DUEL 2 NEWSLETTER

Date   : 05/17/2024    Duedate: 05/30/2024

NOBLISH ISLAND ARENA

DM 93    TURN 661

This Week's Top Honors

THE DUELMASTER IS

DOC STEELE
DM - FOLK (1916)
(93-11217) [5-3-0,82]

Chartered Recognition Leader   Unchartered Recognition Leader

POSITION IS EMPTY              DOC STEELE
                               DM - FOLK (1916)
                               (93-11217) [5-3-0,82]

Popularity Leader              This Week's Favorite

BROKE NEWSLETTERS              BROKE NEWSLETTERS
BB FACE TO FACE (1915)         BB FACE TO FACE (1915)
(93-11210) [3-5-0,19]          (93-11210) [3-5-0,19]

THE CURRENT TOP TEAM

DM - FOLK (1916)

          TEAMS ON THE MOVE            TOP CAREER HONORS
Team Name                  Point Gain  Chartered Team
1. DM - FOLK (1916)              35 
2. LEGIONARII (1927)             33    AVENGERS (287)
3. RED LEGION (1919)             31    Unchartered Team
4. BB FACE TO FACE (1915)        27 
5. DRAGON BLOOD (1914)           20    DM - FOLK (1916)

The Top Teams

Career Win-Loss Record           W   L  K    %  Win-Loss Record Last 3 Turns    W  L K
 1/ 1*DM - FOLK (1916)          28  12  1 70.0   1/ 1*DM - FOLK (1916)         11  4 1
 2/ 0*LEGIONARII (1927)          3   2  0 60.0   2/ 3*BB FACE TO FACE (1915)    9  6 0
 3/ 2*IMPERIAL CABAL (1920)     18  17  0 51.4   3/ 5*RED LEGION (1919)         9  6 0
 4/ 3*BB FACE TO FACE (1915)    20  20  0 50.0   4/ 2*IMPERIAL CABAL (1920)     8  7 0
 5/ 0*DRAGON BLOOD (1914)        4   5  0 44.4   5/ 4*OXY MORONS (1917)         6  6 0
 6/ 5*RED LEGION (1919)         15  20  0 42.9   6/ 0*DRAGON BLOOD (1914)       3  1 0
 7/ 4*OXY MORONS (1917)          9  13  1 40.9   7/ 0*LEGIONARII (1927)         3  2 0
 8/ 6*DIVIDED NATIONS (1912)     3  10  0 23.1   8/ 6*VAMPIRE POSSUMS (1922)    1  8 0
 9/ 7*VAMPIRE POSSUMS (1922)     1   8  0 11.1   9/ 7*DIVIDED NATIONS (1912)    0  5 0

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

                                    TEAM SPOTLIGHT

                                  D2 -- DUELMASTERS

The battle axe swings with awesome cutting power!
The Grim Lord is hit in the chest. It is an awesome blow! 
  He sinks slowly to the ground.
Gambit has learned a riposte action and achieved advanced expert in riposte.
Black Lung will fight at Champions in the next tournament.
Veteran Mercenary is dangerously stunned and cannot keep fighting!
It is a proud Day for Lady Warriors as Colestah has ascended the Duelmaster's Throne.
Red was butchered by Longbow in a one minute mismatched challenge!

D2, the play-by-mail (not play-by-computer, nor play-through-internet) game of 
Duelmasters, is just plain fun. It is so good that there have been three published 
books written about it! It must be great, then! Do you want to have the fun and 
pleasures that hundreds of other managers before you have experienced? Can't blame 
you! I, personally, have been enjoying Duelmasters-to-D2 for over 35 years. Perhaps 
this article will assist or simplify your introduction to this game and speed up your 
enjoyment process. It goes something like this..............

ACQUIRE A D2 ROLL UP team sheet from RSI. (Reality Simulations Inc., P.O. Box 22400, 
Tempe AZ 85285-2400, ph. 4809677979) The first sheet/team is free. Subsequent five-
warrior teams cost $5. (Same prices are charged by RSI as they did 30+ years ago!) 
Later, after your introductory 10 turns in the Noblish Island (DM93) arena, you can 
transfer your starting team to another arena, or you may find you want to start up new 
team/s in other arenas, or both. Actually, you can start new teams any time, even 
while going through your learning process in DM93; but you may want to "learn the 
ropes" first. 

