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Offline RootRangerTopic starter

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Jedi Republic - RULES https://elementscommunity.org/forum/index.php?topic=62490.msg1238579#msg1238579
« on: July 23, 2016, 02:54:42 am »
Jedi Republic - Rules
Threatened by enemies of both old and new, will the Jedi Republic survive its greatest trial?
Spoiler for Lore:
For over a thousand years, the Jedi have been the guardians of peace and justice throughout the galaxy. Through their connection to the light side of the Force, they are stronger, quicker, and more powerful than anyone else. Almost anyone, that is. A small order known as the Sith uses the dark side of the Force for purposes of evil.

While the Sith have know of no bounds to their evil, there is one rule they have followed throughout the centuries, which is known as the rule of two. At any time, there must always be only two Sith: a master and an apprentice. When one Sith dies, the remaining Sith finds a new apprentice, oftentimes a Jedi who yearns for greater power.

Throughout the generations, the Sith have grown stronger in secret, but now they are ready to mount their attack against the Jedi. But they cannot do so alone. The Sith are joined by the Trade Federation, the Bounty Hunters, and a massive army of Clones. Will the Jedi prevail against their enemies, or will the Sith once more rule the galaxy?


1. SIGN-UPS
- To sign up, make a post in the separate sign-up topic.
- Once you sign up, select your Faction and 5 Marks, through private message to the host. Players may sign up as any Faction except Sith.
- If you sign up as a Jedi, you may include a Corruption value from 0 to 18, which will determine which Jedi are converted to Sith.
- Players may sign up with “No Preference,” which means they will be given the Faction with the fewest sign-ups and randomized Support Elements.
- After sign-ups end, all Factions, Support Elements, and Corruption Levels will be revealed.

2. CUSTOMIZATION
- There are a total of 7 Factions belonging to two categories: the Jedi Republic and the Separatists.
- The 3 Jedi Republic Factions are the Jedi Masters, Jedi Knights, and Jedi Padawans. The 4 Separatist Factions are the Trade Federation, Clone Troopers, Bounty Hunters, and Sith.
- Each Faction corresponds to a different Main Element. All zero-cost quanta-producing cards must be from the player’s Main Element.
- In addition to picking a Faction, players choose 5 Marks. Each Mark must be a different Element, but any Element may be selected. Marks may not be used more than once per match.
- The different Factions have different bonus upgrades and deckbuilding restrictions. However, all Jedi factions have the same bonus upgrades and deckbuilding restriction.
- All Factions have 6 base upgrades. However, the actual number of upgrades may fall below 6 through the Corruption and Mark Trading mechanics.

3. DECKBUILDING
- Players may only use zero-cost quanta-producing cards from their Main Element. Mark cards are considered to be pillars of their Element. The full list of zero-cost quanta-producing cards includes all mark cards, pillars, and pendulums, plus Nova, Soul Catcher, Immolation, Gnome Gemfinder, Damselfly, and Ray of Light.
Spoiler for Zero-Cost Quanta Producing Cards:
Hover over cards for details, click for permalink
Deck import code : [Select]
4sa 4sj 4sk 4sl 4sm 4sn 4so 4sp 4sq 4sr 4ss 4st 4su 4vc 4vj 50u 52g 52v 542 55k 576 58o 5aa 5bs 5de 5f0 5f9 5gi 5i4 5jm 5l8 5mq 5oc 5pu 5rg 5t2 5uk 606 61o 63a 6qq 6r3 6r4 6r5 6r6 6r7 6r8 6r9 6ra 6rb 6rc 6rd 6re 6ts 6ve 710 71f 72i 744 75m
Hover over cards for details, click for permalink
Deck import code : [Select]
778 77e 78q 7ac 7bu 7dg 7dp 7f2 7gk 7i6 7jo 7jp 7la 7ms 7mt 7oe 7q0 7ri 7t4 7um 808 81q

- A deck’s Mark must be one of the 5 Marks belonging to the player. Using Marks of other Elements is not allowed.
- Each Mark may only be used once per match. Thus, for a match consisting of 5 games, players will use all 5 of their Marks.

