PhoenixLeague:Rules

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The Phoenix League Rules Format

A Competitive Format for use with the Amtgard V8 Ruleset

2019 EDITION
V1.190123 – January 23, 2019
Ruleset by Phoenix League R&D

Contents

RULES

OBJECTIVE

Each team must work to secure the ball and place it into a goal basket on the opposing side of the field. The team with the most points at the end of the game is declared the winner.

LIVES AND DEATH COUNT

  • Unlimited Lives
  • 45 second death-count that begins immediately on death.
  • Players must be at their base for at least five (5) seconds immediately before declaring “ALIVE”.
  • Bench rules.

GAME LENGTH

The game is played in two (2) halves. Each half is 15 minutes long with a constantly running clock. Time is only paused for game-stopping injury, external interference, or at the reeve’s discretion. If the 15 minutes expires during a round, the round is allowed to finish naturally and then the half is over. If the 15 minutes expires in between rounds, one additional round is played before the half is over.

Game time is public information but is not announced unless requested by one of the teams.

HALF-TIME

Between halves, there’s a five (5) minute break to rest, strategize and hydrate.

At half-time, all magic and abilities are refreshed; and all enchantments are removed; and both teams switch sides.

RELICS, TALISMANS AND TRINKETS

Relics, artifacts, talismans, trinkets and other such items are prohibited in Phoenix League matches.

AVAILABLE CLASSES

The following classes are legal for play in the Phoenix League format: Anti-Paladin, Archer, Assassin, Barbarian, Bard, Druid, Healer, Monk, Paladin, Scout, Warrior, & Wizard.

Monster classes and Peasant are prohibited.

SPELL AND ARROW SELECTION

Spell and Arrow Selection must be done before seeing the other team. Lists should also indicate which option is the “Look the Part” bonus so it can be quickly removed if necessary. In tournament or circuit settings, these lists are submitted at registration and typically cannot be changed between matches.

PRO TIP: Spell list builders for use with Excel can be found at [Helpful Content].


FIELD SETUP

Phoenix League Field.jpg

The Ball starts each round in the center of the field. Players begin at their respective bases, a 10’ x 10’ designated area in opposite corners of the field. Each team has a respawn point in the corner closest to their base and 5’ away from the edges. Each team will have a goal basket that is 10’ away from their edge of the field and along center line (see diagram above). The standard field size is 80’ x 60’. The field should be surrounded by rope that is color-coded to show 20’ lengths. There should be a decent distribution of terrain so that neither side has a distinct advantage. There should be no obstacles (trees, pot-holes, debris, etc…) within 10’ of the bases, the goal baskets, or the center point of the field. Teams will switch sides at half-time.

Equipment pre-placement rules may be allowed or disallowed by the Arbiter.

OUT OF BOUNDS

An active player that leaves the field boundaries, intentionally or accidentally, dies immediately with no way to avoid it. For standard rope boundaries, an active player who steps ON or BEYOND the ropes will trigger this punishment. In addition, a player who dies this way cannot choose to remain dead in place, nor can they activate “On-Death” or “Death Prevention” abilities such as Fight After Death or Song of Survival.

See FAQ for further clarifications about unique scenarios involving the boundaries.

GOAL BASKETS

Goal baskets must be a container around 18” tall with at least an 18” diameter opening on the top. They can be circular or square as long as they are the same on both sides of the field.

THE BALL

The Ball should be an object roughly the size, shape and weight of a youth football.

The Ball is a Game Item and follows all related rules outlined in the Amtgard Rulebook.

Any player may carry the Ball. It must be carried with a free hand. Shields and other “strap-able” items cannot be attached to the arm holding the Ball. The Ball cannot be intentionally hidden. The Ball cannot be thrown, batted, kicked or otherwise launched but it can be handed off or dropped. A drop is described as a downward motion created by letting go with no additional force added. Any air-time parallel to the ground is illegal, regardless of natural momentum.

While carrying the Ball, players become Volatile.

VOLATILE

When carrying the ball, a player becomes “Volatile”. While a player is Volatile, any Strike-Legal surface that makes contact with them or anything they are carrying and/or wearing will cause them to immediately die.

Legal hits include blows to shields, armor, garb and weapons. The hit does not need to deal damage.

Any contact that would be prohibited by the Amtgard RoP (such as head shots) will not trigger this effect.