FILL OUT THE ROLL UPS and send the sheet to RSI. Other than the normal personal 
information, the most important things to decide are: Team name, Manager Name, and 5 
individual warrior designs. Let's discuss each of those briefly. Team name and manager 
name can be anything you like that fits you. (RSI will edit inappropriate naming.) 
They can be gladiator driven, silly ideas, great play on words, or whatever. The 
warrior names can be closely tied to the team name, or not. My very first team was: 
Bulldogs (note: they are still running in DM11), manager Kennelworth, and names like 
Tiger Lily, Sir Smythe, Wild Wayne, and Flash, etc. A team name I admire in the game 
is Azure Clouds, manager Slugbait, warrior names like Black Bile, Violent Orange, Blue 
Note....

We could spend hours and hours on warrior designs, (Where to place the 14 points on 
the fixed 70 points and what style to choose?) and there are many articles available 
examining design, so I will offer only a few basic comments:

* Offensive styles are easier to learn for a newbie. (Or anyone, for that matter)
* Gender does not matter at all in the fight process.
* Usually, fast & quick or brawny & strong rule the day. I said usually.
* WT (wit) and WL (will) are the most important stats.
* There are reasons to design to odd numbers. (Exclude CN from that statement.)
* Read newsletters, especially past DM93 newsletters, for regularly posted design 
  reviews

You have received your 5 warrior profiles "overviews" back from RSI. Time to fill out 
DUEL II STRATEGY FORMS and send them in to RSI. "Goodness!" you say; "I wish I had a 
lot more information about weapons and strategies and what the warrior profile means, 
and...

Here are a list of places and methods for getting additional info:

* "Put on your newbie outfit." Ask RSI, or better yet, diplo the teachers/coaches in 
  Noblish Island (DM93), the "starter's arena" and ask for information provided there. 
  If you are already in Noblish Island, ask RSI to make sure you get the free CIC or 
  "fact sheets".

* "Go electronic." The best information in the game is available at reality.com/dm, or 
  Terrablood.com, or Assur's site or even try chatzy.com as DMers chat there from appx 
  9AM to 2AM EST. and they definitely seem to welcome inexperienced questions.

So, back to the strategy sheets. One for each warrior you plan to fight. Write 
legibly! You would be very disappointed to have a code inputted improperly because 
your scribbles were not so discernible. The basic stuff like warrior name and ID, or 
game # and account # don't need discussion. But weapon selection, strategy, armor and 
challenging do.

Weapon choice is your chance to select a best weapon against the opponent's probable 
armor. Bigger weapons are probably needed against heavy armor. Some weapons do 
especially well against certain armor types. (Hmmm; that information mentioned earlier 
would help.) The most common weapon arrangements are a single primary weapon and a 
small backup primary for offensive types, and a primary/secondary (secondary could be 
a shield) and zero to two backups for defensives/finesse warriors. That, of course, 
begs the question of which styles are offensive? Generally, basher (BA), lunger (LU), 
slasher (SL), and striker (ST) are offensive. Generally, parry-lunger (PL), parry-
riposte (PR), parry-strikers (PS), and total parry (TP) are defensive. Wall of steel 
(WS) and aimed blow (AB) are generally finesse warriors. But, really, anything goes, 
as you will find defensive bashers and offensive total parries and other mutants in 
this fun game.

Strategy is more difficult to decide. Offensives usually start "hot and heavy" and 
then slow down, as they will wear down/tire due to weight being carried and a high 
activity level Defensives tend to run moderately, but current arena defensive warriors 
can be found fighting anywhere from "hot and heavy" to very slow. The desperation 
strategy is important, because if your warrior is nearing defeat or exhaustion, you 
may want to do something different in a last-ditch effort to pull out the win.

Armor is really a matter of preference, but like every other choice in the game, there 
are trade-offs. Heavy armor, while providing more protection, can slow down and wear 
down warriors. Naked or light armor may be less restricting and faster but offers 
little protection. It is easy to think, "I need lots of armor.", but over encumbering 
a warrior greatly impacts (diminishes) his fighting ability.

