Warlord+League+v2+Rules

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							                                   Warlord League v2.0 Rules
                          League Moderator & Rules Guru: Jim Phillips, 10913@wi.rr.com
                     Vice Moderator & Graphic Design: Chad Voysey, sirpongo@hotmail.com

To participate in League 2.0, players select a Warlord from those available in Kerebrus format, customize its
name, art, and flavor traits, and make incremental improvements to that Warlord by spending XP.

                                                     Earning League XP
Duels ~     A duel is a single game between two players. The winner will earn 1 XP.

Multi-player ~         A multi-player game can include any number of players. XP in a multi-player game is awarded to players
increasingly in order of their elimination from the game (so the player eliminated first earns 1 XP, the player eliminated second earns
2 XP, and so on; if a game began with five players, the winner would earn 5 XP.

Team Face-Off ~          A team face-off is a multi-player game which includes exactly four players, in two teams of two players. In
order to form a team, Warlords must share at least one faction. Partners are positioned across from each other, so as to alternate
initiative between teams. The game is over when both members of one of the teams have been defeated. XP is awarded in the
same way as a standard multi-player game, with the addition that each member of the victorious team receives 1 XP in addition to
the normal rewards for a multi-player game.

Show-up XP ~            In addition to earned points, if you play at least one game during a League session, you will earn 2 XP that
may be disbursed between your Warlords however you choose. Unassigned points become “Floating” points for you to keep and
assign at a later time to any of your Warlords.


                                                       Additional Rules
Deck Construction ~             A League deck must obey the same deck construction rules as a regular Kerebrus-format Warlord
deck. In addition, a League deck may have up to four additional Legendary cards added to this Kerebrus-format deck. The deck
must still obey the character / action / item ratio rules after the addition of these Legendary cards.

Starting Armies ~          Starting armies may not begin the game with illegal formations. Should this occur, any cards creating the
illegal rank will be removed from the starting army and begin the game shuffled into that player’s deck.

Retirement ~ When the total number of XP spent to apply improvements to a Warlord exceeds 150, that Warlord must retire
and join the ranks of the Legends. As a reward for retiring a Warlord, a player may you may create a Legendary card. This card
can be any non-Warlord character, action, or item, and must have the Legendary trait, which includes the effects of the Epic trait.
All players will receive one copy of your card to use in their decks; you will receive two copies.

Hall of Infinite Shame ~           If you create an infinite combo, your Warlord will be torn into 12 tiny pieces and added to the Hall
of Infinite Shame.

League Hours ~        League Sessions are scheduled for alternating Friday nights, from 6:30pm to 8:30 pm. League Games may
not begin before 6:30pm or after 8:30pm. This schedule will occasionally be altered to accommodate special League Tournaments.

Game Off! ~        Fifteen minutes after a League session officially ends, all League games which have not ended in a victory will be
declared Game Off, and will immediately end in a tie. All players still participating in the game will be awarded XP / SP as if they
had all been simultaneously defeated. This rule will be waived for special League Tournaments and for Primal Lord challenges.

The League Store ~          A player can acquire additional copies of any legal card, including cards from the base game and the
League’s powerful custom cards, by contributing to the League Maintenance Fund (which will be used to offset the costs of printing
League cards). For $1, a player may purchase a play set (3 copies) of any legal card.

Treasures     ~     Treasure cards are given out as prize support for league tournaments and other special events. There are
different kinds of Treasures that can be obtained; some are worth XP, some grant special bonuses. Treasures that grant in-game
bonuses affect only one game; these Treasures are to be redeemed at the beginning of the game, and only one Treasure may be
redeemed in this way per game.

Relics ~    Relics can only be won in a League tournament. You can assign a Relic to any of your Warlords and, once assigned,
you may begin each game with it attached to them. Once assigned, the Relic cannot be used with any other Warlord – it is
permanently fused to that Warlord, and can’t be detached by any means, even if the Warlord somehow leaves play and then
returns. You may only have 1 Relic assigned to a Warlord. Relics are never affected by card effects and do not count as a card in
your deck.
                                                   Spending League XP
.5x: ATK & AC ~           You may improve either of these stats by +1, by paying XP equal to half of the stat’s new value (rounded
down). For example, to raise a Warlord’s AC from 12 to 13, you must pay half of 13 XP, rounded down, or 6 XP. To raise a
Warlord’s ATK from +7 to +10, you must pay 3 + 4 + 4 + 5 XP, or 16 XP.

1x: Skill ~       You may improve a Warlord’s Skill by +1, by paying XP equal to the stat’s new value x 1. For example, to raise a
Warlord’s Skill from +6 to +7, you must pay 7 XP. To raise a Warlord’s Skill from +9 to +12, you must pay 10 + 11 + 12, or 33 XP.