4. JEDI FACTIONS
:light Jedi Masters :light
:water Jedi Knights :water
:life Jedi Padawans :life

Upgrade Bonus: Each Jedi has 24/N bonus upgrades, rounded down, where N is the number of Jedi remaining in the event. The bonus upgrade table is below.
Spoiler for Jedi Bonus Upgrade Table:
Number of JediBonus Upgrades
13-241
9-122
7-83
5-64
46
38
212
124
For example, when there are 8 Jedi remaining, they would each have 9 upgrades.
Restriction: The only weapons allowed are Light Sabers (Lobotomizer, Fahrenheit, Druidic Staff, Morning Star, and Trident). All other weapons are banned.
Spoiler for Light Sabers (Legal):
Hover over cards for details, click for permalink
Deck import code : [Select]
5c5 5f7 5ic 5lh 61u 7al 7dn 7gs 7k1 80e

Spoiler for Banned Weapons:
Hover over cards for details, click for permalink
Deck import code : [Select]
4t3 4t4 4t5 4tb 4vl 52q 55s 58v 5ol 5ro 5ur 6rj 6rk 6rl 6rr 6u5 71a 74c 77f 7n5 7q8 7tb

During the sign-up phase, Jedi may select a “Corruption” value from 0 to 18. The two Jedi who are the most Corrupt will become Sith.
5. SEPARATIST FACTIONS
:time Trade Federation :time
Upgrade Bonus: Trade Federation members may gain or lose upgrades through Mark Trades. During the first 24 hours of the round, Trade Federation members may trade one of their Marks for one Mark from another player. Either party may also include upgrades in the trade. Both players must agree to the trade.
Spoiler for Mark Trades - More Information:
- All players may solicit trades both publicly and privately at any point in the event post sign-ups, but trades may only be made with members of the Trade Federation. Players are suggested to use the Elements chat for negotiating trades.
- The format for a trade is either "I offer my [Element] Mark and [Number] upgrades in exchange for [Player]'s [Element] Mark" or "I offer my [Element] Mark in exchange for [Player]'s [Element] Mark and [Number] upgrades. In the former case, you would be giving away upgrades, if the trade were to go through. In the latter case, you would be gaining upgrades.
- Both players must send the desired trade to the host in order for it to go through. Players are recommended to carbon-copy their message to their trading partner.
- At the end of the 24 hour trading period, all trades will be made public, and the round's thread will be updated.
- Players are only allowed to battle in the first 24 hours of the round if neither of them involve themselves in a trade during that round.
- Players may not make more than one trade per round.
- Players are allowed to make trades which give them multiple copies of a Mark, but they may not make trades which give them fewer than 0 upgrades.
Restriction: Trade Federation members may not use Nymphs. The full list of Nymphs is below.
Spoiler for Nymphs (Banned):
Hover over cards for details, click for permalink
Deck import code : [Select]
500 534 568 59c 5cg 5fk 5io 5ls 5p0 5s4 5v8 62c 6ug 71k 74o 77s 7b0 7e4 7h8 7kc 7ng 7qk 7to 80s

:aether Clone Troopers :aether
Upgrade Bonus: Clone Troopers may use upgraded Fractal and Twin Universe for no additional upgrade cost.
Restriction: Clone Troopers may not use Shields. The full list of Shields is below.
Spoiler for Shields:
Hover over cards for details, click for permalink
Deck import code : [Select]
4tc 4vg 52l 52r 55p 58s 5c3 5c4 5f5 5i9 5ld 5lg 5lk 5og 5oo 5rj 5uo 61t 6rs 6u0 715 71b 749 77c 7aj 7ak 7dl 7gp 7jt 7k0 7k4 7n0 7n8 7q3 7t8 80d

:air Bounty Hunters :air
Upgrade Bonus: Bounty Hunters gain 1 upgrade for each match they win.
For example, a Bounty Hunter who has won 2 matches would have 8 upgrades.
Restriction: Bounty Hunters may not use Shards. The full list of Shards is below.
Spoiler for Shards:
Hover over cards for details, click for permalink
Deck import code : [Select]
50a 53e 56i 59m 5cq 5fu 5j2 5m6 5pa 5se 5vi 62m 6uq 71u 752 786 7ba 7ee 7hi 7km 7nq 7qu 7u2 816