Training is simple. The most common training is "skills", but stats can be and are 
trained also. In general the amount of skills learned is based on your WT (the higher 
the better), but it is also impacted by the knowledge of the warriors you fight. (And 
other things) Stat training is very highly dependent on WL, as the odds of getting a 
first stat train of a stat type are 5% times the WL. (E.g. a WL of 15 = 5%x15 or 75% 
chance.) There can be a luck roll impact also as is common almost everything that 
occurs in Duel 2. Attempting to get a 2nd stat raise in a certain stat is halved. 
(E.g. a WL of 15 = 5%x15x 0.5 = 37.5%)

Challenging and avoiding are very strategic components of the game. There are quite a 
few managers who do not challenge or avoid or both. You can use that to your best 
advantage. Challenge warriors (the warrior ID number) and avoid teams. (The team ID 
number.) Several points about challenging/avoiding):

* Challenging and avoiding do not work until after the warrior has fought his/her 
  first fight in the arena and is listed in the newsletter.

* Challenge warriors or styles you think you can beat, or who will teach you well, or 
  to attempt to advance in the rankings.

* Avoid those teams who have warriors that can probably beat you, or who are likely to 
  challenge you.

* Remember: challenge warrior ID numbers (not names) and avoid team numbers (not 
  names)

* Some arenas, usually Andorian, frown on down-challenging. (Usually defined as 
  challenging someone with fewer recognition points that oneself.) Beware of the arena 
  environment, history, and politics.

You have the option to use an alternate "special strategy" either (or both) when you 
challenge someone, or when someone challenges you. You can use this alternate to 
prepare a specific strategy for that challenge you just made, or surprising an 
opponent who will likely challenge or blood feud you. To use these alternatives, "x" 
the proper box or boxes and fill out the strategy info on the back of the strategy 
form. This alternative strategy will not be used unless the conditions you selected 
occur.

That was easy, wasn't it!? After sending in your strategy sheets, (in plenty of time 
for the due date -- or last minute via fax; no internet submitting allowed) the 
computer utilizes everyone's' inputs and the fights proceed. A few days after the 
arena run date, the actual fights and arena newsletter will arrive in your mailbox. 
(Actually the newsletter can be viewed on line three days after the fights.) Before 
submitting the new warrior strategies for the next round of fights, there is much a 
manager can/should examine and review. Here are generic things that this old-time 
manager evaluates:

* Have I collected/recorded all the information I want from the fight so I can access 
  it quickly? (The Noblish Consortium manager and his Consortium cronies record this 
  for every fight: opponent's name, stable, arena and ID number, size, handedness, 
  record, style, armor, and weapons plus his warrior's train results, armor, weapons, 
  swing info (criticals/swings/extra value hits), W or L, how many minutes, 
  recognition points, and political point status- if any. Also recorded are who, if 
  anyone challenged. This is manually recorded on a sheet with my warrior's name, ID, 
  and size, handedness, plus style.

* Did each warrior fight as I expected from the strategy? Do I need to adjust or 
  change any strategies?

* Did any warrior act over encumbered or tire faster than I thought? Do I need to 
  adjust strategies, armor, or weapons?

* Did each warrior fight well with the weapon? (e.g. hit when he swung and had 
  critical hits -- which are strongly stated weapon hit statements compared to the 
  norm) Do I need to change weapon selections?

* Did another warrior out jump me when I did not expect it? Do I need to adjust 
  strategies or weapons?

* Did the warriors learn what I expected and learn well? (e.g. earn lots of skills) If 
  not, what can I do about it? (Switch to learning stats/skills? Challenge a very 
  experienced warrior?)

* Do I know anything about the arena warriors that I can challenge? (Have I and my 
  friends accumulated style and other information on opponents?) Should I challenge or 
  take the luck of the draw? (Remember: challenge warrior #'s.)

* Likewise, is there someone within range I just do not want to fight? (A warrior that 
  has beaten me before? A warrior with lots more experience than me? A team that has 
  my number? Should I avoid the team with that warrior? (Remember: avoid team #'s)

* Have I written some personal ads or a spotlight to add to the enjoyment of the 
  arena?

Then it is time to turn in those strategy sheets again!

Duel 2 is a game of gladiators, comprised of knowledge, strategy, and a little luck. 
Above all, it is fun. See you on the sands!

                                          -- T.C. (The Consortium aka Wayne Smith)

Note: RSI has something special with Duelmasters that few if any other PBMs can offer. 
Twice per year, for many tears, voluntary Face-To-Face Tournaments are held, opening 
up the competition from all arenas of D2 play. Managers from near and far gather for a 
fun-filled and very busy week-end of competition. The winter version is held in RSI 
home town Tempe, AZ (Phoenix) while the summer location varies in location east of the 
Mississippi. (Recent ones in Arlington, VA (DC), Cincinnati, New Orleans, and Kansas 
City; this July 12-14 it will be in Minneapolis.) Great competition and a fine chance 
to meet other managers and the RSI staff.

