
GAME RULES
Patch v5.0 Revised 3-17-09
– All EMR Field Safety Rules Apply –
While it is not necessary to memorize all aspects of each rule, each team should have a strong understanding of how they apply to most settings in the game. Individual players that have a basic understanding of the rules and what roles they can play can help their faction along. Referees will carry the complete listing of rules and regulations during the game to clarify any disputes. If the disputes cannot be resolved by a referee, it will get brought to Wyrm's attention and resolved by him, which will be final.
Your General will be given missions every hour. Some of these are timed while others can be completed through out the day, known as Repeatable Quests. Because there are 3 forces in the game, it is up to your General to decide the best strategy for amassing the most points from running missions. Missions are set up to follow 2 paths: conquering the other main faction, or stopping the Zergonites. Following one path of missions will yield you a good amount of points, running both chains will give you a higher range of points, but will also challenge your players and push them to their limits.
When your General issues out a mission, you must take that card to a referee in the designated zone for that mission. The referee will sign off on the card that your mission has begun. They will give you back the card; HANG ON TO IT! If you are the card carrier and you are eliminated, hand the card off to another teammate on that mission so the mission can continue. A dead player carrying the card off the field will not help your team. Any missions handed in, or attempted to be signed off, when the mission is not in progress will result in a FAILED MISSION, due to time restraints on some of the missions. If you are the last player on that mission and you are eliminated, hand in the card regardless to the referee so they can mark your card accordingly. Some missions might have checkpoints along the way that the referee will keep tally of, so it is important to make sure a referee sees the card regardless.
For example: A particular mission card has four steps; Assault a designated building, take an item from that building, leave the building and return to your base. Completion of these four steps will give you X-amount of points. However, even if you fail to bringing that item to your base, but completed the other 3 steps, you can get points for the other 3 steps. It is important that your referee observes steps on the mission card.
Upon completion or failure of your mission, HAND THE CARD to the Referee at the end. They will turn the card in to Shattrath City to be tallied.
LET THIS BE MADE CLEAR! THIS WILL ONLY BE SAID ONCE: Players handing in mission cards that your General handed out to you will be VOIDED. Referees may only turn in those cards, so HAND THEM IN!
All 3 factions have a fast mode of transportation across the field. The Allied Forces and Hordish Clans will contend for a Flight Path (FP) until 4 pm. Initially, the flight path is designated by a cone with a 2-colored stick lying next to it,(Red-Hordish Clans and Yellow-Allied Forces). The color of the flag pole sticking out will represent the controlling faction. A flag pole laying on the ground represents a neutral FP. To claim the FP, the two forces will have numerous Flight Masters who can capture it, but only one Flight Master is needed to secure it at any time. Once the FP has been secured for your faction, the FP becomes a transport to and from your Generals' base. The FP will accumulate points every 15 minutes as long as your faction controls it. (Refer to the points section for scoring.) The FP can be made neutral by the Zergonites at any time. Even though the Zergonites cannot capture and use the fight path, rendering it neutral will stop all flights. Any incoming flights that reach the FP while your faction does not control it, will be sent back to your base. Any flights coming to the Generals' base while the base has been destroyed will be sent back to the FP. If the FP they left from has been taken over, they will be dropped off at the FP regardless. NO LIVE PLAYERS may follow the Flight Path or Nydus Canal and use it as a "shield", nor trail behind it shooting. There is a 30' Rule in place for this. The flight path or nydus may be in route to pass near players, but the referee will tell those players ahead of time they must MOVE. Live players staying within the 30' rule for 5 seconds will be counted out.
The Zergonites will travel by way of a Nydus Canal, which works a little differently. This is a constant one-way connection between the Zergonites hive cluster and one designated, undisclosed place on the field, represented by a BROWN flag. This Nydus Canal may only be used only ONCE in every 1 hour increment (11am-12pm, 12pm-1pm, etc…). The Zergonites will be given a card to hand to the referee to let them know they are using the Nydus Canal. Unlike FP’s, no Flight Master is needed to escort the riders, however one rider must be a flag carrier and lead 20 riders to their destination. Each must be holding onto the rope. The same rules with combat for FP’s apply here with traveling players, mentioned here below.
