Topic: DoF Rules - March 1996

Panther

Date: 2006-06-20 21:05 EST
This is a later version of the DoF rules - it includes the Odds Ranks, something I added when trying to add betting to DoF to try and draw more crowds.

In the tradition of Duel of Swords, we bring combat up close and personal. The original hand to hand combat game, where skill and finesse are just as vital as pure strength.

***** ALLOWED MOVES *****
There are 14 allowed moves in Duel of Fists

JAB: A quick thrusting punch to the upper body or head.
HOOK: An arching swing to the torso or head.
UPPER CUT: An upward swing, usually to the gut or the head.
CHOP: A "karate" style chop with the side of the hand, usually to the shoulder, or side of the head.
JUMP KICK: A kick where the fighter first jumps up and towards their opponent.
SPIN KICK: A kick where the fighter spins their whole body around and into the kick.
SNAP KICK: A quick kick to the mid-section of your opponent.
LEG SWEEP: A sweeping strike to the lower leg, tripping up your opponent.
FLIP: Where the fighter grabs their opponent and uses their movements against them.
ARM BLOCK: An attempt to block your opponent with your arm(s).
LEG BLOCK: An attempt to block your opponent with your leg.
DODGE: Quickly moving to one side as your opponent moves towards you.
DUCK: Dropping into a crouch.
LEAP: Jumping to the side of, away from, or over your opponent.

Each move, when matched against an opponent's will result in a HIT, a MISS, or an ADVANTAGE. A HIT is scored with 1 point, a MISS with 0, and two consecutive ADVANTAGES will be scored as a HIT.

There are two ways to play Duel of Fists (DoF), Live play, or EMail play. The rules are only slightly different for each version.

***** LIVE PLAY *****
Both players and the game official meet in the designated Conference Room (as noted in the FFGF Event Calendar at Keyword: RDI) The match will be played one round at a time. The players send their moves to the game official by IM only one move per IM and one IM per round. The official will determine and announce the results to the screen for all to see.

***** MATCH RESULTS *****
WIN: A win occurs when a player reaches FIVE POINTS. Or, if the scores are tied at 5 and the duellers have not reached round 15, when one dueller succeeds in gaining a point lead over their opponent.

TIES: A tie occurs when the scores are equal at the end of 15 rounds, or neither dueller has succeeded in reaching 5 points total.

FOREITURE: If a player voluntarily leaves during a duel, that player forfeits the match.

PUNTS: In live play, if a player is punted and unable to return, the official, with the input of the remaining player, will decide how the match is to be ruled. If both are punted and unable to return then the score, as it stands at the last full round, will determine the winner and the official will EMail the results to the participants.

***** EMAIL PLAY *****
The rules for EMail play are the same as for Live play, except as to how the winner is determined. Players send a full set of 15 moves to the game official. The winner is the player that scores the most points in the 15 rounds. If the scores are equal, the match is a tie.

***** PLAY RESTRAINTS *****
1. No maneuver may be played twice in a row. This includes moves that are used with either a Fancy or a Feint.
2. This is NOT a fight to the death. Both players are fully protected from permanent injury.
3. After two players battle each other, they must each battle at least one other opponent before they may fight each other again.

***** RANKING *****
Fighters rise in rank, according to their success. Ranks are assigned according to the number of wins over losses. For our purposes, we use a set of gem stones to designate these ranks.

Rank Needed number of wins over losses
-------- -----------------------------------
Glass Less than TWO more wins than losses
Jade TWO wins more than losses
Ruby FIVE more wins than losses
Sapphire TEN more wins than losses
Emerald FIFTEEN more wins than losses
Diamond By victory in the "Diamond Quest"

***** ODDS RANKS *****
Every player is given an "odds" rank. This number is designed to help players see how they rank against other fighters. By combining the odds rank with the main ranking system, you get an overall rank in the following manner. If player1 is a Ruby with odds rank of 7, and player2 is a Jade with odds rank of 5, the match-up would be as follows: player1-Ruby7 vs player2-Jade5. This could also be used to say player1 has a 7 in 5 chance of defeating player2. The forumula for determining an Odds Rank is as follows:
(Wins-(Losses/2)+(Ties/2))