***---------*---------*---------*---------**---------*---------*---------*---------***

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.  If you've found your favorite weapon or a weapon that your warrior crits 
with, that is another great option.
     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

     You elder fighters surely remember me.  The younger ones may call me Olaf 
Modeen.  I return to NOBLISH ISLAND once again!  BB FACE TO FACE showed NOBLISH 
ISLAND what they were made of as they fought with a vengeance to walk off with 4-1-0. 
What's with MANNEQUIN?  He actually beat NOBLISH ISLAND's M. CHARDINEE, and walked 
away with 19 more points from the fight.  Laughs were big at IMPERIAL CABAL while 
they watched OZLETC clobber VLAD.  He lost 8 points and got bruised from objects 
thrown from the stands.  M. CHARDINEE was reminded on the sands why DOC STEELE is 
Duelmaster.  Advice to fighters with a 1 will--give up fighting!   
     No matter the time or place, men will always duel.  NOBLISH ISLAND thinks DM - 
FOLK and their 28-12-1 is too much!  If at first you don't succeed, give up...  
Management must be dealin', as the boys at BB FACE TO FACE ain't reelin'!  DM - 
FOLK's mad!  What do people see in TOMBSTONE FEATURE?  His 4-4-0?  BB FACE TO FACE 
ain't talkin', but he's got 25 points.  BAD MATCH UPS didn't quite know what to make 
of a challenge he received from JOSE SUMMERS of DIVIDED NATIONS, who is 23 points 
below him.  JOSE SUMMERS perhaps got hers just desserts, seeing as she was defeated 
by BAD MATCH UPS and ended up with 5 recognition points.   
     A fighter's lot is filled with strife, revenge, and killing.  Some fighters 
don't accept this.  The best do.  Many a warrior has met his fate in a hungover 
stupor.  You young rapscallions, take note!   
     Who knows what the future holds for a warrior.  More fights, there's no doubt.  
Are you as tired of reading this as I am of writing it?  Actually, I guess I'm 
writing it before you read it.  Oh, well.  I don't want to overstay my welcome...-- 
Olaf Modeen  

DUELMASTER                     W   L  K POINTS      TEAM NAME                  
 DOC STEELE 11217              5   3  0  82         DM - FOLK (1916)          

CHAMPIONS                      W   L  K POINTS      TEAM NAME                  
 MANNEQUIN 11215               7   1  0  77         DM - FOLK (1916)          

ADEPTS                         W   L  K POINTS      TEAM NAME                  
 ONE-ARM BANDIT 11216          4   4  1  47         DM - FOLK (1916)          
 OZLETC 11237                  6   1  0  42         IMPERIAL CABAL (1920)     

CHALLENGER INITIATES           W   L  K POINTS      TEAM NAME                  
 BAD MATCH UPS 11211           5   3  0  32         BB FACE TO FACE (1915)    
 WEE JERRY 11232               3   4  0  31         RED LEGION (1919)         
 BUBBA 11214                   7   1  0  30         DM - FOLK (1916)          
 SANDY CALL OUT 11212          4   4  0  30         BB FACE TO FACE (1915)    
 HUNG OVER 11213               4   4  0  25         BB FACE TO FACE (1915)    
 TOMBSTONE FEATURE 11209       4   4  0  25         BB FACE TO FACE (1915)    
 TEICHOS 11271                 3   0  0  25         RED LEGION (1919)         
 ZIPPY THE SLUG 11247          3   1  0  25         OXY MORONS (1917)         
 CUTTER 11230                  3   4  0  24         RED LEGION (1919)         

