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 Post subject: WBW 07 Rules
 Post Posted: Wed Mar 21, 2007 5:10 pm 
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When can we expect to see them?


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 Post subject: Re: WBW 07 Rules
 Post Posted: Sat Mar 24, 2007 9:44 am 
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this is a work in progress and all rules are subject to change.
nothing is what it seems!



WBW RULES 2007 Team Sign-Ins: 9am-10:00am @ War Field
Only the captain of the team needs to be present to sign-in. Each captain must provide:
1. A unique banner which should display your company/household/team symbol.
2. Two copies of every magic-user spell list. You may NOT change spell lists between rounds.
3. classes that get choices of abilities must submit two copies of their choices

4. A complete listing of all team members. Members not on this list will be unable to participate.
5. Every team needs to submit to 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.

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 are assigned classes before the tournament starts and may not switch classes.
4. Alternates may have two classes.
5. Your team may have up to two of each magic using class, on the field, with a maximum of four magic using classes total.( ie one bard, two healers, one wizard or two druids, two healers….)
6. Teams may have no more than two bows.
7. Teams may only field two knightly classes.
8. Teams may have only one siege weapon.
9. Players may only sign up with one team, though 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
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. Tournament will be Double Elimination style.
2. Teams must be ready and in the On-Deck area for head count and safety check at the start of the round preceding theirs. When two teams leave to take the field, the on-deck teams immediately step into the area.
3. The battle can be determined in two ways:

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 with 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 pages. These pages may only be used to retrieve your teams spent balls and projectiles. Pages must have a gold pages belt.
7. You may not use other teams magic balls, projectiles, or equipment.
8. Transform and Reincarnate may not be used.
9. No mass spells may be used.
10. TBA
11. Your Banners are considered a game item.
12. Dead players must immediately take a knee and put their weapon on their head. You may not move from where you are when you die unless Summon Corpse is used or to avoid mundane danger/impeding play.
13. 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 should be cleared with the War-o-Crat BEFORE attempting to use them.

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 Post subject: Re: WBW 07 Rules
 Post Posted: Sat Mar 24, 2007 7:36 pm 
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Why only 2 bows if it is up to 16 people on a team? Just curious?

I'll make more comments after I have time to sit down with the rules set and poke it around.

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 Post subject: Re: WBW 07 Rules
 Post Posted: Sun Mar 25, 2007 10:24 pm 
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damn cut and paste.honestly its one of the things i didn't consider changing from last year. If you can convince me to change it i'll consider changing the number of bows. :twisted:

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 Post subject: Re: WBW 07 Rules
 Post Posted: Mon Mar 26, 2007 9:26 am 
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Well the rulebook says 1 per 5. Just wondering why you'd do it different than that.

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 Post subject: Re: WBW 07 Rules
 Post Posted: Mon Mar 26, 2007 9:33 am 
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Same question on the only 2 knightly classes.


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 Post subject: Re: WBW 07 Rules
 Post Posted: Mon Mar 26, 2007 1:50 pm 
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I bet money the Knightly restrictions is to keep the res-monkeys to a moderate level.

Otherwise Aqua Team Super Force People Things Movie might show up with a team chuck full of armored res-monkeys (aka Paladins)

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 Post subject: Re: WBW 07 Rules
 Post Posted: Mon Mar 26, 2007 1:52 pm 
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What's wrong with that?

There are a number of things in the rules set that need to be looked at. I just want to get all my questions organized before I post.

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 Post subject: Re: WBW 07 Rules
 Post Posted: Mon Mar 26, 2007 2:07 pm 
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I dont find anything wrong with it, but someone else obviously does...;)

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 Post subject: Re: WBW 07 Rules
 Post Posted: Mon Mar 26, 2007 2:44 pm 
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Sirrakhis";p="4434 wrote:
I bet money the Knightly restrictions is to keep the res-monkeys to a moderate level.

Otherwise Aqua Team Super Force People Things Movie might show up with a team chuck full of armored res-monkeys (aka Paladins)


It can't be that Sirrakhis. They added in the ability to have an extra healer and the 8 extra res's they bring.

As it is they have also made it where offensive spellcasting will be greatly reduced now that every single team member has access to a pro magic.


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 Post subject: Re: WBW 07 Rules
 Post Posted: Mon Mar 26, 2007 3:42 pm 
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Well, then maybe Aqua Teen Hunger Force Team Movie THing is simply being held back from haveing a bunch of people that have buku spell imunity, res's and armor...

An entire team of which is silly, but restricting it at all isnt a game anymore...

There are already ratios in place in the game already.

Mage Class 1:10 players
Archer 1:4 (or is it 1:5?)

Is WBW not a Battlegame? Sure...having a team with a bull line of archers woulfd be tough, but should still be doable. Allowing for only Four mages per team regardless of typ is still fine...1:10 remember? They've actually let this slide a little...but having two wizards and two druids is enough firepower to nuke the other team without much help.

So what happens then?

I know what i will do if i get to play druid on their arses...

...run right up and waste 10pts of verbals killing all their rezzers and 4+ more of their team from 50 before they are done getting their own enchantments going.

But then again. Now that I have said that...another rule may come into play.

I cant believe mass spells are being restricted, those th9ings make the game intense...its like hearing a clock ticking before doomday is going. (example..i know...not feasible these days..no one can even cast it in a timely manner anymore).

anyhow...done here...again.

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 Post subject: Re: WBW 07 Rules
 Post Posted: Mon Mar 26, 2007 4:57 pm 
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Well, after springwar I can see why doomsday gets restricted in a smaller team on team battlegame. TWO doomsdays got pulled off at springwar, it is more annoying than anything else and in a smaller game with less than 30 people involved it really is rather pointless.

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 Post subject: Re: WBW 07 Rules
 Post Posted: Mon Mar 26, 2007 5:11 pm 
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Thats actually a carryover from previous years. WBW has not allowed mass spells for several years now.


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 Post subject:
 Post Posted: Mon Mar 26, 2007 5:45 pm 
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where in the current rule book is the 1per 5 rule? no persasion for any change yet.

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 Post subject: Re: WBW 07 Rules
 Post Posted: Mon Mar 26, 2007 10:42 pm 
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Amtgard rules of play version 7.2 page 13 under battlegame rules number 3 limits there to be no more then 1 bow per 5 people.

With 16 man teams that would be 3 bows per team max allowed.

Why are you upping the ratio to 1 to 8?
Why are you limiting it to 2 knightly classes allowed to be fielded?


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