Tour de Rhydin 2007 Official Rules

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Random McChanse
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Tour de Rhydin 2007 Official Rules

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INTRODUCTION

The 2007 Tour de Rhydin is a 12-stage meta-tournament designed to determine the best all-around duelist in Rings of Honor by testing them in Swords, Fists, and Magic with the four major event styles: regular dueling, tournaments, brawls, and team dueling. It is also a great way to experience the variety that Rings of Honor has to offer, both in its disciplines and its events.

Duelists are ranked by points earned through performance in the stages of the Tour, with the ultimate goal of holding one of the Jerseys, which are awarded to the best overall duelist, the best duelist in each discipline, and the best rookie duelist.


STAGES

The Tour de Rhydin competition is made up of 12 dueling events, called stages.

These events are of three types.

Regular

This stage type tests duelists' capacity in regular Rings of Honor dueling, where consistency rules, by pitting them against each other in the Arena, Outback, and Isle for the two or three days that discipline runs during the week, just like normal, everyday dueling; this time, however, duelists will be given Nobles based on the degree of their wins and losses, and ranked at the end of the 2-3 days based on the Nobles they have accumulated.

This stage type is also where the majority of the team points are accumulated; duelists gain points for their team each time they win, with the number of points determined by the team ranks of the duelist and their opponent.

Tournament

This stage tests duelists' strength in tournament dueling, where determination rules, by way of a double-elimination tournament. Duelists will be ranked by how far they proceed through the competition before being knocked out.

Duelists will gain points for their team by beating opponents, in the same manner as the regular stage.

Brawl

This stage tests duelists' prowess in brawling, where adaptability rules, by placing them in a free-for-all scramble where you can attack or protect whomever you wish, but only with the support of others can you hope to survive until the end. Duelists will be ranked by how long they can last in the ring.

Duelists will gain points for their team by knocking opponents out of the ring, in the same manner as the regular stage.


UNIVERSAL TERMS OF DUELING

All normal rules of Rings of Honor dueling are in effect, with the following additions/changes.

Only duels between participants are counted as "Tour" duels; however, you can still earn points in a regular stage for winning against non-Tour participants.

Duels against teammates are not counted as "Tour" duels.

A player may not have more than two characters in the Tour, and they may not be on the same team or participate in the same Tournament/Brawl stage.

If a player drops their connection in a Regular stage, they have 10 minutes to return to the room; after that, their opponent can choose to wait further, draw, or null the duel. If their opponent chooses to draw, they either receive 0 Nobles if they were behind, or the difference in scores in Nobles if they were ahead.

If a player drops their connection in a Tournament or Brawl stage, they have 5 minutes to reconnect, else they forfeit their current match or are knocked out respectively.

Duelists may only use two fancies/feints/spells more than their opponent; the level of spell is also affected by this restriction (i.e. no Mage-level spells unless your opponent is Magician/Wizard/Mage).



REGULAR STAGES

To duel in the Regular stages, duelists need to show up in the official room of the discipline being fought during the official times and duel other Tour duelists.

Each duelist starts with 0 Nobles, the color determined by the discipline (see the Scoring section). For each win, duelists gain Nobles equal to the difference in scores; for each loss, duelists lose Nobles equal to the difference in scores. Duelists can never go below 0 Nobles.

At the end of the stage, the duelist with the most Nobles wins the stage, and the rest are divided into segments based on Nobles collected. A duelist must duel at least once during the stage to be ranked.


TOURNAMENT STAGES

To participate in a Tournament stage, you must register by posting in the stage's thread. Registrations will be closed fifteen minutes before the stage starts. There will be no walk-ins.

There are no ties in Tournament stages; duels will go until one player has at least 5 points and has a one-point lead.


BRAWL STAGES

The full version will be added following the results of the poll

In Swords and Fists, everyone gets two fancies, regardless of rank. In Magic, everyone gets two advanced spells, regardless of rank.

A fancy defense will block all defensible attacks during the round. However, the fancy only scores on an opponent if there is one attack.

A primary move may be used to defend another player using a static defense; when moves are resolved, any attacks on that player will first match up with the primary defense, then with any other players who also primary-defended that player, and then the player's secondary. All subsequent attacks will still automatically hit.

The following moves are defined as "static defenses": Lateral Parry, Circular Parry, Armblock, Legblock, Shield, Reflection.


TEAMS

There is a minimum requirement of four people per team. Teams must also rank their members in each discipline in the following manner: 1 Champion, 2 Dans, and the rest are Kyus. A member may not be Champion in more than one discipline at any given time. Teams may re-rank their members the day after any stage, by editing their team's post in the team thread.

