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Duel2 :: View topic - Regional Rumble Royale Rules
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LHI
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Joined: Jun 20, 2002
Posts: 1311

PostPosted: Thu Dec 07, 2006 12:53 am Reply with quoteBack to top

The Regional Rumble Royale!
RULES:
What:
• The Regional Rumble Royale is a contest that lets the player choose his or her competition. There are contests at the Regional, Alliance, and Manager levels. A manager can choose to participate in one or all. The best of managers might do well in one or two categories, but only a true master will conquer all three!
Where:
• A closed contest only arena. DM-66 has been reopened as the home of the RRR and is unavailable for non contest teams.
• Teams will not be allowed to enter beyond the start date of the contest.
• One team per manager only.

When:
• Turn 0 is due on January 25th. This is a fast arena and will run every two weeks.
How:
• The contest will run for 21 turns (0-20) (including turn 0 for DAs).
• Each manager must start a new team in the contest arena or transfer a 0 arena record team from another arena.
• Every manager must DA their entire team on turn 0 of the contest. All warriors must die.
• Every manager must have a 0-5 record going into Turn 1. In the rare case that a warrior survives the DA, the warrior must be DA'd on Turn 1. This warrior is subject to the scoring penalties in effect Turn 1. (This is bad.)
• No tourney participation is allowed by warriors participating in this contest. Warriors that die may not be entered into any Tourney of the Dead. Any prizes won in any tournament or basic arena contest may not be applied to dead or living warriors from this contest team. This is a non-tourney contest.
• Regions:
o Each team must declare a regional affiliation. If a manager does not have a regional affiliation, they may elect to participate as an independent. For a region to be eligible for scoring it must have three active teams in any given turn. The independent region does not score.
• Alliances:
o Each team must declare an alliance affiliation. If a manager does not have an alliance affiliation, they may elect to participate as an independent. For an alliance to be eligible for scoring it must have three active teams in any given turn. The independent alliance does not score.
• Team names contain the team’s regional and alliance declaration. Team names must follow the following naming convention:
o Region code-Alliance code-Team name
o Possible Regional Affiliations:
 A -Andorian
 F- Free Blades
 D- Delarquan
 N- No Regional Affiliation (Independent)
o Possible Alliances:
 FZ - Fonz
 LX - Legion X
 CD - CDC
 GP - GAPPDA
 IL - The Ivory League
 MD - Minions of Dwayne
 NO - No Alliance Affiliation (Independent)
 Others as they spring up
o Team name examples:
 A-IL-Lovers
 D-LX-Death Lords
 F-GP-Fonz Who?
• Warrior names contain the warrior’s style and must follow the following naming convention:
o Warrior Style-Warrior Name
o Possible Styles:
 AB , TP, BA, PR, SL, WS, LU, PL, ST, PS
o Warrior name examples:
 TP-Scum Master
 AB-I Kill TPs
 LU-LungerMasters
• Scoring starts on Turn 1 of the contest.
• Contest prizes may only be used on living contest warriors owned by the winning manager that are active on turn 20. Prizes must be used before the team is transferred.

The Contests:
Regional Rumble:
• Each turn, the Region with the highest W/L percentage will receive 1 Regional Rumble point. Wins against your declared region or independent warriors (including DAs) are not scored.
• In the case of an exact tie, no Regional Rumble Points will be awarded.
• The Region with the most Regional Rumble points at the end of Turn 20 will win the Regional Rumble.
• First tiebreaker will be the region that wins on Turn 20.

Alliance Rumble:
• Each turn, the Alliance with the highest W/L percentage will receive 1 Alliance Rumble point. Wins or losses against your declared alliance or independent warriors (including DAs) are not scored.
• In the case of an exact tie, no Alliance Rumble Points are awarded.
• The Alliance with the most Alliance Rumble Points at the end of Turn 20 will win the Alliance Rumble.
• First tiebreaker will be the alliance that wins on Turn 20.

Individual Manager Rumbles:
• Best Overall Warrior: Warrior with the highest total warrior points still living and active on Turn 20.
o First tiebreaker is recognition point total on Turn 20.
o Second tiebreaker is kills.
o Warrior Points: Wins-losses+kills
• Best In Style Warrior: Living warrior active on Turn 20 with the most number of wins+kills vs same style warriors. One winner per style.
o First tiebreaker is recognition point total on Turn 20.
o Second tiebreaker is most wins on Turn 20.
• Top Team: Team with the highest number of team points at the end of the contest.
o 1st tiebreaker is total number of team kills.
o Top Team Scoring:
 1 Point For Each Win.
 1 Point For Each Kill.
 -1 Point For Each Loss.
 -1 Point For Each Death (includes DAs on Turns 1+. )
• Scum Master: Living active warrior on Turn 20 with the longest total of fought minutes.
• Most Popular: Warrior listed as Popularity leader on Turn 20.
• Top 11 Warriors: The top 11 active warriors (including the Duelmaster) in the arena based on recognition points.
• Iron Managers: Teams with 95 fights as of Turn 20.
• Death Lord: Living, active warrior on Turn 20 with the most kills.
o First tiebreaker is recognition point total on Turn 20.
o Second tiebreaker is most wins on Turn 20.

Prizes:
• Top Region: Each manager receives one +1 bonus potion, favorites knowledge of one warrior, and knowledge that HIS REGION RULES ALL OTHER REGIONS.
• Top Alliance: Each manager gets one +1 bonus potion, a one time max damage for str/sz combo potion, and knowledge that HIS ALLIANCE RULES ALL OTHER ALLIANCES.
• Best Overall Warrior: This warrior gets a makeover potion: He gains favorites knowledge. Two additional sets of favorites, bonus and handiness are then randomly created and he may choose which set to keep amongst the three sets.
• Best In Style Warrior: These warriors may rearrange their bonuses to any area within style norms.
• Top Team: One free train, five learned skills and one handedness reroll.
• Scum Master: This warrior gains two stat trains and five skill learns.
• Most Popular: This warrior may swap all of his favorites with any other warrior on his team. This includes rhythm, tactics, learn and weapon.
• Top 11 Warriors: These warriors each gain three skills and one time max damage for their size/strength combination.
• Iron Manager: This manager receives one +1 bonus potion.
• Death Lord: This warrior gains limited immortality: He will be resurrected once if he dies in basic D2.

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