World of ElementsRulesDisclaimer: These rules are not final nas a lot of things are still missing. They will most likely see multiple changes before they become final. Everyone is encouraged to post suggestion and feedback on these rules. You can help make this event a big success!WHAT IS WORLD OF ELEMENTS?World of Elements (WoE) is a large-scale forum event developed and organized by the highly talented people of the Elements community. The event is built around the graphics and concepts taken from Elements the game. However, Elements developers are not directly associated with this event. WoE is run by the community, for the community.
The basic idea of WoE is very similar to most Massively Multiplayer Online Role-Playing Games (or MMORPG's). In WoE you take a role of an Elemental that commands a small army (your cards). You move around a big map, collecting resources, doing quests, and of course fighting the enemy. All battles are done using
http://elementsthegame.com/ , everything else happens inside these forums.
It's very important to understand that Elements the game and WoE are totally separate from others. Cards you win in the game, won't become your cards in WoE, and cards you win in WoE won't magically appear on your game account.
WoE has three major goals:
1. Fun
2. Strengthen the community
3. Provide Elements developers with new ideas on how to further develop Elements
Joining WoEAny community member can join WoE at any time. All you need is Elements game account and a forum account.
Just like with regular MMORPG's, there are no tight schedules or specific times when you have to be active. You can participate in WoE completely at your own terms. If you need to take a break for a few weeks, just move your army to a nearby town and let them rest for a while. When you come back, they will be there waiting, and you can continue exactly where you left off.
Character SheetWhen you join WoE, you will be given your own personal
character sheet. It's a Google Docs spreadsheet that only you (and some of the organizers) have access to. It has all the relevant information about your character in WoE, for example cards, resources and electrum.
Starter DeckEach player picks one of the 12 elements, or joins WoE as an outlaw ("other"). Just like in Elements the game, your starting element will determine your starter deck. Each starter deck has 30 preselected cards. On top of that, a player may also pick 10 cards of his/her choosing.
For more information about what the starter decks are and how they were built, please click below.
Starter decks were designed to give players a solid basic deck to start with. They are not the most advanced or effective decks in the world, but they also don't have any random cards in them. They can be used as is, but it's probably a good idea to customize them to your liking.
All decks were built using a specific formula which is as follows:
12 x Pillars
3 x cheap creatures (without abilities)
3 x creatures with abilities
3 x dragons
2 x shield
2 x alchemy cards (bottles/vials)
2 x permanents/spells
2 x spells
1 x Short Sword/Hammer
All decks were built by
Dragoon, using the formula above. If you want more information about the origin of these decks, please read the original topic (
http://elementscommunity.org/forum/index.php/topic,9210.0.html).
Entropy4t4 4vc 4vc 4vc 4vc 4vc 4vc 4vc 4vc 4vc 4vc 4vc 4vc 4vd 4vd 4vd 4ve 4ve 4ve 4vf 4vf 4vf 4vg 4vg 4vi 4vi 4vn 4vn 4vp 4vp
Death4t4 52g 52g 52g 52g 52g 52g 52g 52g 52g 52g 52g 52g 52h 52h 52h 52i 52i 52i 52l 52l 52n 52n 52p 52p 52s 52s 52t 52t 52t
Gravity4t5 55k 55k 55k 55k 55k 55k 55k 55k 55k 55k 55k 55k 55n 55n 55n 55o 55o 55o 55p 55p 55q 55q 55r 55r 55r 55t 55t 55v 55v
Earth4t5 58o 58o 58o 58o 58o 58o 58o 58o 58o 58o 58o 58o 58r 58r 58r 58s 58s 58u 58u 58u 591 591 591 593 593 594 594 595 595
Life (all creatures with abilities used a different quantum)
4t4 5bs 5bs 5bs 5bs 5bs 5bs 5bs 5bs 5bs 5bs 5bs 5bs 5bt 5bt 5bt 5bu 5bu 5bu 5c1 5c1 5c1 5c2 5c2 5c3 5c3 5c6 5c6 5c7 5c7
Fire4t4 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f1 5f1 5f1 5f2 5f2 5f2 5f5 5f5 5f6 5f6 5f8 5f8 5fb 5fb 5fc 5fc 5fc
Water (all creatures with abilities used a different quantum)
4t4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i6 5i6 5i6 5i7 5i7 5i9 5i9 5id 5id 5id 5ie 5ie 5ie 5ig 5ig 5ih 5ih
Light4t4 5l8 5l8 5l8 5l8 5l8 5l8 5l8 5l8 5l8 5l8 5l8 5l8 5l9 5l9 5l9 5la 5la 5la 5lc 5lc 5ld 5ld 5le 5le 5le 5lf 5lf 5lj 5lj
Air4t4 5oc 5oc 5oc 5oc 5oc 5oc 5oc 5oc 5oc 5oc 5oc 5oc 5od 5od 5od 5oe 5oe 5oe 5of 5of 5of 5og 5og 5oh 5oh 5om 5om 5on 5on
Time (All creatures have abilities except dragon so I just added the cheapest creature for the cheap creature category)
