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Elements the Game => War => Events and Competitions => War Archive => Topic started by: The Oracle on September 26, 2010, 04:32:13 pm

Title: War - Rules
Post by: The Oracle on September 26, 2010, 04:32:13 pm
(http://elementscommunity.org/forum/index.php?action=dlattach;topic=10175.0;attach=1599;image)WAR - RULES

War is a massive forum PvP event with a total of 104 players. Players are divided into 13 teams, led by a General. Teams will fight each other until there is only one team left.


     



1. BUILDING AN ARMY
This first phase consists of Generals building their armies using player auction.


1.1. GENERALS
War will have 12 Generals, one for each element. Masters are the Generals of their element by default. If a Master is unable to join War, he or she will appoint a replacement General (Sr. Member or above). If one or more elements don't have a Master, a General will be picked by the Council.

Generals are given 500 blank cards. These cards will be used as currency when recruiting players during the next phase. Later they will be used to build the starting Vault for the team.


1.2. PLAYER AUCTION
Players who want to join War will each start their own War application topic where they include important information about themselves like their score and the number of rare cards they have.

There will be three different areas where players may post their War application topics. A player can choose only one area at a time. Area where the player posts his or her application determines his or her role in the auction.

I. Palace
Loyalists pick 3 elements they are loyal to. Generals from these 3 elements can make bids on the Loyalist, Generals from other 9 elements cannot. Bids for Loyalists start at 12 cards. If you become a Loyalist you have more control over which team to join, but you also have a higher starting price. This area is most suitable for seasoned veteran players who know they will be bid on.

II. Mercenary's Guild
Mercenaries pick 3 elements they refuse to work with. Generals from these 3 elements cannot make bids on the Mercenary, other 9 elements can. Bids for Mercenaries start at 3 cards. Mercenaries have some control over which team to join to, and their starting price is not too high, making Mercenary a great balanced choice for both newbies and veterans.

III. Slave Market
Slaves can be bought by all Generals. Bids for Slaves start at 1 card. This area is best for newbies and less known players, or cool players who don't really care which element they are fighting for.

Note: Player auction is a big part of War event, so unfortunately there are no guarantees that you will get to join the team you want. Players who later refuse to fight for the element that bought them, or who become inactive and fight with zero motivation, will be removed from the event and banned from the next War. Only way to get to join a specific teams is to convince the General of that element to bid high on you.

Bidding lasts 7 days. Generals will bid using the following template:
Code: [Select]
[color=yellow][size=72pt]6 cards[/size][/color]Once a bid has been posted, it is final. Editing or removing a bid is strictly prohibited and will lead to a penalty.

Each General recruits 7 players from the auction.

Minimum raise is 1 card. If the previous bid is 4 cards, you have to bid 5 cards to win. Generals can only bid on a maximum of different 21 players. Generals can bid on these 21 players as many times as they like, but cannot bid on a 22nd player. Getting outbid doesn't make a difference: the limit is 21 whether or not you are winning or losing (or lost) the auction.

Maximum bid is 24 cards. If a player gets bid on 24 cards, he or she has two options:
1. Instantly join the team that made the 24 card bid.
2. Wait for someone else to make the same 24 card bid (24 cards is maximum so you don't need to bid any higher), and join that team instead. You can wait as long as you want (waiting other 24 card bids), even make the decision after the auction has closed.

Bill is a Slave. General of :fire really wants Bill on his team so he bids 24 cards. Bill now has the option to instantly join team :fire, or to wait for some other team to bid the same 24 cards. Bill is hoping some other team might do the maximum bid as well, so he decides to wait.

Next day General of :water bids 24 cards. Bill likes :water so he decides to join team :water. Bill is added to team :water roster and General pays 24 cards. Bill's application topic is locked.
Players are allowed to change areas once during the bidding if they currently have zero bids on them. For example, if you chose to be a Loyalist and have zero bids after 6 days, you can change areas and become a Slave instead, increasing the chances that someone will bid for you. Once you get bid on, changing areas is no longer an option.

We will have one universal auction clock. When the clock is running, Generals can bid on anyone. When the clock stops and there were no new bids made during the last 24 hours, the auction is over. If there were new bids made during the last 24 hours, we go to overtime, the clock gets reset back to 24 hours, and the minimum raise increases by one card. When minimum raise increases, starting bid also increases. This means that during the the 1st overtime, starting bids are 2, 4 and 13.

Generals win 7 players that they bid the most, AND they were the highest bidder.

For example lets say I had made the following bids:

Player A - 9 cards (highest bidder)
Player B - 8 cards (3rd highest bidder)
Player C - 8 cards (highest bidder)
Player D - 7 cards (highest bidder)
Player E - 6 cards (highest bidder)
Player F - 6 cards (2nd highest bidder)
Player G - 4 cards (highest bidder)
Player H - 3 cards (highest bidder)
Player K - 2 cards (highest bidder)
Player L - 2 cards (highest bidder)
Player M - 2 cards (highest bidder)

I would first win players A, C, D, E, G, and H because they are my highest bids. I could then pick one from players K L and M because I bid the same amount on all of them. Lets say I pick would player K. My bids for players L and M would then disappear like they never even existed, making the persons who bid 1 card on Players L and M, the highest bidders.

My team would cost me 9 + 8 + 7 + 6 + 4 + 3 + 2 = 36 cards. This means that the starting Vault of my team would be 500 - 36 = 464 cards.
Bidding is basically a choice between buying expensive veteran players and starting with a card disadvantage, or buying cheap newbies but having a card advantage, or anything in between.

If a General fails to win the required 7 players, he/she is forced to buy one or more remaining players with a price of 24 cards each. It is very important to bid on multiple different people to ensure that you will be the highest bidder in at least 7 occasions.




2. GETTING READY FOR WAR
Next teams get ready for War by coming up with a strategy, delegating tasks, and building their starting Vault.


2.1. SECRET FORUM SECTION
Each team has their secret forum section only visible to team members, Warmasters and forum Administrator. All discussions held in this secret section are to be kept a secret. A player who gets caught telling team secrets to anyone outside his or her own team will be permanently banned from all Elements community PvP events. Just to be safe, don't publicly talk about anything that goes on in that section.

There are specific topics that all teams are required to start. On top of that, any team member can start any topic when needed, but needless spam should be avoided.


2.2. MEMBER ROLES
Each team has a total of 8 members (1+7). Each team member has a specific role. Member roles are assigned by the General.

1. General
General is the leader of the team who makes sure that other team members are doing their jobs and fighting their battles. General also communicates with Warmasters. Generals can use up to 6 upgraded cards during duels.

2. Lieutenant
Lieutenant is second in command. If one team member is unable to perform his or her duties, the Lieutenant is responsible for performing the job of that team member. Lieutenants can use up to 3 upgraded cards during duels.

3. Strategist
Strategist is in charge of planning team overall strategy. Each round, Strategist starts a topic that talks about opponents strengths and weaknesses, for example what cards the opponents have left, what kind of decks they like to use, etc.

4. Vault Organizer
Vault Organizer makes sure that the team Vault is up-to-date at all times by adding and removing cards when needed.

5. Deckbuilder
Deckbuilder starts a deck topic for each round. Everyone on the team joins deckbuilding discussion, but it's Deckbuilders job to make sure that all the decks are ready on time and that none of the decks are illegal.

6. Duel Organizer
Duel Organizer is in charge of all team duels happening during a round. If one or more team members are unable to fight their duels, Duel Organizer must inform the General as soon as possible and try to find a replacement.

7. Salvager
Salvager starts the "Salvaging/Discarding" topic. Everyone on the team joins the discussion, but it's Salvagers job to make sure that all discarding and salvaging are done on time.

8. Dogsbody
The Dogsbody is the Generals Aide filling in any duty that may be required of him.


2.3. THE VAULT
The Vault is very important because cards in the Vault are not only used to build decks, but they also act as "hit points" for the whole team. If a Vault is less than 30 cards at the start of a round, that team gets eliminated from the event. Vault is built by the whole team, led by the General.

Cards that were not used during player auction, will form the team starting Vault. Up to this point, cards have just been a number, now it is time to fill the Vault with specific cards.

Vault building rules:
- at least 50% of cards have to be from your element
- maximum of 24 per card from your element (restriction doesn't apply to Pillars or Pendulums)
- maximum of 12 per card from other elements (restriction doesn't apply to Pillars or Pendulums)
- no Shards

Cards in the Vault are always unupgraded. If you move an upgraded card back to the Vault, it becomes unupgraded.

Notes:
- Marks: For the War event, "Mark of ..." cards are considered in the element of the element they feature. This is different to how they appear in the normal game as they are an other type card there. They are not considered equivalent to a Pillar or Pendulum. 

Important! Vault doesn't really exist. Players are not given cards they take from the Vault, nor are any cards removed from their account if they lose. Players must own the cards on their Elements game account in order to use them. If a player doesn't have a specific card in his/her account, He/she cannot use it even if that card is listed in the Vault. So try to pick cards that your team members actually have or can buy if needed.




3. STARTING A ROUND
War consists of multiple rounds. Each round consists of three phases:
Determining OpponentsDeckbuildingDuels[/list]
Number of DuelsDeckbuildingDuelsTOTAL
52-27
4 days
3 days
7 days
26-14
3 days
3 days
6 days
13-7
3 days
2 days
5 days
6-1
2 days
2 days
4 days

3.1. DETERMINING OPPONENTS
Amount of cards in the Vault determine how many players from each team participates on a round:

0-29 cards=team is eliminated
30-71 cards=1 player fights
72-107 cards=2 players fight
108-143 cards=3 players fight
144-179 cards=4 players fight
180-215 cards=5 players fight
216-251 cards=6 players fight
252-287 cards=7 players fight
288+ cards=8 players fight
All teams must maintain a sticky topic in their secret forum section that lists players in a numerical order from 1 to 8. This list tells the Warmasters the order in which the players will join a round in case the team has less than 270 cards. Teams are allowed to change the order at any time depending on their player availability.

A team has 225 cards in the Vault at the start of a round. This means that 6 players from this team will fight during the round. Bill and Jack are both unavailable for this round, so the team has wisely edited their player list so that Bill and Jack are at spots 7 and 8.

If the team doesn't change their player list, and Bill and Jack are at spots 1 and 2, both of them will be added to the player pool of that round, forcing the team to use substitutes. This is why it's important to keep the player list updated at all times.
Opponents will be determined randomly by Warmasters using an online randomizer, with the constraint that no team will play another team more than once within a given round if possible. If there are uneven number of players fighting during a round, the team in last place (least amount of cards in the Vault) gets a bye, meaning that one player in that team will skip the round. If that team already had a bye during the previous round, the 2nd to last team gets a bye instead. No team may have a 2nd bye unless all other active teams have had at least 1 bye.

Duel pairings will be made public by the Warmasters. The same topic will also have one Event Card. Event cards have a global effect, positive or negative, that will affect all the players during that round. There are a total of 24 Event Cards, arranged in a random order before the event starts.


3.2. DECKBUILDING
Teams will build one deck for each player who is fighting during the round. Team Deckbuilder is in charge of starting the topic that has all the deck discussions for each round, and ultimately the decks that the team will use. Note: decks have to be added in the first post of that topic to make organizers job easier. If the decks are lised in any other post than the first one, they are redeemed invalid and penalties will be issued.