2x: Minor Traits ~           Several cards in the current edition have traits which interact with very few other cards. These minor
traits can be added to a Warlord by paying XP equal to the Warlord’s new number of minor traits x 2. For example, to add a minor
trait to a Warlord who already has one, you must pay 2 x 2 XP, or 4 XP. The current list of minor traits includes:
                    ◊ Nymph                            ◊ Aquatic                           ◊ Lich
                    ◊ Abyssal                          ◊ Construct                         ◊ Sutek
                    ◊ Djinn                            ◊ Hero                              ◊ Elemental

3x: Subclass ~         Any subclass printed on any 4E-legal character card is available. You may add a subclass to a Warlord by
paying XP equal to the Warlord’s new number of subclasses x 3. For example, to add a subclass to a Warlord who already has
one, you must pay 2 x 3 XP, or 6 XP. To add a subclass to a Warlord who has none, you must pay 1 x 3 XP, or 3 XP. You may
buy a subclass only if your Warlord has the corresponding base class:
                     Fighter – Barbarian, Paladin, Ranger              Cleric – Cantor, Druid, Seer
                     Rogue – Assassin, Bard, Scout                     Wizard – Illusionist, Necromancer, Summoner

4x: Subrace       ~  Any subrace printed on any 4E-legal character card is available. You may add a subrace to a Warlord by
paying XP equal to the Warlord’s new number of subraces x 4. For example, to add a subrace to a Warlord who already has two
subraces, you must pay 3 x 4 XP, or 12 XP. You may buy a subrace only if your Warlord has the corresponding faction:
                     The Chosen – Daemon                               Elf – Undead
                     Deverenian – Stormwraith                          Free Kingdoms – Lycanthrope
                     Dwarf – Gargoyle                                  Nothrog – Siege
                     Mercenary – Dragon                                Any Faction – Monster

5x: Feats ~      Any feat printed in the Rulebook is available. Your Warlord gains that feat with a bonus of +0. You may add a feat
to a Warlord by paying XP equal to the Warlord’s new number of feats x 5. For example, to add a third feat to a Warlord who
already has two feats, you must pay 3 x 5 XP, or 15 XP. (A Warlord may have a maximum of four feats.)

6x: Level ~        You may improve a Warlord’s level by +1 by paying XP equal to the Warlord’s new level x 6. For example, to
raise a Warlord’s level from 3 to 4, you must pay 4 x 6 XP, or 24 XP.

7x: HP ~       You may improve a Warlord’s HP by +1 by paying XP equal to the Warlord’s new HP x 7. For example, to raise a
Warlord’s HP from 3 to 4, you must pay 4 x 7 XP, or 28 XP.

8x: Major Traits        ~      In addition to normal subraces and subclasses, the following other powerful traits are available. You
may add one of these traits to a Warlord by paying XP equal to the Warlord’s new number of these traits x 8. For example, to add a
third major trait to a Warlord who already has two of them, you must pay 3 x 8 XP, or 24 XP.
           Steadfast – This character counts as an additional character for determining illegal ranks, and cannot be moved by
          opposing card effects.
           2nd Faction – Your Warlord acquires a second faction trait. Characters who share either of your Warlord’s factions
          suffer no loyalty penalty, and may begin the game in your starting army if normally allowed to do so.
           Planar – As per the normal rules for Planar characters.
           Nictus – This character’s Planar trait may not be ignored or removed. You must have the Planar trait to buy this trait.
           Locked – This character’s AC, ATK, and Skill may not be reduced by opposing card effects.

9x: Strikes ~       You may add additional printed melee strikes to a Warlord by paying XP equal to the Warlord’s new number of
strikes x 9. For example, to add a third printed melee strike to a Warlord who already has two strikes, you must pay 3 x 9 XP, or 27
XP. Additional strikes are purchased with a base ATK bonus of +0. For example, adding a third printed melee strike to a Warlord
based off of Uthanak, who has a base printed ATK of +9/+4, would cost 27 XP and would result in a printed ATK of +9/+4/+0. Once
a strike is purchased, you can spend XP to improve its ATK bonus, the same as you would for the base Warlord’s printed strikes. A
Warlord may not be printed with more than four strikes.

10x: Class ~ The four basic classes are available: Fighter, Rogue, Cleric, and Wizard.  You may add a class to a Warlord by
paying XP equal to the Warlord’s new number of classes x 10. For example, to add a second class to a Warlord who already has
one, you must pay 2 x 10 XP, or 20 XP.

						
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