Summary:

Chapter 1: General Game Structure
Chapter 2: Armies
Chapter 3: Turn Structure and Movement
Chapter 4: Combat
Chapter 5: Control Rules
Chapter 6: Mercenaries

 

Chapter 1: General Game Structure

1.1 The Teams
The wargame has 2 teams: Phyrexia and the Coalition. A new member can post asking either team for admission, and it is up to that team to accept them and give them a position in the game.

  • 1.1.1 Phyrexia
    The Phyrexian Council is run by the Chief Praetor and his two Praetors. These 3 players have authority to assign ranks and armies to other members. The ranks following Praetor are Evincar, Plaguelord, CPL, and Centurion. A player may also be given a rank of Drudge, but this is discouraged as a Drudge cannot control any armies.
  • Phyrexia has 5 Portals which are used for healing its armies and conquering Dominaria. All portals are identical in use, although they may have different descriptions.

  • 1.1.2 The Coalition
    The Coalition is run by its General and his two Admirals. These 3 players have authority to assign ranks and armies to other members. The ranks following Admiral are Captain, Commander, Lt. Commander, and Lieutenant. A player may also be given a rank of Cadet, but this is discouraged as Cadets cannot control any armies.

    Except for the 3 leaders, the Coalition is split into 7 Factions: Red, White, Blue, Green, Black, 5-Color and Colorless factions. Each faction has one Captain, and authority to run that faction is usually delegated to him by the General and Admirals. Each player (including the 3 leaders) may claim membership in up to 3 factions, although he will only hold a rank in one of them. He will be considered a Lt. in his other two factions.

    The Coalition has 7 bases which are used for healing its armies and defending Dominaria. Each Base has a color corresponding to one of the 7 factions, and their use is connected to their color.

    1.2 The Map
    Most of the activity for the Coalition Wargame occurs on the Wizards of the Coast message boards, but the game map is kept on a separate site (currently www.oocities.org/thecoalition). Players should always refer to this map for the most up to date information on the status of the game world.

    The map uses a grid system to describe locations, so each location has a letter from A to N and a number from 1 to 38. Pointing at an army on the map should tell you its grid location. Clicking on an army on the map will show you its current type and number of troops remaining. Two armies that occupy the same square on the map will generally be drawn at half size to signify that they are fighting each other. The hollow squares on the map represent the bases and portals, and they are color-coded for easy identification. Phyrexian Portals are grey, while Coalition bases have the color of their faction. Colorless base has the brown border of the old artifacts rather than the silver border of new ones. The terrain represented on the map plays an important part in the game, but it cannot be clearly determined from the picture background of the map itself. Instead, there is a link on the site that will bring up a map grid without armies, with each square highlighted in a particular color to show what terrain is at that square. Refer to the color code in that window to see what each color means.

    1.3 The Judges
    The wargame is administered by two Judges--the Movement Judge and the Battle Judge. The Movement Judge helps keep track of game mechanics and turn updates, and can also be a player on either side. The Battle Judge operates the battle system and is also the head judge in case of any conflicts or questions, and therefore cannot be a player. Generally speaking, anything the battle judge says is law. The battle judge may make changes to these official rules whenever he/she feels they are called for. There can also be assisstant judges, which are treated exactly the same as the first judge holding that position by the rules, except that the head battle judge can overrule the assisstant battle judge.

    A player who breaks any game rules may be sanctioned by the battle judge. A player who refuses to accept the rulings of the judges may also be sanctioned. Sanctions are up to the discretion of the judge and may affect just the player or may affect his team as well through loss of troops or similar.

    1.4 Voting
    At times it may be necessary to call for a vote on some topic. One of these voting systems will be used:

  • 1.4.1 Normal voting system (nothing is specified): all players can vote once. General or CP's vote counts for 3 votingpoints. Admiral or Praetor votes count for 2 votingpoints. Other player's votes are just 1 votingpoint.

  • 1.4.2 Leader voting (it is stated only leaders may vote): only general or CP, admiral or Praetor can vote. Each vote counts for 1 votingpoint.

  • 1.4.3 Special votings: These votes are not for all players, and whoever posted the vote will tell what votes are needed. For example, if the Phyrexian CP wants all Phyrexian's opinions on some topic, he can call just the Phyrexians to vote on something. All votes count as 1 votingpoint, unless otherwise posted.

    1.5 Time Units
    A Round is the time it takes for one team to win the game. A turn is the time it takes for the movement judge to make one movement update to the map. A day is measured independantly for each army. Armies moving on the open map do not count days. Armies moving into or sitting still in bases or portals that are not attacked by enemy armies count one day each turn. Armies moving into or sitting still in bases that are attacked by enemy armies count one day if and when they defeat that enemy army.

    1.6 Changing Screen Names
    If you wish to change your screen name, and still have the same game powers you had with your old screen name, you must E-mail the battle judge telling him of the change. Posting under a different screen name temporarily is ok, but you cannot take any official game actions with that screen name (for example, you cannot move your armies using a friends screen name).

    1.7 Destroying Bases and Winning the Game
    Your primary objective is to destroy all bases on the opposing side. Destroying enemy armies is a secondary objective.

  • 1.7.1 Destroying Bases
    In order to destroy an enemy base, an army must count 4 days in that location (see rule 1.5). Once 4 days have been counted, the army must not move on the next turn (it is ok if another army moves to attack you then), and the base will be destroyed.

  • 1.7.2 Win Conditions
    If all of one team's Win Conditions (specified in 2.5.1.3) are destroyed, the other team must move an army into one of their own Win Conditions and count 4 days. Doing so will win the game. If the opposing team can defeat the army counting those days, it must start over again from 0. If the winning team has more than one Win Condition remaining, they can have several armies attempting to count the 4 days at the same time, and any one of them can win the game.

  • 1.7.3 Winning the Game through Army Destruction
    If one side loses all armies ranked Captain/Evincar or higher, the other team wins the game.