Teams gain Silver Nobles for each win a member gets over a member of an opposing team during any stage (a knockout in a Brawl stage counts as a win), in the following amounts:

Champion vs. Champion: 5 Nobles
Champion vs. Dan: 4 Nobles
Dan vs. Dan: 3 Nobles
Dan vs. Kyu: 2 Nobles
Kyu vs. Kyu: 1 Noble

If a Kyu defeats a Champion, their team gets 6 Nobles, but if a Champion defeats a Kyu, their team gets only 1 Noble.

Furthermore, a team gains Silver Nobles equal to the total of their members' Tour Points gained in each stage.

At the end of each stage, the members of the team with the most Silver Nobles gain 1 Tour Point each.



SCORING

There are two types of ranking players in the 2007 Tour: Tour Points (TP), and Nobles. The former ranks overall performance, while the latter ranks discipline-specific performance. All players start with 0 TP and 0 Nobles.

Tour Points

Tour Points are awarded based on a player's placement in a given stage. The winner always receives the most, then the rest are divided into segments, as follows:

Winner: 10 TP
1st Segment: 7 TP
2nd Segment: 5 TP
3rd Segment: 3 TP
4th Segment: 1 TP

In Regular stages, the segments are determined by rough percentages; top 25% are in the 1st segment, next 25% percent are in the 2nd segment, etc. In Tournament stages, segments are determined by the number of wins before being knocked out, with ties being resolved (if necessary) by Nobles collected during the stage. In Brawl stages, segments are determined by the number of participants.

Participants are always guaranteed at least 1 TP. Furthermore, each character is allowed one "free" stage absence per discipline, in which case they will gain 1 TP.

Nobles

Nobles come in three different colors: Red for Swords, Green for Fists, and Blue for Magic. They are awarded based on a player's performance in the duels for each discipline, regardless of their placement in the stages.

At the end of each Regular stage, players add the number of Nobles they collected to their total Nobles of the discipline's color. For example, if a duelist collected 5 Red Nobles during a Swords Regular stage, their Red Noble total would increase by 5.

During a Tournament stage, players receive Nobles of the discipline's color for each win equal to the difference in scores, and lose Nobles for each loss equal to the difference in scores. The number of Nobles cannot decrease below 0.

The following rule may change if the King of the Hill format is used

During a Brawl stage, the first duelist knocked out receives 1 Noble of the discipline's color. Each duelist knocked out after that receives one more than the duelist before them, e.g. 2nd knocked out gets 2 Nobles, 3rd knocked out gets 3 Nobles, etc.


JERSEYS

Duelists in the Tour compete for the right to wear one of the five coveted Jerseys: Yellow, Red, Green, Blue, and White. These "jerseys" are made out of an enchanted fabric that can change shape and material at will, so while their color remains the same they can be anything from a suit of armor to a ballgown, depending on the current owner's wishes. They're also self-repairing and self-cleaning!

The actual Jerseys are worn by the current leader in their respective categories, which can switch at the end of any stage, though duelists receive a swatch of the fabric for each stage they hold a Jersey as a memento. The holder of a Jersey at the end of the Tour receives the Jersey to permanently keep, enchanted further to have a soft magical glow, and to always have the numbers "07" inscribed or woven into the fabric no matter what form it takes.

If there is a tie in the leadership of a Jersey's category, the right to wear the Jersey will go to whoever placed higher in the previous stage (or that discipline's stage). Also, duelists who have the right to hold multiple Jerseys must wear the most prestigious Jersey, and pass the other(s) to the next eligible duelist in the respective category. If the Jerseys are of equal prestige, it's the duelist's right to choose which to wear.

Now for the Jerseys themselves (in order of prestige, with Red/Green/Blue being equal):

Yellow: The most prestigious of the Jerseys, representing the most skilled duelist in the Tour across all disciplines, the Yellow Jersey is worn by the leader in Tour Points.

Red: Representing the most skilled duelist in the Tour with weapons, the Red Jersey is worn by the duelist with the most Red Nobles.

Green: Representing the most skilled duelist in the Tour with their fists and feet, the Green Jersey is worn by the duelist with the most Green Nobles.

Blue: Representing the most skilled duelist in the Tour in events involving the use of magical abilities, the Blue Jersey is worn by duelist with the most Blue Nobles.

White: Representing the most skilled "rookie" in the Tour, the White Jersey is worn by the duelist with the most Tour Points who does not have either a top WoL rank or a title in any of the disciplines.


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These rules will be updated as needed. I reserve the right to change these rules in the middle of the competition, but promise to do so only if a rule change would significantly improve the competition and is retroactively applicable.

Any questions/comments/suggestions can be directed to this thread.
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