Universal War Beta
UNIVERSAL WAR RULES
1.- The universe (tournament map) is composed for a defined number of planets (10 in the Beta version) and each planet has 3 satellites in orbit. The planets are named A to J and the satellites are numbered 1 to 3. Each planet has a color, remain the same for their satellites. Each player begins the tournament associated with a planet and their satellites. The assignment will be random before starting. (See the universe’s attached image)
2.- Each player must to choose at the moment of inscription (before of the random assignment) which MAN2 map represent his planet and their 3 satellites. The planet will be a large (L) or extra-large (XL) map and the satellites will be extra-smalls (XS), smalls (S) or mediums maps (M).
3.- Each player has 3 space ship (called Chip) at the start that represent 3 battle forces. The Chips are too numbered 1 to 3 and they have the same color than the player’s planet and satellites. (In the image, Chips are “sun” icons)
4.- The Chips are the “attack” forces that the player uses to conquer planets or satellites of the opponents. Each Chip has 10 turns of actions for the whole tournament, 6 attack turns and 4 move turns.
5.- The universe map contains arrows drawn between planets which represent their connection. A Chip uses those arrows to attack or move. A move turn implies travel to a neighboring planet without attack, remaining in orbit.
6.- Each player chooses in each Chip’s turn what is the action that wants to do, with the exception of the first turn. In that turn, all the player’s Chips will be forced to attack neighboring (connected by arrows) satellites based on a predefined table.
7.- For to be able of attack a planet, the player must to have under control firstly a satellite of that planet.
8.- The attacks will be represented by MAN2 games. Attacking player will always play as green (F.N.U.) and defender player as red (P.L). This point simulates the radar interception of the invader, initiating the defense. The map of the game will be which associated with that attacked planet/satellite. All the games will be created with the following settings:
a) Allies density: Medium
b) Revenue Turns: 10
c) Game time limit:
5 days of chess clock time limit with 23 frozen hours for satellite battles.
7 days of chess clock time limit with 23 frozen hours for planet battles.
d) Set of units: Extended.
e) In-Game time: Infinite.
9.- The time unit inside the tournament will be 1 calendar week (Monday to Sunday). This does not represent 7 days from the previous action, but it means, for example, that a Chip can to move on Wednesday and to take another action on the next Monday or another day of that calendar week. During a calendar week, if a player’s Chip is not attacking (involved in battle/game), the player has several options to choose:
a) Attack a neighboring planet/satellite (1 attack turn). In this case, the target can’t to be involved in previous attack.
b) Move to a neighboring planet (1 move turn). The Chip remains in orbit of the planet and in the next calendar week could to attack a satellite/planet connected by arrows with the orbited planet. A Chip can’t to move and attack in the same calendar week. A Chip can to move between own planets connected by arrows without using 1 move turn. Each movement in this way requires 1 calendar week.
c) Wait without taking action. The player can to have interest in to know what will be the situation before take an action. If a free Chip remains 2 calendar weeks without to choose an action, he will lose 1 move turn each next calendar week if that situation continues. If the Chip has not move turns, he will lose attack turns.
d) To reserve 1 attack on a currently attacked planet/satellite. A free Chip can’t to attack a satellite/planet currently attacked, but the player can to do a “attack reserve” over that attacked target. When this happens, the Chip can’t do any action. Simply, must to wait the previous game is finished. The player can’t undo a reserve.
10.- The maximum number of simultaneous attack games by player is 3 (1 attack by Chip) and the maximum number of simultaneous defense games by player is also fixed in 3. This decision tries to avoid a hard situation for the players and limit the number of games played simultaneously.
Therefore, if a player tries to attack a player with the maximum number of defense games achieved, he shall to change his target. The moderators will inform him about this.
11.- If a Chip attacks and wins the battle he occupies the satellite/planet. In this case, the satellite/planet changes his color and takes the winner player’s color.
12.- If a Chip attacks and loses the battle he loses 1 move turn. (This rule is not for application in the forced first turn) The Chip remains on the orbit of attacked planet, but if a player has no planet/satellite under control in that moment he will lose the attacking Chip.
13.- The player leaves the tournamentif he loses all theirs Chips.
14.- Tournament is finished after all not eliminated from tournament players will do 6 turns of attack by Chip.
15.- Tournament’s winner will be defined by points.
Point’s calculation:
Each satellite under control= 2 points.
Each planet under control= 5 points.
16.- Tie-break rules (2 or more players with the same best score)
In decreasing order:
a) Number of won battles (counting all battles: defense and attack).
b) Less number of lost battles.
c) Number of planets under control (not satellites).
d) The first player that has finished his Chip's turns.
Alias | Planets | Satellites | Points | |
---|---|---|---|---|
dav11 | 3 | 11 | 37 | |
happygrue | 3 | 7 | 29 | |
Goo | 1 | 6 | 17 | |
Lord Johnny | 1 | 4 | 13 | |
Os | 1 | 2 | 9 | |
Waldo | 1 | 0 | 5 | |
Sayan | 0 | 0 | 0 | |
tese1969 | 0 | 0 | 0 | |
pulpojohn | 0 | 0 | 0 | |
Rem | 0 | 0 | 0 | |
OBM | 0 | 0 | 0 |