    Chapter 2: Armies

    2.1 Creature Numbers and Size
    The rank of an army determines what creatures can be placed into it. These numbers are maximums...so for example you could place a 2/3 creature in a 3/3 slot, but not a 2/4 creature. Not all creatures in a slot must be the same, but an entire army may have a maximum of 6 different creatures in it, just for simplicity.

  • 2.1.1 Chief Praetor and General armies
    These armies may have:
    5000 6/6 creatures
    2500 7/7 creatures
    1500 8/8 creatures
    1000 9/9 creatures

  • 2.1.2 Praetor and Admiral armies
    These armies may have:
    5000 5/5 creatures
    2500 6/6 creatures
    1500 7/7 creatures
    1000 8/8 creatures

  • 2.1.3 Evincar and Captain armies
    These armies may have:
    5000 4/4 creatures
    2500 5/5 creatures
    1500 6/6 creatures
    1000 7/7 creatures

  • 2.1.4 Plaguelord and Commander armies
    These armies may have:
    5000 3/3 creatures
    2500 4/4 creatures
    1500 5/5 creatures
    1000 6/6 creatures

  • 2.1.5 CPL and Lt Cmdr armies
    These armies may have:
    5000 2/2 creatures
    2500 3/3 creatures
    1500 4/4 creatures
    1000 5/5 creatures

  • 2.1.6 Centurion and Lt armies
    These armies may have:
    5000 1/1 creatures
    2500 2/2 creatures
    1500 3/3 creatures
    1000 4/4 creatures

    Each army may also contain one Legend of any size. This legend will not have a direct impact on combat, but is there primarily for flavor reasons. No legend may be part of more than one army at any given time. This legend is not subject to the color restrictions in 2.2.1.


    2.2 Rules on Filling Slots

  • 2.2.1 Allowed Creatures
    Coalitioners may use creatures of any of the colors they are faction members of. Multicolored creatures are reserved for 5-C faction members, so a member of both Red and Green could not use a R/G multi creature unless he was also a member of 5-C. Phyrexians may use Blue, Red, Black, multicolored, and artifact creatures, but not Green or White creatures or multicolored creatures that are part Green or White. All players may use creatures printed in any Magic set ever made, including promo and unglued cards. Creatures with the creature type "Legend" are not allowed, except as the one legend per army mentioned in 2.1. Greater Morphling is banned for being stupid.

    2.2.1.1 The colors allowed in each Coalition army are fixed by their creators colors at the beginning of each round, and will not change if their controller changes colors or if they get a new controller. Armies without a namesake creator (called Proxy armies) can have any 3 colors chosen for them, and again cannot change these colors during the round.

  • 2.2.2 Creatures with Variable Power/Toughness
    Creatures with power/toughness of */* can be used for any size slot. The actual condition which normally sets the *s will be ignored. One */* creature cannot be used as two different sizes in the same army. (example: Lhurgoyf could be used to fill the 3/3 slot in a Green army, or the 6/6 slot. You could not use it as both your 3/3 and your 6/6 in the same army though.)

  • 2.2.3 Creature Abilities
    Creature abilities have no direct impact on combat, but do allow for greater strategy in creative stratwriting. Almost any ability in Magic can be used in combat, provided you can think of a reasonable way to justify it to the judge.

    2.2.3.1 Certain abilities must be reduced in power for balance reasons. This includes, but is not limited to, the following list.

    2.2.3.1.1 Protection from a color--Creatures with protection can still be damaged by creatures of that color, although you may say they are somewhat resistant to attack. This will be much more justifiable if you are facing elemental-style attacks (example: a creature with protection from red is attacked by a Shivan Dragon. You could justifiably say that the firebreathing does very little to you, but when the Dragon swipes his claws at you, it will do pretty much full damage.)

    2.2.3.1.2 Indestructible–Indestructible creatures are considered to be unusually resistant to physical attacks, but gain no benefit against elemental or magical attacks.

    2.2.3.1.3 Modular–Modular is limited by the capacity of a creature to carry the modular pieces of a fallen ally, and it must be within melee range to pick them up.

    2.2.3.1.4 Imprint–Each imprint creature has an individual ruling:
    DeathMask Duplicant may imprint up to 1 recently-killed creature per battle, and will lose all imprinted abilities at the end of battle.
    Duplicant may imprint 1 other creature in your army, determined when the army is created.
    Mirror Golem imprints all other creatures in your army.
    Summoner’s Egg is banned.

    2.2.3.2 Activated Abilities
    If a creature pays an activation cost to gain a static ability, it is considered to have that static ability. It cannot use this activated ability to give other creatures static abilities, however. (example: Elvish Herder has "G: Target creature gains trample until end of turn". The Herder is considered to have trample itself, but cannot give trample to all of your other creatures.)
    If a creature pays an activation cost to do something, you are able to use that ability in combat but the use will be limited. The greater the cost, the more limited the use. (example: Time Elemental can pay 2UU to affect time (well, to boomerang something). Because of this high cost, it is assumed the Elemental will tire quickly and be able to do this only a few times in a battle. Anaba Shaman can pay R and tap to ping something. With the lower cost, the Shamans can ping away for quite some time before tiring.)
    Activated abilities cannot affect power and toughness (example: Frozen Shade will always be a 0/1, even in a swamp.). Exception: if an activated ability can give a creature a +1/+1 counter, that creature can be considered to have any number of +1/+1 counters on it when you make the army, but you still cannot add more during battle. (example: Flowstone Sculpture could be used as a 4/4 or a 6/6 creature in your army. If you use it as a 4/4, you cannot then say it increases size during battle.) (See also 2.2.6)

    2.2.3.3 Kicker/Threshold
    An army creator may decide whether to use the with kicker/threshold or without kicker/threshold size of his creatures when creating an army. He cannot change them later. (So Werebear could be used as a 4/4 creature, or a 1/1 creature.) Any abilities granted by kicker/threshold are active, as long as the chosen size is the size with kicker/threshold.

