Date   : 06/13/2015    Duedate: 06/26/2015


DM-93    TURN-431

This Weeks Top Honors


(93-9757) [8-2-0,64]

Chartered Recognition Leader   Unchartered Recognition Leader

MISTAKES                       SAJAN
(93-9757) [8-2-0,64]           (93-9772) [4-2-0,33]

Popularity Leader              This Weeks Favorite

MESSY                          SAJAN
(93-9754) [6-4-1,43]           (93-9772) [4-2-0,33]



Team Name                  Point Gain  Chartered Team
1. BASH BROS PAINTING (1673)   34
2. PUPPET LORDS (1675)         28      FAMOUS HOOSIERS (1672)
3. RAINBOW BRIGADE (1674)      20      Unchartered Team
4. FAMOUS HOOSIERS (1672)       6
5. THE DAMNED (301)             0      PUPPET LORDS (1675)

The Top Teams

Career Win-Loss Record           W   L  K    %  Win-Loss Record Last 3 Turns    W  L K
 1/ 1 FAMOUS HOOSIERS (1672)    34  15  1 69.4   1/ 1 FAMOUS HOOSIERS (1672)   10  5 0
 2- 2*LUDUS VIRTUS (1668)        4   2  1 66.7   2/ 2 BASH BROS PAINTIN (1673)  9  6 1
 3/ 3 BASH BROS PAINTIN (1673)  31  19  1 62.0   3/ 3*PUPPET LORDS (1675)       6  4 1
 4- 4*THE DAMNED (301)           1   1  0 50.0   4/ 0*RAINBOW BRIGADE (1674)    2 12 1
 5/ 5*PUPPET LORDS (1675)       13  17  1 43.3   5- 5*THE DAMNED (301)          1  0 0
 6/ 0*RAINBOW BRIGADE (1674)     3  15  1 16.7   6- 9*LUDUS VIRTUS (1668)       0  1 0

    '*'   Unchartered team                       '-'  Team did not fight this turn
   (###)  Avoid teams by their Team Id          ##/## This turn's/Last turn's rank

                                    TEAM SPOTLIGHT


20 True/False Questions
90% = Passing Grade
Special Assist = All answers Are FALSE

1.	D2 is all work and no play.
2.	You may bloodfeud only twice.
3.	Scum warriors are not allowed.
4.	Assur and The Consortium rep are allied.
5.	One must challenge warriors by name only on the strategy sheet.
6.	There is one best strategy for each style.
7.	The WF (war flail aka whiffle) is probably the best weapon available.
8.	A warrior must be deemed a "godling" to enter into tournaments.
9.	All warriors are born with the same amount of stats and skills.
10.	One cannot use a weapon unsuited to the warrior's style.
11.	A manager may have only one team in D2.
12.	Endurance plays no factor in D2.
13.	A warrior's hit points are only determined by CON.
14.	There are seven skill and seven stat types.
15.	When a warrior dies, your team is reduced by one.
16.	All Face-To-Face Tournaments are held at the office in Tempe, AZ.
17.	The arena Duelmaster may challenge any other warrior in the arena.
18.	A warrior must wear armor.
19.	There are no luck factors in the game.
20.	The designer of this test has patent rights.

NOTE: Certain of these questions are discussed thoroughly in Noblish Island 
Newsletters. So tune in!

Brought to you by John Wooden, Famous Hoosiers (A Consortium representative)


Basics of Strategy, part 2

Pure Defensive, parry based:
These are the next easiest warrior type to design, master, and create a strategy for.  
There is a well known 'catch all' strategy for this type of warrior as well.  It is 1 
OE, 1 AL, parry tactic.  In the hands of the right warrior (typically TP's), it is a 
very difficult strategy to beat.
You can play around with numbers and Assur has run parry based defensives from 
anywhere from 1-6 OE, and anywhere from 1-6 AL. I'd love to hear the Consortium's 
thoughts and musings on how to best optimize these warriors, because he runs more 
parry based pure defensives than most.  You also don't have to use the parry tactic. 
These warriors typically don't need it.
Armor: Usually APA/F or APM/F.  Assur rarely goes below ASM/H. 
Weapon: Off-Hand shield!  Many of these also use main hand shields, but you can also 
use a weapon.  Sometimes you might even attack with it.

Countering the parry based pure defensive.
Option 1: If you can't beat them, join them.  It is always an option to try and 
counter with the same strategy.  Fights like this can end up going a long time 
(typically in the 30 minute range in basic and can extend 100's of minutes in 
Advanced).  In basic, Assur has had success using a single big weapon and lighter 
armor so that when both warriors are so tired they can barely hold their hands up, you 
might win by attacking.
Option 2: Slow Down!  The pure defensive isn't going to try and attack you, so you can 
normally slow down to 1 AL.  This conserves your endurance.  Then, if you think you 
know your favorite OE, use that. Also use the biggest weapon you are well suited to.
Option 3: Aimed Blows...  There is nothing an Aimed Blow typically likes more than a 
defensive warrior to fight.  Their ability to ignore armor makes them able to beat 
plate clad warrior better than most.  It depends a little on your Aimed Blow, but this 
matchup heavily favors the aimed blow, all else equal.
Option 4: Avoid!  These guys can be tough to beat, especially for Lungers.  There is 
no shame in avoiding parry based pure defensives with obscene records.  They've beaten 
lots of others before you.

