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 Post subject: WBW Rules ... Mark V
 Post Posted: Thu Jun 21, 2007 8:17 pm 
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World Banner Wars Rules 2007
BW Teams to sign-in at the Registration Tent no later than 11am, Saturday on the Battlefield. Only the Captain of the team needs to be present to sign-in.

****Please note that these rules are subject to change as problems are worked out.****



Each captain must provide:
1. A unique banner which should display your company/household/team symbol. *** Banners must be a MINIMUM 2 feet by 3 feet in size and reflect your company/household/team's symbol on it. ***
2. Two copies of every magic-user’s spell list. You may NOT change spell lists between rounds.
3. Classes that get choices of abilities must submit two copies of their choices. You may NOT change ability lists between rounds.
4. A complete listing of all team members. Members not on this list will be unable to participate.
5. Every team needs to submit two Reeves to aid in Banner Wars when not fighting. Note: a Reeves test will be given Friday night by the GM of Reeves.
6. Armor will be rated Friday night. and for an hour Sat. mourning
7. Reeve’s must attend a mandatory reeves meeting Sat mourning at 9:00am

Team Composition Rules:
1. Teams are comprised of up to 16 people and up to four alternates.
2. Alternates may be swapped into the active line-up between rounds.
3. Team members may only play the class or classes that are listed for them on the roster.
4. Alternates may have two classes.
5. Your team may only have one of each magic using class on the field.
6. Teams may have no more than three bows.
7. Teams may only field fourteen members as knightly classes.
8. Teams may have only one siege weapon.
9. Players may only sign up with one team, though non fighting pages may be shared
10. Teams do not have to all be from the same company, household, kingdom, etc. They merely need to all play together and present a banner with a unique symbol
11. Banners must be a MINIMUM 2 feet by 3 feet in size and reflect your company/household/team's symbol on it.

General Tourney Rules:
1. Banner Wars will be a double elimination tournament with a single life scenario..
2. Teams must be ready and in the On-Deck area for head count and safety check at the start of the round preceding their round. When two teams leave to take the field, the on-deck teams immediately step into the area.
3. The battle can be determined in three ways:
a. Pillage your opponents’ flag. (Get both flags to your base and hold for 3 minutes.)
b. Run out of time (team with the most members still alive - wins, 15 minutes)
c. Massacre the other team. (Kill them all!)
4. Stepping out of bounds will result in a player being unable to move their feet for twenty seconds and being returned to the point where they crossed the boundary.
5. Good sportsmanship will be expected and enforced. Arguing with the reeves or getting into altercations with other players will result in that person being ejected from the round and their team will be forced to play short a position.
6. Each team may have up to four non-fighting pages. These pages may only be used to retrieve your team’s spent balls and projectiles. Pages must have a gold page’s belt.
7. You may not use other team’s magic balls, projectiles, or equipment.
8. Lich, Transform and Reincarnate may not be used.
9. No mass spells may be used.
10. Non standard classes may not be played.
11. Your banners are considered a game item.
a. Teams may not remove the flag from their own base.
b. Flags must be carried to be moved (no throwing, tossing, shooting out of a siege weapon , …)
c. Flag may NOT be removed from playing field.
12. Players only have one life, upon dying they must;
a. Immediately take a knee and put their weapon on their head.
b. Leave the field and return to Nirvana.
c. A player may only move without penalty to avoid mundane danger.
d. A reeve may move a player without penalty to avoid mundane danger/impeding play.
13. TBA
14. Obvious chemical impairment will prohibit participation.
15. All rules disputes will be settled by the Field-o-Crat, who will not be playing in the tournament.
16. All sneaky, underhanded, or questionable rules interpretations or tactics must be cleared with the War-o-Crat BEFORE attempting to use them.

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 Post subject: Re: WBW Rules ... Mark V
 Post Posted: Thu Jun 21, 2007 11:13 pm 
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So under Team Composition:

7. Teams may only field fourteen members as knightly classes.

So you nixed limiting teams two knight classes and now everyone but two players can play knightly classes?

Just wanting to confirm this.

Keep up the great work sir!
S

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The general who advances without seeking fame and retreats without fearing disgrace, whose only thought is to protect his country and do service for his sovereign, is the jewel of his kingdom. -Sun Wu


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 Post subject: Re: WBW Rules ... Mark V
 Post Posted: Fri Jul 13, 2007 11:23 am 
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Shamus, so will you be providing a new field layout anytime soon or will that be a surprise?

And have you made an official statement/announcement of there being no walls i.e the previous setup unveiled?

I know there will be 'obstacles'. Please elaborate, I've got people asking about that and I feel it'd be good to get that explained and squared away!

Regards,
S

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The general who advances without seeking fame and retreats without fearing disgrace, whose only thought is to protect his country and do service for his sovereign, is the jewel of his kingdom. -Sun Wu


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 Post subject: Re: WBW Rules ... Mark V
 Post Posted: Tue Aug 07, 2007 11:36 am 
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so under rule 12 i can not die then run to my healer, have him cast summon corpse and ressurect? just want to be sure the options listed under 12 are the only options. Can players still drag dead players to the healer?


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 Post subject:
 Post Posted: Tue Aug 07, 2007 12:13 pm 
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I believe that is specifically what Shamus is trying to stop, yes. Last year the rule was you could not move from where you died except to avoid impeding game play. There was not even a nirvana. I would actually recommend doing that again as it stops people running of the field to avoid a sever.

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