4t4 5rg 5rg 5rg 5rg 5rg 5rg 5rg 5rg 5rg 5rg 5rg 5rg 5rh 5rh 5rh 5ri 5ri 5ri 5rj 5rj 5rk 5rk 5rl 5rl 5rm 5rm 5rm 5rr 5rr
Darkness (All creatures have abilities except dragon so I just added the cheapest creature for the cheap creature category)
4t4 5uk 5uk 5uk 5uk 5uk 5uk 5uk 5uk 5uk 5uk 5uk 5uk 5ul 5ul 5ul 5um 5um 5um 5uo 5uo 5up 5up 5uq 5uq 5uu 5uu 5uv 5uv 5uv
Aether4t4 61o 61o 61o 61o 61o 61o 61o 61o 61o 61o 61o 61o 61p 61p 61p 61q 61q 61r 61r 61t 61t 61v 61v 61v 620 620 620 621 621
Other (I used 6 creatures with abilities instead of 3 dragons; I left the mark blank on purpose)
4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4t4 4vh 4vp 52j 52l 55u 590 5c0 5c1 5f1 5f6 5i6 5lb 5og 5rr 5rr 5up 61q
MAPWoE world map has a total of 160 hexagons (16 x 10). Each hex has a particular terrain and possibly some resource or even a city.
This map is an unfinished alpha-version with tons of mistakes and missing contents. The final map will look different. The map is divided into 4 parts.
You can zoom in by clicking on the map (might take a few seconds with a slow connection).
Your browser does not support iframes.
CitiesThere are 12 capital cities, one per element. In the middle of the map there is also a big "other" city called Outlaw City, and a mysterious tower, the Omnitron. Each element also has 2 smaller cities.
You can attack the cities of an element you are at war against. Conquering a city won't be easy though because it will most likely be guarded by other players and NPC's (non-player characters) controlled by WoE Organizers.
WondersWonders are special resources that each element should protect at all cost. They give special bonuses or abilities to the element that is controlling them. Wonders are protected by powerful NPC's, so conquering them won't be easy. WoE map has a total of 13 Wonders, one for each element. The 13th Wonder, Omnitron, belongs to "other".
Moving AroundDuring the event, players will move around the map, doing quests, collecting resources, and of course fighting players from other elements. Moving can be done simply by walking (moving to an adjacent hex), or by using fast travel. Each element has their own special type of fast travel. For example
has a Boat that can move long distances but takes a while to get there, and
has a Stallion that moves much faster, but you can only travel short distances. Fast travel also has a cost that depends on what type of fast travel you are using, and how far you are traveling. Players get a 50% discount when using the fast travel of their own element. If your element is at war with some other element, you cannot use their fast travel at all.
QUESTSWorld of Elements has basic quests and storyline quests.
Basic quests are once again similar to what MMORPG's have. You get a quest from an NPC, go do that quest, and collect your reward, which is usually electrum or rare cards. Basic quests are divided into four different types:
- Easy (personal quest)
- Normal (personal quest)
- Hard (personal quest)
- Epic (this quest will be done by the whole element as a team)
Storyline quests are what WoE is all about. Instead of just running around on the map and attacking people at random, we will have an elaborate, and hopefully interesting, story that drives the event forward. Each element has its own set of storyline quests, but the first one and the last one are same for everyone. Team that first finishes the final storyline quest, will be the winner of WoE.
ECONOMICSMoneyJust like Elements the game, WoE will use electrum as currency.
Getting MoneyEach hexagon produces 1-3 electrum per turn (depending on the value on that hexagon) to the element that controls that hexagon. All that money will be divided by all the players in that element. This means that if an element controls 10 hexagons with a combined revenue of 20 electrum, and if that element has 10 players, each player will receive 2 electrum that turn.
Questing is one way of collecting money as some quests will give you electrum as a reward.
Skilled PvP players can obtain money by fighting and defeating enemies. When you win a battle, you can salvage 10% of the electrum that player has in his/her possession (rounded up).
Spending MoneyThere are many ways to spend your hard-earned money. Here are some examples:
- You can buy new cards. Each card costs the same (not different prices like Elements has). Rare cards cannot be bought.
- You can upgrade cards. This can be only done in major cities and other special places.
- You can use electrum for fast travel between different parts of the map.
- Richest players can even buy their own land (hexagon) and build a castle on it. They can choose the look, name, and appoint an army to protect it.
TradingThis system will be added later.
ACTIONSOne WoE round lasts 48 hours. During those 48 hours, each player can perform actions by posting them on the secret forum section. Each player can perform up to 2 actions per round. You can use one type of action only once during one round.
Types of actions:
Trade (buy, sell or upgrade cards, etc.)
Harvest (resources)
Move (move to neighboring hexagon)
Fast Travel (use the fast travel in your current hexagon)
Take Quest (takes a quest found in your current hexagon)
Special (this is for performing a special action)
Move is different from other actions because it is always the 2nd action. This means that during a round, a player cannot first move to a city hexagon and then buy cards. If he wants to buy cards, he has to be in that city hexagon at the beginning on the round.
Example of using actions:Lets say a player is in a city hexagon. He wants to buy a card and then move to the next hexagon. He will post:
Buy
2 x Steal, 6 x Minor Vampire
Move
214
Player will then update his "character sheet" by adding the newly acquired cards and removing the correct amount of electrum. Mover (WoE Organizer) of that element will move the player on the map to hexagon number 214.
BATTLEBattle StanceYour default battle stance is Defend. If you want to change your battle stance, you need to spend 1-2 actions. Non-default battle stance lasts only one turn, after which you are back to default stance.
0 action points
Defend This is the default battle stance. Unless you use an action to change your battle stance for the round, you will always be considered using Defend. Defend means that you will not fight unless attacked. If you are in a hexagon with your enemy, nothing happens unless that enemy attacks you. | 1 action point
Attack This is the general attack stance. It means that you attack any enemy in the same hexagon as you. You will not attack your allies. Who you fight will be decided randomly.
Attack *name of a player* This stance means that you attack only one specific player, and only if that player is on the same hexagon as you. Against all other players your stance is the default Defend. This stance can be used to break a truce or an alliance.
Protect *name of a player* This stance is used to protect an ally or a friend. If that ally gets attacked, you will take his/her place, unless that ally has the attack or aggressive attack stance, in which case Protect is canceled and you go back to Defend.
Flee Flee means you want to avoid a battle. If some other player tries to attack, you will automatically move to a neighboring hexagon (towards your home city), avoiding a battle. Special rule: you cannot use Flee and Move during the same round.
Surrender You will surrender if attacked. Duel will be skipped, you take a loss and get sent back to the nearest allied town/city. Upside is that you only lose half the cards you would have lost if had you fought and got defeated. Winner takes full salvage. | 2 action points
Fortify You will prepare for battle will receive a bonus during a duel, most likely extra upped cards. If your opponent uses Aggressive Attack, fortify bonus is doubled.
Aggressive attack *name of a player* Aggressive attack means that you are willing to pursue your specified enemy. It's useful in a situation where both you and your enemy start the round in the same hexagon and you suspect he will try to get away by moving to another hexagon. In that situation a simple attack would be useless. Player with aggressive attack will actually follow the other player if that player tries to move away. Unless there are some special circumstances, there's no way to escape an Aggressive Attack. Only way to avoid it is if your ally uses the Protect stance and takes your place on the battlefield.
Siege *number of a hexagon* Hostile cities and towns cannot simply be entered at will, you need to break down defenses first by moving to a neighboring hexagon and using Siege. When you successfully use Siege, you will decrease the "health points" of that city/town. Once the HP of the town/City is zero, you will automatically enter it and claim that territory. Some towns/cities might have a garrison, which means that you have to fight it first and win before damaging the town/city itself. If you are Attacked while doing Siege, the siege gets canceled and your stance becomes Defend. |
Winning and losing a duelWinner starts a new topic in the "Battle Results" section. That topic includes the deck used and a short description of the battle. Winner can also salvage up to 6 cards from the losing deck.
Loser posts his/her deck on the "Battle Results" topic started by the winner. Loser has to discard 12 cards from his/her deck. Loser "dies" which means that he or she is removed from the event for one turn. At the beginning of the next turn, the loser restarts in the nearest ally city/town. This mechanic is similar to what is used in most MMORPG's.
Defending a CityTeams can protect their cities by leaving a garrison there. Each city starts with a level 1 garrison which can be upgraded up to level 6 by paying huge sums of electrum. City garrison upgrading is done by the King of that element, using tax money. The level of garrison determines how strong defenses they have, in other words, how many cards and decks are defending the city.
Level 1 - 60 upped cards
Level 2 - 90 upped cards
Level 3 - 120 upped cards
Level 4 - 150 upped cards
Level 5 - 180 upped cards
Level 6 - 240 upped cards
If a city runs out of defenders, any hostile army can simply walk in and either burn it to the ground, or claim it as theirs.