When a ball-carrier dies, the Ball should be dropped as soon as possible or risk incurring a penalty.

A player is no longer Volatile after they release the ball and at least one (1) second has elapsed.

PRO TIP: While not required, if a player says the words “No Longer Volatile” out loud after releasing the ball, they will be safe by the time they finish speaking.

THE BENCH RULE

There can only be four (4) living players per team on the field at a given time (henceforth “Active Players”). Extra players remain in a removed-from-game state called “Benched”. A Benched player is not dead or alive. They cannot interact with the game in any way except those listed here and likewise cannot be affected themselves.

Benched players CAN use the Charge ability during rounds but not between rounds.

Benched players CAN ‘coach’ or otherwise yell strategic commands to their team as long as it does not impede the reeves’ ability to listen to the game.

When there are less than four (4) friendly active players on the field, a Benched player can leave their Benched state and enter the field by touching their respawn and shouting “ALIVE”. Benched players wishing to enter the game must be at their base for at least five (5) seconds immediately before declaring “ALIVE”. (see “Equipment Retrieval”)

When a dead player completes their death count or would otherwise be returned to life, if there are four (4) friendly active players, they are immediately put into a Benched state and must shout “BENCHED” to show that they are standing by to enter the field. A player can always choose to become Benched instead of coming to life even if there are less than four (4) friendly active players on the field.

If a player becomes Benched while they are on the field, they must leave it as soon as possible.

VOLUNTARY RETURN TO THE BENCH

Active Players can voluntarily place themselves on the Bench by touching their Respawn Point and using the incantation “I return to the Bench” x3. All rules for incantations apply to this effect. A player cannot use this ability if they are Frozen, Stunned, Insubstantial, Suppressed, Out of Game, or otherwise unable to use magic and abilities. This incantation cannot be affected by Meta-Magic.

Any shots-in-motion that hit the player will count as valid hits. Any verbal spells targeting the player or their equipment that were started before they called Benched can be finished and their effects will be applied.

States and On-Going effects are *NOT* removed by entering the bench and any timers will continue while Benched. Players may ignore movement restrictions while benched but they will immediately take effect once again if the player enters play before they expire.

For example, a player who becomes Frozen AFTER leaving the field this way can walk around freely, but cannot speak or use the Charge incantation.

Players who return to the Bench using this method are still subject to the 5-second rule and must be at their base for at least five (5) seconds before they can return to the field.

EQUIPMENT RETRIEVAL

Dead players can only retrieve their own equipment from within the boundaries but must exit the battlefield as soon as their death count is up. Benched players cannot go within the boundaries.

Dead or Benched players can freely move around the exterior of the field to retrieve ammunition and other equipment that belongs to their team. Retrieved items can be returned to base or placed anywhere touching the field boundaries.

NOTE: Reeves may allow a dead player to move within 10’ of other players to retrieve equipment so long as they are doing it safely and without physically impeding gameplay. Players granted this permission can be given a Ghosting penalty if they fail to stay out of the way.

ROUNDS

New rounds start after every stoppage of play, via goal or otherwise. Players start each round at their base. When a new round starts, all wounds, weapons, armor (worn & magic) and per-life magic are restored; all ongoing states and effects, positive and negative, are ended; dead players immediately respawn; enchantments on players who survived the previous round remain active; players may choose to switch up their Active/Benched players; and the Ball is reset to the center of the field.

One (1) minute is given between rounds for players to retrieve projectiles/other equipment and return to their base. Anyone not in their base after the minute must start the next round dead.

It is encouraged for both teams as well as the reeves to assist in the recovery of items for more efficient turnovers.

Game time does NOT stop between rounds.

A new round will always follow a stoppage of any kind. Players should collect their gear and return to base whenever they hear a reeve whistle.

Rounds should never pause or rewind to fix an issue.

PRE-PLACING / UNCOLLECTED EQUIPMENT

If allowed by the Arbiter, equipment may be pre-placed on field during the time between rounds. Equipment can never be placed before the first round of a match or during half-time.

A team can only pre-place equipment on their half of the field and it cannot be placed in a way that could create a tripping hazard or safety issue.

SCORING GOALS

In order to score a goal, a player must place the Ball in the opposing team’s basket and stay alive long enough to lose their Volatile condition. The Ball must come to rest in the basket for the goal to count. Once the Ball is inside a basket, no further players may affect it unless it bounces out.

If a player dies while Volatile after the ball is dropped into the basket, the goal is denied and gameplay stops.

If the basket is knocked over or substantially moved by a player in an attempt to score, the goal is denied and gameplay stops.

A goal will be denied if scored by Reckless or Dangerous Actions

YIELDING

A team with no active players on field can yield the point to the opposing team. To do this, the team captain must inform the reeve in a clear and concise manner. Once the whistle is blown, gameplay stops and the opposing team is immediately awarded a point. After the whistle, the yield cannot be undone.

SURRENDER

At any point, a team captain can decide his/her team will surrender the match. The captain simply informs the reeve in a clear and concise manner. Once the whistle is blown, gameplay stops and the opposing team is immediately awarded victory of the match. After the whistle, the surrender cannot be undone.

POINT OF NO RETURN

(THE MERCY RULE)
If a team is AHEAD by at least 10 points, or an amount of points equal to M+1, where M is the amount of minutes left in the entire game, then the game immediately ends.

THE SINGLE MISCELLANEOUS RULE

ALTERED RULE: BARD SONG CHANTS
All bard songs must use the generic chant instead of the optional one. This is purely for ease of reeving.

BUILDING A TEAM

TEAM SIZE

Phoenix Ball requires teams of up to six (6) players. In competitive play, each team chooses its own members. For casual games, it is recommended that reeves try to balance teams as best as possible. Players must play their chosen class at whatever level they have attained credits for. For casual play only, if you have more than the recommended number of players. Extra players can be added to the bench. For example, if you have 16 players, you can play with 4 active and 4 benched players per team.

TOURNAMENT & LEAGUE PLAY

The Phoenix League Format is designed for on-going leagues and tournament play, where teams face off against each other multiple times without changing their composition. The following guide outlines how these teams should be created.

TEAM REGISTRATION

Teams are required to provide their team name and colors. Teams only need to specify their actual members when they physically arrive at the event. Final team rosters must clearly list a Team Captain. Team captains have authority when making decisions for their team. Team data such as player names, levels, classes and spell lists are not public information.

LOOK THE PART

A team, in its entirety, receives the “Look the Part” bonus if every member of the team is similarly garbed with a unified color scheme, icon or other device. They should unmistakably look like a team. All players must be wearing acceptable amtgard garb tops and bottoms. Jeans, t-shirts, jerseys, etc are not allowed to qualify for LTP. Whether or not a team qualifies is determined by the reeves of each match. Spell/Arrow Lists should indicate which spell is the “Look the Part” bonus so it can be quickly removed if necessary.

Both teams in a match may make an agreement to allow “Look the Part” regardless of actual qualifications. This agreement must be made at the start of the match and cannot be revoked mid-match. If two teams fight each other in more than one match, the agreement must be made at the start of each match. Teams not bound to continue an agreement across matches.

IDENTIFICATION NUMBERS

Each player on a team is required to have a unique identification number. The number can be any one- or two-digit number. These numbers can be used for spell/ability targeting by saying a descriptor, or the word “Number”, followed by the actual numeric.

Players on the same team cannot have the same number. If players on opposite teams have the same number, a descriptor MUST be used when targeting those players by their numbers.

EXAMPLE: The following is methods of target-naming are legal: “Number twelve” “Green twenty-two” “Warrior five”

The following methods are ILLEGAL: “Twelve” “Green” “Warrior”

Numbers must be displayed on at least two clearly visible points on the player's body that are roughly opposite of each other. For example, a belt favor on the left and right hip. Each digit must be at least 6" tall; they must be a simple, instantly legible font; and they must be a single color that strongly contrasts with its background. All players on a team must have their identification numbers displayed the same way for ease of reeving.

ALTERNATES / REPLACEMENTS

In the event that a registered team member is unable to play, due to injury or unforeseen circumstances within reason, it is the decision of the Arbiter to allow the team to replace their lost member. Teams are not required to have pre-registered alternates, the team can choose from anyone who is willing and legally able to play. If the removed player becomes able to rejoin the team, it is once again the decision of the Arbiter whether or not that player can switch back in. The Arbiter has final say regarding how much time is given to allow the team to find a replacement. Alternates cannot be chosen for players who are kicked from the game due to behavior.