                                      SPY REPORT

     Ready for some action-packed adventure, some thrills, chills and spills?  Well 
fergit it, cause this is the Spyreport for NOBLISH ISLAND.  The guys at LUDUS VIRTUS 
like really pulled together to get a 0-0-0 this turn, moving up by 3.  MVP award for 
MESSY?  BASH BROS PAINTING's proud of him after beating MICK FOLEY and getting 18 
points.  Talk about yer big time losers!  RINDRA got smashed by TIME CONSUMING, and 
lost 5 points!  Our Duelmaster has lost, folks, lost to VENEMOUS CONCUBINE, BUT 
MISTAKES is still the Duelmaster because he has the most recognition points!  Is the 
Duelmaster really being a real snob to his teammates?  Don't ask me!   
     I gotta admit I haven't been in "deep con caves" with any spies.  Really, I just 
wing this stuff.  BASH BROS PAINTING was the most avoided team.  Is a 31-19-1 record 
really that scary?  Hhmph!  What kind of warriors are FAMOUS HOOSIERS?  BASH BROS 
PAINTING, an easy team to beat if I ever saw one, can't get them to accept an 
     Challenges, revenges, Bloodfeuds.  All NOBLISH ISLAND ever talks about is 
fighting!  Me, I'm more laid back.  D'ya think MESSY is feeling guilty for killing 
FAMOUS HOOSIERS' MICK FOLEY, a mere boy?  Naah, I doubt it.  What if they had a fight 
and nobody showed up?  I'd be out of a job, that's what!!!   
     Remember, blood on a purple robe may stain.  Soak it in cold water, and hand 
wash.  I know how much you like reading this stuff, but I really should stop.  
Remember you guys, ease up sometimes!  Chill out!  Later, Debby Tonte  

DUELMASTER                     W   L  K POINTS      TEAM NAME                  
 MISTAKES 9757                 8   2  0    64       BASH BROS PAINTING (1673)

ADEPTS                         W   L  K POINTS      TEAM NAME                  
 MISSED A SPOT 9758            5   5  0    53       BASH BROS PAINTING (1673)
 JOHN DILLINGER 9751           9   0  0    50       FAMOUS HOOSIERS (1672)
 MESSY 9754                    6   4  1    43       BASH BROS PAINTING (1673)
 DAN QUAYLE 9750               7   3  1    40       FAMOUS HOOSIERS (1672)
 TIME CONSUMING 9755           6   4  0    38       BASH BROS PAINTING (1673)
 JAMES DEAN 9749               7   3  0    36       FAMOUS HOOSIERS (1672)

CHALLENGER INITIATES           W   L  K POINTS      TEAM NAME                  
 SAJAN 9772                    4   2  0    33       PUPPET LORDS (1675)
 VALEROS 9770                  2   4  0    26       PUPPET LORDS (1675)

INITIATES                      W   L  K POINTS      TEAM NAME                  
 CLEAN UP 9756                 6   4  0    22       BASH BROS PAINTING (1673)
 TRAICA 9773                   2   4  0    22       PUPPET LORDS (1675)
 TIGER MOTHER 9767             2   2  1    20       RAINBOW BRIGADE (1674)
 BELLINOS 9802                 2   0  1    20       PUPPET LORDS (1675)
-CHUCKUS NORICUS 9711          1   0  0    20       LUDUS VIRTUS (1668)
 LARRY BIRD 9753               4   6  0    18       FAMOUS HOOSIERS (1672)
 RINDRA 9769                   3   3  0    12       PUPPET LORDS (1675)
-AUTUMNBE 9643                 3   2  0    12       CAVEAT EMPTOR (1657)
-REMUS 9710                    1   0  0    10       LUDUS VIRTUS (1668)
-DRAXXUS 9644                  1   4  0     7       CAVEAT EMPTOR (1657)
-ZED 1676                      1   1  0     7       THE DAMNED (301)
-ROMULUS 9712                  1   0  1     6       LUDUS VIRTUS (1668)
-TEMPUS 9708                   1   1  0     4       LUDUS VIRTUS (1668)
-SEARRUS 9645                  0   4  0     4       CAVEAT EMPTOR (1657)
-PERSEPHONE 9642               0   4  0     4       CAVEAT EMPTOR (1657)
-AGRISEL 9646                  0   4  0     4       CAVEAT EMPTOR (1657)
 HAWAIIAN SHADOW 9765          0   4  0     4       RAINBOW BRIGADE (1674)
-DRUTUS REX 9709               0   1  0     1       LUDUS VIRTUS (1668)

'-' denotes a warrior who did not fight this turn.

THE DEAD                W  L K TEAM NAME            SLAIN BY              TURN Revenge?
EMBEZZLING SCRIB        0  0 0                      TIGER MOTHER 9767     431  NONE
MICK FOLEY 9801         4  1 0 FAMOUS HOOSIERS 1672 MESSY 9754            431   

THE DEAD                W  L K TEAM NAME            SLAIN BY              TURN Revenge?
LENNY VENITO 9768       0  3 0 RAINBOW BRIGADE 1674 BANDIT PRINCE         431  NONE
SUGAR BELLY 9766        1  3 0 RAINBOW BRIGADE 1674 BELLINOS 9802         431   

                                     PERSONAL ADS

O.k., everybody; write some personal ads. Talk to us. Ask questions, You know? -- John 
Wooden, Famous Hoosiers

Time Consuming, I did not appreciate being the only loss for my team this round. 
Didn't you get the message? -- Larry Bird

Messy, Clean Up, Missed  Spot, we see YOU guys got the message. Keep up the good work. 
We like those w's. -- James Dean, Dan Quayle, and John Dillinger

Hawian Shadow, thanks for the challenge. I hope you learned a lot. -- Mick Foley

As this is the last round for Famous Hoosiers on Noblish Isle, we'd like to say to you 
all that it has been fun. A salute to you. -- John Wooden and The Famous Hoosiers

Allow me to introduce the next Consortium representative who will replace me. Please 
give a big welcome to Friendly Farmer and his Farm Animals. You will see him next 
round. -- John Wooden

John Wooden - Well done, you and yours.  Even though I did manage to win one, it still 
feels like an 0-fer against you last turn.  Do that again and perhaps I'll bring back 
the scum for the next ten rounds!!!  Apparently even you have difficulty beating them! 
-- Assur