INITIATES                      W   L  K POINTS      TEAM NAME                  
 ARACHNOL 11229                4   3  0  22         RED LEGION (1919)         
 VLAD 11218                    5   3  0  21         DM - FOLK (1916)          
 NIRUUL 11235                  4   3  0  21         IMPERIAL CABAL (1920)     
 RED ROGUE 11207               2   0  0  20         DRAGON BLOOD (1914)       
 TAZAROC 11236                 4   3  0  19         IMPERIAL CABAL (1920)     
 BROKE NEWSLETTERS 11210       3   5  0  19         BB FACE TO FACE (1915)    
 CHONK II 11270                2   1  0  16         RED LEGION (1919)         
 MILITANT PACIFIST 11245       2   1  0  13         OXY MORONS (1917)         
 BLUE BARBARIAN 11206          1   1  0  12         DRAGON BLOOD (1914)       
 SLEEPY JOE 11220              2   4  1  11         OXY MORONS (1917)         
 QUINTUS TURRIS 11283          1   0  0  11         LEGIONARII (1927)         
 CAIUS NAVARCHUS 11280         1   0  0  10         LEGIONARII (1927)         
 VALUS MAU'UAL 11272           2   0  0   9         IMPERIAL CABAL (1920)     
 ENRIQUE SUAVE 11196           2   2  0   8         DIVIDED NATIONS (1912)    
 WHITE WARLOCK 11205           1   1  0   7         DRAGON BLOOD (1914)       
 MARCUS LORICA 11281           1   0  0   7         LEGIONARII (1927)         
-MINOR CATASTROPHE 11246       1   2  0   5         OXY MORONS (1917)         
 JOSE SUMMERS 11193            1   2  0   5         DIVIDED NATIONS (1912)    
 UNCLE LEO 11254               1   1  0   4         VAMPIRE POSSUMS (1922)    
 KECIMUS PUGIO 11282           0   1  0   4         LEGIONARII (1927)         
 NATALIA MARAKOVA 11197        0   3  0   3         DIVIDED NATIONS (1912)    

INITIATES                      W   L  K POINTS      TEAM NAME                  
 BLACK BARD 11208              0   2  0   2         DRAGON BLOOD (1914)       
 SAINT SIMEON 11251            0   2  0   2         VAMPIRE POSSUMS (1922)    
 ALYSSA THE FOX 11253          0   2  0   2         VAMPIRE POSSUMS (1922)    
 CLOTILDA 11250                0   2  0   2         VAMPIRE POSSUMS (1922)    
 ALYSSE TUREN 11249            0   1  0   1         DIVIDED NATIONS (1912)    
 PUBLIUS SICA 11279            0   1  0   1         LEGIONARII (1927)         
 MORGIUS 11252                 0   1  0   1         VAMPIRE POSSUMS (1922)    

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

THE DEAD                W  L K TEAM NAME            SLAIN BY              TURN Revenge?
THE USEROUS MERC        0  0 0                      ONE-ARM BANDIT 11216   661 NONE
BRACUS ZAHN 11234       1  6 0 IMPERIAL CABAL 1920  DARK CHAMPION          661 NONE

                                     PERSONAL ADS

Well, that was nice. A 1-0 vs. B. . Face-To-Face. Yes! Where are those competitive 
Bash Brothers when you need one? Rumors are that they are now hiding out in South 
Carolina. South Carolina? Really? -- T.C.

Tombstone, you cannot hide from me. -- Vlad

Arachnol, you just run into a buzzsaw. Once in a while, I can be a good warrior. -- 
One-Arm Bandit

Thank y'all for fighting in DM93. You have made my days. (And I have had a lot -- 28, 
675 -- of them!) -- T.C.

A hearty welcome to Vampire Possums! May Noblish grant you a strong start! -- 
Alcibiades, mgr Red Legion

Bracus Zahn -- Well, clearly you missed the part where you are supposed to be dead! 
Hopefully your recovery is fast! -- Cutter

Militant Pacifist -- I was exhausted just watching that! The clang of steel, the 
sparks and blood! That had everything a blood-thirsty manager could ask for! -- 
Alcibiades, mgr Red Legion

Alyssa the Fox -- Me hope you ok. Me arm tired from smashing you. Still friends? -- 
Chonk II 

Lanistae and fighters of Noblish Island, It has been a moon since Scipio and his 
fellow fighters left the city for Shadowspire. I inform you that elements of the Sixth 
Legion "Ferrata" are now stationed a few miles away from the city. Commander Minucius 
Lorarius has dispatched five promising decani to train in the arena. They are 
honorable men, fair in the fight, and respectful to the Gods. Caius Navarchus is a 
native of Latium and is leading the team. Decimus Pugio and Quintus Turris are 
Southerners originally from Lukania. Lastly, Publius Sica and Marcus Lorica joined the 
Sixth during campaigns in the eastern provinces. Remember to be bold in the arena, 
humble in the city, and devoted to the Gods. Salve to you, DOC STEELE, and best of 
luck to all. -- Valerius Flamma

Vlad -- I'm glad you were able to avenge that really horribly embarrassing loss on 
turn 659.  That was really quite entertaining.  One of the most entertaining fights 
I've read in a while.  Thanks for making my day. (I reread the fight today and it was 
just as sweet!) -- Assur 
P.S.  For the rest (and to make sure Vlad doesn't forget), on Turn 659, Vlad fought 
Tombstone Feature.  AB vs TP, an almost auto-win for the AB. After 3 attacks, only 1 
of which connected, Vlad found himself winded. Two attacks later, Vlad exhausted 
himself (and still hadn't hit T.F. again). A crit that slipped past TF's parry sent 
Tombstone Feature desperate (AB's cheat on damage).  But the next attack was parried 
and Vlad fell from exhaustion.

                                  LAST WEEK'S FIGHTS

BRACUS ZAHN was butchered by DARK CHAMPION in a 1 minute bloody Dark Arena fight.
VLAD was vanquished by OZLETC in a 1 minute uneven Challenge battle.
CUTTER demolished SLEEPY JOE in a 1 minute uneven Challenge fight.
WEE JERRY viciously subdued NIRUUL in a popular 1 minute gory Challenge contest.
ARACHNOL demolished UNCLE LEO in a 3 minute gruesome mismatched Challenge competition.
JOSE SUMMERS was overpowered by BAD MATCH UPS in a 1 minute Challenge struggle.
CHONK II was bested by TOMBSTONE FEATURE in a popular 5 minute Challenge competition.
ENRIQUE SUAVE was viciously subdued by TAZAROC in a 2 minute gruesome Challenge melee.
DOC STEELE vanquished M. CHARDINEE in a action packed 1 minute one-sided Title duel.
MANNEQUIN overpowered M. CHARDINEE in a 1 minute one-sided fight.
BUBBA was viciously subdued by AMBITIOUS GUARD in a 5 minute gory bout.
ONE-ARM BANDIT savagely slew THE USEROUS MERCHANT in a 2 minute bloody match.
BROKE NEWSLETTERS was unbelievably bested by TEICHOS in a exciting 8 minute contest.
SANDY CALL OUT demolished OSKSI NOBLE in a 1 minute one-sided brawl.
HUNG OVER handily defeated PERSISTANT BEGGAR in a 1 minute one-sided conflict.
BLACK BARD was viciously subdued by MARCUS LORICA in a 3 minute amateur's bout.
RED ROGUE unbelievably bested KECIMUS PUGIO in a 2 minute amateur's bout.
BLUE BARBARIAN devastated SAINT SIMEON in a 1 minute brutal one-sided fight.
WHITE WARLOCK savagely defeated ALYSSA THE FOX in a 2 minute gory novice's bout.
NATALIA MARAKOVA was outwaited by VALUS MAU'UAL in a 13 minute amateur's competition.
MILITANT PACIFIST defeated PUBLIUS SICA in a 1 minute novice's duel.
ZIPPY THE SLUG outlasted CLOTILDA in a dull 8 minute beginner's fray.
MORGIUS was devastated by CAIUS NAVARCHUS in a 1 minute one-sided bout.
ALYSSE TUREN was overpowered by QUINTUS TURRIS in a exciting 1 minute uneven fight.

                                    BATTLE REPORT

             MOST POPULAR                        RECORD DURING THE LAST 10 TURNS     
|FIGHTING STYLE               FIGHTS        FIGHTING STYLE     W -   L -  K   PERCENT|
|LUNGING ATTACK                   6         TOTAL PARRY       22 -  10 -  0      69  |
|BASHING ATTACK                   6         STRIKING ATTACK   22 -  19 -  0      54  |
|TOTAL PARRY                      6         BASHING ATTACK    24 -  22 -  0      52  |
|AIMED BLOW                       5         AIMED BLOW        15 -  14 -  1      52  |
|PARRY-RIPOSTE                    4         LUNGING ATTACK    23 -  26 -  1      47  |
|SLASHING ATTACK                  4         PARRY-STRIKE       6 -   7 -  1      46  |
|STRIKING ATTACK                  4         WALL OF STEEL     12 -  15 -  0      44  |
|WALL OF STEEL                    3         SLASHING ATTACK    7 -  10 -  0      41  |
|PARRY-STRIKE                     2         PARRY-RIPOSTE     11 -  17 -  1      39  |
|PARRY-LUNGE                      1         PARRY-LUNGE        2 -   5 -  0      29  |