Classes cannot be changed to accommodate the replacement player, however the opposing team may allow an exception to this if they wish. If the alternate player continues to play the rest of the tournament, permission must be acquired from each opposing team for that player to play a different class than the player they are replacing.

Alternates are intended for injury or emergencies and should not be used to cycle in “fresh” players. Teams should make sure their members are properly hydrated and are not pushing themselves too hard. A team found to be willingly putting themselves at risk of exhaustion or injury can be issued a match-loss or be outright disqualified from the tournament. Please play safe.

REEVING

Players involved in a rules dispute have the first ability to decide the outcome. Typically this results in a quick yes/no exchange but sometimes it can last longer and risk halting game-play.

Players are NEVER rendered invincible or otherwise immune to gameplay when addressing an issue.

If players cannot agree on something (spell range, hit location, etc…), then the defending player makes the call unless a reeve says otherwise.

Infractions must be witnessed by a reeve for official action to be taken.

If a Reeve witnesses an event and wishes to make a call, they must do so within a reasonable amount of time. There are no pauses or rewinds in Phoenix League. A Reeve call is based on whatever evidence they have at the time. Reeves will strive to be watching key interactions, such as spell-casting or plays surrounding the Ball, but this will not always be possible. Spectators, camera-footage, and any other forms of verification should not be considered on calls made during a match. Reeves MUST be confident and stalwart in their rulings.

Players who believe another player is cheating, sloughing or behaving in a negative manner should inform the reeves between rounds so they can keep an eye out for further infractions. Players should not expect reeve calls to be made purely on the testimony of others.

In the event that a rules call is required for something unclear or contested, the decision of the reeves is final for that particular instance in time. It should be researched as soon as possible to confirm the correct call for future infractions (see Aribiters). An incorrect reeve-call does not force a situation to be played the same way for the rest of the match if the correct ruling becomes known to them. It also does not retroactively undo any effects of the previous ruling.

Over the course of the league, we will be working to further educate and train reeves and players so that the competitive class experience becomes as smooth and painless as possible.

STOPPAGES

Stoppages, or complete halts in the gameplay, should be avoided at all costs unless they are following a goal. When they are required, a whistle is blown to signify them. During a stoppage, each player immediately halts everything they are doing and the round is ended. Stoppages will always result in a new round. Other than injury, stoppages should always result in a player receiving a warning, a penalty or a goal being awarded/denied.

DELAYED STOP

If gameplay is to be stopped because of a rules infraction, the reeve should only blow the whistle once the offending team gains control of the ball, or play is stopped by normal means. This prevents teams from losing a potential goal due to their opponents cheating.

PRO TIP: A reeve wishing to make a delayed stop can raise their non-whistle arm directly overhead to let the other reeves know they are waiting to halt play. Dedicated reeve teams can reference Hockey or Football guides to learn even more useful signals.

HOW MANY REEVES DO I NEED?

Official games are recommended to have six (6) reeves: Two (2) Base Reeves that watch over death counts and the Benched players; and Four (4) Field Reeves that watch over the gameplay itself.

For casual games or events with not enough trained reeves, remove the base reeves first. Phoenix Ball flows best with three (3) field reeves minimum. If you have less than three reeves, players should be held to a higher standard of self-moderation as it is more likely that infractions will be missed.

PENALTIES

If a player is found to be breaking the rules in an repeated or overt way, they can be given a penalty by a reeve. A player that is given a penalty loses all their enchantments. They must start the next round dead and cannot be brought back to life by any means. In addition, during their death count their team must fight with one less active player. Benched players can still enter as normal, the only difference is that the active player limit for the offending team is reduced by one (1) for the duration of the penalty. Penalty times are cleared if the opposing team scores a point. It is, in essence, a “Power-Play.”

REPEATED PENALTIES

If a team receives a second penalty (or more) during a match, the reeves will extend the penalty time by forty-five (45) seconds for each consecutive penalty. If any one player receives three (3) penalties in a single match, they are removed from the match completely and the opposing team immediately gains a point with no other form of penalty issued. The offending team must play the rest of the match with one less player (4 active players and 1 benched).

DELAYED PENALTY

If gameplay is to be stopped because of a rules infraction, the reeve should only blow the whistle once the offending team gains control of the ball, or play is stopped by normal means. This prevents teams from losing a potential goal due to their opponents cheating.