                                  LAST WEEK'S FIGHTS

ABDUL ALHAZRED was butchered by BANDIT PRINCE in a 2 minute bloody Dark Arena fight.
LENNY VENITO was slaughtered by BANDIT PRINCE in a 1 minute Dark Arena battle.
VALEROS was unbelievably bested by JAMES DEAN in a popular 4 minute Challenge match.
SAJAN was unbelievably bested by JOHN DILLINGER in a 5 minute Challenge brawl.
TRAICA overpowered LARRY BIRD in a 1 minute mismatched Challenge match.
RINDRA was devastated by TIME CONSUMING in a 1 minute one-sided Challenge duel.
BELLINOS butchered SUGAR BELLY in a 1 minute mismatched Challenge match.
MISTAKES was handily defeated by VENEMOUS CONCUBINE in a 1 minute uneven Title fight.
MISSED A SPOT vanquished THE USEROUS MERCHANT in a 1 minute uneven duel.
DAN QUAYLE viciously subdued CLEAN UP in a action packed 3 minute gruesome fight.
MESSY assassinated MICK FOLEY in a 2 minute gruesome one-sided fight.
TIGER MOTHER killed EMBEZZLING SCRIBE in a 2 minute novice's fight.
HAWAIIAN SHADOW was demolished by MORDANT DESERTER in a 1 minute 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       18 -   7 -  0      72  |
|STRIKING ATTACK                  5         PARRY-LUNGE       10 -   6 -  2      63  |
|TOTAL PARRY                      2         BASHING ATTACK    37 -  29 -  1      56  |
|AIMED BLOW                       2         AIMED BLOW        16 -  13 -  1      55  |
|LUNGING ATTACK                   2         SLASHING ATTACK    6 -   7 -  0      46  |
|PARRY-RIPOSTE                    2         LUNGING ATTACK    16 -  20 -  0      44  |
|PARRY-LUNGE                      1         STRIKING ATTACK   24 -  37 -  2      39  |
|SLASHING ATTACK                  1         PARRY-RIPOSTE      6 -  12 -  0      33  |
|PARRY-STRIKE                     0         PARRY-STRIKE       1 -   3 -  0      25  |
|WALL OF STEEL                    0         WALL OF STEEL      0 -   0 -  0       0  |

Turn 431 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:

PARRY-LUNGE        1 -  0     STRIKING ATTACK    1 -  4         4  BASHING ATTACK 
TOTAL PARRY        2 -  0     PARRY-STRIKE       0 -  0         2  TOTAL PARRY    
BASHING ATTACK     3 -  2     PARRY-RIPOSTE      0 -  2         2  STRIKING ATTACK
AIMED BLOW         1 -  1     SLASHING ATTACK    0 -  1         1  PARRY-LUNGE    
LUNGING ATTACK     1 -  1     WALL OF STEEL      0 -  0         1  SLASHING ATTACK
                                                                1  LUNGING ATTACK 

                               TOP WARRIOR OF EACH STYLE

FIGHTING STYLE   WARRIOR                     W   L  K PNTS TEAM NAME                  
BASHING ATTACK   MISTAKES 9757               8   2  0   64 BASH BROS PAINTING (1673)
TOTAL PARRY      JOHN DILLINGER 9751         9   0  0   50 FAMOUS HOOSIERS (1672)
PARRY-LUNGE      MESSY 9754                  6   4  1   43 BASH BROS PAINTING (1673)
Note: Warriors have a winning record and are an Adept or Above.

The overall popularity leader is MESSY 9754.  The most popular warrior this turn was 
SAJAN 9772.  The ten other most popular fighters were VALEROS 9770, DAN QUAYLE 9750, 
9749, TRAICA 9773, MESSY 9754, and TIME CONSUMING 9755.

The least popular fighter this week was HAWAIIAN SHADOW 9765.  The other ten least 
popular fighters were MICK FOLEY 9801, MISTAKES 9757, SUGAR BELLY 9766, RINDRA 9769, 
CONSUMING 9755, and MESSY 9754.

                             The Effects of Coordination

     Coordination has long been ruled as having no effect on a warrior.  I have 
noticed a few things that may be the cause of certain coordination levels.  So I 
decided to write this article to give the general DM populace something to ponder.  
Below is the coordination table:

Coordination =  SP + DF

06 - 16  = Clumsy
17 - 20  = Slightly Uncoordinated
21 - 27  = Normal
28 - 31  = Highly Coordinated
32 - 39  = Very Highly Coordinated
40 - 42  = Marvel of Fighting Coordination

     Since I run a lot of bashers that have a clumsy rating most of the time, I 
noticed a few things that happen to them and not the high coordination warriors I 
have.  Most people don't have clumsy warriors, save some bashers and TPs, so it may 
not be paid that much attention to.
     The first thing I have noticed is that a clumsy warrior seems to drop his weapon 
more often than a higher coordination warrior.  So I think that maybe he has a higher 
chance to do this than normally coordinated warriors.
     Second, I noticed that clumsy warriors have harder time trying to quick draw 
their back-up weapon, causing them to fumble around trying to get it.
     Third is that the clumsy warrior also is slower to get up after he has been 
knocked down.  It may also influence the roll on whether you get knocked down or not, 
along with other factors.
     These things aren't as noticeable the higher the coordination becomes.  That's 
probably why a lot of people don't place any  value on coordination.  At the higher 
levels of the game there aren't any clumsy warriors, so coordination isn't noticed.  
You can still get knocked down, lose your weapon, and draw your back-up quickly, but 
the odds are more in your favor with a higher coordination in my opinion.
     Well, may joy and happiness be with you.  If you would like to chat , I can be 
reached at 103260.3347@compuserve.com  
     You may diplo me at LORDS OF THE ABYSS, in DM 11, or any of the JOKER'S WILDS 
scattered about.