    2.2.3.4 State Based Abilities
    State based abilities are ignored. (example: Fledgling Osprey never has flying, and Tribal Golem has no abilities, even if you also have Goblins or Wizards in your army.)

  • 2.2.4 Copy Cards
    Copy Cards like Clone and Vesuvian Doppleganger can be used as */* creatures to fill any slot, but they cannot actually copy abilities from other creatures, so for example you cannot say that your 4/4 Clones are copying Serra Angels and therefore have flying.

  • 2.2.5 Slivers
    Slivers are considered to benefit from their own "give all Slivers (whatever)" ability, but do not share this ability with other Slivers in your army. (Example: Winged Sliver counts as a 1/1 flying. Having Mnemonic Sliver in your army as well will give you a 2/2 non-flying, as the Winged Sliver cannot share its flying with the other slivers.)

  • 2.2.6 +1/+1 Counters
    Many creatures have abilities that can add +1/+1 counters to them over the course of the game. This includes kicker and some activated abilities, mentioned above, as well as some triggered or static abilities. Creatures with +1/+1 counter abilities cannot change size during battle, but when creating armies, you may use them as any size that they could become during a normal Magic game. (Example: Suntouched Myr is a 3-mana 0/0 sunburst. It could be used as a 1/1, 2/2, or a 3/3. You could not use it as a 4/4. Skarrgan Firebird is a 3/3 with Bloodthirst 3. You could use it as a 3/3 or a 6/6, but not any size between.)


  • 2.3 Changing your Army
  • 2.3.1 Healing

    2.3.1.1 Phyrexian armies that enter a friendly portal will begin counting days (see 1.5). A Phyrexian army that counts 2 days in any Phyrexian Portal will be healed of all troops except those lost during the last day. (example: an army with only 4000 of its 5000 smallest troops goes to a Portal to heal. While waiting, it fights a battle and loses another 500, but wins the battle. When it is healed, it will be raised from 3500 up to 4500 of its smallest troops) Troops lost on the second day can be replaced once the army counts 2 more days and heals again.

    2.3.1.2 A Coalition army that enters a base it is a member of will begin counting days. A Coalition army will not count days in a base of a color it is not a member of. As in 2.2.1.1, the colors an army is a member of are fixed at the beginning of the round and do not change when the Controllers colors change. Once the army has counted one day, any lost troops of the color of that base will be healed. Once the army has counted two days, all lost troops will be healed. Again, troops lost during the count must wait until the correct number of days have been counted after their loss to be replaced. (example: an army with 3000 Kris Mages left of 5000 and 2000 Grizzly Bears left of 2500 counts one day in Red Base. The Kris Mages will be healed, because they are the same color as the base, but the Grizzly Bears must wait one more day.)

    2.3.1.3 An army that enters a neutral town will begin counting days only if it is one of the lowest two ranks (Centurion/CPL for Phyrexians, Lt/Lt Cmdr for Coalition). If that army counts 2 days in the neutral town, it can be healed just as if it was at a friendly base/portal. Healing in a neutral town does not allow the army to change troops (2.3.2).

  • 2.3.2 Changing Troops
    When an army counts 2 days in a base it could heal at, it also has the option of changing its troop makeup. The controller of the army must send an E-mail or PM to the judge describing the new makeup, which can be any troop makeup legal under 2.1 and 2.2. Exception: If a Coalition base has been destroyed, a Coalition army changing troops at another base cannot request troops of that color that he did not already have. (Example: Black Base has been destroyed, and Sai Rei is a member of Black and Red and is healing at Red Base. He cannot request that his 1/1 Plague Rats be changed into Bog Imps. He can request changes to his other units and leave his 1/1s as Plague Rats, as long as the other changes are legal. Or he can change his Plague Rats into Red 1/1 creatures.)

  • 2.3.3 Transfering Troops
    An army can transfer troops to an adjacent friendly army as long as the receiving army has space: after the transfer it must have 6 or fewer creature types (including types with 0 remaining alive) and 5000/2500/1500/1000 or fewer troops of the appropriate rank, and obey color restrictions if a Coalition army. The transferring army will lose the same number of troops as the receiving army gains, and it is possible that the troops being sent may even be killed along the way. See rule 3.2.4 for details on carrying out transfers.


    2.4 Controller Changes
    This has been mentioned already in most of the rules affected by it, but it is important enough to repeat. Each army's characteristics are set at the beginning of each round, and no matter what changes happen to the controllers (promotions, demotions, color changes, players leaving the game, new controllers) the army will stay the same.


    2.5 Setting Up a New Round
  • 2.5.1 Bases
  • 2.5.1.1 Positions
    Before a new round, the judge will determine the location of each of the 12 bases, ensuring that no base is less than 3 squares from an enemy base. Team leaders may make requests, but the judge is not required to accept them.

    2.5.1.2 Descriptions
    Bases are important places, and lots of fighting will go on there. Each side must write location descriptions of each of its bases and their defenses, and E-mail those to the judge. The judge may reject a base description if it is too unbalanced. Once acceptable descriptions have been collected for all of the bases, these will be posted in a public place so strat writers will always have easy access to them.

    2.5.1.3 Win conditions
    All Phyrexian Portals are considered "Win Conditions" (see 1.7.2). At the beginning of each round, before base positions are publicly revealed, the Coalition leadership will select exactly 5 Coalition bases to be considered "Win Conditions" for that round. This choice will be posted along with the base descriptions.

    2.5.1.4 Towns
    After the judge knows the locations of each team's bases, he will then select 3 more locations to place the neutral towns. The judge should attempt to avoid giving one side a noticeable advantage over the other in town placement, but in the end it's up to his judgment.

  • 2.5.2 Armies

    2.5.2.1 Number and Rank
    Each side will start the round with the same number of armies of each rank. The maximum number of armies that can be created of each rank is the same as the maximum number of players that can hold that rank: 1 CP/General, 2 Praetor/Admiral, 7 Evincar/Captain, 7 Plaguelord/Commander, 14 CPL/Lt Cmdr. (there is no limit on Centurions/Lts). The minimum number of armies that can be created is the number of players currently holding that rank, so that each player will at least be able to create themself an army. The judge will determine the exact number of armies of each rank to be created, but the recommended number is 1/2/7/7/14/14, providing each side with 45 armies. Additional armies created not represented by players are referred to as Proxy Armies, although this term is also used to refer to any army not controlled by its original creator.

    2.5.2.2 Composition
    Most of the armies created represent a particular player in the game. That player will E-mail the judge with the troop list for that army, which must meet rules 2.1 and 2.2, and the army will be created with that trooplist and that players name. Proxy armies do not represent a player, so the leadership of each side will E-mail the judge with a requested troop list for its proxies, and they may also request army names if they want. If any information is missing (names and/or trooplists for some or all proxies), the judge is free to make up that information when he/she creates the proxies.
    Coalition armies, in addition to mailing name and trooplist requests, must also mail a list of the colors that army is a member of. This goes for both proxy armies and player armies.

    2.5.2.3 Placement
    Once the bases locations have been made public, each side must E-mail to the judge requests for which armies will start by which bases (both player armies and proxy armies). Coalition armies must start by one of the three bases they are a member of. Players cannot request individual squares, and the judge will drop the armies on the map nearby the bases they start at.

  • 2.5.3 Mercenaries
    After all the players are added to the map, the neutral mercenaries will be added to the map. See Chapter 6 for complete rules on mercenaries.

    2.6 New Players joining Mid-round
    Since each round is very long, often lasting a year or more, most new players will join in the middle of a round. New players cannot create new armies mid-round, but they can be given control of existing armies by their team leaders. However, each new player will be allowed one free opportunity to customize an army on the field to make it his own. A new player must remain long enough to fight 2 battles to prove he intends to stay, and then his team leaders will select an army of rank no higher than Lt Cmdr / CPL for him to personalize. He may change the army name, the army Legend, and the army units. He may not change the army colors. If he does not take advantage of this opportunity within 2 turns, the opportunity is lost.
    (Note that the army is not healed, so the total number of soldiers alive remains the same.)

  • Chapter 3: Turn Structure and Movement

    3.1 Overview
    Each turn will be started when the battle judge unlocks the movement thread. The judge will also post a deadline for that turns battles. Some time before that deadline, each player is expected to post orders for their armies in the Movement thread. If an army you control is engaged in a battle, you must E-mail that army's battle strategy to the battle judge before the deadline.
    New movement posts and edits to old movement posts will continue to be accepted until precisely 24 hours inclusive after the battle deadline (usually 5:00 AM GMT, meaning 5:00 is in, 5:01 is out). As an additional option, movement orders may be sent by PM to the movement judge within the last twenty-eight (28) hours before the deadline, and the judge will re-post them in the thread after the deadline. These will be treated exactly the same as moves posted in the thread directly, except that the opposing team does not get a chance to see these moves early and respond to them.
    After 5:00 AM GMT, the thread is considered "locked". Around this time, the battle judge will post the results of that turn's battles in the Battle Results thread. The judge may post these results a little early if he has time and feels like it, or may wait until after the lock to post them all.
    After the lock, the movement judge will check the movement thread, and update the game map with all legal moves. He will then post an update on the movement thread giving each army's day counts and pointing out which moves were rejected as illegal and why. He will also post on the Battle Announcements thread to announce which armies are engaged in battle for the next turn. Next, the battle judge will separate any armies that were engaged in battle the previous turn by randomly moving the loser one space, and update any armies that have health changes from battle or healing. Finally, the movement thread will be unlocked for the next turn and the next turn's deadline will be posted.
    (to save time, the thread may sometimes be unlocked while the last few steps are still in progress).

    3.2 Army Actions
    Each turn, each player can post in the movement thread to have each of his army(ies) carry out one action. Healing and destroying bases do not count as your action for the turn, although they do generally require your army to be standing still. (see 1.7.1 and 2.3.1)

  • 3.2.1 Action List
    These are the possible actions your army can take each turn.
    -You may order your army to move from one location to another (3.2.2)
    -You may order your army to Intercept anotther army (3.2.3)
    -You may order your army to Transfer troops to another army (3.2.4)
    -You may order your army to perform a joint engagement against an enemy (3.2.5)
    -Your army may fight a battle against another army. This is never optional--if you are in the same square as an enemy army, your action for the turn will be to battle him. This is the only action which is not posted in the movement thread.
    You may also post these things which will not cause your army to actually do anything. These are completely optional, but many players prefer to do them just so that each of their armies always recieves an order each turn.
    -You may post ordering your army to not move
    -You may post mentioning that your army cannot move because it is fighting.


  • 3.2.2 Moving

    3.2.2.1 Range
    Each turn, each army may move up to 3 squares. This may be any combination of N/S and E/W moves, but diagonal moves are not allowed. (example: an army at 3D could move to 6D, or to 5E, or 4F, but could not move to 5F) You may move over top of other armies, whether friendly or enemy.

    3.2.2.2 Destination Square
    If the square you wish to go to is occupied by an enemy army, you must add "engage [armyname]" to the end of your movement. If the square you wish to go to is occupied by a friendly army that you expect to leave the square, you must add "replace [armyname]" to the end of the movement. Both of these are either necessary or not necessary based on the map when you post the move, not on how you expect the map to be by the time the move is actually done.

    3.2.2.3 Long Distance Moves
    If you wish, you may post several turns worth of movement at once, and they will all be carried out in order without you having to post again. Each step of a movement longer than 3 squares must be posted separately, and must be legal itself following 3.2.2.1 and 3.2.2.2. If you are engaged in battle at some point during your long move, the rest of the long move will be canceled and you will have to post again.

    3.2.2.4 Routed Moves
    It may occasionally matter what route you take when moving your 3 steps. To specify the route, add the exact steps in parenthesis after the move. If you do not, the movement judge will randomly determine what route you take.

    3.2.2.5 Format
    This is the format to post a movement:
    [armyname1]: (current grid location) > (desired grid location); {engage/replace armyname2}
    -Armyname1 is the name of the army you are moving. If you and the army have the same name, you may leave this off.
    -Armyname2 is the name of the army (if any) currently at the square you are moving too. You will attempt to move to that square whether or not Armyname2 is still there when you make your move.
    (example: You are named Gazetzot and you want to move the army Sai Rei from 3D to 5E, where the friendly army Darkhand5 is waiting. You post "Sai Rei: 3D > 5E; replace Darkhand5".)(example: You now want to move Sai Rei from 5E all the way to 14H. There are no other armies in between you and 14H. To save time posting every turn, you could post "Sai Rei: 5E > 8E > 11E > 14E > 14H")
    (example: You want to move Sai Rei from 5E to 4G, but you do not want to cross the square 4F along the way. You post "Sai Rei: 5E > 4G (5E - 5F - 5G - 4G)").

  • 3.2.3 Intercepting
  • 3.2.3.1 Normally, armies can move through squares occupied by enemy armies and land on the other side. If you expect an enemy army to attempt to move directly over your square, you may use the Intercept action to force him to stop and fight you. The format for this is
    [armyname1]: Intercept [armyname2]
    Where armyname1 is your army and armyname2 is the army you plan to Intercept. If that army does not cross over you and another army does, you will not Intercept anything.

    3.2.3.2 If you post to Intercept army A (which does move over you), and army B posts to engage you that same turn, whichever army was closer to your position will fight you. If they were the same distance away, the movement judge will randomly select one to fight you. If ArmyB fights you, ArmyA will carry out its normal move. If ArmyA fights you, ArmyB will carry out only a partial move. (see 3.3.2)

  • 3.2.4 Transfers
  • 3.2.4.1 Use
    Two friendly armies that are next to each other on the map may carry out a transfer. Only the army giving away creatures must post the action, but the recieving army cannot move away or they will not recieve the troops. The recieving army may be in battle. The sending army cannot be in a base, portal, or town. See 2.3.3 for the effects and restrictions of transfers.

    3.2.4.2 Format
    The sending army posts [armyname1]: Transfer to [armyname2] at (gridlocation2). You must also E-mail or PM the movement judge detailing exactly what type and how many creatures are to be transferred, or the transfer will do nothing.

    3.2.4.3 Timing

    3.2.4.3.1 If the recieving army is not in battle and no army attacks it that turn, it will recieve the troops during that turns update.

    3.2.4.3.2 If the recieving army is not in battle, but an army attacks it that turn, it will recieve the troops at the end of that battle.

    3.2.4.3.3 If the recieving army is in battle, it will recieve the troops at the end of that battle, but only if it wins that battle. If it loses that battle, the transferred troops are all killed.

    3.2.4.3.4 The sending army loses the troops during that turns update, so if it is attacked that turn it will have to fight without them.

  • 3.2.5 Joint Engage
  • 3.2.5.1 Use
    Joint Engage is posted exactly like a movement (3.2.2) command, except that you put “Joint Engage” at the end instead of “engage” or “replace”. Joint Engage may be used whether moving to an empty square, a friendly square, an enemy square, or even when not moving at all and staying on your own square.

    3.2.5.2 Effects
    If exactly 2 armies from the same team both post to Joint Engage the same square, AND no other army from the same team is moving to or staying in that square, AND at least 1 enemy army is moving into or staying in that square, then they can perform a Joint Engage. Up to 2 armies from each side will enter the square to fight a 3-army or 4-army battle. See rule 4.4 for special rules regarding multiple army combat.

    3.2.5.3 Failure
    If all of the conditions for a Joint Engage are filled, except that no enemy enters that square, then it will be treated as a normal "move" command. Both of the armies will attempt to move into that square. Apply rule 3.3.1 to determine which army will reach it.
    If any of the other conditions for a Joint Engage are not filled, then the Joint Engage command is ignored completely, and that army will not move.

    3.2.5.4 Restrictions
    Armies of rank Captain/Evincar or above cannot use the Joint Engage command. You may not post a Joint Engagement command targetting a base, town, or portal square. Only one Joint Engagement battle will be allowed per turn, for logistical reasons. If more than one Joint Engagement is attempted in a turn, only the one with the earliest timestamp will go through, and all other armies attempting Joint Engage will only complete partial moves (see 3.3.2) The timestamp will be based on the 2nd Joint Engage targetting a particular square from the same team. A Joint Engage that is attempted but is not successful does not count towards the 1-per-turn limit.

    3.3 Miscellaneous Movement Rules
  • 3.3.1 Multiple Armies in the same Square
    If two enemy armies end up in the same square for any reason, they will battle. Two friendly armies can never be in the same square for any reason. (Exception-see 3.2.5) If they attempt to move to the same square, whichever army was closer will arrive and the other will only carry out a partial move. If they were the same distance away, whichever post has an earlier timestamp will have priority. If both moves are contained within the same post, the first one written takes priority.

  • 3.3.2 Partial Moves
    Sometimes a movement for an army cannot be completely carried out, usually because of rule 3.3.1. In this case, the movement judge will attempt to get that army as close as possible to its destination. If this would conflict with any other moves made by friendly players, the armies that intentionally tried to enter a square will be given priority over armies carrying out a partial move. The exact steps of partial moves are up to the movement judges discretion.

  • 3.3.3 Authority
    Occasionally the movement judge will have to make a judgement call or an interpretation. A player can ask him if he made a mistake, but only the battle judge can overrule a call made by the movement judge, even if authority for that call is not explicitly found in these rules.

  • 3.3.4 Simultaneity
    All moves are carried out simultaneously. So for example, if an army in 3F wants to go to 4F and an enemy army in 4F wants to go to 3F, they will both arrive at their destinations without fighting each other.

  • 3.3.5 Mercenaries
    Whenever a Coalition, Phyrexian, and Mercenary army all attempt to enter the same square at the same time, the Coalition and Phyrexian armies will enter and fight each other, while the Mercenary army will perform a Partial Move (3.3.2).

  • 3.3.6 Multiple Commands for the same Army
    Occasionally one army may receive two or more orders in the same turn. If an army has two or more otherwise legal controllers, it will ignore all orders and fail to move. If it has one legal controller and receives multiple orders from that controller, only the last order made by the movement deadline will be considered.


    Chapter 4: Combat
  • 4.1 Overview of Battle

  • 4.1.1 ProcedureWhenever two armies are engaged in a battle, the battle judge will post a deadline for that battle. Sometime before the deadline, the controller of each army will write up a "battle strategy" which is a set of orders for his troops to carry out in battle, and E-mail it to the battle judge, and then announce that they have done so by posting in the Battle Announcements thread. The judge will determine the winner of the battle and post the results in the Battle Results thread. This determination may be made any time after both strats are recieved, although the judge will normally wait until after the deadline has passed before posting results.

  • 4.1.2 Content of Strats
    Strategies are a very complex topic, open to a lot of creativity, and new players are best served by asking veterans for advice and sample strats. However, there are a few features that bear mentioning in the rules.

    4.1.2.1 Equipment
    Armies are assumed to have a respectable array of medieval equipment such as swords and bows and arrows available to them. Equipment seen or implied on the cards you chose for creatures is usually good as well. More complex equipment such as catapults can be used but generally must be constructed during the battle, which takes time. Magical equipment is generally not accepted. An army fighting in a friendly base or portal has access to a much greater array of equipment than normal, as it is assumed they can get this from the base stores. More powerful and surrealistic equipment such as plague bombs is often allowed when defending a base, but the judge has final discretion to allow or disallow anything written in the strat.

    4.1.2.2 Time
    Most Battles begin at dawn, and can proceed for up to 24 hours. "No-attacker" battles begin part way into the day, but still must be finished by the following dawn. Any troop orders stated to occur after the next dawn are ignored. If you wish your troops to fight at night, you will have to give them something to do during the day first (such as hiding perhaps).

    4.1.2.3 Spacing
    Squares for battle are hundreds of miles across, so there is plenty of room for combat. If a battle is termed a "no-attacker" battle by the movement judge, meaning both armies moved into the square at the same time, then the two armies will start just within sight of each other in the square. The exact distance may vary depending on terrain, weather conditions, and whether the armies are on the ground or in the air. If the movement judge lists the battle as "(army1) attacks (army2)", then army2 starts roughly in the center of the square while army1 starts many miles away out of sight and must come find army2. Army2 is assumed to have a few hours to prepare while army1 arrives. Army2 may go seek out army1 if it wants to, but if neither army seeks out the other army2 gets a bonus as it is officially the defender.

    4.1.2.4 Terrain
    The battle will be affected by the terrain it is fought on, either ocean, islands, plains, mountain, forest, or swamp. As these are large squares, the entire square is not identical, and an army that goes searching for a particular terrain feature (such as a crevice in a mountain, or an island that happens to have a lot of trees on it) will probably find it before long assuming it is reasonable to occur in that terrain (so don't go searching for that mountain crevice in an ocean square). Battles fought on base squares will also use the special description written for that base.

    4.1.2.5 Weather
    There will be a complex system to determine the weather conditions for each battle. However, you don’t have to worry about how it is calculated–the weather conditions will be posted alongside the battle when it happens, and you just have to worry about how to work them into your strategy.

    4.2 Determining the Winner
  • 4.2.1 Strategy Bonus
    The battle judge will read the strategies sent by both army commanders, decide which one is more likely to win, and assign that army a bonus of between +0 and +10. If one army fails to get a legal strat in by the deadline, the other army will automatically get the full +10 bonus.

  • 4.2.2 Size Bonus
    The battle judge will then look at the number and rank of troops remaining in both armies, and assign the larger army a bonus again between +0 and +10. This bonus is decribed by a precise formula, but that formula is secret and known only to the judge.

  • 4.2.3 Color Bonus
    If all the creatures in one army share a color or are all artifacts, that army gets a +1 bonus. If some of your creatures are the wrong color, but are all dead from prior battles, then the remaining creatures can still get the bonus. (example: an army of 5000 Red, 2500 Red, 1500 Red, 1000 Red/Green creatures would get the bonus. An army of 5000 Red/Green, 2500 Red/Green, 1500 Blue/Green, and 1000 Red/Blue would not get the bonus, but if after a few battles that army now had 3000 Red/Green, 1600 Red/Green, 0 Blue/Green, 400 Red/Blue, then it would get the bonus.)

  • 4.2.4 Dice
    The judge will add all the bonuses, and then roll four 20-sided dice for each army, modifying each dice roll with the bonuses. The army that wins the most die rolls wins the battle, although details and what-ifs of this system are only known by the judge. If one army was stratless, they will automatically lose the battle, but will roll anyway as these rolls are also used to calculate damage.

  • 4.2.5 Results
    The judge will use the dice results to calculate the number of troops lost by each side by a secret formula. The winning side will generally lose less troops then the losing side, but both sides will usually lose at least some troops. The army that lost will then be randomly moved into an empty square next to the battle. If all 8 squares surrounding the battle are occupied, then the loser will be randomly pushed into one of them and must fight again the very next turn.

  • 4.2.6 Special Cases
    The Judge may modify the battle process for special cases. The most common of these is running away. If one army runs away, they cause no damage to the enemy army but take reduced damage themselves. The exact damage will be based on how well the opponent planned to catch a running army as well as the die rolls, but at least some damage will always be done.



    4.3 Killing an Army
  • 4.3.1 Empty Armies
    If an army is reduced to 0 remaining troops in all slots, then the next time they are engaged they will be automatically killed and removed from the map. The killing army may move on without spending a turn in battle, and no strats will be written.

  • 4.3.2 Player Action
    If you wish to kill an army with greater than 0 troops in battle, you must specify in your battle strategy that you are risking 500 troops from your largest slot to kill the enemy commander. If you do not have at least 500 remaining, you cannot go for a kill.

  • 4.3.3 Judge Action
    In order to complete the kill, first your army must win the battle. The 500 risked troops will not participate in the battle itself. Damage from the battle will be calculated, so doing heavy damage during the battle will make the next step easier. Then the judge will make another pair of rolls following another secret formula to determine if the kill is successful. If the kill is not successful, or if you lost the battle, all of the risked troops may be killed. There is a small chance to fail a kill without losing your risked troops.

  • 4.3.4 Overkill
    Having more top ranked soldiers left alive than your opponent will improve your chances of making a kill. However, only 500 are risked, no matter how many are available.

    4.4 Multiple Army Combat
    Occasionally, a battle may start with more than 1 army from each team. (See 3.2.5). This allows 2v1 and 2v2 battles. These are handled similarly to normal 1v1 battles, but with a few differences.
    If one army on a 2-army side is stratless, but the other army does send in a strat, the stratless army will be assumed to not participate in the battle. The other army will have to fight the battle completely on its own, as if the joint engage had never happened. They also get an additional penalty to any retreat-themed strategies, since they must cover for the stratless army as it leaves the area.
    Assuming all armies have strats, the size bonus will be based on the combined size of both armies from the same team. It may follow a slightly different formula then normal, though.
    Total casualties in the battle will be higher than normal, and once they are determined, they will be distributed between the participating armies based on how involved in combat each army was.
    If a team with 2 participating armies wins the battle, one of them must still leave the square. The army commanders may specify in their battle strategies which army will leave the square after battle, and which direction it will attempt to retreat in. If they do not, or if the chosen direction is not available, one will be randomly chosen to be bumped to a nearby square. The direction of retreat for the 2nd winner is determined before the retreat for the losing army(s), and a chosen retreat by a winning army will overwrite a random retreat by a losing army.

    4.5 Capture
    An army that does not wish to kill an enemy army, or lacks 500 top rank, may instead choose to capture it. Your chances to capture will always be slightly worse than your chances to kill, aside from not needing the 500 top rank requirement. To capture, you risk 2000 of your lowest rank troops. Captures can only be attempted on Lieutenant/Centurion and LtCmdr/CPL class armies.
    If a capture is successful, the captured army becomes “partially converted” and is immediately controlled by the capturing side. It is teleported to the nearest unoccupied friendly base, or nearest unoccupied town if there is no open base, or stays put if there is no town. If it stays put, the winning army is then bumped out of the square.
    A partially converted army must count 2 days in its current location without moving. During this time it can be attacked by its former teammates, and will be controlled by the capturing side. If it loses a battle, it is “liberated” and returns to the control of its original owners. If it wins or is not attacked, and counts 2 days, it is then “fully converted” and moves and fights like a normal army on its new team. If it was counting those 2 days in a base or town, it will also be healed.
    A Phyrexian army captured by the Coalition is considered to be the color of the army that captured it. It will have no secondaries. A Coalition army that is captured by Phyrexia, and then recaptured by the Coalition, will regain its old colors.

    Chapter 5: Control Rules

    5.1 Definition of an Active Player
    Active players recieve some protection from the authority of their leaders to make control changes, while inactive players do not. (this overrules the limitations in 5.3) A player who controls at least one army and has posted within the last week and who has not stated that they will be inactive is considered an active player. A teams leaders may declare a player inactive within a shorter period of time if there is good reason to believe he is inactive, but the battle judge may reject this declaration if he feels the leaders are simply trying to get around the active player protections.

    5.2 The Control List
  • 5.2.1 Current Control
    The movement judge will maintain a list of army control assignments in the Proxy List thread listing all players and what armies they control. An army not on this list is assumed to be controlled by the player of the same name (if there is one). Two players from each side will have authority to request changes to this list by sending a PM or E-mail to the movement judge, and the changes become effective on the timestamp of the request, regardless of when the list is actually updated.

  • 5.2.2 Changing Control

    5.2.2.1
    Two players on each side have authority to request changes to the proxy control list. This will usually be the CP/General and one Praetor/Admiral, but it can be any two players. The CP/General and whoever has current army change power can E-mail or PM the judge to transfer the army change power to other players (meaning if the CP/General does not currently have army change power for whatever reason, he can E-mail the judge to get it back).

    5.2.2.2
    In unusual or emergency situations, the judge may authorize a different two people to make control changes, and/or he may accept a requested control change which does not comply with the restrictions in 5.3. If he/she does this, that team must return to a legal configuration within one turn. The judge is never required to accept an illegal configuration.

  • 5.2.3 Contingencies
    Teams are allowed to add a contingency section to their control list. For each player on their side, this list will assign one other player as their contingency. A contingency to a player is allowed to send in any battle strategies required for that player in the last 24 hours before the deadline, if the original controller does not seem to be available to send them himself. If both the contingency and original controller send in strats, the original controllers will be used.
    Using a contingency does not count as a control change, and does not allow a player to carry out any actions with an army except writing battle strategies. The original controller will still control the army on the next turn.



    5.3 Limitations on Control Changes
  • 5.3.1 Rank
    No player may control an army with a higher rank than himself, except that players of rank Evincar/Captain or higher may control any army. If a player is demoted so that he can not legally control some of his armies, those armies immediately become controlled by no player, and that side must make a control change request to get them controlled by a new controller.

  • 5.3.2 Namesake Armies
    A team may not take away a players namesake army (the army with the same name as him) without his pemission, except where this conflicts with 5.3.1

  • 5.3.3 Number of Armies
    The leaders may assign some players more armies than others based on judgement, but no player may control more than 2 armies more than the least number of armies controlled by an active player. For example, if one player controls 2 armies and another controls 4, the first player cannot lose any armies and the second cannot gain any armies.
    This rule is obsolete, and is not being enforced pending an official re-write.

