DUEL 2 NEWSLETTER

Date   : 07/22/2016    Duedate: 08/04/2016

NOBLISH ISLAND ARENA

DM-93    TURN-457

This Weeks Top Honors

THE DUELMASTER IS

REPETITIVE
BB TALK RADIO (1700)
(93-9916) [5-1-1,66]

Chartered Recognition Leader   Unchartered Recognition Leader

POSITION IS EMPTY              REPETITIVE
                               BB TALK RADIO (1700)
                               (93-9916) [5-1-1,66]

Popularity Leader              This Weeks Favorite

DUMB TOPICS                    TELL CITY
BB TALK RADIO (1700)           RIVER RATS (1699)
(93-9918) [6-0-0,45]           (93-9915) [4-2-0,31]

THE CURRENT TOP TEAM

RIVER RATS (1699)

          TEAMS ON THE MOVE            TOP CAREER HONORS
Team Name                  Point Gain  Chartered Team
1. BB TALK RADIO (1700)        34
2. COYOTES (1701)              26      DARK TOADS (527)
3. THE GALLOWGLASS (1703)      21      Unchartered Team
4. RIVER RATS (1699)           15
5. THE MANTICORES (1704)       12      RIVER RATS (1699)

The Top Teams

Career Win-Loss Record           W   L  K    %  Win-Loss Record Last 3 Turns    W  L K
 1/ 2*RIVER RATS (1699)         21   9  0 70.0   1/ 1*RIVER RATS (1699)        12  3 0
 2/ 1*BB TALK RADIO (1700)      20  10  1 66.7   2/ 2*BB TALK RADIO (1700)      9  6 0
 3/ 0*ROSS' RAIDERS (1689)       7   6  1 53.8   3/ 3*COYOTES (1701)            8  6 0
 4/ 3*COYOTES (1701)            11  13  1 45.8   4/ 0*THE GALLOWGLASS (1703)    2  3 0
 5/ 0*THE GALLOWGLASS (1703)     2   3  0 40.0   5/ 5*THE MANTICORES (1704)     1  3 1
 6/ 6*THE MANTICORES (1704)      1   3  1 25.0   6- 4*OZ (1702)                 0  5 0
 7- 4*OZ (1702)                  2  12  0 14.3   7/ 0*ROSS' RAIDERS (1689)      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