Each faction will have 2 Flag Poles representing the FP. They cannot be captured or held for any ransom. The Flight Master will be sent out with a flag pole, attached is a rope that players must hold onto while in flight. ( Let me make this clear now. Once a faction sends out a Flight, those players ON the flight will be required by the referee to place their barrel covers on their markers. Once done, they take off to their destination. They have their covers on, so they won't be shooting at you. If you decide to shoot at them, you will be called out. If they decide to return fire, the ENTIRE flight is eliminated. Don't Shoot At Them, They Won't Shoot At You. Upon landing at their destination, the referee will tell the players to remove their barrel covers and then yell, "5! 4! 3! 2! 1! THESE PLAYERS ARE NOW LIVE!". During the 5 second count down, the players may scramble to cover, but MAY NOT FIRE, NOR BE FIRED UPON! It is up to the referee there to make a decision if stray fire was intentional or not. Anyone firing at them before they are live will be elminated. This is to ensure that each Flight is given a FAIR CHANCE for all teams. ) At the top of the pole a Red(Hordish Clans) and Blue(Allied Forces) [NOTICE: The FLAG at the Flight Path will be RED/YELLOW, but to distinguish the players ON THE FLIGHT PATH, their flags will be RED/BLUE/BROWN. Remember, a Flag lying next to the cone is a NEUTRAL FLAG and no one is getting points, you are losing them to the Zergonites. ] flag which will proclaim the faction. The maximum number of players per flight is 11 (1 Flight Master + 10 riders). Players must hold this rope at all times during flight, and any that detach before the flight is over have fallen to their death. ALSO, PLAYERS CANNOT SHOOT, THROW GRENADES, PICK UP PROPS OR BE DROPPED OFF AT ANY LOCATION OTHER THAN THE FP. Likewise, those players in flight cannot be shot down or eliminated from a shot or grenade while in flight. Once they reach their destination FP, they immediately must release the rope, therefore making them live players.
Barrel Tags and Dead Man Walks
Barrel Tags ARE allowed, however the only place they count is in the game area. The safe zone, insertion points, Shattrath City, bunkhouses and any place not on the playing field are not valid. Also, the barrel MUST be attached to an operating paintball marker during the tag! (The barrel cannot stand alone in the players hand.) Also, the tagging player must clearly state, "BARREL TAG!"
Just to keep things clear and to reinforce EMR rules, there are absolutely NO DEAD MAN WALKS in Craft Warz. They will not be allowed nor supported. Any player known to use this tactic will immediately be called out.
Certain game props will be used throughout the game and each serve different purposes. Some are used for Repeatable Quests which may be turned in at any time, in any quantity during GAME ON time. Other props are labeled with a point value. These must remain on the "goggles on" playing field at all times until the end of the game where your General will hand them in to Wyrm. Any of the Repeatable Quest items handed in after the GAME OVER whistle will not count, so be sure to hand them in quickly since they are recycled back into the field for additional turn-ins. Other Gathered Items can only be taken into Shattrath City when their minimum number has been met.
For example, Dark Iron Bars have a minimum number of 5 bars per turn-in. Until you gather that number, they must be kept on the field, either in your Generals' base or a hiding spot somewhere at your own base, etc.
**NEW INFORMATION*** Handing 5 Dark Iron Bars alone will give you a choice of picking a chip out of a container or getting a prop(with other crating mats together). There are red chips and blue chips, each with a point value on them. For example, if you are Allied Forces and chose to get a chip, you pick out a Blue chip with 100 points on it, you just earned you faction 100 points. If you drew a Red chip, you earned the Hordish Clans 100 points. But, some of the chips have a negative value on them. So lets say, same situation, you picked a Red chip with -100 points, the Hordish Clans would lose 100 points. Chips will not be replaced into the bucket, values range from 25 to 500 points.
While on the field, the POINT props may be stolen or bartered with for other goods. ALL BARTERING must be done in SHATTRATH CITY, with the props LEFT ON THE FIELD. This can be done by appointed players sent by their General or XO, or may be done by the General/XO over walkie talkies to Wyrm. These POINT Items will not immediately yield points, but can be traded to obtain other items, missions, or spells for your General. If you choose to hang onto them, they will yield the point value listed on the card attached to it.
Due to the snow starting to melt and the ground will be wet and muddy, NO TANKS OR PERSONAL LAW ROCKETS will be allowed for this game.
New Update: Mortars WILL be allowed in Craft Warz with the following rules:
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3 main professions in the game players will need to be aware of:
Metalurgy is the profession for using the hard sought bars found in the land to repair damaged or destroyed buildings during the game. Metalurgists may also be able to forge weapons of great might and value, but the rarest materials in the land are even harder to find now.
Engineering is for those who like to tinker with devices and make things that go BOOM! They have two roles in the game. They are a bomb specialist and a bomb crafter. Because of their skilled expertise with Dark Iron Bombs, they are well trained to place a bomb at a specific location and detonate it from a small distance away without becoming a fatality themselves. This is done by yelling "DETONATE", with a referee present. As a crafter, the only item they craft is the Dark Iron Bomb. The materials for this are: 3 Thorium Bombs, 1 Dark Iron Bar and 1 Heavy Wiring. These props will be found on the field and can be upgraded to the DI Bomb by giving them to Wyrm. A Thorium Bomb can be constructed from 2 Dark Iron Bars and 1 Simple Wiring.
