Falling Empire: Election Crisis- RulesOriginal idea by:
The Mormegil | Developed by:
The Mormegil and
Aves | Organized by:
AvesThe People's Republic Of The Empire's Central Thirteen Original Realms (formerly the Thirteenth Empire) is celebrating. President Jappert's provisional government is stepping aside, and enemies of the Republic are eager to take advantage of this unprecedented folly-- the voluntary transfer of power. As Election Day looms, many factions are eager to take part-- and perhaps, something more sinister. The Twelve have resurfaced, eager for the opportunity to reclaim their mantle. Meanwhile, the Barbarian menace is never far from the minds of the people; rumors of new raiding parties abound, and the Kawalla Independence Movement would like nothing more than to affirm them. The Crime Lords too are ready to take advantage of the impending elections. The Rebellion High Guard is mobilizing to face these threats and ensure a fair and impartial election, but their numbers and resources have not yet recovered from the war. Many yearn for the old days of stability, and the Royalists are recruiting for the Emperor's cause. In a time like this, anybody could end up in power. Will you be the one?The Rebellion had won the war. For thirteen years, President Jappert of the Rebellion diligently reformed the Empire, sweeping away the corruption within and fighting enemies without. No more crime! The Crime Lord ddevans96 was executed for his sins, and all would learn the power of the law. No more dukes! Rank was to be given according to merit, not bloodline. No more corrupt clerics! The Sacred Order was cleansed, their teachings restored to the Rebellion's standard of service and purity. No more barbarians! The Kawalla People were conquered and integrated into society. It was with these achievements that Jappert declared the establishment of a People's Republic.
The transition from a provisional government into a more formal one was a certainty. The use of elections was expected, though unprecedented. The universal suffrage... caused a lot of chaos.
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
. 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 players doesn't show up during round 1.
When you sign up, you will specify the faction you want to be part of. Factions will be formed on a first-come-first served basis except for the Crime Lords, who will be selected randomly.
2. The FACTIONSEach faction has a number of different rules that identifies it; most importantly, each is forced to take a slightly different path to victory.
The Kawalla Barbarians:FACTION GOAL: Preserve their independence. Sabotage the election! The Kawalla Barbarians win if nobody wins the election.
INDIVIDUAL WINNER: Most votes denied.
LIMITATIONS: Minimum 4 Creatures. If a barbarian uses over 6 creatures, the barbarians may upgrade another card for every creature after the sixth.
VOTES: the Barbarians win no votes after a battle.
UPGRADES: the Barbarians can use up to 4 upgrades in each match.
MATCH VICTORY: if a Barbarian wins a battle, his opponent's vote count drops by the round number (does not go below 0). Denied votes count towards the vote total.
The Rebellion High GuardFACTION GOAL: Preserve the PROTECTOR. Win the election!.
The Rebellion High Guard wins if they hold a plurality of votes.
INDIVIDUAL WINNER: Most votes
LIMITATIONS: the Guard may not use more than 4 copies of non-pillar cards.
VOTES: the Guard wins 1 vote after a battle.
UPGRADES: the Guard may use upgrades equal to the round number.
MATCH VICTORY: if a Guard wins a battle, he gains 1 extra vote and may use an additional upgrade.
The RoyalistsFACTION GOAL: Preserve the throne. Win the election!
The Royalists win if they hold a plurality of votes.
INDIVIDUAL WINNER: Most votes
LIMITATIONS: the Royalists may not use more than 4 creatures in a deck.
VOTES: the Royalists win 1 vote after a battle.
UPGRADES: the Royalists may use 8 upgrades.
MATCH VICTORY: if a Royalist wins a battle, he gains 2 extra votes.
The TwelveFACTION GOAL: Preserve their power. Win the election!
The Twelve win if they hold a plurality of votes.
INDIVIDUAL WINNER: Most votes
LIMITATIONS: the Twelve must use at least four elements in a deck. Each element must have at least 4 non-zero cost cards to count.
VOTES: the Twelve wins 2 votes after a battle.
UPGRADES: the Twelve may use an equal amount of upgrades as their opponent.
MATCH VICTORY: if a member of the Twelve wins a battle, he may use an additional upgrade.
The Crime Lords:FACTION GOAL: Win the election!
The Crime Lords win if they hold a plurality of votes.
INDIVIDUAL WINNER: Most Influence
LIMITATIONS: the Crime Lords follow the rules of their main category.
VOTES: the Crime Lords follow the rules of their main category.
UPGRADES: the Crime Lords follow the rules of their main category.
MATCH VICTORY: the Crime Lords follow the rules of their main category.
SPECIAL:In addition, every Crime Lord may choose up to three battles each round (excluding their own) and ban three cards for one of the participants. The Event Organizer will notify this to the player. If after doing so, that player loses its match, the Crime Lord gains one Influence point.
The FACTIONS | The Kawalla Barbarians | The Rebellion High Guard | The Royalists | The Twelve | The Crime Lords |
FACTION GOAL | Sabotage Election | Win Election | Win Election | Win Election | Win Election |
WINNER | Most Votes Denied | Most Votes | Most Votes | Most Votes | Most Influence |
NUMBER | TBD | TBD | TBD | TBD | 4 |
LIMITATIONS | Min 4 Creatures, Extra Creatures over 6 = Extra Upgrades | Max 4 copies | Max 4 Creatures | Min 4 Elements, 4 Copies Per | *** |
VOTES PER MATCH | 0 | 1 | 1 | 2 | *** |
UPGRADES | 4+Creature Bonus | Round # | 8 | Equal+ | *** |
MATCH VICTORY | Deny Votes | +1U +1V | +2V | +1U | *** |
*** = the Crime Lords follow the rules of their faction; see the Crime Lord section for more information.
3. MATCHESThis event will have a random seeding that will determine the opponents of a given round. If there is an uneven number of players left in the event, a random player will skip its match.
4. DUELSPlayers have 7 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.
Battles are best-of-five. The first player who wins 3 individual matches, wins the battle. Deckbuilding rules are as above, with the additional rule: Max 4 ultra-rares per 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.
5. 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 both their decks.
6. WINNERThere will be TBD rounds until Election Day. On that day, the votes are tallied. The faction with the most votes wins, unless the Barbarians denied more than the plurality. If there is a tie for the winner, a sudden best of 5 deathmatch with deckbuilding rules from the event will be immediately played. If there is more than one, then round robin format will be used, with the winner being the one with the most matches>games won.
7. REWARDSThe winner of the event will receive the following forum award icon: