DUEL 2 NEWSLETTER
Date : 09/10/2024 Duedate: 10/07/2024
TELORINTHE ARENA
DM 83 TURN 225
This Week's Top Honors
THE DUELMASTER IS
MR. ELBIDERCNI
CIXELSID HEROES (11)
(83-74) [14-5-0,96]
Chartered Recognition Leader Unchartered Recognition Leader
MR. ELBIDERCNI POSITION IS EMPTY
CIXELSID HEROES (11)
(83-74) [14-5-0,96]
Popularity Leader This Week's Favorite
SACHA SACHA
SORCERER KINGS (66) SORCERER KINGS (66)
(83-772) [21-21-1,89] (83-772) [21-21-1,89]
THE CURRENT TOP TEAM
CIXELSID HEROES (11)
TEAMS ON THE MOVE TOP CAREER HONORS
Team Name Point Gain Chartered Team
1. SORCERER KINGS (66) 40
2. CIXELSID HEROES (11) 25 CIXELSID HEROES (11)
Unchartered Team
NICK NAMES (88)
The Top Teams
Career Win-Loss Record W L K % Win-Loss Record Last 3 Turns W L K
1/ 1 CIXELSID HEROES (11) 60 34 0 63.8 1/ 2 CIXELSID HEROES (11) 9 6 0
2- 2 BAD SIGNS (24) 426 278 33 60.5 2- 1 BAD SIGNS (24) 8 2 0
3/ 3 SORCERER KINGS (66) 189 200 14 48.6 3/ 3 SORCERER KINGS (66) 8 6 1
'*' Unchartered team '-' Team did not fight this turn
(###) Avoid teams by their Team Id ##/## This turn's/Last turn's rank
DUELMASTER'S COLUMN
Notes from the arena champ.
Not sure if we will be here again next turn. Boss has stopped sending in strategy
sheets for 71/72/73/101/102, and will have to consider cutting back more for the
academic year. Hopefully we get to keep chugging along.
-- 0-2 Count
Bad Signs
9-Time Duelmaster of Telorinthe
SPY REPORT
It's me, The Unknown Spymaster here with my bag to give you the news on last
week's fights. Say good-bye to BAD SIGNS, as they are pushed from the coveted top
team spot by the CIXELSID HEROES stable. SORCERER KINGS is no joke as it posted a
4-1-1 week advancing from 3rd place to 3rd place. Hey everybody, watch out for MR.
ELBIDERCNI, who flew up 15 points in the rankings after mashing SACHA like a melon.
Keep your eye on this guy. And falling like a basher in the top ten was SACHA, who
dropped 9 points after a disappointing (to say the least) bout with MR. ELBIDERCNI.
Try as hard as the BAD SIGNS stable might, they were unable to find their warrior
(and ex-Duelmaster) 0-2 COUNT before this week's fights. In front of all the crowds,
MR. ELBIDERCNI took the Duelmaster's crown for his own. I give the bum two weeks. 4
out of 5 gladiators surveyed protect the body, so try and avoid aiming at that
location.
But enough of that bunch, let's get on to the wimps who like to avoid battle!
And hey, kiddies, those of you who didn't avoid BAD SIGNS, please raise you hand.
Wow. Does TELORINTHE really have that many liars? And you guys like to boo me?
Well, unsling your rasberries, cause SORCERER KINGS beats feet every time BAD SIGNS
smiles at them. Try farming, eh?
Death is kind of like a new puppy: he's always around wanting to play. (Ha
Zontani, how's that for a wise saying?). GULG defied all odds and slew HIGH ELF in
the Dark Arena. The only ones displeased were the buzzards, as HIGH ELF's meat is
notoriously tough. Here's some advice: warriors with little wit and will may
encounter problems on the trail to the Isle.
Well, that wasn't too bad; Alarond told me that the people in TELORINTHE have no
sense of humor. Or maybe that they were senseless. Well, there goes another Spy
Report. Good luck in next week's fights. Hasta la bye-bye. (Loud choruses of 'Beat
it, ya bum!')-- The Unknown Spymaster
DUELMASTER W L K POINTS TEAM NAME
MR. ELBIDERCNI 74 14 5 0 96 CIXELSID HEROES (11)
CHALLENGER CHAMPIONS W L K POINTS TEAM NAME
-0-2 COUNT 603 27 12 0 110 BAD SIGNS (24)
-6AM ALARM 706 18 9 0 104 BAD SIGNS (24)
-MOM'S MAD 698 15 13 0 96 BAD SIGNS (24)
CHAMPIONS W L K POINTS TEAM NAME
SACHA 772 21 21 1 89 SORCERER KINGS (66)
VIVA LEXA 875 14 8 0 85 SORCERER KINGS (66)
-14 DAY QUARANTINE 699 14 14 1 70 BAD SIGNS (24)
CHALLENGER ADEPTS W L K POINTS TEAM NAME
ABALACH-RE 899 9 5 0 62 SORCERER KINGS (66)
-EXTRA HOMEWORK 754 7 14 0 60 BAD SIGNS (24)
ADEPTS W L K POINTS TEAM NAME
TYR 907 8 5 0 56 SORCERER KINGS (66)
REDNOW WOMAN 917 4 0 0 46 CIXELSID HEROES (11)
ECAPS GHOST 76 12 7 0 43 CIXELSID HEROES (11)
NAMREPUS 75 10 9 0 39 CIXELSID HEROES (11)
NAMTAB 73 10 9 0 39 CIXELSID HEROES (11)
CHALLENGER INITIATES W L K POINTS TEAM NAME
GULG 928 2 0 1 33 SORCERER KINGS (66)
'-' denotes a warrior who did not fight this turn.
THE DEAD W L K TEAM NAME SLAIN BY TURN Revenge?
HIGH ELF 0 0 0 DARK ARENA GULG 928 225 NONE
PERSONAL ADS
*official TURF WAR 14 (TW14) RULES* (revision 9-6-24-WS)
Starting Turn 480 (Feb 10, appx date), just after the FTF, 10 turns
Bring acclaim and glory to the North Fork (DM47) arena.
Anyone may participate: known alliances, new alliances, or temporary alliances created
solely to compete in the Turf War! To participate, each alliance must:
1. Indicate in the newsletter or on the RSI site the three team alliance.
(3 Team names, 3 manager names, and an alliance title)
2. Pay RSI or deduct from account ($15) per manager as entry fee indicating for TW14.
(a change from past TWs). RSI will hold as "certs" in a separate account for TW14
and distribute as Team RUs to winners of TW14.
DO NOT send, or have sent, certs to the Moderators.
Must be completed prior to Dec 31, 2024.
3. Teams and alliances will not start scoring until the turn after they appear in the
newsletter and are announced. This means that to start scoring on turn 1, the teams
must be listed in the newsletter on Turn 479.
Other rules and discussion.
1. Only one (1) team per manager/player may be active in the arena.
2. If at any time, the Moderators determine that any non-TW team, whether a 2nd team
or a non-TW manager's team, in the arena is aiding and/or abetting any TW alliance
or team, the affected points won by the gifted team/alliance will be disallowed and
the aiding non-TW team will be asked/demanded to desist from play in the arena
until after the Turf War concludes.
3. As usual, any Turf War team must be shown/be posted in the DM47 Newsletter just
prior to the actual scoring/participation start on T480 (e.g. new teams, transfers,
current teams must show up in the newsletter prior to the beginning of
participation, allowing opponent knowledge and challenging/avoiding). Violations
could result in immediate manager disqualification (including team point
adjustments) from the Turf War, so be sure to take any multiple teams OFF of Team
Maintenance and be certain not to run any other teams' warriors.
4. The moderators will score the Turf War and settle any and all disputes as they
arise. Their decisions will be final. (Note: the intent is to have a very thorough
set of rules so that few decisions, if any, are required from the moderators.)
5. Definitions:
Team = individual Manager's 5-Team Stable
Alliance = three Teams united
6. No warrior may be substituted without the proper use of the DA or arena death or
death in a tournament or graduation. There must be a maximum of five only on a team
at any point and time. (The penalty for such substitution is -10 points.)
7. It is not the spirit of competition to challenge fellow members of the same
alliance. Hence, challenges as such will be scored as losses for both warriors.
8. Downchallenges: A downchallenge is defined as a warrior challenging a warrior with
lesser recognition points.
No challenge or bloodfeud by The Duelmaster shall be deemed a downchallenge.
No challenge of the Duelmaster shall be deemed a downchallenge.
Bloodfeuds against warriors with lesser recognition are deemed downchallenges.
9. Tournament participation is allowed and encouraged as a great form of acclaim and
recognition for North Fork and is an opportunity for warriors to gain skills and
preferred challenging within the Turf War.
10. There will be NO alliance or team changes once the contest has begun. If you begin
the Turf War with Alliance A, you must end the Turf War with Alliance A. If you
begin the Turf War with Team A, you must end the Turf War with Team A.
11. The Dark Arena may be used at any time without penalty. However, only one win
against a D.A. Monster per each stable warrior shall count as a win. Additional
wins will count as a loss for that warrior.
12. It is highly recommended that managers direct RSI to place your team ON
MAINTENANCE for the TW14 duration so that your team will fight (and earn points)
even if your submitted new strategies are delayed or don't make it.
_____________________________________________________________________
SCORING will be as follows for Fights:
Team Points
a. Wins earned:
0 = -1 points
1 = +1 point
2 = +2 points
3 = +4 points
4 = +6 points
5 = =8 points
b. Down Challenge = (-10) points to the challenger and opponent is credited with a
win for point scoring. The DM is exempt from DC rule/penalty.
c. Four teams will score. The lowest scoring team per round will count duplicate as
the 4th team.
d. Team with most wins per round earns 3 additional points; if ties, no points
awarded; no tiebreaker on wins.
Alliance Points
a. If the three-team alliance fights all 15 fights = 5 Points
Team points (from 3 teams plus the duplicate) + alliance points = Total Alliance
Points(TAP) for the round.
Round Modifier:
a. Round Modifiers (Multiplier times TAP(Total Alliance Points
Rounds 1-4 = 1.0; rounds 5-8 = 2.0; rounds 9 and 10 = 3.0.
The Alliance with the most points after turn 10 is THE WINNER!
________________________________________________________________________
PRIZES:
The Turf War is meant to be a near "winner takes all" contest. Moderators will submit
a list of each prize won (by each Manager) at the completion of the contest. RSI
awarded prizes must then be claimed by the manager from RSI Customer Service within 4
months. The team rollups won will be distributed by RSI to the winners shortly after
receipt of the prize list from the Moderators.
Entry Fee Awards:
*** Winning alliance gets 80% of the pooled team rollups.
*** 2nd place alliance gets 10% of the pooled team rollups.
*** Individual Team with most wins in 10 rounds gets 10% of the pooled team rollups
RSI awards may only be applied to DM47 warriors who fought in TW14. These prizes
cannot create an out-of-bounds warrior, and only one prize may be applied to any
warrior, meaning that if you win two prizes they cannot be applied to the same
warrior. All prizes must be used within 4 months.
Winning alliance: Each manager/team receives:
** One Limited Damage Bump (bump one level damage)
** One Stat replace (remove 2 SZ, replace 2 to any single other stat)
** One Favorite weapon knowledge
** One +1 base skill potion.
2nd place: Each manager/team receives:
** One Favorite weapon knowledge
** One free stat raise (not SZ)
Participation Award:
*** to all teams/managers who fight 45 to 47 fights (of 50) = 1 base skill potion
*** if 48+ fights (of 50) = 2 base skill potions (each to a different warrior)
______________________________________________________________________
Moderators:
The Moderators for this event will be Oz, Master Darque, and Assur, the TW
Triumvirate. They will arbitrate all dealings during the course of the contest. Their
decisions will be final. All questions, comments, and scoring disputes may be directed
to Land of Oz or Darque Forces or Bash Bros Park via diplo in DM 47. Managers with
internet access may send a private message to [The Consortium] or [Master Darque] or
[Assur] on the Duel2 Forums. Lastly, you may also email questions, comments, and
scoring disputes to jawastomp@gmail.com or wfms101@aol.com or assurnasir@yahoo.com.
LAST WEEK'S FIGHTS
GULG delivered the death blow upon HIGH ELF in a 4 minute Dark Arena fight.
SACHA was luckily beaten by MR. ELBIDERCNI in a 4 minute one-sided Title melee.
VIVA LEXA bested VETERAN MERCENARY in a popular 1 minute gory contest.
TYR savagely defeated NAMTAB in a crowd pleasing 2 minute gruesome competition.
REDNOW WOMAN savagely defeated CAPTURED ORC in a 2 minute novice's struggle.
ABALACH-RE overpowered NAMREPUS in a 2 minute gruesome uneven melee.
ECAPS GHOST slimly won victory over FRATSFA SLAVE in a 9 minute duel.
BATTLE REPORT
MOST POPULAR RECORD DURING THE LAST 10 TURNS
|FIGHTING STYLE FIGHTS FIGHTING STYLE W - L - K PERCENT|
|TOTAL PARRY 4 WALL OF STEEL 9 - 2 - 0 82 |
|AIMED BLOW 2 STRIKING ATTACK 11 - 4 - 2 73 |
|PARRY-LUNGE 1 SLASHING ATTACK 4 - 2 - 0 67 |
|PARRY-RIPOSTE 1 PARRY-LUNGE 13 - 8 - 1 62 |
|WALL OF STEEL 1 AIMED BLOW 22 - 17 - 0 56 |
|LUNGING ATTACK 1 LUNGING ATTACK 23 - 20 - 0 53 |
|PARRY-STRIKE 0 PARRY-RIPOSTE 4 - 4 - 1 50 |
|SLASHING ATTACK 0 TOTAL PARRY 30 - 31 - 0 49 |
|STRIKING ATTACK 0 BASHING ATTACK 6 - 12 - 0 33 |
|BASHING ATTACK 0 PARRY-STRIKE 0 - 1 - 0 0 |
Turn 225 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:
AIMED BLOW 2 - 0 PARRY-STRIKE 0 - 0 3 TOTAL PARRY
PARRY-LUNGE 1 - 0 LUNGING ATTACK 0 - 1 3 LUNGING ATTACK
PARRY-RIPOSTE 1 - 0 SLASHING ATTACK 0 - 0 2 AIMED BLOW
WALL OF STEEL 1 - 0 STRIKING ATTACK 0 - 0 1 BASHING ATTACK
TOTAL PARRY 2 - 2 BASHING ATTACK 0 - 0 1 PARRY-LUNGE
1 WALL OF STEEL
TOP WARRIOR OF EACH STYLE
FIGHTING STYLE WARRIOR W L K PNTS TEAM NAME
TOTAL PARRY MR. ELBIDERCNI 74 14 5 0 96 CIXELSID HEROES (11)
AIMED BLOW VIVA LEXA 875 14 8 0 85 SORCERER KINGS (66)
PARRY-LUNGE ABALACH-RE 899 9 5 0 62 SORCERER KINGS (66)
WALL OF STEEL REDNOW WOMAN 917 4 0 0 46 CIXELSID HEROES (11)
Note: Warriors have a winning record and are an Adept or Above.
The overall popularity leader is SACHA 772. The most popular warrior this turn was
SACHA 772. The ten other most popular fighters were TYR 907, REDNOW WOMAN 917, VIVA
LEXA 875, ABALACH-RE 899, MR. ELBIDERCNI 74, NAMTAB 73, NAMREPUS 75, GULG 928, ECAPS
GHOST 76, and 0.
The least popular fighter this week was ECAPS GHOST 76. The other ten least popular
fighters were GULG 928, NAMREPUS 75, NAMTAB 73, MR. ELBIDERCNI 74, ABALACH-RE 899,
VIVA LEXA 875, REDNOW WOMAN 917, TYR 907, SACHA 772, and 0.
SUMMER BLOODGAMES 2024
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 summer Face-
to-Face.
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 Turn 1 is due Fri July 12 at 9pm at the hotel
Bloodgames (DM 98): Turns process with the tournament
Strategy changes allowed, bloodfeud challenges only
Mail-in style Turn 1 is due Sat July 13 at 9pm at the hotel
Bloodgames (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 Thurs August 1
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!