DUEL 2 NEWSLETTER
Date : 08/07/2026 Duedate: 08/20/2026
NOBLISH ISLAND ARENA
DM 93 TURN 719
This Week's Top Honors
THE DUELMASTER IS
COLD
BASH BROS SUPPER (1971)
(93-11557) [8-0-0,86]
Chartered Recognition Leader Unchartered Recognition Leader
POSITION IS EMPTY COLD
BASH BROS SUPPER (1971)
(93-11557) [8-0-0,86]
Popularity Leader This Week's Favorite
MAC SOMAIRLE MAC SOMAIRLE
MC GLADIATOR PIT (1973) MC GLADIATOR PIT (1973)
(93-11566) [3-3-0,24] (93-11566) [3-3-0,24]
THE CURRENT TOP TEAM
PLANETARY FORCES (1974)
TEAMS ON THE MOVE TOP CAREER HONORS
Team Name Point Gain Chartered Team
1. FINAL WRECKONING (1979) 32
2. PLANETARY FORCES (1974) 32 IRON DRAGON (495)
3. DON'T AVOID US (1972) 13 Unchartered Team
4. BASH BROS SUPPER (1971) 11
5. MC GLADIATOR PIT (1973) 4 PLANETARY FORCES (1974)
The Top Teams
Career Win-Loss Record W L K % Win-Loss Record Last 3 Turns W L K
1/ 1*PLANETARY FORCES (1974) 20 5 0 80.0 1/ 1*PLANETARY FORCES (1974) 12 3 0
2/ 2*FINAL WRECKONING (1979) 11 4 0 73.3 2/ 2*BASH BROS SUPPER (1971) 11 4 0
3/ 3*BASH BROS SUPPER (1971) 26 14 2 65.0 3/ 3*FINAL WRECKONING (1979) 11 4 0
4/ 4*DON'T AVOID US (1972) 14 14 1 50.0 4/ 4*DON'T AVOID US (1972) 5 5 0
5/ 5*MC GLADIATOR PIT (1973) 8 22 0 26.7 5/ 5*MC GLADIATOR PIT (1973) 4 11 0
6- 6*THUNDER CLUB (1969) 0 5 0 0.0 6- 6*THUNDER CLUB (1969) 0 5 0
7- 7*SILVER DRAGONS (1977) 0 5 0 0.0 7- 7*SILVER DRAGONS (1977) 0 5 0
'*' Unchartered team '-' Team did not fight this turn
(###) Avoid teams by their Team Id ##/## This turn's/Last turn's rank
TEAM SPOTLIGHT
GRAVITY TVs The Most Recent Tournament
All About D2 Tournaments
A Face-To-Face Was Held in July in Charlotte NC
(An Actual Scenario For A Noblish Isle Warrior)
The purpose of this spotlight is to give newcomers to D2 a sense or feeling or
information about tournaments, in this case the recent Face-To-Face tournament, held
at the Hilton Doubletree in Charlotte. GRAVITY of Planetary Forces was selected as the
guinea-pig for A Consortium spotlight. She did quite well.
So, a tournament. Four times a year RSI holds tournaments. Winter and Summer are Face-
to-Face Tournaments where managers from all arenas compete on-site against each other
face-to-face and can change strategies each and every fight if they wish. The Winter
Face Site has long been in Tempe, AZ (the RSI home site) while the summer event in
held in varying cities east of the Mississippi. (Some of the last ones were in New
Orleans LA, Kansas City MO, the Washington DC area, Tampa FL, Cincinnati OH,
Pittsburgh PA, and Minneapolis, MN. The Mail-In Tournaments are done completely via
mail and managers submit predetermined strategies for their entered warriors. (Each
warrior is allowed a primary strategy and also a secondary strategy which will be
employed against selected styles.) Both events cost $7.00 per warrior and are truly
great fun. Warriors compete in classes, thereby allowing similarly experienced
warriors from all arenas to be fairly matched with each other. In tournaments, a
warrior's chance to learn skills or earn stat increases is half that in normal arenas.
Supposedly, the chances of dying are also halved.
Why might I want to do this? I had four real reasons.
(1) Tournaments are fun; a real rush, as the warriors and manager get lots of fights
in a very short period minimum three fights
(2) Seeing one's warrior compete against warriors from many other arenas is fulfilling
and a good judge of the real skill and status of one's own warrior and one's own
management style.
(3) The warrior acquires fights plus skills and/or stat raises that are "hidden",
meaning that those fights and resultant learnings cannot be seen in the arena
status listing of the warrior. For example, GRAVITY was 3-0-0 on the Noblish
Island newsletter prior to the tournament, and despite fighting twelve fights in
the tournament, will be listed at 3-0-0 after the tournament.
(4) At Face-To-Face events, one gets to meet, and often befriend, other Managers of
the game. (The knowledge transfer can be quite significant.) I sat/tabled with
three very veteran managers: Assur, Crip, and Mannequin, but also chatted,
discussed D2 and life with virtually everyone there. It is a friendly and
welcoming group.
I entered GRAVITY from Noblish Island in Tournament 75 -- The 2026 Summer FTF. Prior
to fighting her in The FTF, I wanted to give her the best possibility to succeed. I
prepared to fight her in the Apprentices class. Classes are segregated by FE (Fight
Equivalents). What is a fight equivalent? Each arena fight counts as one fight and any
tournament fights count as a half fight. The Apprentices Class is for warriors with 1-
4 FE. Having no tournament fights prior, I wanted to try to "max" GRAVITY for
Apprentices. By "max" I wanted her to fight with the maximum FE possible in that
class. By doing so, I would optimize her chances to have as many skills as possible
and to succeed. Alas, I was unable to do so, only getting her three fights prior to
the Face; hence, she was one fight "light", but that wasn't too bad.
Pre-Tournament, GRAVITY looked like this: 17-6-5-21-10-14-11, a very nice Striker,
who was right-handed, a 21-wit genius, incredibly quick and elusive, did good damage,
had somewhat poor endurance. Nice, a near godling.
Gravity did terrific in the tournament, finishing 9-3 (for a TV Tournament Victor)
against the best Apprentices in the land, even though she was only 75% maxed. She also
learned well, earning 19 skills which enhanced her to an Advanced expert in
Decisiveness, and Experts in Attack, Initiative, and Riposte. Her finishing skill
level was 17-16-16-9-9-20.(Init-Rip-Attk-Parry-Defense-Decise.)
Perhaps a general fight-by-fight summary would prove of value? I decided on running
Gravity with three differing strategies. A "normal and starting" strategy. A strategy
for known Lunger and Aimed-Blows. And a strategy for known scum Total Parries. This
would mean I had to change submitted strategies pretty often. (Face-To-Faces allow one
to change strategies on site for each round if one wishes.)
My three strategies:
(A) Standard (for unknown styles)
10-10-6-Decise stark naked
(B) Against Scum (TPs)
8-1-8-bash or Lunge (e.g. bash with QS or lunge with LO)
light armor like ALE/L
(C) Against typical dodgingish types (LU, PL, PR, AB)
10-10-6 L, followed by 9-9-6 L in 2nd
light armor like ALE/L
Note: I did not always know my opponent style, and sometimes even had misinformation
Now, as to Gravity's tournament action:
Fight 1 AB; somehow the baddie outjumped Gravity with her std. strat, and she lost.
Earned 1 skill (First fights are against an unknown opponent.)
Fight 2 LU; did not know the style, but std. strat took him down and earned her 1
skill
Fight 3 LU; known offensive style, but stayed with std. Strat and eeked out a longish
2 minute fight as the baddie dodged and parried well. Earned a skill.
Fight 4 ST; still std. Strat and Gravity outjumped him for a quick win, earning 2
skills
Fight 5 TP; Changed strat to "against scum", knowing the baddy style, took a trusty
great axe and bashed away at him and won surprisingly quickly. 2 skills earned
Fight 6 TP; another scum, so stayed with the "against scum" strategy. This opponent
was a fine parrier and although Gravity swung 42 times in 7 minutes, he just
couldn't hit enough and do enough damage to win. He did earn 2 skills.
(After 6 fights at 4 wins and 2 losses, Gravity is in a perilous position as three
losses will eliminate him. (sigh)
Fight 7 SL; switch back to std. Strategy and quickly out jumped the opponent for the
win. Added 1 more skill.
Fight 8 LU; I knew its style and switched to the 3rd strategy for an easy round 1
win. 2 more skills added
Fight 9 TP; yes a TP, but I knew this was not a scum, and a more offensive Total
Parry, so I stayed with the 3rd strat, had 6 critical hits in 15 swings, including
one extra value hit to win in the 3rd minute, earning 2 more skills.
Fight 10 PL; A VERY IMPORTANT FIGHT! If Gravity can win 8 fights, he will earn a
Tournament Victor Award. (TVs get added odds to a challenge in the arena lasting
for 6 months) Gravity stayed with the 3rd strat and took the plunger (PL) out in 2
minutes earning not just 2 skills, but the TV!
Fight 11 AB; staying with strat 3, Gravity won in the 1st minute. Add 1 skill.
Fight 12 AB; Still on strat 3, she had trouble hitting the fine aimer and lost,
earning a final skill.
I will list here the full std strategy GRAVITY used.
Weapons: 0-12 SS, 13+ LO; naked; no backups; training skills
10 9 8 8 8 8 10
10 9 3 3 2 1 10
6 6 8 8 8 8 7
LL LL LL LL LL AB RA
BD BD BD BD BD BD BD
D L L D (no defensive tactics)
Summarizing the results:
Gravity went 9-3-0 despite slightly unmaxed and won a TV. Brilliant!
Gravity learned 19 skills; 4 attack earning expert level, 4 defense, 5 initiative
earning expert level, 5 decise earning advanced expert level, and one riposte earning
expert level. Weapon result-wise, he want 2/9/2 with the LO, 9/43/1 with the SS, and
4/46/2 with the GA. (Note x/x/x means critical hits/swings/extra value hits)
For you fellow DM93ers, GRAVITY is going to be a very difficult warrior to beat for
the rest of his fights in Noblish! (Heed the warning.)
GRAVITY says he is really glad to leave the tournament still alive, and happily
flabbergasted with the T.V. (Which his manager will not allow Gravity to use in DM93
against newbies and returnies.)
Key things you might have learned from this article:
1. 4 tournaments held plus their type and timing
2. FE = Fight Equivalents
3. Tournament Prep
4. Some basic Consortium striker strategies
5. The value of tournaments to your warriors (and you)
Written by: Tacticians within Consortium, LTD. (8-2-2026)
SPY REPORT
So why do I have this bag over my head? Because I am The Unknown Spymaster and
I'm going to give you a spy report!. It looks like the guys(?) at FINAL WRECKONING
had a good week as they went 4-1-0 to put them in 3rd place. I guess steroids help!
Hey everybody, watch out for WIND, who flew up 22 points in the rankings after
mashing DANGEROUS CRIMINAL like a melon. Keep your eye on this gal. Ya know, some
days it doesn't pay to walk out on the sands. SPOILED was subdued by GRAVITY and
drops 11 points. Our battling duelmaster COLD has managed to hold the title, fending
off VETERAN MERCENARY's none too subtle advances. Better luck next time, NOBLISH
ISLAND. Can you believe they are paying me 10 gold to deliver this stuff?
Let's dig a little deeper into what's happening in the NOBLISH ISLAND arena.
Here's a song for you: Who's afraid of the big, bad PLANETARY FORCES? Big bad
PLANETARY FORCES. Big bad PLANETARY FORCES. NOBLISH ISLAND's afraid of the big bad
PLANETARY FORCES. Tra la la la la! And you guys like to boo me? Well, unsling your
rasberries, cause DON'T AVOID US beats feet every time PLANETARY FORCES smiles at
them. Try farming, eh? Well just about everybody wants a piece of AMELIA, who was
this week's most challenged warrior. Getting lots of flowers from sympathetic fans
was LUMI, who was successfully challenged by INCOME TAXES who had a mere 16 points
more than LUMI. Definition of petty: INCOME TAXES bested LUMI, a mismatch of 16
points. HUGS of DON'T AVOID US had better have a good reason for challenging down 8
points in a challenge which she lost. I thought HUGS showed great skill and promise
when she was bested by FINAL DESTINY. All right, so I slept through it! Big deal!
Remember that an arena is not always a safe place to be, but it is one of the
most interesting, though! Remember: alliances are great, but try and take your ally
in the arena with you and see what happens.
Well, there's the manager of the NOBLISH ISLAND giving me the 'cut' sign (or is
that 'They're going to strangle you in the alley?). Well, there goes another Spy
Report. Good luck in next week's fights. See ya next time I'm on this circuit!--
The Unknown Spymaster
DUELMASTER W L K POINTS TEAM NAME
COLD 11557 8 0 0 86 BASH BROS SUPPER (1971)
CHALLENGER ADEPTS W L K POINTS TEAM NAME
GRAVITY 11571 5 0 0 60 PLANETARY FORCES (1974)
ADEPTS W L K POINTS TEAM NAME
WIND 11572 4 1 0 50 PLANETARY FORCES (1974)
SPOILED 11569 4 3 0 39 BASH BROS SUPPER (1971)
CHALLENGER INITIATES W L K POINTS TEAM NAME
BURNED 11554 6 2 0 31 BASH BROS SUPPER (1971)
MUSHY 11555 4 4 2 31 BASH BROS SUPPER (1971)
OIL 11574 4 1 0 31 PLANETARY FORCES (1974)
EYE CONTACT 11591 3 0 0 31 DON'T AVOID US (1972)
INCOME TAXES 11562 5 1 0 25 DON'T AVOID US (1972)
MAC SOMAIRLE 11566 3 3 0 24 MC GLADIATOR PIT (1973)
COUNTER CLAIM 11599 2 1 0 24 FINAL WRECKONING (1979)
INITIATES W L K POINTS TEAM NAME
QUAKE 11570 5 0 0 23 PLANETARY FORCES (1974)
LORD PARRY 11600 3 0 0 20 FINAL WRECKONING (1979)
EXPENSIVE 11556 4 4 0 16 BASH BROS SUPPER (1971)
SLEEP 11560 2 3 1 16 DON'T AVOID US (1972)
GET REKD 11601 3 0 0 14 FINAL WRECKONING (1979)
FINAL DESTINY 11598 2 1 0 14 FINAL WRECKONING (1979)
HUGS 11559 1 5 0 14 DON'T AVOID US (1972)
ROTATION 11573 2 3 0 10 PLANETARY FORCES (1974)
SIR MCDOODLES 11565 2 4 0 10 MC GLADIATOR PIT (1973)
YASUKE 11567 1 5 0 8 MC GLADIATOR PIT (1973)
AMELIA 11564 1 5 0 8 MC GLADIATOR PIT (1973)
LUMI 11568 1 5 0 8 MC GLADIATOR PIT (1973)
DOORBELL 11585 1 2 0 6 DON'T AVOID US (1972)
-LEENA MORAN 11588 0 1 0 1 SILVER DRAGONS (1977)
-LOGAN MORAN 11586 0 1 0 1 SILVER DRAGONS (1977)
-ANGELA MORAN 11589 0 1 0 1 SILVER DRAGONS (1977)
-GALIETH MORAN 11590 0 1 0 1 SILVER DRAGONS (1977)
-ARGON 11541 0 1 0 1 THUNDER CLUB (1969)
-PRIEST MORAY 11587 0 1 0 1 SILVER DRAGONS (1977)
-ALFRED 11543 0 1 0 1 THUNDER CLUB (1969)
-BELTAZARD 11540 0 1 0 1 THUNDER CLUB (1969)
-CARLOTTA 11542 0 1 0 1 THUNDER CLUB (1969)
-LLOYD 11539 0 1 0 1 THUNDER CLUB (1969)
'-' denotes a warrior who did not fight this turn.
THE DEAD W L K TEAM NAME SLAIN BY TURN Revenge?
PRECISION 11597 1 2 0 FINAL WRECKONIN 1979 BANDIT PRINCE 719 NONE
PERSONAL ADS
Welcome to Thunder Club and Silver Dragons. "May the odds be ever in your favor" and
may you learn much while here on Noblish Isle. Feel free to ask questions. You will
get answers. -- Dr. Knowitall (Who doesn't, but really knows a lot.)
Note: Gravity, a Planetary Forces warrior attended the recent Face-To-Face tournament
in Charlotte, NC, and scored a TV (Tournament Victor) going 9-3-0 in fights. Along
with earning many skills, that gives him a bonused ability to challenge other
warriors. Gravity will NOT use that bonus while on Noblish, but beware that he is a
quite skilled warrior beyond his current shown 4-0 record. Tune in to the Noblish
Newsletter next turn (or possibly the one after) to read about Gravity's journey at
the tournament. The spot will include much info of value to newbies to Duelmasters. --
Dr. K.
A salute to COLD, a great Duelmaster of our fair arena. -- Dr. K.
P.S. I'm gunnin' for you, Assur!
LAST WEEK'S FIGHTS
PRECISION was butchered by BANDIT PRINCE in a 1 minute Dark Arena fight.
SLEEP was demolished by COUNTER CLAIM in a 1 minute one-sided Challenge melee.
INCOME TAXES defeated LUMI in a 4 minute Challenge duel.
HUGS was viciously subdued by FINAL DESTINY in a 7 minute gory Challenge contest.
LORD PARRY defeated SIR MCDOODLES in a 1 minute Challenge match.
GET REKD bested AMELIA in a 1 minute Challenge brawl.
COLD viciously subdued VETERAN MERCENARY in a 3 minute bloody Title fight.
GRAVITY overpowered SPOILED in a 1 minute mismatched brawl.
BURNED overpowered YASUKE in a 1 minute uneven melee.
WIND vanquished DANGEROUS CRIMINAL in a popular 1 minute uneven duel.
OIL outwaited MAC SOMAIRLE in a popular 9 minute duel.
MUSHY overpowered ROTATION in a 1 minute uneven match.
EXPENSIVE was overpowered by EYE CONTACT in a 1 minute one-sided fight.
QUAKE subdued DOORBELL in a 2 minute amateur's competition.
BATTLE REPORT
MOST POPULAR RECORD DURING THE LAST 10 TURNS
|FIGHTING STYLE FIGHTS FIGHTING STYLE W - L - K PERCENT|
|BASHING ATTACK 5 TOTAL PARRY 16 - 5 - 0 76 |
|SLASHING ATTACK 4 SLASHING ATTACK 20 - 8 - 0 71 |
|STRIKING ATTACK 3 LUNGING ATTACK 6 - 4 - 0 60 |
|WALL OF STEEL 3 PARRY-RIPOSTE 10 - 7 - 0 59 |
|TOTAL PARRY 2 WALL OF STEEL 13 - 10 - 0 57 |
|AIMED BLOW 2 BASHING ATTACK 20 - 17 - 3 54 |
|PARRY-STRIKE 2 STRIKING ATTACK 18 - 17 - 0 51 |
|PARRY-RIPOSTE 2 PARRY-STRIKE 4 - 6 - 0 40 |
|LUNGING ATTACK 1 AIMED BLOW 4 - 6 - 0 40 |
|PARRY-LUNGE 1 PARRY-LUNGE 4 - 9 - 0 31 |
Turn 719 was great if you Not so great if you used The fighting styles of the
used the fighting styles: the fighting styles: top eleven warriors are:
LUNGING ATTACK 1 - 0 BASHING ATTACK 2 - 3 3 SLASHING ATTACK
TOTAL PARRY 2 - 0 STRIKING ATTACK 1 - 2 3 STRIKING ATTACK
SLASHING ATTACK 3 - 1 WALL OF STEEL 1 - 2 2 LUNGING ATTACK
AIMED BLOW 1 - 1 PARRY-LUNGE 0 - 1 1 PARRY-RIPOSTE
PARRY-STRIKE 1 - 1 1 AIMED BLOW
PARRY-RIPOSTE 1 - 1 1 BASHING ATTACK
TOP WARRIOR OF EACH STYLE
FIGHTING STYLE WARRIOR W L K PNTS TEAM NAME
PARRY-RIPOSTE COLD 11557 8 0 0 86 BASH BROS SUPPER (1971)
STRIKING ATTACK GRAVITY 11571 5 0 0 60 PLANETARY FORCES (1974)
SLASHING ATTACK WIND 11572 4 1 0 50 PLANETARY FORCES (1974)
Note: Warriors have a winning record and are an Adept or Above.
The overall popularity leader is MAC SOMAIRLE 11566. The most popular warrior this
turn was MAC SOMAIRLE 11566. The ten other most popular fighters were COLD 11557,
BURNED 11554, WIND 11572, QUAKE 11570, PRECISION 11597, COUNTER CLAIM 11599, LORD
PARRY 11600, GET REKD 11601, GRAVITY 11571, and MUSHY 11555.
The least popular fighter this week was OIL 11574. The other ten least popular
fighters were INCOME TAXES 11562, DOORBELL 11585, EXPENSIVE 11556, ROTATION 11573,
YASUKE 11567, SPOILED 11569, AMELIA 11564, SIR MCDOODLES 11565, LUMI 11568, and SLEEP
11560.
BLOODGAMES 2026
Back by popular demand, we will be hosting a new slow Bloodgames mailed arena
beginning in August. We also plan our usual Bloodgames arenas at the winter and
summer Face-to-Face tournaments.
For those of you who always wanted the chance to manage the last warrior standing
alive upon the arena sands, your day has come. The Bloodgames are coming!
At the end of the ten turns, even though several warriors, bruised and scarred, MAY
yet live, only one will be crowned Champion of the Bloodgames. And in this game mere
survival counts for little. A great general once said, "The object of battle is not
to die for your cause, but to make your enemy die for his." This general would have
greatly enjoyed the Duelmasters Bloodgames. Here are the particulars:
Face-to-Face style Bloodgames Turn 1 is due by Fri at 9pm at the hotel
(Winter: DM 96, Summer: DM 98) Turns process with the tournament
Strategy changes allowed, bloodfeud challenges only
Mail-in style Bloodgames Turn 1 is by Sat at 9pm at the hotel
(Winter: DM 97, Summer: DM 99) All turns process overnight, mail-in style.
No strategy changes; all ten rounds process one
after the other and results will be out Sun morning.
Slow Bloodgames (DM 95): Turn 1 is due Weds September 24
Turns process every 28 days
Strategy changes allowed, bloodfeud challenges only
Gameplay proceeds according to standard DM rules, except for a few notable exceptions:
BLOODGAMES ROLLUP -- Your Bloodgames team is ten warriors, one of each fighting
style, each warrior designed from scratch! (All are DYOs (design your owns) with 84
points, 3-21, as usual.) To submit your rollup, just write/type them up and send them
in. We'll mail or email your overviews and you can write up your strategies. Your
warriors must be created and have strategies entered by the first due date.
DEATH -- As the name implies, the Bloodgames will leave the arena sands somewhat
darker before they're over. It's a dangerous sport intended only for the tough and
spirited. The Arenamaster will be less likely to intercede on behalf of a dying
warrior. Even at a 1 kill desire, kill attempts will occur.
REPLACEMENTS AND ROLLUPS -- There will be no replacement characters.
CHALLENGES AND STRATEGIES -- In the turn-based bloodgames, there are no regular
challenges, only bloodfeuds. There will be no DA challenges in any of the bloodgames
arenas.
TURN PROCESSING AND DUE DATES -- DM 95 is due August 1 and will process on a 28-day
schedule. The other two bloodgames arenas will be processed at the summer Face-to-
Face. (Note: there will also be bloodgames at the next winter FTF.)
MISSED TURNS -- All warriors fight each round. Only the dead may rest.
ERRORS -- If we make an input error, that warrior will be awarded a win and kill.
Errors must be reported before the next turn processes.
NEWSLETTER -- Warriors are ranked according to their number of kills. Champions of
Bloodgames may write a column for the newsletter at the end of the games.
FEES -- A Bloodgames rollup costs a $10 set-up fee. Managers may roll up more than
one team but may run only one team in each arena. The fee for all ten rounds is $49.
AWARDS -- The Bloodgames last ten rounds. Only warriors who survive to the end of
Turn 10 will be eligible for an award. However, a consolation award of a Bloodgames
T-shirt will be awarded to the dead warrior with the most kills.
The living warrior with the greatest number of kills will be the Bloodgames Champion.
Bloodgames Victor titles, 2nd and 3rd place will be awarded to those living warriors
with the greatest number of kills at the end of Turn 10, with one other important
consideration: Each of these three warriors must be of a different fighting style.
Win/loss records and, if necessary, recognition points will only be used to determine
awards if there is a tie.
The Bloodgames Champion fights for free in Advanced Duelmasters, and all Champions and
Victors earn Tournament Victor status, which allows them to challenge once per turn
with increased priority. These awards last for six months. The manager of the
Bloodgames Champion and Victors will receive Bloodgames T-shirts.
A Bloodgames T-shirt will be awarded to the manager of the team with the most kills.
T-shirts will only happen if someone gives us a nice design. One shirt per person.
AFTERMATH -- Warriors from the Bloodgames may not transfer to any other arena. Once
the games are over, the arena and teams will be disbanded. The fighters have won
their freedom and will never more be seen in the gladiatorial games. A special bonus
will, however, be awarded to the 1st through 3rd place warriors. Lady Sheila
Greywand, of the Isle of the Eye, has consented to allow the top three gladiators in
each Bloodgames admission to the Advanced Duelmasters games. Any special training
required to qualify those three warriors for Advanced Duelmasters combat will be
conducted before transfer into ADM. Astute managers will note that this means that
three warriors that are designed from scratch will survive the Bloodgames, win one of
the top three places, and go on to immortal glory! One of those warriors could be
yours!
The challenge is yours to take. The final plans are yours to make.
When the dust settles, remember: To the victor goes the spoils!