I was waiting to publish these on the list as well, but my mail server is acting strangely so that will have to wait.
Anyway, these are the finalized rules for this weekends Castle Assault battlegames at TKM.
1. Winning
a. The goal of each team is to amass the highest score while defending on their round
b. Rounds last 30 minutes, and then the teams rotate
c. After three rounds, the team with the best score is the winner
d. 2 points are awarded to the defending team for each minute the flag in the center of the base remains up
e. 1 point is awarded to the defending team every time the battering ram is destroyed
f. 1 point is awarded to the defending team for each batch of supplies retrieved into the base
g. In the event of a points tie, the team with the longest time on the clock wins. If that is also a tie, the team with the most remaining lives wins
h. A round ends immediately if:
i. All defenders are dead and no lives remain on the defending team
ii. The attackers raise their flag on the pole in the center of the castle
2. General Rules
a. Full Class
b. Magic user and bow restrictions apply
c. Siege weapons are NOT limited to 1 per 20
d. Teleport (and similar abilities) require Line of Sight to their target
e. Flight is not allowed
f. “Berserk” is treated as a per-game ability rather than a ‘xth life’ ability
g. Magic may not be cast through murder holes
h. The gate is immune to magic and may only be destroyed by physical means
i. The battering ram respawns at the attackers base when destroyed
j. ‘Mass Effect Spells’ such as Doomsday and Wind will affect six targets within line of sight of the caster and have an incantation period of sixty seconds to complete. You must notify a reeve BEFORE you begin casting any MES and he will assist you in carrying it out
k. The battering ram may NOT be used on people and does not require three people to operate
3. Deaths and Lives
a. When you die, you must report to your teams spawn point to come alive
b. The attacking team has unlimited lives; The defending team has a life pool equal to three times the number of defenders
c. Attackers may not take a death if they are currently affected by an Entangle, Iceball, Yield, or similar magic. Attackers may take a death after being Petrified for a 150 count
d. You may come to life as soon as your death is recorded by the spawn reeve
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