Game Special Rules
Respawn Rules:
Respawn
Some games allow players to respawn.
If respawn is active and a player is reduced to 0 HP, they may choose to go to their team’s respawn point instead of waiting to be resurrected.
Each team has two respawn points located in the corners on their starting side of the field.
The player must walk to their team’s designated respawn point.
If a player is reduced to 0 HP within their own starting quarter of the field, they must walk to the furthest respawn point from the place of their death, before beginning the respawn count.
Once there, the player must count aloud to twice their base starting HP, either a count of 4 for classes with 2 base HP or a count of 8 for classes with 4 base HP
After completing the count, the player may re enter the game.
Limited Respawn
Limited Respawn uses the standard Respawn rules above, with the following modifications.
The number listed for the game is the maximum number of times a player may respawn.
Example: Limited Respawn 3 means each player may respawn up to three times during the game.
Once a player has used all of their respawns, they may no longer respawn, but can still be resurrected using normal resurrection abilities or spells.
Other Special Rules:
Standard of Command
At the start of each round, one player per team is designated as the Standard Bearer.
The Standard Bearer must keep one hand free at all times to hold the banner.
Standard Bearers may not run. They must walk or move at a steady, moderate pace.
The banner may not be passed to another teammate at any point during the round.
If a Standard Bearer is reduced to 0 HP, they must immediately return to their team’s respawn point.
When acting as a Standard Bearer, the player has 12 HP, regardless of armour, abilities, or bonuses they would normally have.
Standard Bearers can be healed and receive blessings or arcane wards, and are affected by spells as normal except resurection.
Standard Bearers can not use recon.
Banner Bearer
At the start of each round, one player per team is given a banner and is now the Banner Bearer.
A Banner Bearer must keep one hand free at all times to hold the banner.
Banner Bearers may not run. They must walk or move at a steady, moderate pace.
The banner may be passed to another teammate at any point during the round, the new player is now the Banner Bearer.
If a Banner Bearer is reduced to 0 HP and the game has respawn active, they may take the banner to respawn with them.
If a Banner Bearer is reduced to 0 HP and the game does not have respawn active, or it has limited respawns and the Banner Bearer has run out, they must drop to one knee and wait for a teammate to come and take the banner from them, or for a team mate to resurrect them.
Banner Bearers can be healed and receive blessings or arcane wards, and are affected by spells as normal including resurection.
Banner Bearers do not gain any additional HPs, and are on the amount the player would normally have.
Players that start the round as a Banner Bearer can not use recon for that round.
Relic
At the start of each round, relics start the game on a pillar. .
A player may remove a relic from a pillar by picking it up, they must not have anything else in the same hand as the relic.
A player holding a relic may not run. They must walk or move at a steady, moderate pace.
The relic may not be passed to another teammate. It is bound to the player until death.
If a player holding a relic is reduced to 0 HP they must drop to one knee and wait for another player to come and take the relic from them, or for a teammate to resurrect them.
A player holding a relic can be healed and receive blessings or arcane wards, and are affected by spells as normal including resurection.
A player holding a relic does not gain any additional HPs, and are on the amount the player would normally have.
A relic can only be held or placed on a pillar, they may not be placed on any other terrain piece.
Arcane servants can not hold Relics.
If a player is putting a relic on a pillar, they must count to 5 to successfully place it. If they are reduced to 0Hp before doing this then they follow the rules above.
Blessed Relic
Blessed relics use the same rules as Relics with the following modifications.
A player holding a Blessed relic gains a buff of an additional 2HPs, and this can be combined with other player spell buffs as per normal rules.
Minor Cursed Relic
Minor Cursed relics use the same rules as Relics with the following modifications
A player holding a Minor Cursed relic gains a negative debuff of 2HPs.
Major Cursed Relic
Major Cursed relics use the same rules as Relics with the following modifications.
A player holding a Major Cursed relic can not be healed or receive blessings or arcane wards, and are not affected by touch based spells as normal including resurrection.
A player holding a Major Cursed relic gains a negative debuff of 2HPs.
Defended Relics.
If a side is defending a relic of any kind, they may not move it from its pillar.
If they obtain it during the course of the game they will be compelled to return it to their pillar as soon as possible and gain any effects the relic possess both negative or positive.
Relic Binding
Each game that uses the Relic Binding rule will specify a required time. This is the total amount of time the Relic must be held on the pillar. This will be listed in the victory conditions
In some games, this time is cumulative, meaning it can be built up over multiple attempts until the total required time is reached. This will be listed in the victory conditions
In other games, the time is consecutive, meaning the full required duration must be completed in a single, uninterrupted attempt. This will also be listed in the victory conditions.
Once a Relic has been placed on a team’s pillar following the normal Relic rules (the player must count to 5 to successfully place it), the timer begins.
The timer only runs while the player who placed the Relic has at least one hand in contact with it.
If the player who placed the Relic is reduced to 0 HP while Binding the Relic, their spirit immediately returns the Relic to the central pillar before proceeding to respawn.
If the player has no respawns remaining, their spirit instead returns to their deployment zone to await resurrection, if available.
A player may not be resurrected while Binding a Relic on a pillar.
Once a Relic has been placed on a pillar, it may not be removed by any player except the spirit of the player who originally placed it, as described above.
Imprint
Each game that uses the Imprint rule will specify a required time. This is the total amount of time the object must be held by a player.This will be listed in the victory conditions
In some games, this time is cumulative, meaning it can be built up over multiple attempts until the total required time is reached. This will be listed in the victory conditions
In other games, the time is consecutive, meaning the full required duration must be completed in a single, uninterrupted attempt. This will also be listed in the victory conditions.
The imprint timer is only active while the object is being held by a living player.
Burial Mound
Burial mounds can be represented by different train pieces including pillars, or other items. This will be described in the Additional Rules section.
Burial mounds will start the game with a trapped NPC. Each game will indicate the type and power of that NPC.
If a player passes within a 1mt radius of the burial mound while it contains an unreleased NPC, then that NPC will be released.
Released NPC’s will attack all players until they are either reduced to 0HPs or there are no living players left.
If an NPC is reduced to 0HP’s they will return to their starting Burial mound and may be released again.
Beast
The following rules apply to all beasts.
Beasts are magical creatures and can not be harmed by normal weapons and projectiles like arrows and bands.
The Beast can only be harmed by magical attacks, including: Arcane Bolts, Attacks from Arcane Servants, Strikes from Arcane Weapons or Blessed Weapons.
All valid attacks deal 1 HP damage to the Beast.
Arcane Blast does not push the Beast back, but prevents it from moving for 5 seconds.
Beasts do siege damage, all attacks or if any part of the Beast touches a player or their equipment, that player takes 12 HP damage.
Some Beasts may also throw projectiles that deal Siege damage (12 HP).
Players killed directly by the Beast or its projectiles, cannot respawn normally, they must be returned to play using a Resurrection spell.
Players with an Arcane Ward or Holy Ward on their shield may block the Beast’s attacks.
When blocking, the player is pushed back each time they are struck in the same way as if they were hit by an arcane blast spell.
If a warded player is killed due to push back, they may respawn as normal.
The amount of HP the Beast has will be set by the Marshals each game and can vary from 25 to 55 HP, depending on the scenario.
The Beast will fight until reduced to 0 HP.
Once it has reached 0HPs it will no longer participate in the round unless an additional Beast rule is in play.
Wild Beast
The Wild Beast uses the normal Beast rules.
The Wild Beast starts the game free, roaming the battle field and aggressive.
It will attack any player who approaches it.
The Beast will fight until reduced to 0 HP.
When reduced to 0 HP, the Beast may be subdued.
Once subdued, the Beast no longer deals damage.
To subdue the Beast, a player must place a hand on it and count to 5.
Once subdued, the player may lead the Beast to its destination.
The player and the Beast may only move at a walking pace.
If the player leading the Beast is killed, the Beast stops immediately and waits until another player places a hand on it and counts to 5, to subdue it again.
The Beast can only be subdued by one player at a time and if two players attempt to subdue it at the same time it will follow neither as it is confused.
It will remain confused until only a single player successfully attempts to subdue it again.
Arcane Servants may not subdue or lead the Beast.
Captured Beast
The Captured Beast uses the normal Beast rules with the following modifications
The Beast starts the game caged.
It can not move or attack until it has been touched by a player from the Attacking side.
It can throw projectiles from its cage.
Once it has been released it will attack any player who approaches it.
However it remembers who has helped it and who has done it harm so it will prefer to attack Defenders if given a choice
Beast with Egg
The Beast with Egg rules, uses the normal Beast rules with the following modifications
The Beast starts the game wild and will attack any player who approaches it or its egg.
Once a player has the egg, the Beast will target that player until either the beast or the player is killed.
These rules apply to all egg variants.
Egg
At the start of each round, eggs start the game on a pillar. .
A player may remove an egg from a pillar by picking it up, they must not have anything else in the same hand as the egg.
The egg may not be passed to another teammate. It is bound to the player until death.
If a player holding an egg is reduced to 0 HP they must drop to one knee and wait for another player to come and take the egg from them, or for a teammate to resurrect them.
A player holding an egg can be healed and receive blessings or arcane wards, and are affected by spells as normal including resurection.
An egg can only be held or placed on a pillar, they may not be placed on any other terrain piece.
Arcane servants can not hold eggs
If a player is putting an egg on a pillar, they must count to 5 to successfully place it. If they are reduced to 0Hp before doing this then they follow the rules above.
Blessed Egg
Blessed Egg uses the same rules as Egg with the following modifications.
A player holding a Blessed Egg gains a buff of an additional 2HPs, and this can be combined with other player spell buffs as per normal rules.
Minor Cursed Egg
Minor Cursed Egg uses the same rules as Egg with the following modifications.
A player holding a Minor Cursed Egg gains a negative debuff of 2HPs.
Major Cursed Egg
Major Cursed Egg uses the same rules as Egg with the following modifications.
A player holding a Major Cursed Egg can not be healed or receive blessings or arcane wards, and are not affected by touch based spells as normal including resurrection.
A player holding a Major Cursed Egg gains a negative debuff of 2HPs.
Defended Egg.
If a side is defending an Egg of any kind, they may not move it from its pillar.
If they obtain it during the course of the game they will be compelled to return it to their pillar as soon as possible and gain any effects the Egg possess both negative or positive.
Marauder
Marauders start the game in a designated Zone.They will attack any player who approaches them.
Marauders have 12HP regardless of what they are actually wearing.
They must be armed with a single handed weapon and shield.
All Marauders have permanent Arcane Weapons and do 2 hp damage to all locations they hit and can hit Arcane Servants and Beasts.
Marauders will fight until they are reduced to 0HP.
Marauder Healer
Marauder Healer uses the same rules as a Marauder with the following modifications.
They may be armed with a two handed weapon, if they do it is also an Arcane weapon and does 2HP damage to all locations.
A Marauder Healer may instant cast Resurrection spells up to 10 times a round.
A Marauder Healer may instant cast Full heal spells up to 10 times a round
A Marauder Healer may instant cast Mass heal spells up to 10 times a round
Subdued Marauder
When reduced to 0 HP, a Marauder may be subdued.
Once subdued, a Marauder no longer deals damage.
To subdue a Marauder, a player must place a hand on it and count to 5.
Once subdued, the player may lead a Marauder to its destination.
The player and a Marauder may only move at a walking pace.
If the player leading a Marauder is killed, the Marauder stops immediately and waits until another player places a hand on it and counts to 5, to subdue it again.
A Marauder can only be subdued by one player at a time and if two players attempt to subdue it at the same time it will follow neither as it is confused.
It will remain confused until only a single player successfully attempts to subdue it again.
Arcane Servants may not subdue or lead a Marauder.
Once a marauder reaches a side's deployment Zone it is out of play for the rest of that round.