***** FEINTS & FANCIES *****
To reflect the player's increased combat experience and cunning after the experience of many fights, the player will be able to execute Feints and Fancy maneuvers. Feints/Fancy Moves will be awarded according to rank as follows:

Rank Number of Feints/Fancy Moves
-------- --------------------------------
Glass 0 Feints/Fancy Moves
Jade 1 Feint 1 Fancy Moves
Ruby 2 Feints, 2 Fancy Moves
Sapphire 3 Feints, 3 Fancy Moves
Emerald 4 Feints, 4 Fancy Moves
Diamond 5 Feints, 5 Fancy Moves

A Feint or Fancy Move may be played at any time according to the whim of the player during the fight and using any of the standard moves. When sending orders to the game official, the player indicates that the move is a Feint or a Fancy move by simply adding the word Feint or Fancy to the move. Example: Fancy Leg Block, or Feint Snap Kick. The effects of a Fancy move are factored into a player's score before being modified by any Feint used by their opponent.

Feint Advantages:
When you feint a move successfully, you gain an advantage against your opponent. When you feint a move, if your opponent would have HIT you, both players end up with equal advantages. If your opponent would have gained an ADVANTAGE, they MISS, leaving you with the ADVANTAGE. If the opponent's move results in a MISS, both players MISS.

Feint Restrictions:
The number of feints that may be used by the Diamond Rank is restricted to 1 (one) feint more than that of the number of feints available to their opponent. e.g. When in combat against a Glass Rank, the Diamond is restricted to 1 feint. Against a Jade Rank the limit is 2 feints, and so on. There are no restrictions on the use of feints by any other Rank. When both players Feint a move in the same round, both MISS regardless of the normal result of their moves.

Fancy Advantages:
If the standard result was a MISS, it changes to an ADVANTAGE. If the result was an ADVANTAGE, it becomes a HIT. If the result was a HIT, no change.

Fancy Strike restrictions:
The number of fancies that may be used by the Diamond Rank is restricted to 1 (one) fancy more than that of the number of fancies available to their opponent. e.g. When in combat against a Glass Rank, the Diamond is restricted to 1 fancy. Against a Jade Rank the limit is 2 fancies, and so on. There are no restrictions on the use of fancies by any other Rank. If when executing a fancy maneuver a player is HIT, they lose any advantage the fancy would have given them.

***** DIAMOND QUEST *****
During the second week of play for each new cycle, there will be a tournament dubbed the "Diamond Quest". This tournament will be held using a Swiss system of matching opponents.

All players of Emerald rank, to include the current Diamond, may participate in the tournament. A notice for the upcoming tournament will be posted along with the standings at the end of the cycle, as well as in the Duel of Fists folder (under Red Dragon Innsights). Eligible players must confirm their participation by posting in the Duel of Fists message board by the time the following week's standings are posted. This is to allow the Dueling Coordinator time to prepare initial pairings.

The winner of the Diamond Quest will be afforded the rights, responsibilities and privileges of the rank of Diamond so long as they maintain a record of at least 15 wins over losses. Should the Diamond rank fall below this level,they MUST fight, and defeat three duelers of Emerald rank within a reasonable period of time. (Availability of duelers and referees will help the Dueling Coordinator to determine this period of time, which will be publicly posted in the message boards). Should the Diamond fail to win these matches they will be demoted and fall to a rank in accordance with their win-loss record. The Diamond rank will then be left vacant until the next Diamond Quest.

***** STANDINGS *****
Standings will be compiled each week and posted in the News & Information/Games Information Center at Keyword: RDI. Should system problems or other difficulties arise to prevent posting, they will be placed in the Duel of Fists folder. All ranks and modifiers are retained until new standings are publicly posted.

***** CYCLES ******
DoF will run in quarterly cycles, following the calendar year. Cycles will begin on the first full weekend of the starting months and end the last weekend of the ending month. For each new cycle, player ranks will be adjusted as follows: Losses will be subracted from wins. Losses and ties are then reduced to zero. This method allows players to keep enough wins over losses to retain their current ranking. For example: A player with a record of 15-7-1 at the end of one cycle would start the next with a record of 8-0-0; 15 - 7 = 8, ties and losses thrown out.