps will also make you fall into the dungeons below. If you reach the border of the area there are four big doors that lead to an outer ring, linking the sandy area to the underground maze. The doors are heavy to lift alone, but a strong man may be able to open and close them easily. The outer ring is small and it's difficult to fight here: even more if you aren't practical with weapons. However, you can access the dungeons below through this area. The dungeons are not deadly unless you try to explore them thoroughly. The maze-like structure however is full of even more deadly traps, but has also got some nice hidden treasures and other beneficial things.
Areas and movement:Sandy Area
Outer Ring
Dungeon - Level 1
Dungeon - Level 2
Dungeon - Level 3You may access only contiguous areas (only areas directly below or above the area you are in). In order to move from the Sandy Area to the Outer Ring, at least one door must be open.
Arena List:The Training Grounds allows only for the less powerful resources: you are here to practice your Style, after all.
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Special Actions:Sandy AreaOpen / Close a door: you may try to open or close one of the doors leading to the Outer Ring
Outer Ring:Open / Close a door: you may try to open or close one of the doors leading to the Sandy Area.
Ambush: you may hide into the Outer Ring and wait for somebody to enter the zone. If another Gladiator enters the zone this turn, you automatically attack him and benefit from 4 extra upgraded cards, usable in the duel.
Dungeon (all levels):Explore: you may explore the Dungeon, in search of valuable objects or aids. Beware the traps!
Rules of the Arena:Since this is a training arena, you may not challenge any opponent who has already lost four times. If they die to the traps, though... it was nice knowing them.
In order to open and close the doors of the Outer Ring, you need a total of 4 Strength points. If two or more Gladiators decide to use their action to open the same door, sum the Strength points.
People battling inside the Outer Ring are crippled and cannot move easily: you need to use 10 Quantum Pillars in every deck you make inside the Outer Ring unless your Technique is 5 or higher.
The place is pretty big, so you may only challenge Gladiators in your own area. If they move away and you still want to fight them, though, you will have to follow them.
The public here is not numerous, as the matches are pretty boring with all the newcomers and without actual deaths. It will shout the occasional warning though: if you are subject to a trap and you are the Gladiator with the highest Popularity, you have a 50% chance of dodging the trap altogether.
The Rules of the Training Ground:You have experienced about everything the Training Ground has to offer. Thus, you know how things
really work in there. Be warned though: the following won't be able to you in your next matches... You will have to guess it from the above!
Sandy Area:While inside the Sandy Area, every player who takes an action (any action) will suffer from the following traps. To determine what trap will be triggered, roll 1d10 and consult the table:
Roll | Trap |
1-5 | No trap |
6 | Slide: you end up in Dungeon - Level 2 |
7 | Spikes: you suffer one loss unless your Speed is 5 or more |
8 | Pit: you suffer one loss and end up in Dungeon - Level 1 |
9 | Razor Blades: you suffer two losses. If you have a Strength of 4 or above, you may ignore one loss. If you have a Speed of 4 or above, you may ignore one loss (cumulable). |
10 | Death Pit: you suffer two losses and end up in Dungeon - Level 3 |
Dungeon:If you explore the Dungeon, roll 1d10 and consult the table below.
Roll | Level 1 | Level 2 | Level 3 |
1-3 | No traps | No traps | No traps |
4-5 | No traps | No traps | Spikes: you suffer one loss, unless your Speed is 4 or higher. |
6 | No traps | Spikes: you suffer one loss, unless your Speed is 4 or higher. | Razor Blades: you suffer two losses. If you have a Strength of 4 or above, you may ignore one loss. If you have a Speed of 4 or above, you may ignore one loss (cumulable). |
7 | Spikes: you suffer one loss, unless your Speed is 4 or higher. | Spikes: you suffer one loss, unless your Speed is 4 or higher. | Razor Blades: you suffer two losses. If you have a Strength of 4 or above, you may ignore one loss. If you have a Speed of 4 or above, you may ignore one loss (cumulable). |
8 | Spikes: you suffer one loss, unless your Speed is 4 or higher. | Razor Blades: you suffer two losses. If you have a Strength of 4 or above, you may ignore one loss. If you have a Speed of 4 or above, you may ignore one loss (cumulable). | Glyph of Warding: you suffer two losses and cannot act again for three turns or until you are challenged. If you have a Strength of 6 or more, you may ignore one loss. If you have a Speed of 6 or more, you may ignore one loss (cumulable). |
9 | Adrenaline Potion: you may use one extra upgrade in all your duels until you change Arena. | Healing Potion: you may eliminate two of your precedent losses. | Thundering Invocation: you may invoke the lightning upon one of your opponents to cause him one loss. |
10 | Healing Potion: you may eliminate two of your precedent losses. | Armor Altar: you gain one random elemental shield. Add it to your owned shields: you may use this shield in your future fights, even if you change Arena. Once this result happens, substitute it with Healing Potion. | Weapon Altar: you gain one random elemental weapon. Add it to your owned weapons: you may use this weapon in your future fights, even if you change Arena. Once this result happens, substitute it with Thundering Invocation. |
4. DUELSWhen you challenge your opponent, you both cannot act again until the duel is completed. If you don't complete the duel within two days, both of you take one loss unless one was clearly more active in trying to find a suitable time.
Deckbuilding has the following rules (unless the Arena rules restrict this further):
1) You must have at least 1/3 of your deck composed of Style Cards.
2) You may not use weapons and shields you don't possess.
3) You may use any type of pillars or pendulums.
4) You may only use Style Cards or cards in the Arena List.
5) You may not, generally, use upgraded cards.
6) You may not use shards.
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.
5. TURNSEvery action must be posted in the proper thread, and is considered contemporary to every other action this turn.
Duel results must be posted in the same thread, along with decks.
6. WINNERThere will only be one survivor. Good luck.
7. REWARDSThe winner of the event will receive the following forum award icon: