Swords Brawl Temp Rules

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Tasslehofl Momus
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Swords Brawl Temp Rules

Post by Tasslehofl Momus » Thu Nov 16, 2006 10:24 pm

During the Fight

1. The order set before the Brawl will determine the order in which the moves are considered to have been performed. The first round will go 1-2-3-4-5-6-7-8-9-10, the second will go 2-3-4-5-6-7-8-9-10-1, etc. This will determine, in the case of more than one person attacking a single dueler, who swings first in the round.

2. Each player will send in two moves- one primary move and one secondary move. The primary move must also have a name sent along with it- that is the person the move will be directed against. If a different person than the one sent attacks the fighter, the secondary move is used on that person. Any other attacks on that dueler work automatically, as it is assumed that the attackers are coming in from too many angles for the attacked to be able to try and stop them all. Note: If two fighters direct their attacks at each other, then it's figured out like a normal duel- match the moves on the matrix, one falls down (or both, or one sidesteps, ducks, etc.)

Example- Cletus, Bode, Magnus, Chris, Drachen, Charlie, Jaycy, Ria, Ramsus, Neraster

1. Cletus- TH(Chris)/SH
2. Bode - HC(Chris)/CP
3. Magnus- TH(Drachen)/SH
4. Chris- LP(Ramsus)/LC
5. Drachen- TH(Magnus)/LP
6. Charlie- HC(Cletus)/Duck
7. Jaycy- HC(Ramsus)/Dis
8. Ria- LC(Cletus)/SH
9 Ramsus- TH(Ria)/LC
10. Neraster- SS(Ramsus)/TH

For example, the call would go something like this: Right out of the gate, Magnus and Drachen go after each other, both landing thrusts. Cletus and Bode set their sights on Chris. Cletus' Th pounds in over Chris LC, hitting and leaving Chris wide open for Bode's HC. Ria and Charlie see Cletus attacking Chris and go after him. Charlie starts it by landing a HC over Cletus' SH then Ria gets her licks in with a LC. Jaycy goes after Ramsus, trading HC with his return LC. Reeling, Ramsus turns around and finds Ria there to attack but his thrust gets caught up in her stop hit. Neraster kind of hangs around while Chris just gets pounded on.

Points scored against:
(Cletus-2, Magnus-1, Chris-2, Drachen-1, Jaycy-1, Ramsus-2)

3. Offensive or defensive moves can be used as either primary or secondary maneuvers.

4. After a move is selected, two more must be used before the first can be picked again. Thus, if a thrust is used as one's primary attack in a round, it can be used as a secondary attack in the next (i.e. Round 1- Thrust/Highcut, Round 2- LowCut/Thrust is acceptable). However, if it is used as a secondary attack, a full round must pass before it can be used again. Yes, this means that a round consists of two moves. The only exception to this is that a disengage may be used multiple times in a row.

5. You will have sixty seconds to decide your move for the next round and send it in. This rule will be enforced as well as possible. The reason for this is that it isn't a round-to-round fight, per se, where the fighters hit, reset, hit, etc. This is a battle of pure kinetic energy, where everyone is pretty much in motion for the whole duel; to take five minutes between moves would slow the Tournament to a crawl, especially considering that it will take the caller a minute to tally up the scores and start the call.

6. Each character will have eight points to start, their stamina, so to speak. Each hit takes off one point and blocks take off a half point. Once a character loses all their points, they tire to the point where they can be thrown out of the ring. **Important**- The next hit does NOT automatically knock a dueler from the ring! There are certain ways to eject someone from the ring- stop hit, slash, thrust, high cut, or by scoring a point on a fancy. Matching strikes will not throw the intended victim out of the ring.

7. Characters cannot reach their 8 points AND be eliminated in the same round. Thus, if a character reaches their 8 points in round ten they cannot be eliminated until round eleven.

8. One fancy per player to begin regardless of rank, an adrenaline burst for the character (or whatever else you want to have them call it). Not only is this rule in place to make things fair and a little more interesting, I find it reasonable to think that it would be difficult to pull off such maneuvers consistently in a ring full of people, and that the fighters will be a little too tired to do them over and over once the ring empties, as the Tournament will have been going on for awhile. I'm sure there are characters with enough stamina to do it, but that's the logic I'm sticking with anyways.

9. As a little added incentive, a player can receive an additional fancy for every two characters their character eliminates. This means that the player must perform the finishing move (SH/TH/HC/SL or fancy that knocks someone out of the ring) to receive credit for the elimination. Only one person will receive credit for each elimination.

10. Once the fight gets down to the final two duelers, it will work just as a normal duel with regards to hits and moves sent- one move per round (why have a secondary move with no one else in the ring), fancies work exactly the same, etc. All that remains unchanged is the conditions for victory and how it can be achieved.

11. ALL moves, if fancied, are capable of throwing an opponent out of the ring. That means that a fancy defensive move will knock someone out. A fancy offensive move will knock someone out too. This is in addition to the four power moves (SH,TH,HC,SL). In keeping with rule six, a fancy attack has to hit cleanly in order for this to work; a fancy lowcut/highcut combo, for example, will simply prolong the fight.
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Tasslehofl Momus
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Post by Tasslehofl Momus » Thu Nov 16, 2006 10:34 pm

Changes to accomidate for the last Brawl:

Everyone has 2 Fancies and that's it

You have 10 Stamina

Fancies work against all moves used against you.
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