                                                         Sir Jessie Jest
                                            (He who always gets the last laugh......)

                      Top 10 Things to Do to Have a Better FTF!

10.  Have at least one meal that doesn't involve either McDonalds or Domino's Pizza.  
Bonus points if that meal includes the use of utensils.  (Double bonus points if you 
already knew how to use utensils)

 9.  Recycle all those cover sheets and unwanted roll-ups into ammunition for the next 
great paper ball fight!  (And don't assume that because you don't have any ammo, 
you're not in the game.  When these things break out, ANYONE is a potential target!  
Don't assume that I'm going to throw AROUND you to get to my target, if you're sitting 
there in the middle of things trying to read your fights as the paper balls fly in all 
direction, you're not only likely to get hit by a misfired projectile, but I will be 
aiming for you!)

 8.  Showering at least once a day is not an option.  REPEAT:  Showering at least once 
a day, is NOT AN OPTION!!!

 7.  Much like a watched pot never boils, asking if your overviews or reprints are 
there yet every three minutes will only make the person sitting behind the desk 
irritable (or even more so than usual).  They'll be there when they get there.

 6.  Yes, the printer will break down, the hard drive will crash, and RSI will undergo 
some sort of catastrophe.  This is normal.  Be prepared for long delays.  Some people 
like to play Magic while waiting, some of us prefer heavy drinking.  

 5.  For you first timers, it is customary to do a triumphant little war dance each 
and every time you win a fight, complete with whoop-whoops.  That's what the raised 
platform is for, so the rest of us can see you.  If you don't do the dance, RSI will 
take away your TVs and you will forever get 3 WT roll-ups.  Would I lie to you?  

 4.  Converse with your fellow managers.  Take the time to chat, and introduce 
yourself to at least one complete stranger.  "Have you seen this warrior?" is not a 
good way to introduce yourself.  "Hi, my name is _______ and I run _______; nice to 
meet you!" is a much better way to introduce yourself.

 3.  When the run off fights are being read, I want to hear a lot of noise!  Cheer 
every time a brilliant parry is made, shudder at the impact of a horrific blow, laugh 
derisively when a warrior falls down.  Cheer those who read a good fight, and heckle 
those who can't.  Get crazy.  MAKE SOME NOISE GOLDURNIT!!!

 2.  Conversely, if you insist on reading your fights out loud and you don't have an 
audience, go back to your room until the urge passes.

 1.  Buy your good ol' buddy Forge a beer!

  As always, your own tips and comments are appreciated.  *LOL!*  Hope to see you all 

                                                                      -- Forge

                          'TWAS THE NIGHT BEFORE TOURNEY...

'Twas the night before Tourney, And all through the place
Many managers were drinking, Getting smashed at the Face;
The staff were all busy, The computers were humming,
Rollups were bought, for the deadline was coming;
Soon managers were nestled, all smug at their tables,
With visions of TC's coming from their stables;
And NAIMT doing massages, while A-Sop caused trouble,
An hour before deadline, the workload just doubled,
When by the computers, there arose such a clatter,
All eyes turned to them, to see what was the matter.
Sue glaring at the screen, Lee's fingers just flew,
Oh, the computer was down, so what else was new?
The lights in the room were too bright, someone said,
Nah, it's just the reflection from off Hoffa's head,
Then, what to our wondering eyes should appear,
But Soultaker and Sentinel, once again here this year, 

Yes, we heard "No more Faces!", We hear this each time,
But we know it's a farce, like this parody's rhyme.
More rollups are bought, more warriors are made,
Names are thought up, and carefully weighed;

Not a chance say the censors! Nice try, bub, but no!
Now it's HAPPY, and BARNEY, and WE LOVE YOU SO! 

The managers groan, but undaunted keep trying,
The censors all laugh, and just are not buying,
The RUGS altars are burning, offerings are gifted,
With hopes that the rollup curses soon will be lifted.

And then, in a twinkling, we hear down the hall,
A Lunat!k roar and Fusion chased with a maul.
You see, he'd heard about Fusion's campaign for the Prez,
Now it's "Off with his Head!", so Lunat!k says. 

At the Dark Circle table, 6'7" down in height,
With their arrogant statures, their great show of might.
Yet amidst all the notebooks, are nerf toys and giraffe,
Such silliness there, NAIMT can't help but laugh. 

At Aradi's table -- how they giggle, at the cartoons and stories 
Of the FONZ done by Nuln, in his infinite glories!
His droll little mouth was drawn up like a ring,
And Barb drew his beard as straggly as string; 

The new guys at Duelmasters, some call them a rookie,
Making names for themselves like Jessie and Bookie;
The regulars are here, The Boss, PUG, and TUM
Carapace, Sensei, and lots more to come
Doc Steele and his legends, even now in the making,
If there weren't many witnesses, I'd think he was faking.
The paperball fight, and the chaos ensues,
Clean it up, says Lee, or your heads you will lose!

The independents and alliances, speaking more than a word,
NAIMT's resounding giggles can also be heard;
But the hour before deadline is soon at a close, 
And giving a nod, on a chair Sandy rose; 

Okay guys, she says, no more inputs to be made,
And away goes some managers for a Bourbon Street raid.
But ere I end this bad poem, I just want to say,

****Hey, what do you expect for a quickie?... <grin>

                        BLOODGAMES at the SUMMER FACE-TO-FACE

Back by popular demand, we will be having Bloodgames at the Summer FTF!  For those of 
you who always wanted the chance to manage the last warrior standing alive upon the 
arena sands, your day has come.  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.  There 
will be two different arenas:

  FTF-Style (DM 98):      for Face-to-Face attendees, with turn-by-turn strategies
  Mail-in-Style (DM 99):  for all managers, with one strategy for all ten rounds

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 84 points, 3-21, as usual.)

