Difference between revisions of "PhoenixLeague:Rules"
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− | + | [[Phoenix League|The Phoenix League Rules Format]] | |
A Competitive Format for use with the [[V8|Amtgard V8 Ruleset]]<br><br> | A Competitive Format for use with the [[V8|Amtgard V8 Ruleset]]<br><br> | ||
2019 EDITION<br> | 2019 EDITION<br> | ||
V1.190123 – January 23, 2019<br> | V1.190123 – January 23, 2019<br> | ||
Ruleset by Phoenix League R&D<br> | Ruleset by Phoenix League R&D<br> | ||
− | + | ==RULES== | |
===OBJECTIVE=== | ===OBJECTIVE=== | ||
Each team must work to secure the [[PhoenixLeague:Ball|ball]] and place it | Each team must work to secure the [[PhoenixLeague:Ball|ball]] and place it | ||
Line 185: | Line 185: | ||
=====POINT OF NO RETURN===== | =====POINT OF NO RETURN===== | ||
− | + | (THE MERCY RULE)<br> | |
If a team is AHEAD by at least 10 points, or an amount of | 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 | points equal to M+1, where M is the amount of minutes | ||
Line 193: | Line 193: | ||
ALTERED RULE: [[Bard|BARD]] SONG CHANTS<br> | ALTERED RULE: [[Bard|BARD]] SONG CHANTS<br> | ||
All [[:Category: Bard Songs|bard songs]] must use the generic [[chant]] instead of the optional one. This is purely for ease of reeving. | All [[:Category: Bard Songs|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 [[PhoenixLeague:Bench|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 [[PhoenixLeague:Captain|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. [[Magic and Abilities|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 [[Incantation|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 [[PhoenixLeague:Arbiter|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 [[PhoenixLeague:Penalty|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. |
Revision as of 22:07, 17 September 2019
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.
- See the Point of No Return (Mercy Rule)
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
The Ball starts each round in the center of the field. Players begin at their respective PhoenixLeague:Base|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 [[1]] by the Amtgard RoP (such as head shots) will not trigger this effect.
- “Foot on ground” hits will kill a Volatile player.
- Magic Ball Streamers will kill a Volatile player.
- While Volatile, players cannot toss their shields to negate a hit.
- A player will die from hits that would normally be ignored by resistance, immunity, states or other effects like Sanctuary, Gift of Air and Song of Survival.
- Verbal magic, such as Wounding, behaves normally against Volatile players.
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|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.