The OOC Details
Sign-Ups
Early Seeding Sign-Up goes until August 4th at 11pm ET. Seeding goes strictly by sign-up (First Come, First Serve). Tournament cap is 16 people. If we hit 16 sign ups, then you can put yourself on the stand-by list/walk-in and we will fill no-shows in that order.
Arriving On Time
The King of the Ring starts promptly at 8:15pm ET. You
must arrive by 8:00pm to keep your spot, otherwise we will begin filling from the standby list. There are NO exceptions.
The Seeding Order
The order set before the Melee 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, the second will go 2-3-4-5-6-7-8-1, etc. This will determine, in the case of more than one person attacking a single dueler, who swings first in the round.
Submitting Your Moves
Each player will send in two moves: one primary move and one secondary move. The primary move must have a name (the
target) attached --this is the person the move will be directed against.
Format: [move against target] [target] / [secondary move]
Example: HC Tippletoe / LP
What moves can I use?
Offensive or defensive moves can be used as either primary or secondary maneuvers.
How often can I repeat a move?
After a move is selected as the primary move,
one more must be used before it can be selected again as the primary move. After a move is selected as the secondary move, you must wait
one full round before it can be used as either a primary OR secondary.
Example:
Round 1: Thrust/High Cut
For Round 2, you can choose Thrust as the secondary, but High Cut is unavailable for BOTH move sets.
Round 2: Low Cut/Thrust
For Round 3, you can choose Low Cut as the Secondary, High Cut as Primary OR Secondary, but Thrust is unavailable for BOTH move sets.
Round 3: Slash / High Cut
For Round 4, you can choose Slash as the Secondary, Low Cut as Primary OR Secondary, but High Cut is unavailable for BOTH move sets.
Note: 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, as often as you want, just not as both moves simultaneously (you can’t disengage as both primary and secondary).
Modifiers (Fancies)
Everyone starts with 2 (two) fancies, bursts of adrenaline for the character. As a little added incentive, a player can receive an additional Fancy for every character they eliminate. This means that the player must perform the finishing move (see below) to receive credit for the elimination. Only one person (first in the order) will receive credit for each elimination.
Scoring
Rounds are ALWAYS resolved in Turn Order. Turn Order is important. Everyone starts with 8 stamina, which goes down to 0.
- If two fighters select each other with their target primary moves those moves are compared against each other first like a normal duel using the DoS Matrix.
- If a different fighter than the target attacks the fighter, the secondary move is used on that second duelist. This means that even if you are fighting someone Primary vs Primary (or 1v1), you still have a secondary move (your ‘reflex’ move).
- Any other attacks or Fancy maneuvers on that dueler (working down the turn order) work automatically, as it is assumed that the attackers are coming in from too many angles for the target to stop them all. Normal defenses, however, do not auto-hit. A LP vs. nothing is ineffective, a FLP vs. nothing scores a point. To limit the effect of ganging up, no dueler's stamina can be reduced by more than 3 points a round. If you would drop down by 3.5, you only go down by 3.
Sample Fight: Round 1
Players- Cletus, Bode, Ramsus, Chris, Jake
1. Cletus- TH (Chris)/SH
2. Bode - LP (Chris)/CP
3. Ramsus- TH (Cletus)/LC
4. Chris- HC (Jake)/LC
5. Jake - LP (Chris)/TH
Chris goes after Jake, but Jake is ready with a timely defense {HC vs LP, Chris -.5 HP). Cletus and Bode both set their sights on Chris. Cletus' TH sails over Chris LC {TH vs. LC, Chris -1 HP}, hitting and leaving Chris wide open, but Bode just stands there ready to defend {LP vs Nothing, no change}. Ramsus turns around and finds Cletus open to attack but his thrust gets caught up in his stop hit {TH vs SH, -1 Ramsus}.
Remaining Health: (Cletus-8, Chris-6.5, Ramsus-7, Bode-8, Jake-8)
Sample Fight: Round 2
Players- Cletus, Bode, Ramsus, Chris, Jake
2. Bode - LC (Ramsus)/LP
3. Ramsus- HC (Bode)/TH
4. Chris- TH (Ramsus)/HC
5. Jake - LC (Chris)/LP
1. Cletus- FCP (Ramsus)/TH
Bode and Ramsus go for each other, Bode attacks Low and Ramsus High {LC vs HC, Bode -1, Ramsus -1}. Chris also goes for Ramsus, and they trade violent thrusts {TH vs. TH, Chris -1, Ramsus -1}. Jake has his eyes still set on Chris, swinging low with his axe, but Chris is ready to return the blow {LC vs. HC, -1 Jake, -1 Chris}. The Ramsus Gang-Up continues, with Cletus taking an offensive strike that Ramsus cannot defend {FCP vs Nothing, Ramsus -1}.
Remaining Health: (Cletus-8, Chris-4.5, Ramsus-4, Bode-7, Jake-7)
Health and Elimination
Each character will have 8 stamina, and starts at 8 points*. Offensive moves and Fancy maneuvers score full points, normal defenses score half a point
to a maximum of 3 (three) per round. Once a character is down to 0 points they are worn down enough to be taken out of the fight! The next hit does NOT automatically knock a dueler from the ring.
**Characters cannot reach 0 points AND be eliminated in the same round. Thus, if a character reaches their 0 points in round ten they cannot be eliminated until round eleven.**
There are certain ways to eject someone from the ring- Stop Hit (SH), Thrust (TH), Slash (SL), by scoring a point with a Fancy Maneuver (offensive or defensive), or by using
two successful defenses in a row against them. Matching elimination strikes (TH/TH, FHC/FLC) will not throw the intended target out of the ring.
Once the fight gets down to the final two duelers they will only submit one move. Rules for eliminating your opponent remain the same.
Examples of Elimination Moves and Final Fight
Round Ten
Cletus: FLC Jake / TH
Jake: HC Cletus / SS
Chris: CP Cletus / LC
Cletus vs. Jake, FLC vs HC. Jake is eliminated by the FLC. Cletus is
not eliminated by the regular HC.
Chris vs. Cletus, CP vs TH. Chris has one successful defense.
Round Eleven, Final Two
Cletus: HC
Chris: LP
Chris vs. Cletus, LP vs HC. Chris successfully defends twice in a row. Cletus is eliminated.
Time Limit
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 Melee to a complete crawl, especially considering that it will take the caller a few minutes to tally up the scores and start the call, plus the time involved in the opening round(s) of action.
*Starting health may change at the discretion of the tournament officiator based on the number of entrants, to a minimum of five.
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History: To see some examples of King of the Ring, check out the invitational
Tournament for Dockside in 2006 and the
King of the Ring Tournament of 2009 and the
King of the Ring Water Tournament in 2020.
Do you have questions or want any clarifications on the rules or the tournament style? DM me at Anne Ellis#0253.