                                 CHALLENGE AND AVOID

                                A STRATEGIC ADVANTAGE

     Challenges, and their partner "avoids" are underused strategic weapons. Don't be 
left home without them!
     An avoid is an attempt to prevent a warrior from challenging you. Why allow a 
warrior the advantage of selecting you for a match? Why allow a warrior to decide on a 
special strategy just for you? One great thing about avoids is that you may avoid THE 
WHOLE TEAM of any warrior you want to avoid. You are allowed to avoid two whole teams. 
There is no use double-avoiding as it does not improve your chances to avoid that 
individual team.
     A challenge is an attempt to fight a specific warrior. Why not attempt to fight a 
specific warrior of choice? Why leave the opponent selection to the MUGS (match-up 
gods) or, worse yet, an opponent who chooses/challenges you? You are allowed to 
challenge two warriors. You may, indeed, challenge the same warrior twice. (Double 
challenge) It DOES improve your chances of a match to double challenge a same warrior.
     Of utmost importance is to understand that you must challenge and avoid NUMBERS, 
not names. Challenge WARRIOR NUMBERS. Avoid TEAM NUMBERS. Challenge individual 
warriors; avoid whole teams.
     No challenge or avoid is 100 percent effective. Challenges can be further 
enhanced by winning a TV or TC (Tournament Victor; Tournament Champion) in a Mailer or 
Face-to-Face Tournament. The TV/TC effectiveness lasts six months. So, in a normal 
arena, the warrior who won the TV gets 12 or 13 turns of enhanced challenging. The 
most effective challenge, The Blood Feud, is nearly 100 percent effective. A four turn 
BLOOD FEUD is awarded to your TEAM (Any member can use it each turn.) when an opposing 
warrior kills one of yours. Blood feuds transcend classes. (E.g. a Challenger can 
BLOOD FEUD an Adept or an Initiate can BLOOD FEUD a Challenger Champion, etc.) To use 
a TV or Blood Feud, simply write BF or TV on the challenge line with the to-be-
challenged warrior number and circle it all for emphasis.
     How does one choose whom to challenge and what to avoid? That's a good question 
and like many decisions, they are more of an art than a technology. This is the 
methodology used by The Consortium managers. It works well for them.
1.	Always avoid two different teams
2.	Actively seek to challenge twice. (If only one good choice is available, 
double challenge.)
3.	Challenge for these situations
a.	A probable win
b.	A warrior you have beaten before
c.	To tie up a warrior you do not want to fight one of your fellow warriors b 
especially the Duelmaster
d.	To take advantage of a Blood Feud (4 rounds)
e.	For a good style match up.
4.	Avoid for these situations b always
a.	Emphasis on a team who is bloodfeuding you
b.	Emphasis on a team who just beat you
c.	Emphasis on a team with warriors in range who are far more experienced or 
skilled than you
d.	Emphasis on a team you just cannot seem to beat.
e.	Emphasis on teams with warriors whose styles are difficult for your style 
Often there will be more warriors to challenge or more teams to avoid than the 
strategy sheets allow. Choose wisely.
     Most of the circumstances are straightforward, and it is easy to select the 
challenges and avoids. However, in many cases, especially those with little knowledge 
of nearby opponents, it will come down to what style or type of warrior is best to 
challenge/avoid.  There are available charts "out there" which prioritize which styles 
have advantages over other styles. Beware of them. The data is based on warriors over 
the years and those managers who submitted data for those charts. The warning b 
today's lunger is not yesterday's lunger, and my aimed blow is not your aimed blow, 
and today's basher is not yesteryear's basher, and a tourney warrior is not 
necessarily an arena warrior, etc, etc, etc. The Consortium offers their generic style 
considerations for challenges and avoids:
1.	Fast offensives challenge AB, slower BA, SL, ST
2.	Aimers challenge scummy/tanky warriors
3.	Scums challenge LU and softer hitting/smaller offensives
4.	Scum hunters (need special strategy ) are good damage/endu LU, hard hitting 
BA, critting or hard hitting ST, hard hitting SL with good endu, good PS
5.	Consortium-style wastes challenge LU and softer hitting/smaller offensives
6.	Lungers challenge AB, PR, PS
7.	Rippers, if skilled, challenge ST, faster BA's. The Consortium always avoids 
and almost always challenges.
     One final note. The challenging will bring into play and discussion: What is an 
appropriate challenge?" The "rules"/"D2 system" allow you to challenge anyone in your 
class and the class just above you. Your class is defined, interestingly, as Inits, 
Adepts, Champs, and Duelmaster. A "Challenger" Init is an Init b challenge wise. A 
"Challenger" Champ is a Champ bchallenge wise. Hence the higher level challenger 
category can challenge the lower level "non-challenger" class.  (Simply put, a 
Challenger Init can challenge an Init, a challenger Init, and an Adept. An Adept can 
challenge Adepts or Challenger Adepts.) This system can allow/cause challenges from 
very high experience and recognition point warriors to very low recognition point and 
experience warriors.  Some regular arenas foster the belief that challenges may/should 
ONLY be parallel or up in recognition points. These are usually Andorian arenas. The 
rules/system may allow otherwise, but the environment and the beliefs of sportsmanship 
of Andorian types differ. This can cause some "discussion altercations". 
     Challenges and avoids are there to be used to your advantage. Do so.

                                          -- Commodore Oliver Hazard Perry 
                                             (Consortium affiliated)

                                      SPY REPORT

     Hail and well met warriors of NOBLISH ISLAND!  Know me for who I am, Zontani 
Sharp Eyes, Spymaster extraordinaire of all Alastari.  DUMB TOPICS caught the eye of 
many in the gladiatorial commission as he skillfully bested ROME and was awarded 20 
points in recognition.  In one of the week's more notable duels, DUMB TOPICS put down 
ROME, causing it to lose 16 points of recognition in the process.  Although VENEMOUS 
CONCUBINE made a valiant effort, it did not suffice to topple the reign of victorious 
REPETITIVE.  No confirmation, but my sources claim that the top team has gained their 
position using magical aids.  Charmed weapons perhaps?   
     I have been in deep conclave with my spies who watched all that has recently 
transpired.  Indeed there is much I would report.  I saw one fighter that warriors 
avoided when this week's challenge seeking began.  BB TALK RADIO is feared.  This 
much I can say.  If you didn't look down dark alleys you'd have been hard pressed to 
find any of RIVER RATS last week.  Busy avoiding BB TALK RADIO?  Loose talk at the 
arena has reached my ears and it but confirms the knowledge that many fighters are 
after COMMERCIALS.  Watch your back!   
     Is not Death a warrior's foremost adviser?   Warriors, may this counselor stand 
ready at your right hand forever!  Dark alleys may hide both secrets and assassins.  
In the arena there is only the brightness of steel.  Keep vigil always!   
     A thought before I go.  Each warrior practices one style, but must not the wise 
manager learn the secrets of them all?  Ahh, but I can hear the spires of a far off 
city calling to me.  I must away!  Till we meet again, remember:  a turtle walks 
slow, hides head in a shell, and harms no one; a lion runs to slay its prey.-- 
Zontani Sharp Eyes  

DUELMASTER                     W   L  K POINTS      TEAM NAME                  
 REPETITIVE 9916               5   1  1    66       BB TALK RADIO (1700)

ADEPTS                         W   L  K POINTS      TEAM NAME                  
 TOBINSPORT 9914               5   1  0    54       RIVER RATS (1699)
 DUMB TOPICS 9918              6   0  0    45       BB TALK RADIO (1700)

CHALLENGER INITIATES           W   L  K POINTS      TEAM NAME                  
 TROY 9911                     5   1  0    33       RIVER RATS (1699)
 TELL CITY 9915                4   2  0    31       RIVER RATS (1699)
 IDIOTS 9917                   4   2  0    30       BB TALK RADIO (1700)

CHALLENGER INITIATES           W   L  K POINTS      TEAM NAME                  
 ROME 9912                     4   2  0    24       RIVER RATS (1699)

INITIATES                      W   L  K POINTS      TEAM NAME                  
 DOGMEAT 9924                  3   2  0    20       COYOTES (1701)
 CANNELTON 9913                3   3  0    19       RIVER RATS (1699)
 CRESHENDO 9922                3   2  1    17       COYOTES (1701)
-M. ALLEN 9855                 3   1  0    17       ROSS' RAIDERS (1689)
 BORING HOST 9919              4   2  0    16       BB TALK RADIO (1700)
-LONGSTER 9856                 1   1  0    13       ROSS' RAIDERS (1689)
 SOCK 9933                     1   0  0    13       THE GALLOWGLASS (1703)
-AUTUMNBE 9643                 3   2  0    12       CAVEAT EMPTOR (1657)
 IMMURE 9936                   2   2  0    12       COYOTES (1701)
 GOBLIN BREATH 9939            1   0  1    11       THE MANTICORES (1704)
 COURSER 9937                  1   3  0    10       COYOTES (1701)
-RAZURE 9923                   2   2  0     8       COYOTES (1701)
-STABLER 9854                  2   1  0     8       ROSS' RAIDERS (1689)
 COMMERCIALS 9920              1   5  0     8       BB TALK RADIO (1700)
-DRAXXUS 9644                  1   4  0     7       CAVEAT EMPTOR (1657)
-LOTT R 9852                   1   1  1     6       ROSS' RAIDERS (1689)
 VENDISS 9935                  1   0  0     5       THE GALLOWGLASS (1703)
-TINMAN 9927                   1   2  0     5       OZ (1702)
-MONKEY 9926                   1   2  0     5       OZ (1702)
-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)
-SCARECROW 9929                0   3  0     3       OZ (1702)
-WIZZARD 9928                  0   3  0     3       OZ (1702)
 LIGHTNING 9941                0   2  0     2       THE MANTICORES (1704)
-OX 9942                       0   1  0     2       THE MANTICORES (1704)
 TAKKARI 9934                  0   1  0     1       THE GALLOWGLASS (1703)
-DORTHIE 9938                  0   1  0     1       OZ (1702)
 KRATH 9932                    0   1  0     1       THE GALLOWGLASS (1703)
 ALZADER 9894                  0   1  0     1       ROSS' RAIDERS (1689)

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

THE DEAD                W  L K TEAM NAME            SLAIN BY              TURN Revenge?
LOLLY POPPER 9921       0  1 0 COYOTES 1701         REPETITIVE 9916       453  NOT REVENGED
DOROTHY 9930            0  1 0 OZ 1702              CRESHENDO 9922        453  REVENGED
NALFFAR 9931            0  1 0 THE GALLOWGLASS 1703 GOBLIN BREATH 9939    457   

                                     PERSONAL ADS

Fighting Irish, good luck to you wherever you go. -- The Consortium Folk

Oz, how nice to meet you and have you here on Noblish. May your stay be long and 
prosperous. -- Commodore Perry
P.S. Our good friend The Great And Wonderful Oz manages a team in DM47 - Land Of Oz. 
He is a real old-timer to The Consortium group.