  • 5.3.4 Last Army
    An active player's last army may never be taken away from him. If he is demoted to a rank where he cannot control any of his current armies, a new army must be found for him. 5.3.1 is an exception only if the player is demoted so that the total number of players at his rank or less is greater than the total number of armies that can be controlled by those players.
    (example: Phyrexia has 7 Centurions and 7 remaining Centurion armies. A CPL is demoted to Centurion, and there are now more Centurions than there are Centurion armies, so one of them will have to lose his last army.) If a players last army is killed, a new army must be found for him as soon as possible, but this does not have to be done that turn.



    5.4 Control, Control Changes, and Illegal Moves
  • 5.4.1 Actions with an Army you do not Control
    If a player posts an action or sends in a battle strategy for an army he does not control, that player will be reprimanded, and at the judges discretion that army may suffer troop losses. This will normally be a severity factor times a die roll times (100, 50, 25, 10), or the judge may impose alternate punishments in unusual circumstances.
    If the affected army is in battle, the real controller must fight the battle with the reduced troop numbers. If the punishment is handed down in the last 24 hours before the deadline, that player will get a 24 hour extension to rewrite his strat.

  • 5.4.2 Changes in Control
    Changes in the proxy list may result in players gaining or losing control of armies mid-turn. In this case, what counts is what the proxy list says at the time of the movement lock. If a player controls an army at the movement lock, all of his actions with that army for the turn are valid. Otherwise, they are invalid. The judges are encouraged not to impose penalties on players who posted with an army they controlled, and then lost control of that army.

    Chapter 6: Mercenaries

    Mercenaries get their own chapter because they follow slightly different rules than everyone else. There are three mercenary “factions”, and each has a slightly different ruleset. They are not technically allied with each other, and show little teamwork, but will never attack each other. They are neutral armies controlled by the Mercenary Judge, who cannot be a player on either Player team.

    6.1 Town Defender Faction
    There are 3 Town Defenders. Each is a 2/2-5/5 rank army that starts in one of the neutral towns. Their primary goal is to keep control of that town while staying alive.

  • 6.1.1 TDF AI Guidelines
    A TDF army will remain within its town walls, or within 1 square of its town. A TDF army that loses control of its town will usually attack the town again every turn. In rare cases, a TDF army facing overwhelming odds may wait outside. A TDF facing overwhelming odds that also has less than 3500 soldiers remaining may choose to retreat to another town.

  • 6.1.2 TDF Abilities
    -Healing: A TDF army heals 500 soldiers for every turn it spends in its home town. These 500 are added to the lowest rank, and only if that rank is filled do they go up to the next rank.

    6.2 Theme Army Faction
    There are 4 Theme armies. Each is a 3/3-6/6 rank army that starts in a random space on the map, not near a base or portal. Their primary goal is to defend their territory. 3 of them consider a single area as "their territory", while 1 will be an underwater army that considers the entire ocean "its territory".

  • 6.2.1 Theme AI Guidelines
    A Theme army will patrol its starting area. It will move to attack any army that comes within 1-turns move of that starting square. The ocean theme army will patrol all oceans, and randomly attack any army that comes in range. It will rarely attack the same target twice, preferring to hit a target once and then move on. After several battles in one ocean area, it may move on to another ocean area even if there are still armies left in the first area.

  • 6.2.2 Theme army Abilities
    -"At War": If one team scores a kill against a Town Defender Army (TDF), a random theme army (not the ocean theme army) will become "At War" with the other team (the team that did not score the kill). It will then follow the "At War" AI guidelines.
    -Healing: Theme armies do not normally heal. However, when a theme army first declares war on a team, it immediately heals 25% of each rank. After that it will not heal again.

  • 6.2.3 At War AI Guidelines
    An At War Theme army will still attack armies of either team that come in range, but when given the choice, will always target armies it is At War with first. It will no longer patrol its starting territory, and will advance towards a war zone. However, it will not move into a Base or Portal, or any of the 8 surrounding squares. It may move into a Town, but will not heal there.

    6.3 Raider Faction
    There can be up to 5 Raider armies. Raider armies can be either 1/1-4/4 rank, or 2/2-5/5 rank. 2 1/1 rank and 1 2/2 rank will begin on the map in random squares away from bases, but more may appear later. Their goals are to loot and plunder, by attacking and robbing weakened or low level armies.

  • 6.3.1 Raider army AI Guidelines
    A Raider army will tend to stay away from heavy conflict areas with lots of armies. They will never move to a square adjacent to a base, portal, or town, and will only approach closely at all if the area has very few armies. They search the map for weakened armies, preferably traveling alone or with light escort. Given a choice, they will always choose to engage the weakest army within range. If all armies nearby are strong enough to stand up to them, they will not try to engage--they are cowards and bullies as much as anything else.

  • 6.3.2 Raider Army Abilities
    -Healing: Raider armies cannot heal.
    -Spawning: As long as there are less than 5 Raider armies on the map, there is a small chance that one may randomly spawn each turn. The chance to spawn depends on the number of mercenaries already on the map. On a single d20 roll made with each turns movement update, the chance of spawning is: 1/20 with 4 or 3 armies, 2/20 with 2 armies, and 3/20 with 1 or 0 armies. If it does spawn, it has 7/20 chance to be a 2/2 rank, otherwise it is 1/1 rank.
    -Disband: A Raider army that is no longer strong enough to effectively threaten mayhem may take one movement turn to Disband. This removes it from the map, thus increasing the chance of mercenaries spawning on future turns.
    -Hellbent: Raider armies do not lose their kill squads for a failed kill attempt.
    -After Lock Edit: Once per turn, the Mercenary commander may post after the movement lock to change ONE Raider army movement to a new movement, with the following restrictions-
    -The new command must be an attempt to engage an army, not simply to avoid engagement.
    -The new command must not take the army through the current position of any army on the map.