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 FTF-style bloodgames, there are no regular 
challenges, only bloodfeuds.  For the Mail-in arena, warriors may not change their 
strategy from round to round (to make it fair for those who could not attend the 
FTF).  There will be no DA challenges in either arena.

TURN PROCESSING AND DUE DATES -- If you are not attending the FTF, we must have your 
rollups and strategies by the Wednesday before the FTF, else they are due by 9pm on 
Friday, at the hotel.  The Bloodgames will process at the FTF with the regular 

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, and Bloodgames Runner-up titles, 4th 
through 6th 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 
six 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.  

A Bloodgames T-shirts will be awarded to the manager of the team with the most kills.

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, Victors, and Runners-up will receive Bloodgames T-shirts.

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 

         The challenge is yours to take.  The final plans are yours to make.  
          When the dust settles, remember:  To the victor goes the spoils!

                                   The Basic Ripper

     Why isn't one of basic's most entertaining styles, a style capable of beating all 
others, a common sight upon the sands?  The myth that rippers are difficult to run and 
inherently prone to dying is widely accepted.  True, the graveyard is full of rippers 
that began their careers running little numbers and the parry tactic.  This is no 
mystery given that very few rippers start with great defenses and the parry tactic 
destroys a young ripper's offense.  In their efforts to make better punching bags, 
many managers have turned to big constitutions and heavy armor.  A dose of sanity is 
long overdue.  If you would like to run some rippers who will survive and win, read 
     DESIGN:  My approach is somewhat unorthodox.  I maintain an evolving list of 
physical requirements for each style, i.e., endurance, punishment, damage, and carry 
capacity.  If you don't have the means to accurately forecast these ratings, ask 
around.  If at all possible, I first max out a new rollup's WL at a value of 15, 17, 
or 21 and then compare the rollup's physical potential with each style's physical 
requirements.  Generally, the style that matches up best and requires me to add the 
least number of points to ST and CN is the one I want.  It isn't absolutely necessary 
for a fighter to be physically fit at the beginning of his career.  Plan ahead.  Will 
a few preselected attribute trains make him so?  Must points be added to the rollup's 
ST or CN so that he can make the grade with no more than two trains per attribute?  
Which weapons will he use?  With these questions answered, it's simply a matter of 
taking WT to the highest odd value possible (avoid 19) and then doing the same with 
DF.  Godlings are not born as a results of how many points you can pump into WT, WL, 
and DF; that's luck's job.
     Young rippers need to be able to go fast for two minutes without tiring.  If your 
ripper isn't physically fit, he will slow down.  If he slows down, you are gambling 
with his life.  The more frail the warrior, the greater the gamble.  That said, if 
your ripper can quickly meet the following criteria and learn reasonably well, you 
will get your money's worth.
     Endurance: Something in the neighborhood of 350 (that's {ST+CN}WL)
     Punishment: Anywhere from the high end of very frail to midrange normal
     Damage:  Normal
     Capacity: Cannot carry a lot (minimum ST/CN combos: 9/8, 10/7, 11/6, 12/5)

     ST: 9 +   Midgets need an 11 or better.
     CN: See Endurance, punishment, and capacity requirements
     SZ: Small (3-8) to medium (9-14)
     WT: 15+   If your ripper doesn't learn, he's toast.
     WL: 15+   See endurance and punishment requirements.
     SP: Though frequently unimportant, it helps to have points here if you're stuck 
with a few 15's in WT, WL, and DF.
     DF: 15+   13 will do if you're fortunate to have a big WT and/or WL.

Strats:        X    8    9    5    5    5    8
               X    8    5    3    3    3    10
               X    6    7    7    7    7    5
               ARM ------------------------- >
               HE -------------------------- >
               N --------------------------- >
               N ------------------------ >  R

     Why the missing numbers in the first minute?  You'll want to find what works for 
your new ripper and possibly change his numbers as he develops.  8-8-6 is probably the 
best opening minute for a young ripper.  If your youngster has a high speed, try 10-
10-6.  6-8-6 is a bit slow for my taste.  Nevertheless, this might be the way to go 
even if your ripper doesn't need to build up his endurance.  Something I call "the 
change" occurs when your ripper approaches his master in riposte, his AD Ex in parry, 
and Experts in attack, defense and initiative.  This is a moment of decision.  If your 
ripper takes normal punishment, this is when you can opt to slow him down.  I don't do 
this, but I have seen 5-7-5 and 5-5-5 parry work rather well.  It's probably wise for 
a slow-running ripper to run fast in desperation.  If your ripper continues to run 
fast after "the change," a first minute strat of 8-10-4 often works well.
     WEAPONS:  A scimitar or longsword belongs in your ripper's hand.  After he starts 
critting, check to see if the epee is his favorite.  I don't believe in heavy backups 
for youngsters; a dagger will do.  Most youngsters will benefit from an offhand dagger 
(preferred), hatchet, or shortsword.  After "the change," rippers who don't slow down 
can improve the quality of their attacks by getting rid of their off hand weapons.  
These guys will need a backup scimitar, longsword, or epee.  Rippers who do slow down 
should keep their offhand weapons.
     ARMOR:  Very frail rippers should debut in ASM/H.  After ten fights or so, it's 
probably best to go with APL/H.  Guys who cannot take a lot of punishment belong in 
ARM/H for their entire basic careers.  Put them in ALE/H if you're feeling gutsy.  
Rippers who take normal punishment can debut in APL/H, ARM/H, or ASM/H.  After ten 
fights or so, it's definitely time for APL/H.  If you decide to slow one of these guys 
down, you'd better put him back in ARM/H or ASM/H.
     CHALLENGES:  Scummers deserve numbers like 4-1-6; keep that big desperation, 
though.  If you know that an opponent is out to kick you when you're down, go with 5-
8-5 or 5-5-5 while he's playing dead and 8-8-5 and 9-5-7 when he's active.  Good aimed 
blows are a pain.  Still, like every other style, they can be beaten with standard 
     Many people have contributed indirectly to the content of this article.  Foremost 
in my mind are The Lunatic, Scrag, Voo-Doo, U-Star, Shark, Moriarty, and Wormtongue.  
Thanks.  If you have a bone to pick or a story to tell, you know where to find me.