1-2, Assur? You are making my life miserable. Kudos. -- The Commodore 

Scarecrow and Wizard, we may have more to say after the actual fights are received. 
Until then, we are glad you are here. -- Troy and Tobinsport

Ah, Heck, Commodore, Talk Radio is easy! -- Rome

Coyotes, Caveats, Battle Chasers, Ozers ..... ask us some questions. We are here to 
answer. -- Commodore Perry (speaking for both himself and Assur)

Oz, I added this personal after reading our two fights. It was unusual to see you 
select weapons where both were lacking in strength. Perhaps that was intentional; 
warriors can, indeed, fight with weapons they do not have the strength to handle. 
While there are penalties (unknown in exactness) often that is not much of a factor. 
But, there is no doubt that warriors fight better with weapons they are fully suited 
to. If you wish to know specific requirements, just ask. Better yet, ask RSI for a 
copy of the C.I.C. which is designed for newbies and has all the data on weapon 
requirements. (And much more.) -- The Commodore

Wow.  The Coyotes got quite the friendly welcome to Noblish Island.  Rookie Team with 
Five rookie warriors.  Both female warriors slain in battle in less than two minutes-
Lessons learned at the hands of Donn and Repetitive.  Guess we have a steep learning 
curve in the arena. -- Coyote

Coyotes -- Yikes, please accept my apologies about Kitiara, it was most unexpected and 
unintentional. If its any consolation the same thing happened to my PR a few turns 
back. I hope at least you got a decent replacement rollup -- Donn

Commodore Perry -- And that is what it looks like when I actually DO make challenges 
and avoids! -- Assur

Lolly Popper -- My apologies.  I gave no such instructions.  My instructions were (and 
almost always are) to attack the limbs, not the head.  But sometimes warriors don't 
listen.  Not surprising with that one.  Repetitive people often don't listen! -- Assur

                                  LAST WEEK'S FIGHTS

CANNELTON bested COMMERCIALS in a 3 minute Challenge fight.
REPETITIVE bested VENEMOUS CONCUBINE in a 1 minute Title duel.
ROME was demolished by DUMB TOPICS in a 1 minute gory one-sided melee.
TOBINSPORT vanquished AMBITIOUS GUARD in a 1 minute gory mismatched brawl.
TROY overpowered COURSER in a 1 minute mismatched match.
CRESHENDO devastated LIGHTNING in a 1 minute one-sided duel.
DOGMEAT viciously subdued CULT MEMBER in a 3 minute bloody match.
TELL CITY viciously subdued BORING HOST in a action packed 2 minute gruesome fight.
IDIOTS vanquished IMMURE in a 1 minute uneven duel.
SOCK overpowered MORDANT DESERTER in a 1 minute uneven duel.
TAKKARI was defeated by CONVICTED THIEF in a action packed 3 minute novice's fight.
VENDISS beat ALZADER in a 2 minute novice's fight.
KRATH was demolished by CONVICTED THIEF in a 2 minute mismatched competition.
NALFFAR was butchered by GOBLIN BREATH in a 1 minute bloody one-sided battle.

                                    BATTLE REPORT

             MOST POPULAR                        RECORD DURING THE LAST 10 TURNS     
|FIGHTING STYLE               FIGHTS        FIGHTING STYLE     W -   L -  K   PERCENT|
|BASHING ATTACK                   6         WALL OF STEEL     10 -   4 -  1      71  |
|SLASHING ATTACK                  4         STRIKING ATTACK   14 -   6 -  2      70  |
|STRIKING ATTACK                  4         BASHING ATTACK    31 -  14 -  1      69  |
|WALL OF STEEL                    3         TOTAL PARRY        6 -   3 -  0      67  |
|AIMED BLOW                       2         SLASHING ATTACK    8 -   7 -  1      53  |
|LUNGING ATTACK                   1         LUNGING ATTACK    10 -   9 -  0      53  |
|PARRY-LUNGE                      1         AIMED BLOW         9 -  16 -  0      36  |
|PARRY-STRIKE                     1         PARRY-RIPOSTE      5 -  14 -  0      26  |
|PARRY-RIPOSTE                    0         PARRY-STRIKE       1 -   8 -  0      11  |
|TOTAL PARRY                      0         PARRY-LUNGE        0 -   4 -  0       0  |

Turn 457 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     WALL OF STEEL      1 -  2         4  BASHING ATTACK 
SLASHING ATTACK    3 -  1     PARRY-LUNGE        0 -  1         3  STRIKING ATTACK
STRIKING ATTACK    3 -  1     PARRY-STRIKE       0 -  1         1  SLASHING ATTACK
AIMED BLOW         1 -  1     PARRY-RIPOSTE      0 -  0         1  LUNGING ATTACK 
BASHING ATTACK     3 -  3     TOTAL PARRY        0 -  0         1  AIMED BLOW     
                                                                1  TOTAL PARRY    

                               TOP WARRIOR OF EACH STYLE

FIGHTING STYLE   WARRIOR                     W   L  K PNTS TEAM NAME                  
STRIKING ATTACK  REPETITIVE 9916             5   1  1   66 BB TALK RADIO (1700)
BASHING ATTACK   TOBINSPORT 9914             5   1  0   54 RIVER RATS (1699)
Note: Warriors have a winning record and are an Adept or Above.