Herbalchemy is the art of gathering plants and crafting them into elixers for doing nasty things to your enemies and possibly giving your side some advantage.
Cards will be handed out by your General to give to volunteers for these roles. Those that take the cards are encouraged to stop by Shattrath City with any questions on their roles. Although, they will mostly be called upon for specific missions, they will be briefed on their duty as the mission goes out.
Medics in Craft Warz will be handed out to you by your General. There are a limited number of medics in the game based on the game's total players. Each Medic will wear a WHITE TAPE ARMBAND next to their teams' armband, and it must be visible at all times. "Fatal Shots" have been taken out of the game. A break on any part of the body or your gear (pack, marker, etc...) is an elimination. All players have 1 minute after this time to call for a Medic. They may not move from their spot and must raise their arm in the air and yell for a medic. If the minute expires, you are elminated and must leave the field until the next reinsertion. If a Medic reaches you, the Medic will clean your hit and then yell/say "PLAYER LIVE". Once the words are said, you are a LIVE player and may continue to play on. You may NOT shoot while awaiting a medic, however verbal communication is allowed. ONLY A MEDIC CAN CLEAN YOUR HIT! You may be brought back to life numerous times, as long as there is a live medic next to you. Medic's can NOT heal themselves, they need another Medic near them to do so. This is heavily based on the honor system and I know we won't have any problems, right? Right.
Sappers, unlike Engineers, use the Dark Iron Bombs carelessly and without any regard for their own life. When an Engineer hands in Thorium Bombs, Dark Iron Bars and Simple Wiring for an upgrade, they will receive a Dark Iron Bomb and a Sapper Card. Then, they hand the card and bomb to their general and he will hand the card and bomb to a player he wishes to designate as the sapper or he might just let the Engineer use the bomb themselves (think missions).
The Zergonites on the other hand have infected a "captured" player, (no players are captured or converted), they simply acquired the technology to use this ability. In order for the Zergonites to use a Dark Iron Bomb, they will be given an Infected Sapper card. Again, a referee must be present.
The sappers job is simple. Take the Dark Iron Bomb to a building (run at it, walk it, but do NOT throw or toss it) and "tap" the building wall. This will detonate that wall (a small 4 walled building will be destroyed completely) and make it unplayable. All players inside that wall or on top of the wall at the detonation point are eliminated. THIS PROCESS MUST BE OBSERVED BY A REFEREE, so please get one's attention before to let them know what you are doing. The sapper is also eliminated.
To eliminate a sapper, they simply must be shot or taken out with a paint grenade. Shooting the Dark Iron Bomb counts as an elimination, but will not detonate the bomb or take out any area-of-effect. Any sapper shot while charging a building must DROP THE BOMB where they were shot and proceed off the field. A Sapper MAY call for a medic, but the eliminated sapper not receiving medical assistance must give their Sapper Card to the referee nearby upon leaving. Any player may pick up the bomb, but only a Sapper or Engineer with a Sapper Card may use it. Zergonite Infected Sappers do not have the use of a medic and therefore must leave the field.
There are 3 Main Role Players in Craft Warz. These roles will have a few special side missions that will benefit their faction and give them some extra points. For a good part of the day, they will be assigned to your faction, but certain quests will lead them away at any point in the day and you may be needed to help them. The following roles are listed:
WINDSOR (ALLIED FORCES) - 10-Shot Kid
EARTH MOTHER (NEUTRAL FACTION)- Taken - Shannon Dininny (Shaninny)
Generals for the game will be the only ones that can hand out missions. They are distinguished by wearing DOUBLE TAPE BANDS FOR THEIR TEAM. If a General is not at his HQ to receive instructions for their next hourly mission, the mission is counted as MISSED and cannot be made up. No points will be given for those missions.
The General will be given some "spells" they can use in the game. These spells could have a certain amount of "charges" (a specific number of times the spell may be used), or they are a one time deal and then destroyed afterward. Some will do nasty things to the enemy, and others will help your General.
The General will have a laminated KILL card on them at all times. When they have been shot, barrel tagged, or "eliminated" in any way on the field, they will report to a Referee and get their card hole punched. For each hole punch, their team will lose 25 points. They also must leave the field until the next reinsertion window.
The final battle will be the conclusion of the game. Information about this will be given at the Final Battle Briefing, promptly following the game end whistle. Because we will probably be pressed for time, it is important for all players to make their way off the field and prepare for the briefing. The briefing will be promptly at 4:15. This gives you 15 minutes from game time to head off the field, refill your paint, top off your air, and be ready to go. You will be chrono'd once again when you reach your starting place for the final battle, so have your player cards ready. It begins to get dark early this time of year; the faster we can get ready, the better!