WARNINGS

If a player is found to have accidentally broken a rule, at the reeve’s discretion they can be given a warning instead of a full penalty. A warning has no effect other than letting the player know what they did wrong. If a player with a warning breaks that rule again, accidentally or otherwise, they will receive no further warnings and instead receive a full penalty.

PROPER EXPLANATIONS

Whenever a player receives a warning or a penalty, they should be explained exactly what rule they broke and the proper way to play in order to avoid it in the future. If a player cannot understand how a specific rule works in a reasonable amount of time after it is fairly explained, or they otherwise refuse the ruling, no further help will be offered by the reeves.

THE BUTTERFLY EFFECT

Reeves should strive to be confident in their calls when halting play for a penalty as the stoppage could affect more than just the issue at hand.

Consideration should not be given to actions or goals that “could have happened” if the game wasn’t stopped although exceptions can be made at the reeve’s discretion on a case-by-case basis. A typical exception would be to allow a goal for a break-away (an unopposed run to the goal) that was interrupted by physical injury caused by the defending team.

ARBITERS

Each Phoenix League event should have at least one Arbiter, typically they are the tournament organizer. Arbiters represent the Phoenix League Ruleset and are the highest authority on all rules issues at that event. If the match reeves make an impromptu clarification call during a match, the Arbiter should be consulted afterwards to make a ruling for the remainder of the event. All teams should be notified of the Arbiter’s ruling as soon as possible. Rulings made by Arbiters should be discussed after events and considered to be added to the Phoenix League FAQ so they can be referenced during future events.

Arbiter rulings can modify, alter or go against the amtgard rulebook and/or other clarifications although all rulings should strive to be in line with the standard rules of the game when possible.

SPECIFIC PENALTIES

Penalties are listed in the order their relevant ruling appears in this ruleset.

PG. 4 - MOVING THE BASKET PENALTY

A penalty can be issued if an incident causes a goal basket to be moved by a substantial amount, intentionally or otherwise.

PG. 4 – OBSTRUCTING THE BASKET PENALTY

A penalty can be issued if a player or object is ever obstructing the vertical space above the basket in such a way that they are physically reducing the opening available through which the ball can be placed in the goal. If a player is frozen or otherwise forced to remain still while in such a position, they must assume a neutral, un-obstructing position.

PG. 5 - LAUNCHED BALL PENALTY

Throwing, kicking, batting or otherwise launching the ball will result in a penalty. Tossing the ball while being struck in an attempt to avoid the death counts as throwing the ball and can result in a penalty. Any air-time parallel to the ground is illegal, regardless of natural momentum.

PG. 5 - STICKY FINGERS PENALTY

A penalty will be issued if a player carrying the ball does not drop it within a reasonable time after dying, as determined by the Reeve.

PG. 6 - GHOSTING PENALTY

A penalty can be issued if a dead player does not put reasonable effort to avoid crowded or active areas, or otherwise affects gameplay with their physical presence. Likewise, a penalty can be issued if a dead player becomes Benched while on the field and does not immediately leave it.

FOR REEVE CONSIDERATION

Due to the confined nature of the field, Reeves may allow a Dead or Reloading player to move within 10’ of other players to retrieve equipment so long as they are doing it safely and without physically impeding gameplay. Players granted this permission can be given a Ghosting penalty if they fail to stay out of the way.

PG. 6 - TOO MANY PLAYERS PENALTY

A penalty will be issued if, at any point, there are more than four (4) active players on a team.

PG. 6 – ACOUSTIC INTERFERENCE PENALTY

A penalty can be issued if a coach or Benched player repeatedly yells or shouts in a way that impedes the reeves’ ability to listen to the game. Reeves should warn the offending person at least once before issuing the penalty. If a coach is issued this penalty, the team must choose which player will accept the punishment.

PG. 7 – ILLEGAL GOALTENDING PENALTY

If an imminent goal is prevented by an illegal maneuver, such as hitting the ball mid-air or any of the other penalties listed here, then the goal is counted as SCORED and the offending player should be considered for a penalty. “Imminent” means within mere moments, but reeves should judge each case separately.

PG. 7 - RECKLESS BEHAVIOR PENALTY

A penalty may be issued for any action taken that intentionally disregards the safety of the participants, reeves, staff or spectators of the game - this includes the player committing the action themselves.