The overall popularity leader is DUMB TOPICS 9918.  The most popular warrior this 
turn was TELL CITY 9915.  The ten other most popular fighters were CANNELTON 9913, 
DOGMEAT 9924, COMMERCIALS 9920, IDIOTS 9917, REPETITIVE 9916, DUMB TOPICS 9918, TROY 
9911, CRESHENDO 9922, VENDISS 9935, and GOBLIN BREATH 9939.

The least popular fighter this week was ALZADER 9894.  The other ten least popular 
fighters were NALFFAR 9931, KRATH 9932, TAKKARI 9934, IMMURE 9936, LIGHTNING 9941, 
COURSER 9937, SOCK 9933, BORING HOST 9919, TOBINSPORT 9914, and ROME 9912.

                                CHALLENGES AND AVOIDS

To clarify:  You issue Challenges to warriors, but Avoid teams.  
To Challenge, write that warrior's name and ID# in the space provided. 
To Avoid, write the team's name and Team ID in that space. 
Make sure you include the ID!

                             * * * * *   MEMO  * * * * *

From:       The Office of Accurate Census Reporting, Gladiatorial Commission
To:         All Managers

In the interest of preserving our natural resources and preventing managerial writer's 
cramp, the census form has been eliminated, effective immediately.  Managers may 
register their warriors' races and/or favorite sayings by simply writing them on a 
separate piece of paper and submitting them to the Commission.  Each warrior may have 
up to 15 favorite sayings.  Each saying must be categorized Jeer, Gloat, Boredom, Ouch, 
Victory and may be up to 70 characters long.  For any questions, please contact the 
Gladiatorial Commission. 

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columns, e-mail them to this address:

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Thank you.  We wish you the best of luck in your games! -- RSI

                                  A NOTE ON MAILMEN

     In response to the articles on new fighting styles, those were good, but how can 
you forget our most favorite warrior who has a style all his own?  The Mailman!  To 
Duelmasters he is our most sacred person.  I mean, how many of you managers out their 
have sat down and calculated what day your Duelmasters will arrive and have sat 
waiting for it to arrive, while unknown to you, your mailman is fighting away to get 
your Duelmasters delivered.  Let's review him...
     ST - should be around 19.  He needs to heft two medium bags, cloth mail armor and 
a ton of rubber bands.
     CN - 13, give or take a few.  He does get bitten by dogs often.
     SZ - Any.
     WT - At least 10.  He often likes to read the mail.
     WL - Try about 20.  He must endure all kinds of weather.
     SP - 16 is good.  He needs to run across streets in traffic.
     DF - 10 is good.  Sometimes he has to carry packages.
     This setup should get you a good mailman but they are hard to come by.  If you 
can come up with any better, diplo me.  I am:

                                   Staple Gun
                                   mgr. of Technet (3)
                                   The New Deal (23)

     I am currently working on the U.P.S. and Federal Express warriors.

                  Top Ten Reasons Why Duelmasters is better than Sex

10.  When you spend money on Duelmasters, you know you're going to get return on your
     investment.

 9.  One arena won't get jealous when you start playing in another.

 8.  With the right tourney prize, you can design your own warrior.

 7.  If you make it to AD, they tell you your warrior's favorites.

 6.  You can always DA and get another roll-up.

 5.  The more experience you get, the less likely you are to die.

 4.  SZ, CN and Charisma are less important in Duelmasters.

 3.  Most mangers are satisfied with two minute fights.

 2.  Warriors do as they're told, even if it means using ALE and a WF.

And the number one reason..........

 1.  You don't have to hold your turn for an hour after you're finished reading it.

Composed by the Jester and Predator

                             A SACRED LORD'S SLASHER

     Well, this article/spotlight is for Seal at 7th Order, so here goes.

ST:  If he's huge (15+), 3 is okay, and use HA.  I prefer 7 for epee.  9 gets scimitar 
and 11 gets broadsword.  Anything above 11 is a WASTE!!!
CN:  Whatever they send you.
SZ:  Any.
WT:  15, 17, or 21.  13 is workable, but I hate slow learners!   21 will probably take 
a lot from other areas, so 17 is best.
WL:  17, 17,