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Real Universal War

REAL UNIVERSAL WAR RULES

 

This tournament (REAL UNIVERSAL WAR) is composed by 2 phases. First phase is an individual tournament and second phase is a team competition.

 

FIRST PHASE RULES

1.- The tournament map is composed for several Star System, depending of number of players. Each Star System has a defined number of planets (6 in this tournament) and each planet has 4 satellites in orbit. Each planet has a color (a little circle in middle of the planet’s design), remain the same for their satellites. Each player begins the tournament associated with a planet and their satellites.

2.- Each player must to choose at the moment of inscription which MAN2 map represent his planet and their 4 satellites. Planet must be a Large (L) or Extra-Large (XL) map and satellites will be smalls (S) or mediums (M) maps. Each satellite must be a different map for the same player.

3.- Each player has 3 space ship (called Chip) at the start that represent 3 battle forces. The Chips are numbered 1 to 3 and they have the same color than the player’s planet and satellites.

4.- The Chips are the “attack” forces that the player uses to conquer planets or satellites of the opponents. Each Chip has 15 turns of actions for the first phase of this tournament, 5 attack turns and 10 movement turns.

5.- The Star System 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.- Usually 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 random choice. Administrators will do these attacks.

7.- For to be able of attack a planet, the player must to have under control firstly 2 satellites 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 week (168 hours). This is the minimum time that 1 Chip must wait from his previous action to be capable of take new action. 1 attack or 1 move is the previous action, not win or lost a game.

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 when waiting time was finished could to attack a satellite/planet of the orbited planet.

          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 in this first phase of the tournament.

 

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 and it remains on the orbit of attacked planet, but if a player has no planet/satellite under control in that moment he will loses the attacking Chip.

13.- The player leaves the tournament if he loses all theirs Chips.

 

14.- First phase of the tournament is finished after all not eliminated from tournament players will do 5 turns of attack by Chip.

 

 15.- The winner of each Star System 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.

 

17.- Winners and players from 2nd to 4th place in each Star-System will pass to second phase of the tournament. Players in 5th and 6th place will be eliminated of the tournament.

 

 

SECOND PHASE RULES

 

1.- Second phase is a team’s competition. The winner of each first phase Star-System is called “Commander” and this player will be who will take actions (move or attack) about all the team’s Chips. Only Commander can use team’s Chips.

All the planets and satellites of the Star-System will have the color of the Commander at the start of second phase. Is possible that some Commander player changes his color to avoid 2 Commanders with the same color. All the Chips of the team will have too the color of the Commander, though each one of them will have its owner.

 

2.- The rest of not eliminated players of each Star-System (3) will be the “soldiers” of the team and they will play the attack games that Commander choose for them using soldiers Chips. If they have some planet or satellite under control they will play the defensive games as usually.

 

 3.- In 2nd phase each planet (only planet, not satellite) has a “Garrison” and is the Commander who assigns team’s players to each “Garrison” team’s planet before the start of phase 2. Commander can’t be Garrison in any planet of the team. “Garrison” is the last chance for a team to keep the planet under control and only is in action when planet’s defender loses the game. In “Garrison” game, winner of the 1st battle (attacker) will play red and the number of revenue turns is fixed in 5.

 

4.- In this phase it was created a communication way between Star-Systems called “Helliopause”. Commander can move the Chips of his team to “Helliopause” and from there to another Star-System.

 

5.- If “Garrison” player loses the game, planet will be finally under control of the opponent and the Commander of new owner´s team must to assign Garrison’s player for that planet.

 

6.- The rest of rules of this second phase about battles settings have no variation.

 

7.- Number of moves or attacks by Chip in the second phase is depending of the number of players in the first phase of the tournament.

 

8.- Winner Team will be who after 2nd phase battles has more points, taking in consideration the same calculation that in phase 1 (2 points for satellite, 5 points for planet).

 

All the players of the winner team will have a commemorative award associated to its nick. Commander will have his own designed award.

Alias Planets Satellites Points
AHgpeu 1 17 39
alex1978 2 11 32
Popeye 2 8 26
Goo 2 7 24
OBM 2 7 24
tese1969 3 4 23
-LEDOKOL- 2 4 18
AbiDaffy 2 4 18
YetT 1 3 11
Nimzoblanca 0 5 10
Rem 1 0 5
vetere 0 2 4
IronD 0 0 0
Rextrent 0 0 0
lubkirill 0 0 0
opitis 0 0 0
Hamilton 0 0 0
olmer 0 0 0

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