Examples include: “Suicide” slides/jumps/dives where the player no longer has control of their own trajectory and/or momentum; as well as wild, uncontrolled swings with large/heavy weapons.

FAQ & CLARIFICATIONS

Clarifications are sorted by the order their relevant rules appear in this ruleset. All other rulings are listed afterwards in alphabetical order based on the most relevant term.

BOUNDARIES

RE: FORCED MOVEMENT VS. BOUNDARIES

Effects that force a player’s movement (Shove, Throw, Awe, etc…) cannot force a player outside the boundaries. Instead, the player is allowed to move along the border in the direction that they are being forced. If they are forced into the boundary at a perpendicular angle, they may choose which way to go. If they are forced into a corner, they stop once the reach the tip of the corner.

RE: RELOAD VS. BOUNDARIES

Players using the Archer ability Reload may exit the boundaries to retrieve arrows without dying.

ACTIVE PLAYER LIMIT

RE: STAYING DEAD ON THE BATTLEFIELD

Players may choose to remain dead on the field in order to be resurrected. They must still count their death count during this time. If a player is resurrected while four (4) other active players are on the field, that player must immediately declare “Benched”, enter the Benched state, and leave the field as soon as possible.

RE: FIGHT AFTER DEATH

Players Fighting After Death count as ACTIVE until the FAD ends.

RE: UNDEAD MINIONS

Players affected by Undead Minion and Greater Undead Minion are still Active Players.

RE: RELOAD

Players using the Archer ability Reload are still Active Players.

THE BENCH

RE: BENCHED STATE REMOVAL

There is no way a player can be removed from the Benched State other than the indicated methods.

RE: FORCED MOVEMENT WHILE BENCHED

Players using the “Return to Bench” rule may become affected by various spells while Benched.

A Benched player’s movement can never be forced or limited while they remain on the bench.

Effects with no timed duration, such as Shove, Throw, Banish, Lost, Song of Survival’s Insubstantial state, Gift of Air’s Insubstantial state, or other such abilities immediately expire upon becoming Benched.

Timed effects such as Awe, Terror and Agoraphobia must expire naturally but the player is unaffected so long as they remain Benched.

BEFORE + AFTER ROUNDS

RE: ENCHANTMENT PRE-CASTING

Enchantments cannot be pre-cast and must be applied during normal game time

RE: NEW ROUNDS AND ENCHANTMENTS

Magic armor is restored between rounds. Barkskin, Stoneskin, and Ironskin will be restored to full value even if all points of armor were lost during the round before. This only applies if the enchantment was not removed from some other effect in the previous round. Resistance is removed when the effect is used (ROP – Enchantments - #8) and so it would not be restored.

RE: ELEM. BARRAGE, SANCTUARY & SONGS

These abilities are always ended between rounds. They are considered expended. Players cannot choose to leave magic balls on the field to preserve Elemental Barrage.

RE: CHARGING BETWEEN ROUNDS

Players cannot Charge magic or abilities in-between rounds. Charge must be used during normal game time.

RE: STEAL LIFE ESSENCE BETWEEN ROUNDS

Players cannot Steal Life Essence after a round has been ended. SLE must be used during normal game time.

RE: MOVEMENT-IMPAIRING ENCHANTMENTS

Enchantments that prevent movement do not affect their bearer while they are dead, in between rounds or while they are Benched. As soon as a player bearing such an enchantment enters the game, they are immediately affected again. For instance, a player with Grasping Tentacles can move between rounds. As soon as they re-enter play again, they immediately become Stopped.

VOLATILE

RE: MULTIPLE PEOPLE TOUCHING THE BALL

If multiple players are holding the ball, only the player struck receives the death. If the ball is struck directly, then both players are killed.

RE: FIGHT AFTER DEATH

Players CAN trigger Fight After Death when killed by the Volatile condition. Wounds and secondary effects inflicted by the killing blow still occur. For instance, while Volatile, a hit to an unarmored leg will remove the leg and then kill the player. A Pinning Arrow to the shield will kill the player and cause Stopped.

RE: WOUNDING

Wounding is verbal magic and thus cannot trigger the Volatile effect. A volatile player affected by wounding just loses the chosen limb as normal.

RE: FOOT ON GROUND & HAND ON WEAPON

Foot-on-Ground & Hand-on-Weapon offer no protection against Volatile. Volatile only cares if you are struck with a Strike-Legal surface. The location and any other rules/protections you have do not matter.

RE: MAGIC BALL STREAMERS/TAILS

Magic Ball Streamers/Tails count as a Strike-Legal surface for the purposes of Volatile. A volatile player that is grazed by a magic ball streamer will die.

ALTERNATES

RE: NON-KNIGHT FOR PALADIN/ANTI-PALADIN

If a non-knight player is brought on to replace a player who was registered as Paladin or Anti-Paladin, it is up to the Arbiter to consult with the other teams to determine a solution that is fair for all players.

Solutions include letting the replacement pick a new class, or simply allowing them to play the knight class for the match despite their lack of knighthood.

With either option, it is recommended that all teams in the tournament be consulted at once so that the decision remains consistent for the entire event.

RULINGS FOR OPEN-ENDED R.O.P. CLARIFICATIONS

The general amtgard rules team often leaves certain clarifications in the hands of local reeves. In order to maintain consistency throughout the Phoenix League format, the following clarifications represent how the Phoenix League should be reeving these rules. These rulings are only official within the Phoenix League format; they are not required to be enforced in other aspects of amtgard.

RE: FROZEN AND STUNNED MOVEMENT

When a player becomes Frozen or Stunned, a player can choose to do one of the following: Hold the position they were in when they became Frozen/Stunned; OR Choose to assume a neutral position, standing or kneeling as appropriate, with arms their side.

While neutral a player must not move their feet but can otherwise rotate their upper torso and head freely to remain aware of the game and avoid physical danger. A Frozen/Stunned player can choose to “go neutral” at any time during the state but they may not return to their “frozen pose” after doing so.

RE: FORCED MOVEMENT SPEED

A player forced to move by the effects of Agoraphobia, Awe or Terror must move at least as fast as a brisk walk or light jog in order to maintain the required distance away from the caster. It is up to the reeve to decide the whether or not a player is moving fast enough.

RE: BALL CARRIER VS AWE/TERROR/ETC...

Carrying the ball, regardless of intentions or direction of movement, does NOT count as a hostile action for purposes of breaking effects such as Awe, Terror & Insult.

RE: CATCHING ARROWS

Players are never allowed to catch arrows in Phoenix League games, regardless of permission from other players.

2019 PLAYTEST OPTIONS

In 2019, we would like to experiment with different options for the Phoenix League Format. If participants are interested, we encourage organizers to try out the various 2019 Playtest options listed in this document and report which ones had the most success. Please test options multiple times before giving feedback. You may test them separately or together.

We have included a recommended method with each of the different playtest options. Feel free to try the provided method or create your own solution. Remember: Keep It Simple. The organizer should determine the exact specifics of the options being used ahead of time and make it available to all potential players well in advance of the event date.

PLAYTEST #1: CLASS SELECTION

For environments where most players have multiple classes at high level, the option to swap their class can add another level of strategy to the format. Organizers can create their own class-selection method or use the recommended option below.

Warning – this option can create a power-imbalance if not all participants have multiple classes.

TRY THIS - CLASS SIDEBOARDING

In this method, teams submit a list of 10 classes with a single spell/arrow list attached to each one if necessary. At the start of the match, each player chooses one option from the list (no doubling up) and plays it until half-time. At half-time, players can re-select their classes from the list again. Reeves should extend half-time to allow players to properly change classes and still have time to rest.

PLAYTEST #2: FAST FORMAT

For environments where time is an issue, the Fast Format can be used to have quicker matches that are less draining on all participants.

Instead of playing two 15-minute halves, teams play multiple short games in a set. Each game ends when a team has scored three (3) points. The team that wins the most games in the set, wins the match! We recommend sets of three (3) games for normal engagements and sets of five (5) games for “Finals” matches.

There is no enforced time limits in this format although the organizer can set one if needed.

Enchantments are removed between games but Refreshes only happen every TWO games, if the set even gets that far.

Round-to-round gameplay does not change so each bout will play out the same as it normally would, just with a quicker finish.

By using this method, one-sided games can be over in as little as six total rounds (ie. two shut-out games), while evenly-matched games can go on for as long as 15 rounds if both sides trade back and forth.