Deckbuilding rules:
- Any mark
- At least 50% of your cards have to be from your element
- Regular players can use unupgraded cards only
- Generals can use up to 6 upgraded cards (unupgraded cards taken from the Vault are transformed into upgraded ones)
- Lieutenants can use up to 3 upgraded cards (unupgraded cards taken from the Vault are transformed into upgraded ones)
- You cannot change your deck until the round is over

Conversion Rule Teams now have the option to convert some of their cards. This means that they can replace any card in their Vault with a Pillar or a Pendulum of their element. Converting helps teams to avoid a situation where they would be otherwise forced to build "suicide" decks. Converting will be done by the Vault Organizer who posts on the Vault topic which cards are converted, and then editing the Vault. Teams can convert a maximum of 24 cards per round.

Illegal Deck Rule
If teams write "illegal" under their illegal deck in the round deck topic, they will automatically forfeit the match, BUT don't take the 6 card penalty for building an illegal deck. By adding "illegal", teams show that they knowingly built an illegal deck, and can prevent a situation where they would be forced to take a double penalty (both discarding because of a loss and a card penalty) for not being able to build enough legal decks.



3.3. DUELS
Players will contact their opponent and try to find a time that suits both. Players have 4 days to make the fight happen. 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. Warmasters will determine who the most active player is, and their word is final.

We are using a "best-of-three" method, which means that each battle consists of up to 3 matches with the winner being the first player to get 2 wins. Remember, you have to play all duels with the same deck and the same mark.


3.4. INACTIVE PLAYERS
If it looks like a team member won't be able to fight during a round, the team has 3 options:

1. Temporarily replace that team member with any other team member, including the General. Temporary replacement player will use the exact same deck and mark that the original player would have used. Replacements (Generals and Lieutenants included) use the same exact deck as recorded for that player including any upgraded cards. Penalty for using a replacement is that you cannot claim normal salvage if you win!

2. Permanently replace the inactive member by buying any of the players that weren't bought during the auction phase. Price of the player is 6 cards. This new player joins the team as a full member, and stays with the team until the end of the event. A team can do this action only once during the whole War.

3. Forfeit and take a loss.




4. AFTER A BATTLE
Winners salvage cards, losers discard them.


4.1. WINNING A BATTLE
Winner of the duel starts a new topic in the "Battle Results" section. For example if "KingKiller" from :air fights "LordOwner" from :water, and wins 2-1, he will start a topic titled:
(Air) KingKiller 2 - (Water) LordOwner 1
Other Examples
(Air) Gen. KingKiller 2 - (Water) Lt. LordOwner 1 (indicate any titles that players have)
(Air) KingKiller 2 - (Water) (Sub) LordOwner 1 (use SUB to indicate that someone else played instead of LordOwner)

In that topic KingKiller will post his deck, and give a short explanation on how the battle went. LordOwner will then reply to that same topic posting his deck. He can also talk about the battle if he so chooses but that's optional. Everyone can join the discussion in any of these results topics.

After each win, the team can salvage cards from the opponent. Winning team picks 6 cards from the deck posted by the losing player, which will be added to their Vault. These cards become part of the Vault and can be later used by anyone on that team. Salvaged cards are always unupped even if the original card is upped. Maximum card amount of 18 doesn't apply to salvaged cards.

When you salvage cards, you are not really taking cards from the opponent, you are merely taking a copy of that card and putting it into your Vault. In Elements terms, you are using Parallel Universe on those cards.


4.2. LOSING A BATTLE
When a team loses a battle, they have to discard cards. The numbers of cards discarded is determined by the round number. The further the event goes, the more cards are discarded.

ROUND 1: discard 6
ROUND 2: discard 12
ROUND 3: discard 18
ROUND 4: discard 24
ROUND 5: discard 30
ROUND 6: discard 30
ROUND 7: discard 30
etc.

Cards that are left in the deck after discarding, are returned back to Vault.




5. ENDING A ROUND
After all the battles have been fought, round ends and a new one begins. We continue until there is only one team left.




6. WINNING THE WAR
Winning team of War gets:
- cool forum award icons
- forum background image will be changed to show which element won (this was unfortunately skipped in War #1)
- If the winning team General is also a Master of that element, he or she will either be crowned a Grand Master, or if there already is one, will have a chance to fight the current Grand Master for the title.




7. OTHER RULES


7.1. PENALTIES
Penalties are issued when a team somehow breaks the rules or disrupts the event, either knowingly or by mistake. When a team gets a penalty, they have to, at the end of the round, remove a number of cards from their Vault. They can remove any cards they have in the Vault at that time, including the once they salvaged during that round.

Minor penalty6 cardsSmall and harmless things like posting an illegal deck by mistake.
Medium penalty12 cardsFor bigger infractions like not doing what they are supposed to do because of inactivity.
Major penalty24 cardsFor major infractions like seriously disrupting the whole event.
Penalties are easy to avoid by paying attention to details and double-checking everything before posting. Hopefully there won't be any need to issue penalties.




To see how War happens in reality, please visit War #1 forum section: http://elementscommunity.org/forum/index.php/board,175.0.html . Some things were done differently during War #1 but the basic principle is the same.

See you on the battlefield!
Code: [Select]
Title: Re: War - Rules
Post by: High-Lord Vin on September 26, 2010, 10:54:20 pm
ummm, so is the winner suppose to post something when he wins the battle and where?
Title: Re: War - Rules
Post by: Dragoon1140 on September 26, 2010, 11:09:34 pm
ummm, so is the winner suppose to post something when he wins the battle and where?
It will be setup like the first war:  http://elementscommunity.org/forum/index.php/board,166.0.html
Title: Re: War - Rules
Post by: High-Lord Vin on September 26, 2010, 11:24:25 pm
shouldn't it also be mentioned on this set of rules also?
Title: Re: War - Rules
Post by: DrunkDestroyer on September 26, 2010, 11:42:50 pm
I posted this somewhere else but would like to elaborate:
Non duelling team members. They do not have to recieve any of the prizes, and do not have to be chosen at all by the generals. It is a risk, as they could do nothing, or unwittingly help the opponents teams. However if all goes to plan, they should be a complete secret from other teams.

I think they should have to be approved by the general, who calls all the shots (he can allow as many as he/she wants, at the risk of secrecy), and then they will be allowed into their own teams threads.

It is for people like me, who cannot allow themselves to compete due to changing times, and weird hours, but who want to be a part of a team, and participate in Elements biggest PVP event. I don't think they necessarily deserve any of the prizes for placing in war (or else everyone would ask to do it for a team that looks set to win) apart from maybe a reduced war bonus if they compete in the trials of that element is the General agrees they deserve it.
Title: Re: War - Rules
Post by: xdude on September 27, 2010, 06:21:58 am
I posted this somewhere else but would like to elaborate:
Non duelling team members. They do not have to recieve any of the prizes, and do not have to be chosen at all by the generals. It is a risk, as they could do nothing, or unwittingly help the opponents teams. However if all goes to plan, they should be a complete secret from other teams.

I think they should have to be approved by the general, who calls all the shots (he can allow as many as he/she wants, at the risk of secrecy), and then they will be allowed into their own teams threads.

It is for people like me, who cannot allow themselves to compete due to changing times, and weird hours, but who want to be a part of a team, and participate in Elements biggest PVP event. I don't think they necessarily deserve any of the prizes for placing in war (or else everyone would ask to do it for a team that looks set to win) apart from maybe a reduced war bonus if they compete in the trials of that element is the General agrees they deserve it.
Err, Light DID have a 7th member in first War, which helped a little with deckbuilding. In order to be a "helper", you can simply ask the General for the Vault and you're set to go. It's that easy.
Title: Re: War - Rules
Post by: manaboy100 on September 27, 2010, 09:04:07 am
What is "Regular Player"? We all play Elements regularly! :))
Title: Re: War - Rules
Post by: Scaredgirl on September 27, 2010, 09:21:10 am
I posted this somewhere else but would like to elaborate:
Non duelling team members. They do not have to recieve any of the prizes, and do not have to be chosen at all by the generals. It is a risk, as they could do nothing, or unwittingly help the opponents teams. However if all goes to plan, they should be a complete secret from other teams.

I think they should have to be approved by the general, who calls all the shots (he can allow as many as he/she wants, at the risk of secrecy), and then they will be allowed into their own teams threads.

It is for people like me, who cannot allow themselves to compete due to changing times, and weird hours, but who want to be a part of a team, and participate in Elements biggest PVP event. I don't think they necessarily deserve any of the prizes for placing in war (or else everyone would ask to do it for a team that looks set to win) apart from maybe a reduced war bonus if they compete in the trials of that element is the General agrees they deserve it.
Err, Light DID have a 7th member in first War, which helped a little with deckbuilding. In order to be a "helper", you can simply ask the General for the Vault and you're set to go. It's that easy.
Wait.. what?

You are not supposed to give Vault access to ANYONE outside your team. Furthermore, you are not allowed to talk about any team secrets with ANYONE outside your team.

In War #2 this would be considered a very serious infraction that might lead to the whole team getting disqualified.
Title: Re: War - Rules
Post by: xdude on September 27, 2010, 09:23:01 am
I posted this somewhere else but would like to elaborate:
Non duelling team members. They do not have to recieve any of the prizes, and do not have to be chosen at all by the generals. It is a risk, as they could do nothing, or unwittingly help the opponents teams. However if all goes to plan, they should be a complete secret from other teams.

I think they should have to be approved by the general, who calls all the shots (he can allow as many as he/she wants, at the risk of secrecy), and then they will be allowed into their own teams threads.

It is for people like me, who cannot allow themselves to compete due to changing times, and weird hours, but who want to be a part of a team, and participate in Elements biggest PVP event. I don't think they necessarily deserve any of the prizes for placing in war (or else everyone would ask to do it for a team that looks set to win) apart from maybe a reduced war bonus if they compete in the trials of that element is the General agrees they deserve it.
Err, Light DID have a 7th member in first War, which helped a little with deckbuilding. In order to be a "helper", you can simply ask the General for the Vault and you're set to go. It's that easy.
Wait.. what?

You are not supposed to give Vault access to ANYONE outside your team. Furthermore, you are not allowed to talk about any team secrets with ANYONE outside your team.
Err, I thought it was more like "don't tell opponent teams what you do", rather than "don't ask help from other players".
Title: Re: War - Rules
Post by: Scaredgirl on September 27, 2010, 09:26:38 am
I posted this somewhere else but would like to elaborate:
Non duelling team members. They do not have to recieve any of the prizes, and do not have to be chosen at all by the generals. It is a risk, as they could do nothing, or unwittingly help the opponents teams. However if all goes to plan, they should be a complete secret from other teams.

I think they should have to be approved by the general, who calls all the shots (he can allow as many as he/she wants, at the risk of secrecy), and then they will be allowed into their own teams threads.

It is for people like me, who cannot allow themselves to compete due to changing times, and weird hours, but who want to be a part of a team, and participate in Elements biggest PVP event. I don't think they necessarily deserve any of the prizes for placing in war (or else everyone would ask to do it for a team that looks set to win) apart from maybe a reduced war bonus if they compete in the trials of that element is the General agrees they deserve it.
Err, Light DID have a 7th member in first War, which helped a little with deckbuilding. In order to be a "helper", you can simply ask the General for the Vault and you're set to go. It's that easy.
Wait.. what?

You are not supposed to give Vault access to ANYONE outside your team. Furthermore, you are not allowed to talk about any team secrets with ANYONE outside your team.
Err, I thought it was more like "don't tell opponent teams what you do", rather than "don't ask help from other players".
You don't have to be Einstein to figure out how a system like that could be easily exploited, so it's definitely not allowed.
Title: Re: War - Rules
Post by: Geldon on September 27, 2010, 01:56:59 pm
Just a stupid question: I upgraded all my rare cards and nymphs, so that means I cannot use them during war unless I get another non-upgraded version of them, right?
Title: Re: War - Rules
Post by: TheoCT on September 27, 2010, 02:01:29 pm
Just a stupid question: I upgraded all my rare cards and nymphs, so that means I cannot use them during war unless I get another non-upgraded version of them, right?
Correct. I upgraded one of my nymphs so it's useless in the war.
Title: Re: War - Rules
Post by: Geldon on September 27, 2010, 02:08:22 pm
Just a stupid question: I upgraded all my rare cards and nymphs, so that means I cannot use them during war unless I get another non-upgraded version of them, right?
Correct. I upgraded one of my nymphs so it's useless in the war.
OK thx.
Bad for me, since I sold or upgraded all unupgraded rares... Now I know what I have to do till the next war starts ^^
Title: Re: War - Rules
Post by: Xinef on September 27, 2010, 02:33:03 pm
Generals win 5 players that they bid the most, AND they were the highest bidder.

For example lets say I had made the following bids:

Player A - 9 cards (highest bidder)
Player B - 8 cards (3rd highest bidder)
Player C - 8 cards (highest bidder)
Player D - 7 cards (highest bidder)
Player E - 5 cards (highest bidder)
Player F - 4 cards (2nd highest bidder)
Player G - 3 cards (highest bidder)
Player H - 2 cards (highest bidder)
Player I - 2 cards (highest bidder)

I would win players A, C, D, E, and G. I wouldn't win players B or F because I wasn't the highest bidder, and I wouldn't win players H or I because they were the lowest of my bids.
One question to the above rule. Does general A win a player if general B bids more, but that player ends 6th or later on general B's list of players he was the highest bidder?

Eg. there are 10 slaves. I bid 2 cards on each one. General B bids 3 on each one. Does that mean that he wins 5 of them and I win none, or I win the other 5?

Also, what happens if there is a tie like that, ie. there are a number of people you bid the same amount of cards on and are the highest bidder, so that 5 people you bid the most on cannot be chosen unambiguously?
Title: Re: War - Rules
Post by: Kuroaitou on September 27, 2010, 02:37:58 pm
One question to the above rule. Does general A win a player if general B bids more, but that player ends 6th or later on general B's list of players he was the highest bidder?

Eg. there are 10 slaves. I bid 2 cards on each one. General B bids 3 on each one. Does that mean that he wins 5 of them and I win none, or I win the other 5?

Also, what happens if there is a tie like that, ie. there are a number of people you bid the same amount of cards on and are the highest bidder, so that 5 people you bid the most on cannot be chosen unambiguously?
*gasps* - Xinef, you're back! :D

(To answer the questions above - I'm guessing that General B wins 5 of his choice, while General A (not bidding enough on any of them), loses ALL of the auctions, meaning that he'll have to buyout 5 players at a 24 card price tag. Ties are settled by choice (the general chooses which players that are 'tied' to go on his team), I'm guessing...)


P.S. - ...are you the Time general, or...? O.o
Title: Re: War - Rules
Post by: kev on September 27, 2010, 02:40:27 pm
Eg. there are 10 slaves. I bid 2 cards on each one. General B bids 3 on each one. Does that mean that he wins 5 of them and I win none, or I win the other 5?
I asked that question elsewhere.  You win the other 5.

Quote
Also, what happens if there is a tie like that, ie. there are a number of people you bid the same amount of cards on and are the highest bidder, so that 5 people you bid the most on cannot be chosen unambiguously?
I asked that question elsewhere.  Your first bid is accepted first.

Someone set me straight if I'm wrong, cuz my answer differs from Kuro's.

SG: can a general outbid himself?
Title: Re: War - Rules
Post by: Xinef on September 27, 2010, 02:54:26 pm
Thanks kevkev60614, that sounds reasonable.



P.S. - ...are you the Time general, or...? O.o
At first I was thinking of making you a General and being a Lieutenant myself, but it seems according to rules we'll have to do this the other way. Doesn't matter much though.

Now I'll have to think how much to bid on you and other players, so that a team of true Time Warriors is constructed once again and we still have a timely vault ;]
Title: Re: War - Rules
Post by: Kuroaitou on September 27, 2010, 03:48:08 pm
At first I was thinking of making you a General and being a Lieutenant myself, but it seems according to rules we'll have to do this the other way. Doesn't matter much though.

Now I'll have to think how much to bid on you and other players, so that a team of true Time Warriors is constructed once again and we still have a timely vault ;]
Ah, I see... (perhaps I should sign up then as a Loyalist or Mercenary then? Or maybe not? :P)
Title: Re: War - Rules
Post by: coinich on September 27, 2010, 05:29:20 pm
As long as there are no Time Lords involved...
Title: Re: War - Rules
Post by: kobisjeruk on September 27, 2010, 06:33:33 pm
As long as there are no Time Lords involved...
oh you're such a nerd  :-X
Title: Re: War - Rules
Post by: xdude on September 28, 2010, 08:19:44 am
Quote
Each General can only bid on a maximum of different 18 players.
You mean, each General can be the top bidder on maximum 28 players, right? I mean, if we get outbidded 18 times, then we gotta pay more than we normally would for those players, which is.... not good. Especially considering that other Master could just outbid us forever so we get out of cards -.-.
Title: Re: War - Rules
Post by: Scaredgirl on September 28, 2010, 08:27:40 am
Quote
Each General can only bid on a maximum of different 18 players.
You mean, each General can be the top bidder on maximum 28 players, right? I mean, if we get outbidded 18 times, then we gotta pay more than we normally would for those players, which is.... not good. Especially considering that other Master could just outbid us forever so we get out of cards -.-.
18.

No General can outbid you forever. Each General gets the top-6 bids he/she made, after which all the other 12 bids disappear. So if you were at 2nd place, you go to 1st place.

If you pick 18 players, and lose ALL those bids, then yes, you will have zero players, and are forced to buy players for 24 cards each, AFTER the auction has closed.

My tip is: try to pick players that you think you can win.
Title: Re: War - Rules
Post by: Dragoon on September 28, 2010, 12:40:19 pm
Why did we have the number of players go up by one but only have the number of starting cards go up by 20?  Before we had 6 players for 360 cards (enough for 2 30 card decks per person).  Then we added 40 extra cards to bid with (total 400 cards; meaning 8 cards per winning bid to get back to the 360).  But then we added another person but only 20 extra cards to bid with and make a couple extra decks with?  Shouldn't we have added 68 cards or a total of 468 cards (420 cards for 2 30-card decks per person plus about 8 cards per winning bid)?
Title: Re: War - Rules
Post by: Scaredgirl on September 28, 2010, 04:35:08 pm
Why did we have the number of players go up by one but only have the number of starting cards go up by 20?  Before we had 6 players for 360 cards (enough for 2 30 card decks per person).  Then we added 40 extra cards to bid with (total 400 cards; meaning 8 cards per winning bid to get back to the 360).  But then we added another person but only 20 extra cards to bid with and make a couple extra decks with?  Shouldn't we have added 68 cards or a total of 468 cards (420 cards for 2 30-card decks per person plus about 8 cards per winning bid)?
There was no system behind that initial 400, it was just a random even number I chose.

Current system is 60 cards per team member, which is a total of 420. There's no rule that we have to have specific number of cards after the auction so I don't see a problem here.
Title: Re: War - Rules
Post by: xdude on September 28, 2010, 07:23:37 pm
If, supposedly, I lead the biddings in exactly 6 people with, say, 3, 4, 5, 6, 7 and 8 cards respectively and I am the second in a 7th (Player vzz) with 15 cards. However, Mr. BigBadMaster, who leads the auction of Player vzz with 16 cards wins other 6 Players, playing 22 cards for each. Do I get the first 6, or the last 6?
Title: Re: War - Rules
Post by: Scaredgirl on September 28, 2010, 07:33:06 pm
Um.. what?

If a General is the highest bidder on 7 players, he will win the 6 players he bid on the most. The 7th (smallest) bid will disappear like it never even existed, and the 2nd highest bidder of that player suddenly becomes the highest bidder.

I have no idea if this answered to your question but it was worth a shot.
Title: Re: War - Rules
Post by: xdude on September 28, 2010, 07:47:01 pm
Um.. what?

If a General is the highest bidder on 7 players, he will win the 6 players he bid on the most. The 7th (smallest) bid will disappear like it never even existed, and the 2nd highest bidder of that player suddenly becomes the highest bidder.

I have no idea if this answered to your question but it was worth a shot.
Oh, OK, thanks, that answered my question :)
Title: Re: War - Rules
Post by: Korugar on September 29, 2010, 12:54:30 pm
If a general bids the same on their sixth and seventh person, do they choose which one they take?
Title: Re: War - Rules
Post by: Scaredgirl on September 29, 2010, 01:53:35 pm
If a general bids the same on their sixth and seventh person, do they choose which one they take?
Yes.
Title: Re: War - Rules
Post by: smuglapse on October 01, 2010, 02:32:27 pm
We will have one universal auction clock. When the clock is running, Generals can bid on anyone. When the clock stops and there were no new bids made during the last 24 hours, the auction is over. If there were new bids made during the last 24 hours, we go to overtime, the clock gets reset back to 24 hours, and the minimum raise increases by one card.

Generals win 8 players that they bid the most, AND they were the highest bidder.

For example lets say I had made the following bids:

Player A - 9 cards (highest bidder)
Player B - 8 cards (3rd highest bidder)
Player C - 8 cards (highest bidder)
Player D - 7 cards (highest bidder)
Player E - 6 cards (highest bidder)
Player F - 6 cards (2nd highest bidder)
Player G - 4 cards (highest bidder)
Player H - 3 cards (highest bidder)
Player J - 3 cards (highest bidder)
Player K - 2 cards (highest bidder)
Player L - 2 cards (highest bidder)
Player M - 2 cards (highest bidder)

I would first win players A, C, D, E, G, H and J because they are my highest bids. I could then pick one from players K L and M because I bid the same amount on all of them. Lets say I pick would player K. My bids for players L and M would then disappear like they never even existed, making the persons who bid 1 card on Players L and M, the highest bidders.

My team would cost me 9 + 8 + 7 + 6 + 4 + 3 + 3 = 37 cards. This means that the starting Vault of my team would be 500 - 37 = 463 cards.
Bidding is basically a choice between buying expensive veteran players and starting with a card disadvantage, or buying cheap newbies but having a card advantage, or anything in between.

If a General fails to win the required 8 players, he/she has to buy one or more remaining players with a price of 24 cards. It is very important to bid on multiple different people to ensure that you will be the highest bidder in at least 8 occasions.
If I'm understanding the new rules correctly, shouldn't the highlighted areas be changed to 7, since the 8th person will be chosen after the auction?
Title: Re: War - Rules
Post by: Korugar on October 01, 2010, 02:34:38 pm
Although, that brings up another question. What happens if two generals want the same person for their "noob"?
Title: Re: War - Rules
Post by: smuglapse on October 01, 2010, 02:37:48 pm
Although, that brings up another question. What happens if two generals want the same person for their "noob"?
Since she used the word "recruited" in the War-News, I would have to assume the Rookie gets to pick their element.
Title: Re: War - Rules
Post by: Daxx on October 01, 2010, 02:44:15 pm
Also, is the bid limit 21 or 24?
Title: Re: War - Rules
Post by: xdude on October 01, 2010, 03:44:31 pm
So, we have to buy a rookie? -.-
Title: Re: War - Rules
Post by: Salamence_747 on October 01, 2010, 03:52:49 pm
So, we have to buy a rookie? -.-
From what I've read, it looks like the rookie is chosen for free after the auction. So, no. You don't have to buy one.
Title: Re: War - Rules
Post by: xdude on October 01, 2010, 03:59:58 pm
So, we have to buy a rookie? -.-
From what I've read, it looks like the rookie is chosen for free after the auction. So, no. You don't have to buy one.
Are you sure? I see no mention of that in the rules.
Title: Re: War - Rules
Post by: Demagog on October 01, 2010, 04:02:59 pm
Just for you, xdude: http://elementscommunity.org/forum/index.php/topic,13032.msg179853#msg179853
Title: Re: War - Rules
Post by: xdude on October 01, 2010, 04:04:21 pm
How comes I read that but didn't notice the free part? -.-
Title: Re: War - Rules
Post by: Belthazar666 on October 01, 2010, 04:49:24 pm
How comes I read that but didn't notice the free part? -.-
Perhaps you should read things twice. You can be like Santa, but with rules.
Title: Re: War - Rules
Post by: brettbstock on October 01, 2010, 07:53:20 pm
If I already applied to be a slave, can I withdraw my application?
Title: Re: War - Rules
Post by: Scaredgirl on October 02, 2010, 02:48:14 am
If I already applied to be a slave, can I withdraw my application?
Yes.
Title: Re: War - Rules
Post by: Scaredgirl on October 04, 2010, 04:41:11 pm
Rule clarification:
We will have one universal auction clock. When the clock is running, Generals can bid on anyone. When the clock stops and there were no new bids made during the last 24 hours, the auction is over. If there were new bids made during the last 24 hours, we go to overtime, the clock gets reset back to 24 hours, and the minimum raise increases by one card. When minimum raise increases, starting bid also increases. This means that during the the 1st overtime, starting bids are 2, 4 and 7.
Title: Re: War - Rules
Post by: Korugar on October 04, 2010, 04:44:25 pm
I know it's a little early to care about this, but can a team convert cards into pendulums of their own element, just like they can pillars?
Title: Re: War - Rules
Post by: willng3 on October 04, 2010, 04:48:04 pm
I know it's a little early to care about this, but can a team convert cards into pendulums of their own element, just like they can pillars?
As a new rule in War #2, teams now have the option to convert some of their cards. This means that they can replace any card in their Vault with a Pillar or a Pendulum of their element.
Title: Re: War - Rules
Post by: Korugar on October 04, 2010, 04:48:36 pm
Oops, I thought I had read everything thoroughly. Guess I better do it again. Thanks for the answer.
Title: Re: War - Rules
Post by: the dictator on October 04, 2010, 06:38:46 pm
Rule clarification:
We will have one universal auction clock. When the clock is running, Generals can bid on anyone. When the clock stops and there were no new bids made during the last 24 hours, the auction is over. If there were new bids made during the last 24 hours, we go to overtime, the clock gets reset back to 24 hours, and the minimum raise increases by one card. When minimum raise increases, starting bid also increases. This means that during the the 1st overtime, starting bids are 2, 4 and 7.
Is that for everyone, or only for player that are newly bid on?
Title: Re: War - Rules
Post by: Scaredgirl on October 05, 2010, 04:02:07 am
Rule clarification:
We will have one universal auction clock. When the clock is running, Generals can bid on anyone. When the clock stops and there were no new bids made during the last 24 hours, the auction is over. If there were new bids made during the last 24 hours, we go to overtime, the clock gets reset back to 24 hours, and the minimum raise increases by one card. When minimum raise increases, starting bid also increases. This means that during the the 1st overtime, starting bids are 2, 4 and 7.
Is that for everyone, or only for player that are newly bid on?
Starting bid is when a player hasn't been bid on at all, and you then make the first bid.
Title: Re: War - Rules
Post by: Kael Hate on October 05, 2010, 08:07:26 am
Is overtime in effect?
Title: Re: War - Rules
Post by: Scaredgirl on October 05, 2010, 08:08:45 am
Is overtime in effect?
Yes.
Title: Re: War - Rules
Post by: brettbstock on October 05, 2010, 07:18:36 pm
Before the event starts, Rookies are required to send 2 screenshots to Warmasters, showing their Elements the game "Main" page and "My Deck" page, proving that they meet the requirements. Using alt accounts, or any kind of similar cheating, will lead to the whole team being disqualified.
When do we send this in, anytime before the war? Or after bidding ends?

EDIT: nvm, I found out from the warmasters.
Title: Re: War - Rules
Post by: plastiqe on October 05, 2010, 11:56:45 pm
The first war was a 360 card vault for 6 player teams, and a max of 18 cards of your element (except pillars).  Now that the vault is up to 500 and 9 players I think this limit should be raised to at least 21 or maybe 25 of any one card.

Another thing, under the Losing a Battle section for the later rounds when it is discard 30, you could change it to discard entire deck.  With 30 card discards you're still going to get teams building suicide decks because you can build a 60 card deck with the 30 cards you want to discard and the 30 cards you want to keep and get past that round.  If it was discard entire deck, then you'd be forced to compete in every matchup.
Title: Re: War - Rules
Post by: Xinef on October 06, 2010, 12:44:51 am
Another thing, under the Losing a Battle section for the later rounds when it is discard 30, you could change it to discard entire deck.  With 30 card discards you're still going to get teams building suicide decks because you can build a 60 card deck with the 30 cards you want to discard and the 30 cards you want to keep and get past that round.  If it was discard entire deck, then you'd be forced to compete in every matchup.
I guess this part of the rules solves the problem:

3.1. DETERMINING OPPONENTS
Amount of cards in the Vault determine how many players from each team participates on a round:

0-29 cards=team is eliminated
30-59 cards=1 player fights
60-89 cards=2 players fight
90-119 cards=3 players fight
120-149 cards=4 players fight
150-179 cards=5 players fight
180-209 cards=6 players fight
210-239 cards=7 players fight
240-269 cards=8 players fight
270+ cards=9 players fight
So if you have 60 or more cards, you have to deploy two people, each with a 30+ card deck. If both lose, you lose 60 cards total and thus are eliminated.
If you have 59 or less cards, you are eliminated after losing 30 cards.
Title: Re: War - Rules
Post by: plastiqe on October 06, 2010, 12:53:18 am
Well xinef, you might not remember this from the last war because time didn't make it that far...
: P
..but, in the later rounds you don't have enough opponents to play against, so we had a small number of players playing but with a large vault, and that is where the 60 card suicide decks come into play.
Title: Re: War - Rules
Post by: kev on October 06, 2010, 01:34:14 am
I haven't gotten waist-deep in the numbers yet and I don't have time atm but this:
The first war was a 360 card vault for 6 player teams, and a max of 18 cards of your element (except pillars).  Now that the vault is up to 500 and 9 players I think this limit should be raised to at least 21 or maybe 25 of any one card.
Makes sense to me.  It's going to be very (maybe too?) challenging to make 9+ decks with 18/6 card restrictions.  Suppose a team started out with a 450 card vault...

Meh.  I'll get more into the numbers when I have time.

Quote
Another thing, under the Losing a Battle section for the later rounds when it is discard 30, you could change it to discard entire deck.  With 30 card discards you're still going to get teams building suicide decks because you can build a 60 card deck with the 30 cards you want to discard and the 30 cards you want to keep and get past that round.  If it was discard entire deck, then you'd be forced to compete in every matchup.
I think SG has a response to this all queued up in her mind, but the scenario raises an interesting point.  Is a Team required to exchange its non-main-element cards into main-element pillars/pendulums to field an additional player?  And whether or not it's required, is this abusable?

I need to think more about all this.
Title: Re: War - Rules
Post by: Xinef on October 06, 2010, 01:36:55 am
Well xinef, you might not remember this from the last war because time didn't make it that far...
: P
..but, in the later rounds you don't have enough opponents to play against, so we had a small number of players playing but with a large vault, and that is where the 60 card suicide decks come into play.
Oh, so you mean the very last rounds, when the problem is that you don't have enough opponents to play.

Well, that's an entirely different problem, so it might need an entirely different solution.

For example in a situation when a team has enough cards to deploy a number of players, but does not have enough opponents, a possible solution would be to for example make that team indeed deploy 2 players (or 2 decks for the master), and a randomly chosen one gets a bye.
Or, the other teams might have to defeat the first one, and then the second one in the same round.

There are a number of other possible solutions.
Title: Re: War - Rules
Post by: MrBlonde on October 06, 2010, 07:45:08 pm
Definitely with how the last War's rules were setup i intentionally made certain deck sizes to take advantage of the rules. So basically if a deck lost i would make sure i ended up with the the amount of cards that fielded the least amount of players.

Thats as simple as making sure that if you lost you ended up with 59 cards rather then 60-63. Especially near the end that was critical.

Losing entire decks would certainly destroy that strategy BUT i think it also would hurt the creation of some of the larger decks. Making decks larger then 30-31 would be risky.

 
Title: Re: War - Rules
Post by: Terroking on October 06, 2010, 11:43:22 pm
Possible loophole to make for a more exploitable Vault:

Instead of taking a large amount of Pillars/Pends, instead take none, and simply fill up what would have been Pillars with more useful cards like near-useless creatures (In the case of Earth, it'd be Gemfinders. There's really no use for having more than 6) and then just whatever else your element has to offer. When matches are announced, convert only the amount of pillars you need from trash cards, (or just cards you won't need) enabling you to have a much "larger" Vault.


To the idea of losing entire decks:

I think it could have some potential, but it's best not to implement it at least a few rounds in really.

Xinef's idea of having teams with not enough cards fielding the same deck multiple times has some merit, it's something like what I was thinking of suggesting last War.
Title: Re: War - Rules
Post by: Xinef on October 07, 2010, 12:55:06 am
Possible loophole to make for a more exploitable Vault:

Instead of taking a large amount of Pillars/Pends, instead take none, and simply fill up what would have been Pillars with more useful cards like near-useless creatures (In the case of Earth, it'd be Gemfinders. There's really no use for having more than 6) and then just whatever else your element has to offer. When matches are announced, convert only the amount of pillars you need from trash cards, (or just cards you won't need) enabling you to have a much "larger" Vault.
It's not a loophole, it's a good strategy :P
Title: Re: War - Rules
Post by: Scaredgirl on October 07, 2010, 08:31:16 am
Vault rules still need some tweaking because we increased team sizes. It's good to have some discussion about it.


The first war was a 360 card vault for 6 player teams, and a max of 18 cards of your element (except pillars).  Now that the vault is up to 500 and 9 players I think this limit should be raised to at least 21 or maybe 25 of any one card.
During War #1 the card max limit was 3 times the number of players on the team. The idea was that half of the players could take the full number (6) of a specific card.

In War #2 teams have 9 players, so the number would be 27. However I think we should drop it to 24 so that it sounds better. We could say that the Rookie is "extra", which is why the max limit is 24 and not 27.


Another thing, under the Losing a Battle section for the later rounds when it is discard 30, you could change it to discard entire deck.  With 30 card discards you're still going to get teams building suicide decks because you can build a 60 card deck with the 30 cards you want to discard and the 30 cards you want to keep and get past that round.  If it was discard entire deck, then you'd be forced to compete in every matchup.
I don't understand the issue here because War #2 rules state that if you have only 60 cards in your Vault, two players have to fight, each with a 30 card deck.


Another thing, under the Losing a Battle section for the later rounds when it is discard 30, you could change it to discard entire deck.  With 30 card discards you're still going to get teams building suicide decks because you can build a 60 card deck with the 30 cards you want to discard and the 30 cards you want to keep and get past that round.  If it was discard entire deck, then you'd be forced to compete in every matchup.
I guess this part of the rules solves the problem:

3.1. DETERMINING OPPONENTS
Amount of cards in the Vault determine how many players from each team participates on a round:

0-29 cards=team is eliminated
30-59 cards=1 player fights
60-89 cards=2 players fight
90-119 cards=3 players fight
120-149 cards=4 players fight
150-179 cards=5 players fight
180-209 cards=6 players fight
210-239 cards=7 players fight
240-269 cards=8 players fight
270+ cards=9 players fight
So if you have 60 or more cards, you have to deploy two people, each with a 30+ card deck. If both lose, you lose 60 cards total and thus are eliminated.
If you have 59 or less cards, you are eliminated after losing 30 cards.
Ninja'd.


Thats as simple as making sure that if you lost you ended up with 59 cards rather then 60-63. Especially near the end that was critical.
War #2 rules luckily prevent this situation.

If you start a round with 60 cards, two players from your team have to fight. If only one of these two players win, you will go to the next round.

If you start the round with 59 cards, only one player fights, and if that player loses, the whole team is eliminated because you cannot build a deck with only 29 cards.


Possible loophole to make for a more exploitable Vault:

Instead of taking a large amount of Pillars/Pends, instead take none, and simply fill up what would have been Pillars with more useful cards like near-useless creatures (In the case of Earth, it'd be Gemfinders. There's really no use for having more than 6) and then just whatever else your element has to offer. When matches are announced, convert only the amount of pillars you need from trash cards, (or just cards you won't need) enabling you to have a much "larger" Vault.
Yes, this is definitely an exploit. I haven't still decided how to fix it, but the fact is that is has to be fixed somehow. There are a couple of simple solutions to fix this. We just need to figure out which is the best one.


Xinef's idea of having teams with not enough cards fielding the same deck multiple times has some merit, it's something like what I was thinking of suggesting last War.
I don't understand this problem of these 60 card suicide decks. Team that does it, keeps losing cards while others gain cards so where's the exploit?
Title: Re: War - Rules
Post by: Indrejue on October 07, 2010, 04:53:22 pm
About the rookie slot what if there is not enough people already signed up that qualify as rookies will you expand its qualifications. and then what about those of use who do not qualify why do we have to get stuck on the sideline especially with no bids on us.
Title: Re: War - Rules
Post by: MrBlonde on October 07, 2010, 05:44:17 pm
Thats as simple as making sure that if you lost you ended up with 59 cards rather then 60-63. Especially near the end that was critical.
War #2 rules luckily prevent this situation.

If you start a round with 60 cards, two players from your team have to fight. If only one of these two players win, you will go to the next round.

If you start the round with 59 cards, only one player fights, and if that player loses, the whole team is eliminated because you cannot build a deck with only 29 cards.
Well War #1 basically had those same rules. I'm just saying it was better to have 59 cards because you could make a good deck with the option of playing 40 cards if you liked rather then being constrained by a 30 card limit and having potentially 2 crappy decks (also pillars were a limiting factor). I'm thinking the swapping mechanism fixes this though.

Near the end vaults were pretty destroyed and if you had only 60 cards you most likely would not be able to make 2 viable decks. Also your opponents would know you have to make 30 card decks which is an advantage.
Title: Re: War - Rules
Post by: Korugar on October 11, 2010, 06:56:33 pm
Not sure exactly where to ask this...I know the rosters are supposed to be completed tomorrow, so is that when the "secret" sub-forums will be ready? And will those forums be easy to find for those of us with access to them, or do you need to tell us when we're going to be?
Title: Re: War - Rules
Post by: MrBlonde on October 11, 2010, 07:46:44 pm
Not sure exactly where to ask this...I know the rosters are supposed to be completed tomorrow, so is that when the "secret" sub-forums will be ready? And will those forums be easy to find for those of us with access to them, or do you need to tell us when we're going to be?
Yeah that's when the "secret" sub-forums should be released. And the forums are easy to find, it will just show up in the War section. Trust me you'll see it once you have access.
Title: Re: War - Rules
Post by: Malduk on October 12, 2010, 02:09:23 am
So, how many players fight per round (or to make it more clear - in the first round)? Table from the rules says all 9, but one spot is called "sub".  If sub fights whenever possible, he's not a sub, but a regular player.
Title: Re: War - Rules
Post by: Korugar on October 12, 2010, 02:13:04 am
I believe the sub is simply someone who provides an advantage to the rest of his team if another person has to sit out. I'm not positive, but I don't see any reason why this excludes him from fighting as well.
Title: Re: War - Rules
Post by: smuglapse on October 12, 2010, 02:27:56 am
So, how many players fight per round (or to make it more clear - in the first round)? Table from the rules says all 9, but one spot is called "sub".  If sub fights whenever possible, he's not a sub, but a regular player.
He's a regular player, but his title allows him to substitute for other players without the salvage penalty.  Any other players may be substitutes as well, but if they win, they don't get to salvage.
Title: Re: War - Rules
Post by: truddy02 on October 12, 2010, 02:46:36 am
So, how many players fight per round (or to make it more clear - in the first round)? Table from the rules says all 9, but one spot is called "sub".  If sub fights whenever possible, he's not a sub, but a regular player.
He's a regular player, but his title allows him to substitute for other players without the salvage penalty.  Any other players may be substitutes as well, but if they win, they don't get to salvage.
They do get a salvage penalty but it is only half(can salvage 3 instead of 6 cards).
Title: Re: War - Rules
Post by: 10 men on October 12, 2010, 10:33:04 am
Ok, quick question:
Quote
2. Lieutenant
Lieutenant is second in command. He/she can temporarily replace any team member
+
Quote
8. Substitute
Substitute can temporarily replace any team member during duels, and can salvage 3 cards if he or she wins
So, can the Lieutenant replace the Substitute, sub for another team member during a duel and then salvage 3 cards if he wins?
Title: Re: War - Rules
Post by: Indrejue on October 12, 2010, 01:49:07 pm
i have been trying to find the qualifications for rookies for a while and been unsuccessful.  can you please post them here?  or over the next few days start making a list of people who have signed up and qualify for it?  i know option 2 is much more difficult but just an idea.
Title: Re: War - Rules
Post by: kev on October 12, 2010, 02:15:56 pm
Ok, quick question:
Quote
2. Lieutenant
Lieutenant is second in command. He/she can temporarily replace any team member
+
Quote
8. Substitute
Substitute can temporarily replace any team member during duels, and can salvage 3 cards if he or she wins
So, can the Lieutenant replace the Substitute, sub for another team member during a duel and then salvage 3 cards if he wins?
Actually, I'd like some clarification on the Lieutenant role as well.  I read the first quote above as Lieutenant could sub for General, use six upped cards, and get a full salvage.  Where it says "temporarily replace" I assumed "temporarily sub in battle" rather than "temporarily sub for that member's role."  If a deckbuilder goes MIA, I expect the General to create a deckbuilding thread without having to rely on the Lieutenant to sub.

Quote from: Indrejue
i have been trying to find the qualifications for rookies for a while and been unsuccessful.  can you please post them here?  or over the next few days start making a list of people who have signed up and qualify for it?  i know option 2 is much more difficult but just an idea.
Rookie requirements are in the first post in this thread.  It's not a requirement for a potential rookie to have filled out an application a week ago.
Title: Re: War - Rules
Post by: kobisjeruk on October 12, 2010, 02:26:14 pm
i think the extra roles such as the substitute were added after SG/warmasters decided to increase team players total which is why it conflicts with lieutenant role somewhat
only they can clear this confusion
Title: Re: War - Rules
Post by: Indrejue on October 12, 2010, 06:38:37 pm
ok so if i am wanting to be a rookie and i meet all specifications except having played less then 3 months due to the fact that i played for a bit back when the game was first posted on kong but then stopped and only came back to being active less then a month ago am i still disqualified
Title: Re: War - Rules
Post by: pervepic on October 13, 2010, 09:36:57 am
Possible loophole to make for a more exploitable Vault:

Instead of taking a large amount of Pillars/Pends, instead take none, and simply fill up what would have been Pillars with more useful cards like near-useless creatures (In the case of Earth, it'd be Gemfinders. There's really no use for having more than 6) and then just whatever else your element has to offer. When matches are announced, convert only the amount of pillars you need from trash cards, (or just cards you won't need) enabling you to have a much "larger" Vault.

Is there going to be some limits to the card conversion?
Title: Re: War - Rules
Post by: Scaredgirl on October 13, 2010, 09:40:59 am
Possible loophole to make for a more exploitable Vault:

Instead of taking a large amount of Pillars/Pends, instead take none, and simply fill up what would have been Pillars with more useful cards like near-useless creatures (In the case of Earth, it'd be Gemfinders. There's really no use for having more than 6) and then just whatever else your element has to offer. When matches are announced, convert only the amount of pillars you need from trash cards, (or just cards you won't need) enabling you to have a much "larger" Vault.

Is there going to be some limits to the card conversion?
Yes. I decided to fix this exploit by having a 12 card conversion limit per round. This means that teams can convert a maximum of 12 cards per round.

It's simple and should do the trick.
Title: Re: War - Rules
Post by: lokiburn4 on October 15, 2010, 05:40:43 am
Im trying to read up on all the rules and not ask stupid questions... but, well, here goes:

1) do converted cards return back to their non pillar state when you return them to the vault?

2) Is there an order or format that dictates who on the team fights next, or is it up to the general? If so, could the general simply choose to fight all matches his/her self?

thanks  8)
Title: Re: War - Rules
Post by: Scaredgirl on October 15, 2010, 05:51:41 am
Im trying to read up on all the rules and not ask stupid questions... but, well, here goes:

1) do converted cards return back to their non pillar state when you return them to the vault?

2) Is there an order or format that dictates who on the team fights next, or is it up to the general? If so, could the general simply choose to fight all matches his/her self?

thanks  8)
1. Nope. Converting is permanent.

2. Teams manage a topic that lists all the team members in numerical order. Warmasters use this list to see how is fighting and who is not.
Title: Re: War - Rules
Post by: TimerClock14 on October 15, 2010, 10:59:02 pm
Ok so I know what I am about to say will most likely not happen, but in the extremely rare case of an EM win for 2 out of 3 games (making up one match), will there be any bonus for that? Like, salvaging an extra 3 cards or something?
Title: Re: War - Rules
Post by: Scaredgirl on October 16, 2010, 05:19:19 am
Ok so I know what I am about to say will most likely not happen, but in the extremely rare case of an EM win for 2 out of 3 games (making up one match), will there be any bonus for that? Like, salvaging an extra 3 cards or something?
Basic rules don't give bonuses like that. However, we will have a random Event Cards for each round which, in theory, could give bonuses like this.
Title: Re: War - Rules
Post by: ratchetspyro94 on October 16, 2010, 12:04:43 pm
Ok so I know what I am about to say will most likely not happen, but in the extremely rare case of an EM win for 2 out of 3 games (making up one match), will there be any bonus for that? Like, salvaging an extra 3 cards or something?
Basic rules don't give bonuses like that. However, we will have a random Event Cards for each round which, in theory, could give bonuses like this.
This sound really interesting. Not that there will many EMs, but it just adds a little fun in the War.  ;D
Title: Re: War - Rules
Post by: xdude on October 16, 2010, 12:12:46 pm
So, will we have Event cards every round or only once in a while?
Title: Re: War - Rules
Post by: Scaredgirl on October 16, 2010, 12:18:47 pm
So, will we have Event cards every round or only once in a while?
We will have one Event Cards per round. Card images have already been produced and put in random order in the secret Warmaster section. When Warmasters start round topics, they will include in that topic one Event Card which is in affect during that round.
Title: Re: War - Rules
Post by: kobisjeruk on October 17, 2010, 08:00:41 am
it is still unclear what the difference between a Substitute, Lieutenant and any other player subbing for someone else in regard to salvaging cards from the opponent

it is clear that any other sub wont get to salvage any cards at all...
Substitute (official) will get to salvage half 3 cards
but how about Lieutenant? does he get full or halved 3 cards like Substitute? because from the description, its weird saying Lt. get to sub for anyone...but then saying anyone can sub anyone

any explanation is much appreciated

super quick edit:
seems like the description for Lt. has changed

OLD
Quote
2. Lieutenant
Lieutenant is second in command. He/she can temporarily replace any team member, including the General.
NEW
Quote
2. Lieutenant
Lieutenant is second in command. If one team member is unable to perform his or her duties, the Lieutenant is responsible for performing the job of that team member. Lieutenant will not get any bonuses when replacing the General or the Substitute during duel phase.
but it is still unclear, does it means he get to salvage cards IF he subs for someone other than Gen. or Subs.? or none at all as any other members? does it means no other members can sub for anyone?
Title: Re: War - Rules
Post by: Scaredgirl on October 17, 2010, 08:56:21 am
it is still unclear what the difference between a Substitute, Lieutenant and any other player subbing for someone else in regard to salvaging cards from the opponent

it is clear that any other sub wont get to salvage any cards at all...
Substitute (official) will get to salvage half 3 cards
but how about Lieutenant? does he get full or halved 3 cards like Substitute? because from the description, its weird saying Lt. get to sub for anyone...but then saying anyone can sub anyone

any explanation is much appreciated

super quick edit:
seems like the description for Lt. has changed

OLD
Quote
2. Lieutenant
Lieutenant is second in command. He/she can temporarily replace any team member, including the General.
NEW
Quote
2. Lieutenant
Lieutenant is second in command. If one team member is unable to perform his or her duties, the Lieutenant is responsible for performing the job of that team member. Lieutenant will not get any bonuses when replacing the General or the Substitute during duel phase.
but it is still unclear, does it means he get to salvage cards IF he subs for someone other than Gen. or Subs.? or none at all as any other members? does it means no other members can sub for anyone?
Lieutenant is like a "2nd General" without any "special abilities".

The part about Lieutenant replacing other members doesn't meant that he/she becomes them. It simply means that if one member, for example Vault Organizer, goes offline, Lieutenant is responsible for doing the Vault organizing.

This role was designed to prevent a situation where one player goes offline, and nothing happens because everyone assumes that someone else will step in (see War #1).
Title: Re: War - Rules
Post by: kev on October 17, 2010, 01:34:26 pm
Lieutenant will not get any bonuses when replacing the General or the Substitute during duel phase.
I'll take this as Lieutenant can't use upped cards if subbing for General, and salvages zero cards when subbing for anyone.

Errr... I'd kind of assumed the General would manage the vault if the Vault Organizer goes MIA, etc.  So now the Lieutenant only has responsibilities if both a team member and the General are unavailable, which makes him slightly more valuable than the team's Rookie.  If Lietenant can sub for everybody else, maybe we could let him sub for the sub as well?

Also, I hadn't seen the rule clarification in the opening post until kobis pointed it out.  If the War Rules undergo even a cosmetic change, posting the rule change is helpful.
Title: Re: War - Rules
Post by: TimerClock14 on October 17, 2010, 03:57:27 pm
what measures will be taken concerning desync during matches?
Title: Re: War - Rules
Post by: ddevans96 on October 17, 2010, 08:54:14 pm
what measures will be taken concerning desync during matches?
If one player had an obvious advantage, and everyone agrees with this, they win that game, otherwise it counts as nothing and they redo it.

Remember, there is no changing decks between games.
Title: Re: War - Rules
Post by: Dragoon1140 on October 17, 2010, 10:50:06 pm
Remember, there is no changing decks between games.
Heck, there is no changing decks even if you don't desync.   ;)
Title: Re: War - Rules
Post by: ddevans96 on October 17, 2010, 10:51:29 pm
Remember, there is no changing decks between games.
Heck, there is no changing decks even if you don't desync.   ;)
That's exactly what I said.
Title: Re: War - Rules
Post by: Scaredgirl on October 18, 2010, 03:46:18 pm
Lieutenant will not get any bonuses when replacing the General or the Substitute during duel phase.
I'll take this as Lieutenant can't use upped cards if subbing for General, and salvages zero cards when subbing for anyone.

Errr... I'd kind of assumed the General would manage the vault if the Vault Organizer goes MIA, etc.  So now the Lieutenant only has responsibilities if both a team member and the General are unavailable, which makes him slightly more valuable than the team's Rookie.  If Lietenant can sub for everybody else, maybe we could let him sub for the sub as well?

Also, I hadn't seen the rule clarification in the opening post until kobis pointed it out.  If the War Rules undergo even a cosmetic change, posting the rule change is helpful.
The basic idea behind the Lieutenant is that he or she is the person who does things when others fail or go offline. It's a very important job.

General on the other hand has a purely administrative role, and should only try to overlook everything and make sure others are doing their job. For example if the General sees that the team Vault Organizer has disappeared, he or she can order the team Lieutenant to manage the Vault.

Of course these responsibilities are not set into stone. It's just a suggestion for teams that don't have any better plans. Teams can use their own methods if they so choose, for example the General can do all the Vault managing and deckbuilding.

EDIT: I was thinking about letting the Lieutenant use 3 upped cards. It would probably make more sense that way. On the other hand, the event is just about to start and many people get scared off last minute changes :)
Title: Re: War - Rules
Post by: Korugar on October 18, 2010, 04:53:51 pm
Well, I think it's a good idea, if that makes a difference.
Title: Re: War - Rules
Post by: Scaredgirl on October 18, 2010, 05:11:58 pm
Rule change:

Quote
2. Lieutenant
Lieutenant is second in command. If one team member is unable to perform his or her duties, the Lieutenant is responsible for performing the job of that team member. Lieutenants can use up to 3 upgraded cards during duels.
Title: Re: War - Rules
Post by: smuglapse on October 18, 2010, 05:18:33 pm
On the other hand, the event is just about to start and many people get scared off last minute changes :)
!!!
Title: Re: War - Rules
Post by: plastiqe on October 18, 2010, 10:15:09 pm
Why change it now?  The Lieutenant rule could have just been one of the event cards.
Title: Re: War - Rules
Post by: Dragoon1140 on October 18, 2010, 10:19:07 pm
Why change it now?  The Lieutenant rule could have just been one of the event cards.
Well before this rule was implemented, as SG said in chat, the Lieutenant was no more valuable than the rookie; you wanted your second best dueler as the substitute.  Now, the second in command shows his authority accordingly.
Title: Re: War - Rules
Post by: Scaredgirl on October 19, 2010, 02:30:29 am
Why change it now?  The Lieutenant rule could have just been one of the event cards.
Well before this rule was implemented, as SG said in chat, the Lieutenant was no more valuable than the rookie; you wanted your second best dueler as the substitute.  Now, the second in command shows his authority accordingly.
This.

Kevkev pointed out this obvious flaw in the rules yesterday and I decided to act on it. Old Lieutenant was just a Rookie with a cooler name. Now being 2nd in command actually means something.
Title: Re: War - Rules
Post by: MrBlonde on October 20, 2010, 12:54:43 am
I like the change. Definitely makes certain players more valuable now since a Lieutenant would be better off having a diverse amount of upped cards. Especially the General and Lieutenant for team Rainbow once they get in.
Title: Re: War - Rules
Post by: guy_fawkes on October 26, 2010, 04:59:36 am
rule clarification (converting cards to pillars):

Quote
As a new rule in War #2, teams now have the option to convert some of their cards. This means that they can replace any card in their Vault with a Pillar or a Pendulum of their element. Converting helps teams to avoid a situation where they would be otherwise forced to build "suicide" decks. Converting will be done by the Vault Organizer who posts on the Vault topic which cards are converted, and then editing the Vault. Teams can convert a maximum of 12 cards per round.
 
it's unclear when this phase can be triggered.
we are actually in Round 1, so technically can we take advantage of it and convert 12 cards into pillars during this deckbuilding phase?

thanks!
Title: Re: War - Rules
Post by: Gocubbies1212 on October 26, 2010, 05:23:15 am
 :aether :aether :aether Team Aether begins winning today. :aether :aether :aether
Title: Re: War - Rules
Post by: Scaredgirl on October 26, 2010, 06:08:51 am
rule clarification (converting cards to pillars):

Quote
As a new rule in War #2, teams now have the option to convert some of their cards. This means that they can replace any card in their Vault with a Pillar or a Pendulum of their element. Converting helps teams to avoid a situation where they would be otherwise forced to build "suicide" decks. Converting will be done by the Vault Organizer who posts on the Vault topic which cards are converted, and then editing the Vault. Teams can convert a maximum of 12 cards per round.
 
it's unclear when this phase can be triggered.
we are actually in Round 1, so technically can we take advantage of it and convert 12 cards into pillars during this deckbuilding phase?

thanks!
Yes. All teams can convert up to 12 cards during this round, before the duel phase starts.
Title: Re: War - Rules
Post by: home_wreckaz on October 27, 2010, 11:35:24 am
Can somebody please help me try and contact 918273645(team gravity deckbuilder) to check his personal message inbox? There could have been a problem with the messaging system or something?  :-\

He sent me a mail asking for what time will I be available and I replied as well as asked him for timing that he would prefer/ be available but no reply, tried again about 15~16hours ago. I've checked his profile about 15minutes ago and it said he is online but no reply till now and he's offline.

If he can't find the personal message or something please ask him to check this post and reply in this thread.

"I should be available at UTC/GMT 8am to 4pm, please reply me with the time that you're available/prefer."

EDIT: He had a bunch of post on October 26, so there might have been some problem with the message system?
Title: Re: War - Rules
Post by: Gocubbies1212 on November 07, 2010, 06:10:44 am
Can the substitute upgrade cards for whoever he/she is substituting for?
Title: Re: War - Rules
Post by: kobisjeruk on November 07, 2010, 06:35:21 am
no, official substitute cant use upgraded cards anyway and replacements have to follow this rule :-

Quote
3.4. INACTIVE PLAYERS
If it looks like a team member won't be able to fight during a round, the team has 3 options:

1. Temporarily replace that team member with any other team member, including the General. Temporary replacement player will use the same deck and mark that the original player would have used. Replacements (Generals and Lieutenants included) can never use any upgraded cards. They always use unupped versions of those upgraded cards. Penalty for using a replacement is that you cannot salvage any cards if you win!
Title: Re: War - Rules
Post by: Scaredgirl on November 21, 2010, 04:23:13 am
New rule:

If teams write "illegal" under their illegal deck in the round deck topic, they will automatically forfeit the match, BUT don't take the 6 card penalty for building an illegal deck. By adding "illegal", teams show that they knowingly built an illegal deck, and can prevent a situation where they would be forced to take a double penalty (both discarding because of a loss and a card penalty) for not being able to build enough legal decks.

As usual, if teams build an illegal deck by mistake, they will take the 6 card penalty.

If you have any questions about this new rule, please let me know.
Title: Re: War - Rules
Post by: Kael Hate on November 25, 2010, 02:34:10 am
New rule:

If teams write "illegal" under their illegal deck in the round deck topic, they will automatically forfeit the match, BUT don't take the 6 card penalty for building an illegal deck. By adding "illegal", teams show that they knowingly built an illegal deck, and can prevent a situation where they would be forced to take a double penalty (both discarding because of a loss and a card penalty) for not being able to build enough legal decks.

As usual, if teams build an illegal deck by mistake, they will take the 6 card penalty.

If you have any questions about this new rule, please let me know.
This needs to be added to the main rules sheet. If you or the Warmaster are busy, I can.
Title: Re: War - Rules
Post by: zupermannd on February 14, 2011, 06:56:53 pm
Requirements:
- Started playing Elements less than 3 months ago
- Joined the forums less than 1 month ago
- Total number of cards is 120 or less.
- Total number of upgraded cards is 6 or less.
- Total amount of Electrum is 1,000 or less.
As I understand that. If I own 121 cards total I am not allowed to participate, so I need to sell some cards before I can participate (or was it supposed to be: "- Total number of cards is 120 or more"?)
when will it begin?
Title: Re: War - Rules
Post by: Jappert on February 14, 2011, 07:30:21 pm
In reply to Zupermannd: that only applies to the rookie member of the team.

You should just join the auction in the Palace, Mercenary's guild or Slave Market. You won't have any problem joining those three. 

You will be able to sign up (in only one of the three) when the auctions start, using these links:
Palace: http://elementscommunity.org/forum/index.php/board,223.0.html
Mercenary's Guild: http://elementscommunity.org/forum/index.php/board,224.0.html
Slave Market: http://elementscommunity.org/forum/index.php/board,225.0.html

Be sure to read what the differences between the three are and read the "How to join as a ..." threads first.

Good luck! If you have more questions, feel free to ask.
Title: Re: War - Rules
Post by: TheonlyrealBeef on February 14, 2011, 08:09:49 pm
I have to note these are the old rules, there is no guarantee anything will stay the same for War #3 (including the rookie part). So don't keep yourself to rookie requirements just for the sake of trying to join war, in case they won't be added in the upcoming war. Or you might be dissappointed.
Title: Re: War - Rules
Post by: zupermannd on February 15, 2011, 04:31:06 pm
I have to note these are the old rules, there is no guarantee anything will stay the same for War #3 (including the rookie part).
where can I see the new rules?
Title: Re: War - Rules
Post by: willng3 on February 15, 2011, 04:41:44 pm
I have to note these are the old rules, there is no guarantee anything will stay the same for War #3 (including the rookie part).
where can I see the new rules?
They still have yet to be decided.
Title: Re: War - Rules
Post by: zupermannd on March 07, 2011, 03:58:45 pm
I have to note these are the old rules, there is no guarantee anything will stay the same for War #3 (including the rookie part).
where can I see the new rules?
They still have yet to be decided.
Are they decided now?
Title: Re: War - Rules
Post by: willng3 on March 07, 2011, 04:05:55 pm
I have to note these are the old rules, there is no guarantee anything will stay the same for War #3 (including the rookie part).
where can I see the new rules?
They still have yet to be decided.
Are they decided now?
The rules are mostly updated now on the first page of this thread.  However, there are still a few tweaks which need to be worked out at the moment (the 8th team member role being an example).  Nothing will be officially finalized until Auction has ended, so don't take anything for granted, yet.
Title: Re: War - Rules
Post by: Sir Valimont on March 08, 2011, 05:01:07 pm
The rules are mostly updated now on the first page of this thread.  However, there are still a few tweaks which need to be worked out at the moment (the 8th team member role being an example).  Nothing will be officially finalized until Auction has ended, so don't take anything for granted, yet.
In general there are too many roles. It is actually unhelpful to the teams to have so many different people in charge of setting up threads. There should be two or three team members who handle salvage, deckbuilding, strategy, etc threads.

This community is big on titles, awards, etc ad nauseum. It's nice to include people. Forcing them into roles that make the team less efficient, however, is just plain annoying. There will always be 2 or 3 people who are most active on the team: for them not to have moderator access to the necessary threads because the one person who's online once a week is in charge of it ... well that's just counterproductive.

Yes, the organizers are trying to encourage all team members to be "engaged" but it doesn't actually work. People who are not online much are not online much. They don't come online more because they have a less-important job like "salvager." All that really happens is it becomes annoying for the rest of the team not to have someone regularly curating the salvage thread.

I suggest the roles are reduced to:

General
Lieutenant
Forum Curator 1
Forum Curator 2
Soldier
Soldier
Soldier
Soldier

This would greatly simplify things and make the event more fun overall.
Title: Re: War - Rules
Post by: PlayerOa on March 08, 2011, 05:06:36 pm
General
Lieutenant
Forum Curator 1
Forum Curator 2
Soldier
Soldier
Soldier
Soldier

This would greatly simplify things and make the event more fun overall.
I think this is a great idea. Not complicated nor too much work for the ones with "higher rank".
Title: Re: War - Rules
Post by: Daxx on March 09, 2011, 01:31:48 am
I think it's an excellent idea. We should really be putting more emphasis on teams to decide their own organisational structure anyway; putting together a team that works like a well-oiled machine is a vital part of War.
Title: Re: War - Rules
Post by: Scaredgirl on March 09, 2011, 07:18:09 am
Like explained earlier, teams do not have to follow the role system by the book. In fact, each team can have their own system if they so choose.

The reason why have these roles is that teams that don't have their own system, have at least some kind of a fall-back system. it's basically designed to help less organized teams get less penalties, and organizers have less headaches.

I witnessed War #1 with it's more open approach. I also witnessed the countless problems, failures and penalties related to that system. I can say for certain that we are not going back to that.
Title: Re: War - Rules
Post by: xdude on March 09, 2011, 10:54:55 am
Like explained earlier, teams do not have to follow the role system by the book. In fact, each team can have their own system if they so choose.

The reason why have these roles is that teams that don't have their own system, have at least some kind of a fall-back system. it's basically designed to help less organized teams get less penalties, and organizers have less headaches.

I witnessed War #1 with it's more open approach. I also witnessed the countless problems, failures and penalties related to that system. I can say for certain that we are not going back to that.
Not to say you're wrong, but also look at War 1 decks. And Vaults. Both of these were weaker (not to offend the Masters of course).

Back then, it was a new thing. Now people seem to have gotten the hang of it. Also, dare I say, teams with weaker organizational skills deserve a disadvantage. If I remember correctly, Light had no penalty under my reign.
Title: Re: War - Rules
Post by: Scaredgirl on March 09, 2011, 12:33:26 pm
Like explained earlier, teams do not have to follow the role system by the book. In fact, each team can have their own system if they so choose.

The reason why have these roles is that teams that don't have their own system, have at least some kind of a fall-back system. it's basically designed to help less organized teams get less penalties, and organizers have less headaches.

I witnessed War #1 with it's more open approach. I also witnessed the countless problems, failures and penalties related to that system. I can say for certain that we are not going back to that.
Not to say you're wrong, but also look at War 1 decks. And Vaults. Both of these were weaker (not to offend the Masters of course).

Back then, it was a new thing. Now people seem to have gotten the hang of it. Also, dare I say, teams with weaker organizational skills deserve a disadvantage. If I remember correctly, Light had no penalty under my reign.
Not all teams failed, but a couple of them did. Big time. Like the teams that had no leadership and no direction and nobody did anything because they were waiting for the General to do something. Those teams took huge penalties and maybe lost the War because of it.

As for "deserving a disadvantage", that was an argument someone used earlier. My response was, and still is, that War should be mainly about fighting PvP, not organizational or leadership skills. If we have a method to help teams, I don't see why we shouldn't use that. There is no downside to these roles because teams can use their own system if they so choose.
Title: Re: War - Rules
Post by: Sir Valimont on March 09, 2011, 03:08:09 pm
Well it's only the third time War is happening, so things are still being worked out, naturally, with the system. It will be a long while yet before two Wars in a row have the same ruleset; and it will indicate that we've become experienced enough to know exactly how best to run it.

Right now one of the weaknesses in War is with the masters system. It is far too easy for a master to be overturned in the trials system ... and really the problems that you have described, SG, those of lack of leadership in War, stem from inactive or poor mastery. Putting a better premium on leadership -- by making it harder to become or replace a master, or making it more closely related to reliable activity rather than a burst of activity; or by changing the way War leadership is determined (i.e. lieutenants are chosen in a different process) can contribute to this. Still, having all kinds of roles and responsibilities in War just doesn't make sense the way it's done now, as a backup plan or otherwise.

If an entire team is of inactive players, it doesn't matter what system you have anyway; they will be inactive in any case. If there is a team with a few inactive leaders, it's actually better to use a system with fewer roles so the one or two more active players can handle everything. What you're talking about is essentially having someone to blame for anything that doesn't get done so that a penalty is connected to a name.

The best solution may be this: have major penalties of inactivity threaten a master's position. Every time a master's team takes a card penalty related to inactivity, that master will receive a -1 penalty in the next trials. Combined with making it difficult to overturn a master, this will guarantee over the long run that only active and responsible players are masters.
Title: Re: War - Rules
Post by: TheonlyrealBeef on March 09, 2011, 05:07:17 pm
The best solution may be this: have major penalties of inactivity threaten a master's position. Every time a master's team takes a card penalty related to inactivity, that master will receive a -1 penalty in the next trials. Combined with making it difficult to overturn a master, this will guarantee over the long run that only active and responsible players are masters.
So if a Master's team becomes inactive, (s)he has to everything by her/himself or pay? That doesn't seem like a solution, it's currently too much for one person with a job/education to handle alone. And what about Masters who don't appoint themselves as general? Not every general is a Master, so Masters might appoint someone else as general to avoid the risk of a penalty.
Title: Re: War - Rules
Post by: Sir Valimont on March 09, 2011, 05:40:50 pm
The best solution may be this: have major penalties of inactivity threaten a master's position. Every time a master's team takes a card penalty related to inactivity, that master will receive a -1 penalty in the next trials. Combined with making it difficult to overturn a master, this will guarantee over the long run that only active and responsible players are masters.
So if a Master's team becomes inactive, (s)he has to everything by her/himself or pay? That doesn't seem like a solution, it's currently too much for one person with a job/education to handle alone. And what about Masters who don't appoint themselves as general? Not every general is a Master, so Masters might appoint someone else as general to avoid the risk of a penalty.
These are non-problems.

If a master appoints a different general, s/he does not get a bonus in the next trials. You don't earn it, you don't get it.

If a general chooses a bad team, s/he suffers the consequences. People should get bid on in War for activity as much as for "skill." Most of success in War is organization, strategy and deckbuilding -- not being "skillful" for the ten minutes per week that a player is actually fighting.

There is nothing wrong with a competition that holds people accountable for their decisions. If you want to consider a "master" or a "general" to be an important position at all, those positions need to come with responsibility. If they don't, they are meaningless. A general should take responsibility -- and the consequences of that responsibility, good or bad -- for his or her team in War.
Title: Re: War - Rules
Post by: Scaredgirl on March 10, 2011, 02:37:58 am
Masters have earned their titles, therefore earing the right to lead a War team. We will not be using any kind of penalty system aimed specifically at Masters. Period.

Only "penalty" Masters get from being inactive in War, is the lower amount of votes they will probably get during next Trials.
Title: Re: War - Rules
Post by: Sir Valimont on March 10, 2011, 03:26:54 am
Only "penalty" Masters get from being inactive in War, is the lower amount of votes they will probably get during next Trials.
What is the point of being a master again? If it's not to lead a team in War, I must have missed something.

If a master is inactive in War and that causes his or her team to fail, they should receive penalties. They are failing at the exact job their title is supposed to define. What's the point of a position of power without some responsibility? I guess the answer is that the title is just an award, not a responsibility. That's just fine. It's not what I thought it was, that's all.
Title: Re: War - Rules
Post by: Scaredgirl on March 10, 2011, 03:56:46 am
Only "penalty" Masters get from being inactive in War, is the lower amount of votes they will probably get during next Trials.
What is the point of being a master again? If it's not to lead a team in War, I must have missed something.