                                                       Wild Oats (479)
                                                       Solven, DM 22

                          Stimpy's Thoughts on Total Parries

                                       part II

     Well, when we last spoke I gave you a rundown on I feel TPs should be designed.  
Now I will give you my ideas on how to run them.
     First, you need to consider what type of warrior you now have.  A total parry is 
what its name suggests.  Total defense.  The idea around a TP is to concentrate on 
defense first and utmost.  Only when the situation arises will the TP decide to 
attack.  With this in mind NEVER run a TP with an offensive effort (OE) above 5.  In 
doing so you have just told your TP to do what they weren't designed to do.  Go 
offensive.  If you want to run your TP above 5, you should have made an offensive 
styled warrior, NOT a TP.  By using a high OE, you cause your TP to ignore defense and 
go offense.  This results in numerous "flailing" and "wild" attacks.  So don't do it.
     While running your TP, you may find that he tends to really turn on the offense 
often.  That is typical, typical of a warrior who favors initiative skills.  This does 
not mean that you should boost your OE.  What is happening is that one of your 
warrior's favorite learns is initiative.  So he/she will be naturally adept in 
initiative.  And remember that initiative is the skill that allows you to continuously 
make attacks on your opponent.  Since your TP decided to attack, your opponent should 
be relatively worn down.  So it will be hard for your opponent to steal that 
initiative back from you.  Hence the reason that your TP looks like an offensive 
killer.  But that's good.  It means that you have a very dangerous warrior on your 
hands.  High endurance burning styles, look out!
     I know, I know!!!  There are managers out there still that believe in the 
offensive TP and suggest using higher OE.  That's all fine and dandy.  Let those 
managers do just that.  I personally guarantee that if you run your TP with a low OE 
like the style was designed to do, you'll win fights.  Experiment with unorthodox 
strategies when you get a better hang of the game.
     Activity level (AL) is the variable in TP strategies.  I would definitely begin 
running a TP with a moderate/low AL.  Try a 3 at first.  After a few fights you'll see 
if your TP likes to dodge more or parry more.  It should be quite obvious; your TP 
will learn more skills in his "favorite" area.  Chances are, though, if your TP has 
received the statement: "avoiding rather than trading blows," or "relying on his speed 
to stay out of danger," your TP would rather dodge than parry.  And that's just fine.  
Boost your AL to about a 4 or 5.  If you choose to use the dodge tactic in defense, 
use AL up to 7.  Beyond that tends to hurt your warrior more than it helps.
     So why not go with an AL of 7 all the time if your TP likes to dodge more than 
parry, you might ask?  That's simple; your TP may like to dodge more, BUT HE STILL 
PARRIES.  So you'll need to be less active to allow your TP that choice.  With an AL 
of 4-5, your warrior will dodge when it is more advantageous, parry when it isn't.
     Kill desire varies greatly from warrior to warrior.  To be on the safe side, I 
always go low KD with my TPs, until they gain expert in attack.  After that point, I 
may begin to experiment, seeing how my warrior reacts to various KDs.  Generally, if 
your warrior learns attack skills relatively well, then a higher KD won't inhibit them 
at all.  If this is the case, I believe that your warrior is not looking for landing 
several blows to win the match (favoring initiative skills), but is instead looking to 
land a few good blows (favoring attack skills).  In the latter case, a moderate to 
high KD may help.  Keep in mind though that your TP is still defensively oriented.  An 
extremely high KD will cause any warrior to behave like a berserker, and may cause 
your TP to make lots of bad attacks.  With this in mind, stay below 7.
     Now to place it all together...

Minute         1    2    3    4    5    6on  Desp
OE             2 ------------------------ >  varies
AL             2 ------------------------ >    "
KD             2 ------------------------ >    "


Minute         1    2    3    4    5    6on  Desp
OE             2 ------------------------ >  varies
AL             4 ------------------------ >    "
KD             2 ------------------------ >    "

     These show my general strategies for parry and dodging oriented warriors, 
respectively.  Seldom do I use any tactics, unless I am making a challenge and wish my 
warrior to behave differently to that challenge (i.e., using the dodge tactic against 
a lunger).  At that point I would refer to the paragraphs in the beginning to 
customize that particular minute to fit the tactic.
     Attack and protect locations are totally up to you.  I like to protect the head 
and body, while attacking the head, arms, and legs.  This protects my vitals, yet can 
allow my warrior to land blows on parts of the body that can cause a warrior to lose a 
fight with the minimum number of hits.
     Desperation is my opposite area.  If I was relying on a low AL in the regular 
minutes, I will boost it in desperation.  While going vice versa if I had a high AL in 
regular minutes.
     Now the one tactic I haven't touched on is the riposte tactic.  Occasionally your 
TP will favor this tactic.  When he does, I like to raise my OE to 3, sometimes 4, and 
the AL to 4.  If I use the riposte tactic, I will use 4-5 OE and a 3-5 AL.  When these 
numbers are any lower, your TP may refrain from attacking in a riposte situation in 
favor of more defense.
     I have found that these strategies work well whether your warrior fights as a 
SCUM or skilled TP.  If you remember from my last article, the difference between the 
schools of thought are the amount of damage the warrior is willing/able to take.
     Well, I hope that this has been informative for the newer players, and the older 
ones, too.  Good luck and see you on the sands.


                              MORE ADVICE FOR BEGINNERS

     Many essays dwell on style specifics.  This piece describes a playing philosophy.  
When you just want to WIN, create scum TPs and size 17 monsters with impunity.  Don't 
worry about getting these warriors into ADM!  YOU'RE concerned with winning those "Top 
Team" and "Team on the Move" awards.
     By comparison, managers with an excellent setup shouldn't be too concerned with 
the team win/loss record.  Their character must develop, gain every skill possible, in 
order to blossom into a deadly duelist.  THEIR goal is to advance this fighter into 
ADM, and eternal life.
     Here are some broad parameters for assessing a warrior's value, and a few 
representative samples:
Primus Bound:
     - WT, WL and DF total 49+.
     - 4 or more wit statements.
     - Start with Expert rating or gain it in one or two skills.
     - [13-5-5-21-13-10-17, 6-6-9-17-21-9-17, 11-7-9-17-17-6-17, etc.]
Basic/ADM Only:
     - WT, WL and DF total to 35+.
     - At least 3 wit statements.
     - Gain Expert rating in no more than five skills.
     - [17-9-10-17-9-9-13, 13-11-11-17-13-8-11, 9-13-10-15-21-5-11, etc.]
Dark Arena: [Any two of these qualify the character as "expendable"]
     - WT less than 13.
     - Less than 3 wit statements.
     - Is clumsy.
     - Has very little endurance.
     - [15-15-16-11-13-5-9, 7-18-13-17-5-13-11, 13-15-13-13-17-6-7, etc.]
     The Primus Bound setups are rare; they are coddled, protected and sometimes 
sandbagged for a year or so in order to build up a few Ad Experts to help them survive 
in the arena.
     The Basic/ADM Only fighters have mediocre to decent stats, and are going to be 
very dependent on their overview for that elusive "luck factor."  This class of 
warrior should be highly competitive.  Most of the fighters seen in the arena are in 
this category.
     Finally, the Dark Arena fighters: conceived from pitiful setups with little 
chance of being competitive.  However, these rollups might prove useful.  Don't fight 
the system; learn to use it to your advantage!  Many managers send fighters to the 
D.A. who might have provided them with a successful (if brief) career in Basic.
     Give BIG numskulls lots of ST and SP; these are your killer LUs and STs.  More WL 
= LU; Higher DF = ST. (I don't advise making Bashers unless you have a 17+ wit and 15+ 
points in WL.)  Give LITTLE morons a boost to WL, ST and CN; these are your TP scum.  
If they have absolutely no WT or WL, escort them to the Dark Arena.
     Of course, some fighters have good stats and decent overviews yet still lose most 
of their fights in the beginning of their career.  The "old" method of dealing with 
this phenomenon was to bump all stats by two or more.  Now, it's generally agreed that 
this increases performance at the cost of future skill learns.  This takes away from a 
duelist's competitive abilities in the higher levels of play.  Competitive fighters 
should be making as few stat raises as possible until they have "maxed out" in at 
least three of four skill areas. (Some managers advocate waiting until a character is 
completely "maxed out" before raising stats; this will take a long time for most 
     Some warriors (particularly the finesse styles: AB, PR, PL, PS) take a little 
longer to develop.  If they DON'T have the stats or the overview to raise visions of a 
Primus inductee, take a HARD look at their potential.  Will stat raises help?  Well 
they come easily?  Is the rest of the team strong?  How much money are you willing to 
invest in this character?
     ANYONE can create an awe-inspiring fighter by adding a couple of points to key 
stats.  It means the fighter may lose some of its long-term potential, but so what?  
Duelmaster, Most Popular Fighter, Best Win/Loss Record, etc. all equate into free 
fights and recognition.  If you don't have that Godling in your stable, what other 
goal might you have but to excel in your arena?!!
     I urge new managers to run EVERY setup at least once in the arena.  Look on 
rollups as a challenge; try to make the best killer or scum possible out of Dark Arena 
material.  There's a tremendous amount of experience to be gained by this.
     See what effect a high ST or DF has on specific styles; compare overviews to find 
what works and what doesn't; gain new insights on character design.  You will enjoy 
playing far more than you do now!  You might even come up with a better way of 
designing a character for a specific style, and write an article to share your views.
     The point is, DON'T wait around for the "right" rollup, or waste time and money 
(or sentiment) on characters who aren't doing anything for you.  Play the percentages.  
If a promising warrior is losing repeatedly, be patient.  Once a few AdExperts are 
gained he will probably turn things around.  If you Dark Arena Mutant loses a lot and 
his scumminess or killer-design aren't working, either bump a couple of stats or DA 
him.  If your scum/killer goes out there and wins a few, start paying attention to 
challenges/avoids (which you SHOULD be doing anyway).  Send that scum against a LU or 
ST; send that monster ST against a midget Parry-whatever.  Style vs. style matchups 
are crucial in the early careers of EVERY fighter.
     Generally, even lousy STs, LUs, BAs and TPs do well starting out.  Later the 
finesse styles--PL, PS, PR, AB--usually take over.  Summary: Recognize the difference 
between playing "to win" and playing "longterm."  Start noticing which teams have high 
win/loss percentages: what kind of warriors are they running?  Start sending diplos; 
don't be bashful.  You can bring that win/loss to a respectable level with careful 
play, short-term Mutant killers and scum, and the occasional stat-bump for those 
mediocre fighters whom you plan on retiring later.  Try it and see.  It gives the game 
more spice, you win more often, and you have more FUN!  And just remember... I told 
you so!

                         Diplo me with comments, questions, rebuke:
                              -- The Arcane Kid, of Astral Kin in Osksi (DM-3)

                                  "Favorite Weapons"

     One of the best ways to improve a warrior's record in basic is to find his 
favorite weapon.  The effect of using a favorite weapon is that a warrior's attack 
ability will improve.  A warrior will throw more critical attacks, improve the odds to 
inflict critical damage, and make attacks that are more difficult to dodge and parry.
     There are two methods used to find a favorite weapon.  The first is, "Don't worry 
about it.  They tell you when you get to ADM anyway."  While some managers have the 
patience to wait that long, I would rather have my favorite in hand in fight one!
     The second method is called, "Charting."  The way I chart weapons is I break 
down, statistically, my warrior's attacks with a particular weapon. (No, it's not 
difficult to do!)  I chart 4 categories, (1) Total number of attacks, (2) Total number 
of crit attacks, (3) Total number of crit damages, (4) Total number of knockdowns.
     (1) Total number of attacks (#ATT) -- Record the total number of attacks with the 
weapon in question, including hits, crits, misses, parried attacks, dodged attacks, 
and wild swings.
     (2) Total number of crit attacks (C ATT) -- Record the total number of critical 
attacks with the weapon in question.  Do not get good attacks confused with critical 
attacks.  A good attack is a statement that is more descriptive than, "strikes with 
dagger," but is not as spectacular as a critical.  An example of a good attack is, 
"Bats outward with her quarterstaff," or, "Makes a lunging attack wielding a short 
spear."  These are more descriptive but are not outstanding.  A critical attack is 
exemplified by spectacular statements such as; "Catapults forward, longsword stabbing 
cruelly at his foe," "Punches with piston-like horsefelling power," or "Hatchet 
flashes with snake-like speed and accuracy."  As you can see, crit attacks are very 
     (3) Total number of crit damages (C DAM) -- A crit damage statement will signify 
a significant amount of additional damage and is typified by a statement such as; 
"Spectators cringe as the horrific power of the blow strikes home" or "It was a 
devastating attack."
     (4) Total number of knockdowns (# KD) -- Record every time an opponent is knocked 
off his feet with the weapon in question.
     The next step is to convert this data into a usable format.  To do this I divide 
the last three categories by the first.  This gives a "batting average" of sorts.  
EXAMPLE: Dark One fights his first three fights with a scimitar.  In those three 
fights Dark One made 16 attacks, 2 crit attacks, 4 crit damage, and 1 knockdown.  This 
breaks down as such:
C ATT = .125
C DAM = .25
# KD = .06
     Remember, the more fights with the weapon, the more accurate your chart will be.
     Looking at Dark One's performance with the scimitar we can conclude that it is 
not his favorite weapon.  I determine this by looking at the three categories in order 
of precedence.
     First I look at C ATT:
     .00-.25  Doubtful
     .25-.35  Slight possibility
     .35-.50  Very possible
     .50 +    BINGO!
     If your warrior is critting 50% of the time, stick with that weapon.  Favorite or 
not, it is VERY effective.
     Next is crit damage.  This is trickier to look at, as the primary chance to do 
critical damage is primarily based on strength.
Does little     0%
Normal         1-5% (style dependent)
Good           10%
Great          25%
Tremendous     50%
Awesome        75%
     Look for increases in the expected average crit rate.  These numbers may be a 
little off as I don't have a large enough sample of warriors with high damage ratings.  
In the example, Dark One rated at 25%, and with his great damage rating it appears he 
is not doing any additional crits.
     Finally, knockdowns.  I don't have a fast and easy rule for this, but anything 
over 15% or 20% if attacking the legs, could bear investigating.  It's best to look at 
all three and infer a weapon's performance.
     Dark One switches to a short spear and after 4 fights has 15 attacks, 7 crit 
attacks, 6 crit damages and 2 knockdowns.
C ATT = .466
C DAM = .40
# KD = .13
     This weapon suits him much better.  His crit percentage is up for all categories.  
This weapon has a very good chance to be his favorite weapon.  In this example it 
wasn't, but his W/L record improved with 6 straight wins. (By the way, the names and 
weapons have been changed but the numbers are from one of my ADM warriors.)
     Okay, I've figured out that the weapon I'm using is not my favorite.  What now?  
There are some indicators to help you.  Look at how your warrior uses his current 
weapon.  If he likes to slash a lot, stay with a slashing weapon.  Also, look at good 
attacks.  If a warrior makes quite a few good attacks with the weapon, try a weapon 
that is used in a similar fashion.  I.E. epee is used in similar fashion to a long 
sword.  Dark One loved to lunge with his scimitar at a 3:1 ratio.  Try weapons that 
fit your stats at first but don't be afraid to try a weapon that is out of your stat 
parameters.  Should you find your favorite and you don't have the strength, size and 
deftness to use it, who cares.  The fact that it's your favorite will nullify or 
minimize all those penalties.
     I know that this is a question on the mind of new managers, as it was for me when 
I was new to the game.  I hope someone can get some good use out of this article and 
expand upon the charting method in their own way.  If you have any questions, 
comments, additions, or criticism please feel free to Diplo.
                                   -- Abe
                                      Ango (DM 64, 103)
                                      Imploding Ducks (DM 19, 103)


For those of you who keep track of such things, several additional warriors 
graduated from regular DM arenas (including closed arenas) since the last tournament. 

                     MR. GHERKIN'S MERKIN (38-4993) WHAT?  (412) 
                      NY STATE OF MIND (11-7402) ILLMATIC  (626) 
                        ESTRADA (82-31507) EX-PHILLIS  (5190) 
                    POPE BOB (82-43134) BLESS US, EVERYONE  (7220) 
                     MOPE (82-39892) 4 LETTER ACTIVITIES  (6637) 
                  TEST TUBE BABY (82-49949) STREET PIZZAD XX  (8395) 
                     MICRO (84-42149) BLOOD IN, BLOOD OUT  (7326) 
                      CARDIO (84-18131) ZOMBIE SQUAD 127  (3216) 
                         TINGO (1-9057) SERPENTS' HOLD  (642) 

Congrats to the grads. -- Green Eyes