Elf Clan Social Network

Elf Clan Charter

 

RUNNING A TOURNAMENT:

PLEASE USE THESE METHODS. THEY ARE TRIED AND TRUE.
* Before and during the tournament, click on the donation box. It will give a hint about event
donations.

* Such donations will go to our Event Fund account which will provide you with prize funds before
or after each contest (as you require).

* Standard prize guidline: Count the number of combatants. The total prize will be # of fighters X
50 (double that in Inworldz). 1/2 of that total goes to the Beginning Class Winner, 1/2 to the Expert
Class Winner. Total cap L$500 (no matter how many combatants, top prize is 500).

* Any donations left over are carried forward to times of leaner donations.


BATTLEMACE
* Basic BattleMace rules are by the arena. Please study them They are essential.
* At the beginning of the match, call for fighters to sign up.
* Call again before starting the elimination round, and again before continuing to the second
round. After the second round begins, no further signups.
* Write the fighter's names down as they sign up, in that order. It is true random that way and
assures fairness.
* If there is an uneven number for fighters, ask for someone to fill in.
* There are TWO scoring classes: BEGINNERS and EXPERIENCED.
* The winners of the first battles are put in the EXPERIENCED CLASS.
* The losers are placed in the BEGINNERS CLASS.
* Each class then fights as a whole in a multiple-person melee. The winner of those two melees
becomes the winner for each class.
* Beginner must never fight experienced. Fight only within the class set by the initial fights.
* The EXPERIENCED WINNER of CHAMPIONSHIP matches (held once each quarter) gets
his/her pic on the wall.

THE ARENA TRIGGER
By the BattleMace Arena will be circular buttons. These trigger the arena.

During melees (more than one person), one person will be knocked out of the arena, resetting the
arena. Simple immediately trigger the arena again while people are still fighting. The "out" person
will be trapped within, but he can stand by while the others finish.


SCORING
Scoring is by elimination. Example:

CLASS DETERMINATION ROUND:
FRED vs HARRIOT (Fred wins)
ANDRES vs SMITHY (Andres wins)
DREYFUS vs BORT (Bort wins)
ROBBIE vs ANDY (Robbie wins)

MELEE ROUNDS:
FRED, ANDRES, BORT and ROBBIE fight in Experienced melee.
HARRIOT, SMITHY, DREFUS AND ANDY fight in Beginner melee.

FRED wins the Experienced Melee.
SMITHY wins the Beginners Melee.

Since there were 8 fighters, the prize is 400 total (8 X 50), 200 going to each winner.

==========================================

RUNNING AN ARCHERY TOURNAMENT

PLEASE USE THESE METHODS. THEY ARE TRIED AND TRUE.
* Standard prizes are identical to BattleMace.
* Decide beforetime what targets you are going to use and how they are going to be scored.
* Don't have too many target options. With 7-10 archers, in an hour you will usually have time to
shoot only two or three rounds of 3 arrows each. If you try to shoot too many, you will stretch to 1
1/2 or 2 hours, which is too long.
* At the beginning of the match, call for archers to sign up.
* Call again before starting the second target system. After the second system has begun, no
further can sign up. However, if a latecomer wants to join in without competing that is ok.
* Anyone may shoot without competing. Some folks like to join in but not go for the prize.
* There are TWO scoring classes: BEGINNERS and EXPERIENCED.

TO FIGURE SCORES (yeah, it takes some math, but it's easy):
* Add the total points of each individual archer.
* The highest score of course wins.
* Out of the remaining (non-winning) archers, count how many they are, throw a dice or something,
and assign an "attendance prize" totally at random.

* The EXPERIENCED WINNER of CHAMPIONSHIP matches (held once each quarter) gets
his/her pic on the wall.
* Bullseyes count as tiebreaker points-- but not scoring points. A score can be 36+5 (meaning 5
bullseyes were hit). This is not 41 points. 37+0 beats a 36+5. But a 36+5 beats a 36+3.

EXAMPLES:
FRED 5 3 4 / 2 1 5 / 7 5 1 = 33+3
HARRIOT 2 1 0 / 3 3 2 / 5 5 2 = 23+2
ANDRES 1 3 4 / 5 5 4 / 1 5 3 = 30+3
SMITHY 1 0 0 / 2 4 2 / 3 0 0 = 12
DREYFUS 5 5 4 / 5 5 5 / 5 3 4 = 41+6
BORT 4 3 2 / 2 3 1 / 5 4 1 = 25+1
---------------------
TOTAL OF ALL SCORES: 164
164 / 6 players = 27.33

Closest score to 27.33 is BORT, with 25. So BORT gets BEGINNER'S CLASS
Dreyfus gets EXPERIENCED CLASS, with his score of 41.

ALTERNATIVE: If you wish an easier and equally fair way to award the second prize, simply
number all players (except the expert class winner of course), and determine a random winner of
the second prize. Please use a totally honest method in doing so (dice, a scripted random number
generator, draw numbers out of a hat, etc.)

You pick the target. You pick the overall rules. Scoring is as above.
Please note that archers can easily get confused. Be prepared to repeat rules over and over.


--o--

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