Turn 661 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     5 -  1     AIMED BLOW         0 -  5         3  STRIKING ATTACK
BASHING ATTACK     5 -  1     PARRY-LUNGE        0 -  1         2  SLASHING ATTACK
TOTAL PARRY        4 -  2     PARRY-STRIKE       0 -  2         2  BASHING ATTACK 
WALL OF STEEL      2 -  1                                       2  LUNGING ATTACK 
PARRY-RIPOSTE      2 -  2                                       1  AIMED BLOW     
SLASHING ATTACK    2 -  2                                       1  PARRY-LUNGE    
STRIKING ATTACK    2 -  2     

                               TOP WARRIOR OF EACH STYLE

FIGHTING STYLE   WARRIOR                     W   L  K PNTS TEAM NAME                  
STRIKING ATTACK  DOC STEELE 11217            5   3  0   82 DM - FOLK (1916)
BASHING ATTACK   MANNEQUIN 11215             7   1  0   77 DM - FOLK (1916)
WALL OF STEEL    OZLETC 11237                6   1  0   42 IMPERIAL CABAL (1920)
Note: Warriors have a winning record and are an Adept or Above.

The overall popularity leader is BROKE NEWSLETTERS 11210.  The most popular warrior 
this turn was BROKE NEWSLETTERS 11210.  The ten other most popular fighters were 
CHONK II 11270, KECIMUS PUGIO 11282, WEE JERRY 11232, TAZAROC 11236, ONE-ARM BANDIT 
11216, MARCUS LORICA 11281, WHITE WARLOCK 11205, BAD MATCH UPS 11211, DOC STEELE 
11217, and SANDY CALL OUT 11212.

The least popular fighter this week was NATALIA MARAKOVA 11197.  The other ten least 
popular fighters were VALUS MAU'UAL 11272, CLOTILDA 11250, ZIPPY THE SLUG 11247, 
TEICHOS 11271, BUBBA 11214, UNCLE LEO 11254, MORGIUS 11252, PUBLIUS SICA 11279, 
ALYSSA THE FOX 11253, and SAINT SIMEON 11251.

                            WINTER FACE-TO-FACE IN TEMPE!

We hope you will join us at our winter FTF in Tempe, AZ, January 17-19, 2025! It will 
be held at our usual Embassy Suites Hotel in Tempe, Arizona (480-897-7444).  Room 
rates are $209.00 per night, 1-2 occupancy, which includes full cooked breakfast, 
complimentary manager's reception, free parking and free high speed internet.  There's 
a fitness center, jacuzzi, and pool.  The rooms are blocked--the group code is 929.

      The official block cutoff is mid-December so make your reservations ASAP!
             The hotel reservation site is:  http://tinyurl.com/FF72inTempe 

Please note that doubles are limited.  As always, if the block is full, please make 
your reservation the best you can (book a king, and/or book at normal rates) and let 
us know and we'll work with the sales office to get them to correct your reservation. 
You can contact the Tempe Embassy (480-897-7444) to be put on the waiting list for 
a double suite, too.

We look forward to seeing you in January! -- RSI

                         SUMMER FACE-TO-FACE IN MINNEAPOLIS!

Our summer Face-to-Face is in the midwest again this year, and we're going back to the 
Twin Cities! We hope you will join us at our summer FTF in Bloomington, MN on July 12-
14, 2024! It will be held at the Embassy Suites Minneapolis Airport (800-317-8143). 
Room rates are $164/$174 for king and 2 doubles suites respectively, and all have free 
high speed internet and all the Embassy goodness (free made-to-order breakfast, 
complimentary manager's reception, airport shuttle, indoor pool, business center and 
on-site restaurant.  The rooms are blocked and the code is "915." 

         The official block cutoff is June 21 so make your reservations ASAP!
         The hotel reservation site is:  https://tinyurl.com/FF71inMinneapolis

Please note that doubles are limited.  As always, if the block is full, please make 
your reservation the best you can (book a king, and/or book at normal rates) and let 
us know and we'll work with the sales office to get them to correct your reservation. 

We look forward to seeing you in July! -- RSI

                                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!