:darkness Sith :darkness
Upgrade Bonus: Each Sith has bonus 24/N-C upgrades, where N is the number of Sith remaining in the event and C is the corruption value. The bonus upgrade table is below.
For example, a Sith who has a Corruption of 7 would have 11 upgrades while there are 2 Sith in the event and 23 upgrades while there is only 1 Sith remaining in the event. A Sith who has a Corruption of 18 would have 0 upgrades while there are 2 Sith in the event and 12 upgrades while there is only 1 Sith remaining in the event.
Restriction: The only weapons allowed are Light Sabers (Lobotomizer, Fahrenheit, Druidic Staff, Morning Star, and Trident). All other weapons are banned.
Spoiler for Light Sabers (Legal):
Hover over cards for details, click for permalink
Deck import code : [Select]
5c5 5f7 5ic 5lh 61u 7al 7dn 7gs 7k1 80e

Spoiler for Banned Weapons:
Hover over cards for details, click for permalink
Deck import code : [Select]
4t3 4t4 4t5 4tb 4vl 52q 55s 58v 5ol 5ro 5ur 6rj 6rk 6rl 6rr 6u5 71a 74c 77f 7n5 7q8 7tb

At the beginning of the event, the two Jedi with the highest Corruption are converted to Sith. Each time a Sith is eliminated, the Jedi with the highest Corruption will be converted to Sith at the end of the round, unless there are two or fewer Jedi remaining. Ties will be broken by randomization.

6. MATCHES AND ELIMINATION
- Pairings are determined by double elimination swiss. Pairings will be set up randomly, on the condition that players will not face the same opponent twice, nor face the same faction consecutively, nor face their own allegiance, nor face their own side (Jedi/Separatist), in order of priority.
- Matches are best-of-five. The first player to win three games wins the match.
- At the beginning of each round, players are paired against 1 opponent. Players have 7 days to make the fight happen. They must contact their opponent using a private message and try to find a time that suits them both.
- Players are expected to play the entire match at once, rather than spacing out the individual games over the course of multiple days. Players are not allowed to spend more than 10 minutes deckbuilding in between games, unless agreed upon by both.
- In the event of a desync, both players finish the game against the AI. If only one player defeats their AI opponent, that player is the winner. If both (or neither) players win, the game is replayed with the same decks. Upon defeating the AI opponent, a screenshot of the turn of the win must be provided.
- 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.
- Players are allowed to use substitutes for their match, if given permission from the host. Players must build all decks for their substitute, in order.
- After the match, both players must submit their results and decks in the official thread for the round.
- Players are eliminated upon losing two matches over the course of the event. The last player remaining is the winner of the event.
- The winner of the event is awarded 1 Mark/Nymph, 5000 electrum, and a first place reward icon. The second place player is awarded 1 Mark/Nymph, 5000 electrum, and a second place reward icon (if allowed).
« Last Edit: July 23, 2016, 05:21:52 am by RootRanger »
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Offline ARTHANASIOS

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Re: Jedi Republic - RULES https://elementscommunity.org/forum/index.php?topic=62490.msg1238588#msg1238588
« Reply #1 on: July 23, 2016, 04:26:49 am »
In Trade Federation's case, does Mark mean mark card or the mark of the deck?
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Offline RootRangerTopic starter

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Re: Jedi Republic - RULES https://elementscommunity.org/forum/index.php?topic=62490.msg1238589#msg1238589
« Reply #2 on: July 23, 2016, 04:28:51 am »
In Trade Federation's case, does Mark mean mark card or the mark of the deck?
Mark of the deck.

Mark cards are considered to be equivalent to pillars of their Element for the purpose of the rules.
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Offline MyNameIsJoey

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Re: Jedi Republic - RULES https://elementscommunity.org/forum/index.php?topic=62490.msg1238637#msg1238637
« Reply #3 on: July 23, 2016, 05:45:08 pm »
What happens in case of a BYE?

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