If a master is inactive in War and that causes his or her team to fail, they should receive penalties. They are failing at the exact job their title is supposed to define. What's the point of a position of power without some responsibility? I guess the answer is that the title is just an award, not a responsibility. That's just fine. It's not what I thought it was, that's all.
Yep, Master is not a "job". It's different from regular forum titles because it's more like a reward for hard work or skill. Making the title too demanding would only lead to people not even wanting the title.
Title: Re: War - Rules
Post by: Xinef on March 10, 2011, 08:28:09 pm
The way I see it, a master is more responsible to the community than to the event organizers. If he fails at his task he should suffer more consequences from the community (losing respect and people's support in the next trials). To be exact, IMHO it's fine if his penalties for failing in a PvP event are the same as any other person's. (By the way, he already suffers enough emotionally from the fact that he failed to promote the element he loves.)

And a master's responsibility is to promote his element by any means he sees fitting. If he is good at PvP then he will probably do so by leading a war team and taking part in other PvP events as well. Although, if he is better at PvP than he is at leading and organizational skills then I think he should be allowed to put all these responsibilities on his Lieutenant's shoulders, effectively making him the real general.
On the other hand I can perfectly imagine a master who is an average PvPer at most, but makes up for that with other activities like being a card curator, council member, or even just a creative person who promotes his element with artistic skills. I think it's perfectly fine if such a master doesn't even participate in the war, although he will probably feel some pressure from the community to join, so this probably would only happen if he feels that other people will really make a better war team, so his responsibility to decide what is best for his element tells him that it is best not to participate.

Anyway, this category of masters probably won't be seen too often, since the rules of Trials require PvP skills (or huge luck) to win. I'm not really sure if it's better that way or not, since some people see masters as purely PvP players, but I honestly feel that representing their element in other fields is equally important, and being the best PvP player of the element in question is not necessary.
Title: Re: War - Rules
Post by: Sir Valimont on March 10, 2011, 09:05:58 pm
Yep, Master is not a "job". It's different from regular forum titles because it's more like a reward for hard work or skill.
This is extremely clarifying. :)

I don't expect people with award icons to take on responsibilities, so I won't expect masters to either.
Title: Re: War - Rules
Post by: TheonlyrealBeef on March 13, 2011, 10:38:21 pm
Wasn't buyout going to change so that people who got 24 cards bid on would have 24 hours to accept buyout?
Don't see it changed in the rules so would love to hear a final ruling on that :)
Title: Re: War - Rules
Post by: suxerz on March 14, 2011, 11:21:38 am
With the release of new cards and some changes in game mechanic, it is possible that there is a few bug that can cause desync similar to the voodoo doll in previous war. Though I do not claim that there is such bug as of yet, but I'm hoping that we could avoid any issues now than later once the war has commence. Maybe anyone that had this "desync experience" using the latest cards/mechanics or LO/TO could share few thoughts about this.
Title: Re: War - Rules
Post by: Scaredgirl on March 14, 2011, 01:01:30 pm
Wasn't buyout going to change so that people who got 24 cards bid on would have 24 hours to accept buyout?
Don't see it changed in the rules so would love to hear a final ruling on that :)
24 cards is the maximum bid. Once a player gets a bid of 24 cards, he or she has two options:

1. Instantly accept the bid
2. Wait for new bids of 24 cards. This can go on until timer goes to zero, during which time the player must choose from all the 24 bids he or she has received.
Title: Re: War - Rules
Post by: geekz_always_win on March 19, 2011, 10:08:34 pm
Is Voodoo Doll still banned?
Title: Re: War - Rules
Post by: TheIdioticIdiot on March 19, 2011, 10:09:29 pm
Is Voodoo Doll still banned?
don't think so, since the bugs are fixed
Title: Re: War - Rules
Post by: BPAV on March 20, 2011, 07:48:38 pm
if no one picks u for the war you have to wait for the next war ?
Title: Re: War - Rules
Post by: Shantu on March 20, 2011, 08:06:28 pm
If you have an application and you haven't been bid on, you may apply for the Underworld (http://elementscommunity.org/forum/index.php/topic,13922.0.html) tourney after the end of the Auction.
Title: Re: War - Rules
Post by: BPAV on March 22, 2011, 09:55:41 pm
ok tx
Title: Re: War - Rules
Post by: sebysebyseby on March 25, 2011, 04:20:02 am
Question: I've seen stuff about event cards but they don't seem to be explained, and I would like to know how they work. Thanks to those that answer  ;D
Title: Re: War - Rules
Post by: sebysebyseby on March 26, 2011, 01:44:12 am
Thanks!, and extra Thanks for this war's card list  ;D ;D
Title: Re: War - Rules
Post by: Kael Hate on March 29, 2011, 03:45:01 pm
Well it's only the third time War is happening, so things are still being worked out, naturally, with the system. It will be a long while yet before two Wars in a row have the same ruleset; and it will indicate that we've become experienced enough to know exactly how best to run it.
The Person who said this wanted to use all the wrong ways to discuss further development. His direction was towards this rule.

Quote
Opponents will be determined randomly by Warmasters using an online randomizer, with the constraint that no team will play another team more than once within a given round if possible. If there are uneven number of players fighting during a round, the team in last place (least amount of cards in the Vault) gets a bye, meaning that one player in that team will skip the round. If that team already had a bye during the previous round, the 2nd to last team gets a bye instead. No team may have a 2nd bye unless all other active teams have had at least 1 bye.
It was taken from feedback from last war that there was a loss of skill and more luck involved with pairings and this caused the game to become imbalanced. To compromise between total random and static pairings this rule was devised. We will depending on feedback, keep this rule or maybe even revert it or carry the constraints further for next war but, this is what will be in effect for this war.
Title: Re: War - Rules
Post by: majofa on March 29, 2011, 03:57:37 pm
Will this be in effect in the later rounds as well?

For instance:

:fire has 5 players
:entropy has 4 players
:death has 3 players

Only 3 duels get played?
:fire vs :entropy, :fire vs :death, :entropy vs :death
Title: Re: War - Rules
Post by: gavsword on March 29, 2011, 03:59:37 pm
Will this be in effect in the later rounds as well?

For instance:

:fire has 5 players
:entropy has 4 players
:death has 3 players

Only 3 duels get played?
:fire vs :entropy, :fire vs :death, :entropy vs :death
To my understanding the rule is to prevent that from happening whenever possible. This is obviously an impossible case. The matches would be

3 :fire vs :entropy, 2 :fire vs :death, 1 :entropy vs :death
Title: Re: War - Rules
Post by: majofa on March 29, 2011, 04:00:42 pm
Nevermind lol

(I missed the part where it said 'if possible')  :P
Title: Re: War - Rules
Post by: Kael Hate on March 30, 2011, 10:21:16 am
New Ruling Addition

- Marks: For the War event, "Mark of ..." cards are considered in the element of the element they feature. This is different to how they appear in the normal game as they are an other type card there. They are not considered equivalent to a Pillar or Pendulum. 

Title: Re: War - Rules
Post by: RavingRabbid on March 30, 2011, 11:55:37 am
New Ruling Addition

- Marks: For the War event, "Mark of ..." cards are considered in the element of the element they feature. This is different to how they appear in the normal game as they are an other type card there. They are not considered equivalent to a Pillar or Pendulum.
So a deck made of 15 water pends, 15 life pends and a life mark is not legit, while 16 air pends and 15 aether pends, with an aether mark is?
Title: Re: War - Rules
Post by: Kael Hate on March 30, 2011, 12:06:29 pm
New Ruling Addition

- Marks: For the War event, "Mark of ..." cards are considered in the element of the element they feature. This is different to how they appear in the normal game as they are an other type card there. They are not considered equivalent to a Pillar or Pendulum.
So a deck made of 15 water pends, 15 life pends and a life mark is not legit, while 16 air pends and 15 aether pends, with an aether mark is?
The First is a valid Life deck but not a Valid Water deck.
The Second is Valid as Air or Aether.
Title: Re: War - Rules
Post by: kev on March 30, 2011, 12:39:28 pm
New Ruling Addition

- Marks: For the War event, "Mark of ..." cards are considered in the element of the element they feature. This is different to how they appear in the normal game as they are an other type card there. They are not considered equivalent to a Pillar or Pendulum.
So a deck made of 15 water pends, 15 life pends and a life mark is not legit, while 16 air pends and 15 aether pends, with an aether mark is?
The First is a valid Life deck but not a Valid Water deck.
The Second is Valid as Air or Aether.
I think Rav is talking about the deck's mark and Kael is talking about Mark cards won from tourneys.  Kael, would you please clarify?  Thanks.
Title: Re: War - Rules
Post by: RavingRabbid on March 30, 2011, 12:48:34 pm
New Ruling Addition

- Marks: For the War event, "Mark of ..." cards are considered in the element of the element they feature. This is different to how they appear in the normal game as they are an other type card there. They are not considered equivalent to a Pillar or Pendulum.
So a deck made of 15 water pends, 15 life pends and a life mark is not legit, while 16 air pends and 15 aether pends, with an aether mark is?
The First is a valid Life deck but not a Valid Water deck.
The Second is Valid as Air or Aether.
I think Rav is talking about the deck's mark and Kael is talking about Mark cards won from tourneys.  Kael, would you please clarify?  Thanks.
I think that he's talking about practice the actual deck marks. Otherwise, the rule'd make no sense.
Title: Re: War - Rules
Post by: Kael Hate on March 30, 2011, 01:09:55 pm
New Ruling Addition

- Marks: For the War event, "Mark of ..." cards are considered in the element of the element they feature. This is different to how they appear in the normal game as they are an other type card there. They are not considered equivalent to a Pillar or Pendulum.
So a deck made of 15 water pends, 15 life pends and a life mark is not legit, while 16 air pends and 15 aether pends, with an aether mark is?
The First is a valid Life deck but not a Valid Water deck.
The Second is Valid as Air or Aether.
I think Rav is talking about the deck's mark and Kael is talking about Mark cards won from tourneys.  Kael, would you please clarify?  Thanks.
I think that he's talking about practice the actual deck marks. Otherwise, the rule'd make no sense.
I'm talking about the independant card (Reward Card) "Mark of ..." not the mark you start the game with.
Title: Re: War - Rules
Post by: Kael Hate on May 02, 2011, 09:22:37 pm
Fixed 9 player reference in section 3.1
Thx Kevkev60614.
Title: Re: War - Rules
Post by: bucky1andonly on July 25, 2011, 03:08:35 am
I think since this a War of the Elements, teams should be required to use a higher % of their element.
I say 70%.
I just think instead of every element playing 50% rainbow decks, they should have to play with what their element has to offer.  That is why a person goes through the trials to become a master of a certain element, isn't it?  As a master, they should show what they can do with their element, without having to rely on a bunch of other elements.
Title: Re: War - Rules
Post by: deuce22 on July 25, 2011, 02:44:41 pm
I think since this a War of the Elements, teams should be required to use a higher % of their element.
I say 70%.
I just think instead of every element playing 50% rainbow decks, they should have to play with what their element has to offer.  That is why a person goes through the trials to become a master of a certain element, isn't it?  As a master, they should show what they can do with their element, without having to rely on a bunch of other elements.
First, I think this needs to get moved to the suggestions thread.

Second, I disagree with your suggestion. While I agree with you in theory, I think this would further separate the stronger elements from the weaker ones, specifically :fire (immo) and :entropy (nova). A simple fix would be to ban those 2 cards, then discord would become overpowered and likely need to be banned as well. Ultimately, this creates more problems than it fixes, and banning cards kind of goes against the idea of elemental war.
blarg: