Empire vs. Rebels 2.0 - RulesOriginal idea by:
Chromatophore | Developed by:
??#3 | Art by:
??#4 | Organized by:
??#5The Empire has grown fat and arrogant as it has amassed resources its opposition can scarcely hope to compete with. But the empire has become fractured, its provinces squabbling amongst themselves rather than aiding one another.
Meanwhile, the opposition spy network has inflitrated the empire garrisons. Will the Rebel spies' information be enough to allow the resource centers to be liberated. Will the rebel captors stick to their ideals or try to instantiate themselves as the new provincial governors? Will this struggle for supremacy ever end?
The empire consists of 12 players, one of each element. They may use any card of their element in their arsenal. Empire players must reveal their deck ahead of time. Rebel players then construct counter decks but are limited to unupgraded cards.
Rebel players have limited resources they will use to assault the enemy and gain new information as the empire's forces change. When a Rebel captures an empire base they are faced with a difficult decision: set up their own puppet government in a bid to join the Empire, attempt to liberate the resources for their Rebel allies, or raze the means of production to the ground.
1. HOW TO SIGN UP?Organizers will announce the
start date and allow at least seven days for signups. They will post two threads, one for Rebels and one for Empire.
Anyone with a forum and in-game account can sign up for this event. A chat account is recommended but not necessary. Start by reading the rules carefully. Then sign up by posting on the appropriate topic.
Rebel FactionIf you are signing up for Rebel Faction just post your in-game name.
Empire FactionIf you are signing up for Empire Faction you must also select one of the twelve elements that has not yet been chosen and post your starting deck. Your deck must include between 30 and 60 cards. Your mark and all cards must match your element, but there are no further restrictions (upgraded cards are allowed).
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. Space will be limited to
twelve members of each team. If the event is full, you can still sign up as a reserve player, and will get a chance to join the faction if any of the 12 players doesn't show up.
2.ROUND ONEAfter signups are completed, round one begins. Each round lasts one week of real time.
Phase One: Days 1 and 2(planning)Days 1 and 2 of the week are to determine which players will duel.
Rebel FactionPost on the Rebel thread which Empire player you will attack. Two players may not attack the same faction, so choose someone who has not been chosen yet. Plan (but do not post) what deck you will use. Your deck may be of any size (30 to 60 cards), use cards of any element, and you may use any mark, but you are restricted to unupgraded cards.
Each Rebel player begins with 100 resources. Attacking costs 10 resources. Doing nothing costs 1 resources for upkeep. You are not required to attack on round one, but it is probably a good idea.
Empire FactionNothing to do.
Phase Two: Days 3 through 6(duels)The next 4 days are for the actual duels. The rebel player should contact the empire player via PM and they should find a time that suits them both.
Matches will be best 4 out of 7. Neither player may alter their deck between duels. 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.
Phase Three: Day 7(Results and upkeep)The last day of the week is to update your status.
Rebel FactionIf you lost your match, all you need to do is post your number of remaining resources.
If you won your match, you must decide what to do with the Empire base. Post your decision in the rebel thread. There are 3 choices:
Make yourself the new governorYou join the Empire. Build your deck. It may consist only of cards matching your element (the element of the Empire player you defeated) and your mark must match your element. You may include up to one upgraded card in your deck. You do not need to post your deck but please keep a personal record.
Liberate the base for the rebelsOther Rebels will now be able to obtain (a limited number) of upgraded cards of your element (see below). If the rebels liberate all bases there is a rebel victory.
If you choose this option you will no longer participate in the duels. You may raze the base at a later time if the number of rebels drops below then number of Empire players (see below).
Raze the baseDestroy the base. This is usually an option of last resort and can only be chosen if the remaining Empire players outnumber the remaining Rebels. You return to rebel status, but your resources are restored to 100.
Empire FactionYou may alter your deck by one card. Either add one card (of your element), lose one card, or swap one card for another. You do not need to post your new deck but please keep a personal record.
3. SUBSEQUENT ROUNDSSubsequent rounds play identically to round one with the following exceptions:
Phase OneRebel FactionInstead of doing nothing or attacking you can choose to send a spy. This costs 5 resources. Each round, each empire player may be spied on or attacked but not both. If the empire player is spied on, they must post their deck in Phase Three.
In addition to attacking or spying, you can choose to purchase an upgraded card of any element that the Rebels control. You may use that card in any deck you create while you are a "wandering" Rebel (i.e. not in control of a base) as long as that base hasn't been razed. You may only purchase one card per round. This costs 5 resources. Please keep a personal record of which cards you have purchased.
If you are in control of a liberated Empire base you do nothing during this Phase (or during Phase Two).
Phase ThreeRebel FactionIf you are have fewer than 10 resources, you are eliminated.
If you are a Rebel player in control of a liberated Empire base and there are fewer Rebels than Empire players, you may raze your base to the ground and return to being a wandering Rebel with 100 resources. Rebels will no longer have access to cards of your element.
Empire FactionIf you were spied on during Phase One you must post your deck after any alteration you make to your deck.
4.VICTORYIf at the end of any round, the rebels are in control of all (unrazed) bases, they are victorious and the event ends.
If at the end of any round all rebels are eliminated, a single round-robin tournament between the surviving empire players begins. Each player constructs a new deck of their element (any cards) for this round-robin tournament. They must use the same deck throughout the round-robin. Matches in the round robin will be best 4 out of 7 and there will be one match every 4 days. The winner of the round robin is crowned Emperor.
5. REWARDSI'm not really in a position to be giving out rewards but i would think maybe an icon and 1000 electrum for the surviving Rebels in a Rebel victory or an icon and a reward code for an Emperor.
Archive of previous versions:
Empire vs Rebels 1.0 (Quick Version, total play time less than 1 hour)
Empire vs. Rebels 1.0 - RulesOriginal idea by:
Chromatophore | Developed by:
??#3 | Art by:
??#4 | Organized by:
??#5The empire has the resources to muster mighty armies that leave their opposition trembling in fear. Yet the rebels' hope is sparked when their spies return with information that could bring down the empire. Will it be enough?
The empire consists of 12 players, one of each element. They may use any card of their element in their arsenal. Empire players must reveal their deck ahead of time. Rebel players then construct counter decks but are limited to unupgraded cards.
1. HOW TO SIGN UP?Anyone with a forum and a chat account can sign up for this event. Start by reading the rules carefully. Then sign up for either the Empire Faction or Rebel Faction by posting on the appropriate sign up topic. If you are signing up for Empire Faction you must also select one of the twelve elements that has not yet been chosen. 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. Space will be limited to
twelve members of each team. If the event is full, you can still sign up as a reserve player, and will get a chance to join the faction if any of the 12 players doesn't show up.
2. GETTING READYEmpire FactionBuild a deck of any size (from 30 to 60 cards) using any card of your element. Your mark must match your element
Rebel FactionSit tight. Your work will begin soon. Before the beginning of the event you will be randomly assigned an opponent. The list of matchups will be in the event thread.
3. REBEL SPIES INFILTRATE EMPIRE BASEEmpire FactionBefore the appointed start time of the Event, Empire players must post their decks in the event thread. Failure to do so is tantamount to forfeiture.
Rebel FactionRebel players now have 15 minutes to design counter decks before they must commence with their assault on the Empire stronghold. Your deck may be of any size (30 to 60 cards), use cards of any element, and you may use any mark, but you are restricted to unupgraded cards (because the Rebels lack the resources of the Empire).
4. DUELSMatches will be best 4 out of 7. Neither player may alter their deck in between rounds. They should contact their opponent in chat to find the opponent's in-game name (ign). 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. AFTER DUELSWinner should post in the event thread, along with short description of how the match went.
6. WINNERWhichever side wins the most matches is the winner of the event. If it is 6 to 6, the event is a tie.
7. REWARDSNone. Its just for fun.