(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. |
[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.Number of Duels | Deckbuilding | Duels | TOTAL | |
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 |
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 |
Minor penalty | 6 cards | Small and harmless things like posting an illegal deck by mistake. |
Medium penalty | 12 cards | For bigger infractions like not doing what they are supposed to do because of inactivity. |
Major penalty | 24 cards | For major infractions like seriously disrupting the whole event. |
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
I posted this somewhere else but would like to elaborate: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.
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.
Wait.. what?I posted this somewhere else but would like to elaborate: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.
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, I thought it was more like "don't tell opponent teams what you do", rather than "don't ask help from other players".Wait.. what?I posted this somewhere else but would like to elaborate: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.
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.
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.
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.Err, I thought it was more like "don't tell opponent teams what you do", rather than "don't ask help from other players".Wait.. what?I posted this somewhere else but would like to elaborate: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.
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.
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.
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.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.
Generals win 5 players that they bid the most, AND they were the highest bidder.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?
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?*gasps* - Xinef, you're back! :D
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?
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.
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.
P.S. - ...are you the Time general, or...? O.oAt 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.
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.Ah, I see... (perhaps I should sign up then as a Loyalist or Mercenary then? Or maybe not? :P)
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 ;]
As long as there are no Time Lords involved...oh you're such a nerd :-X
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.QuoteEach 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 -.-.
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.
Um.. what?Oh, OK, thanks, that answered my question :)
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.
If a general bids the same on their sixth and seventh person, do they choose which one they take?Yes.
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.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?
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.
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.
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.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.
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.
If I already applied to be a slave, can I withdraw my application?Yes.
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.
Rule clarification:Is that for everyone, or only for player that are newly bid on?
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.
Starting bid is when a player hasn't been bid on at all, and you then make the first bid.Rule clarification:Is that for everyone, or only for player that are newly bid on?
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 overtime in effect?Yes.
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?
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 OPPONENTSSo 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.
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
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...
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?
Well xinef, you might not remember this from the last war because time didn't make it that far...Oh, so you mean the very last rounds, when the problem is that you don't have enough opponents to play.
: 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.
Possible loophole to make for a more exploitable Vault:It's not a loophole, it's a good strategy :P
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.
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.
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.
Ninja'd.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 OPPONENTSSo 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.
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
If you have 59 or less cards, you are eliminated after losing 30 cards.
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.
Possible loophole to make for a more exploitable 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.
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.
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?
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.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.
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.
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).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.
2. Lieutenant+
Lieutenant is second in command. He/she can temporarily replace any team member
8. SubstituteSo, can the Lieutenant replace the Substitute, sub for another team member during a duel and then salvage 3 cards if he wins?
Substitute can temporarily replace any team member during duels, and can salvage 3 cards if he or she wins
Ok, quick question: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.Quote2. Lieutenant+
Lieutenant is second in command. He/she can temporarily replace any team memberQuote8. SubstituteSo, can the Lieutenant replace the Substitute, sub for another team member during a duel and then salvage 3 cards if he wins?
Substitute can temporarily replace any team member during duels, and can salvage 3 cards if he or she wins
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.
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. 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.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?
Im trying to read up on all the rules and not ask stupid questions... but, well, here goes:1. Nope. Converting is permanent.
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)
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. ;DOk 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.
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.
2. LieutenantNEW
Lieutenant is second in command. He/she can temporarily replace any team member, including the General.
2. Lieutenantbut 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 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.
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 opponentLieutenant is like a "2nd General" without any "special abilities".
it is clear that any other sub wont get to salvage any cards at all...
Substitute (official) will get to salvagehalf3 cards
but how about Lieutenant? does he get full orhalved3 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
OLDQuote2. LieutenantNEW
Lieutenant is second in command. He/she can temporarily replace any team member, including the General.Quote2. Lieutenantbut 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 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.
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.
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.Heck, there is no changing decks even if you don't desync. ;)
That's exactly what I said.Remember, there is no changing decks between games.Heck, there is no changing decks even if you don't desync. ;)
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.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.
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.
On the other hand, the event is just about to start and many people get scared off last minute changes :)!!!
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.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.
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.
rule clarification (converting cards to pillars):Yes. All teams can convert up to 12 cards during this round, before the duel phase starts.QuoteAs 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!
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!
New rule:This needs to be added to the main rules sheet. If you or the Warmaster are busy, I can.
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.
Requirements: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"?)
- 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.
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.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?
Are they decided now?They still have yet to be decided.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?
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.Are they decided now?They still have yet to be decided.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?
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.
GeneralI think this is a great idea. Not complicated nor too much work for the ones with "higher rank".
Lieutenant
Forum Curator 1
Forum Curator 2
Soldier
Soldier
Soldier
Soldier
This would greatly simplify things and make the event more fun overall.
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.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).
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 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.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.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).
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.
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.
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.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.
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.
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.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.This is extremely clarifying. :)
Wasn't buyout going to change so that people who got 24 cards bid on would have 24 hours to accept buyout?24 cards is the maximum bid. Once a player gets a bid of 24 cards, he or she has two options:
Don't see it changed in the rules so would love to hear a final ruling on that :)
Is Voodoo Doll still banned?don't think so, since the bugs are fixed
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.
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.
Will this be in effect in the later rounds as well?To my understanding the rule is to prevent that from happening whenever possible. This is obviously an impossible case. The matches would be
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
New Ruling AdditionSo 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?
- 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.
The First is a valid Life deck but not a Valid Water deck.New Ruling AdditionSo 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?
- 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.
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.The First is a valid Life deck but not a Valid Water deck.New Ruling AdditionSo 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?
- 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.
The Second is Valid as Air or Aether.
I think that he's talking aboutI 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.The First is a valid Life deck but not a Valid Water deck.New Ruling AdditionSo 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?
- 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.
The Second is Valid as Air or Aether.
I'm talking about the independant card (Reward Card) "Mark of ..." not the mark you start the game with.I think that he's talking aboutI 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.The First is a valid Life deck but not a Valid Water deck.New Ruling AdditionSo 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?
- 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.
The Second is Valid as Air or Aether.practicethe actual deck marks. Otherwise, the rule'd make no sense.
I think since this a War of the Elements, teams should be required to use a higher % of their element.First, I think this needs to get moved to the suggestions thread.
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.