Topic: Original DoS rules from QLink

Panther

Date: 2006-06-20 20:48 EST
This is the original set of DoS rules as used when DoS started on QLink. Some of the most noticable differences are the stuff about betting, how ranks are achieved, and the way fancies were scored - some of these items were the inspiration for the changes I made in DoF. The use of the term "olm" stood for OnLine Message - Qlinks equivalent to AOL's Instant Message

DUEL OF SWORDS!

Sword fighting requires a great deal of strength, dexterity, and skill to be successful. But basically, when both opponents are equally matched the fight becomes a process of who can out guess who first!

There are ten basic maneuvers in sword fighting:

Thrust High Cut
Slash Low Cut
Disengage Lateral Parry
Sidestep Circular Parry
Duck Stop Hit

Each maneuver, when matched with the opponent's, will either hit or miss the opponent, or will give the player an advantage over the opponent on the next maneuver. So with each action there are three possible results: hit, miss, or advantage. Two consecutive advantages equal one hit.

There are two ways of playing 'Duel of Swords' (DOS); by E-Mail or live on-line. The rules of play are sightly different for each version.

E-Mail Play
Both players pick fifteen actions and E-Mail them to the game official on the agreed date, in the order that they are to carried out. The game official will compare the two sets of actions and determine the results.

The game Official will compare one action at a time. The winner will be the player that scores the most hits. If after all fifteen actions have been compared the hits are equal, the match ends in a tie.

On-Line Play
Both players and the game official meet in the conference room as announced on the agreed upon date. The match will be played one round at a time. The players sent their moves to the game official by olm, and the official will determine and post the results. Play continues until one player has scored five or more hits AND one more than the opposing player. If after fifteen rounds the hit score is equal, the match ends in a tie.

Play Restraints
1. No maneuver, except Disengage, can be played twice in a row.
2. If an invalid maneuver is made, or an incomplete set of maneuvers were sent, the Disengage maneuver will be substituted.
3. You MUST fight at least five other opponents before repeating a match.
4. This is NOT a fight to the death. Both player are fully protected from permanent injury.


Betting Game
Spectators may place a wager on the outcome of the Duel. Players will use G.O.L.D. (Galactic's Official Legal Dollar), as their currency.

$1 = one G.O.L.D.

Bettors E-Mail to the game official the amount of the bet, the winning opponent, and the final score (number of hits each duelist recieved). NOTE: Instead of a winning opponent, the bettor may also state that the duel will end a tie.

Payoff odds will be placed on the duelists to reflect their dueling compatability. Odds will never be less than 1 to 1. All fractional payments will be rounded down.

If the bettor guesses the winning opponent, the payoff equals the odds for the winner. If the bettor bets on the winning opponent and has the correct final score, the payoff equals twice the odds for the winner. Correct scores on a tie bet receive a payment equal to the highest odds of either duelist. A player may only place one bet per match.

Most duels will be announced before hand, to allow bettors time to place their wager. On-line events may trigger some impromptu duels, however a short amount of time will be allowed for spectators in the conference room to place their bet.

Since the players start with zero G.O.L.D., their first bet will be loaned to them from the Bank. Afterwards players bet from their winnings or continued loans. The Bank will loan players up to $100 per match.

The opponents may not place bets on their duel. However, there is a payoff for winning the match based on the experience of the duelists. The payoff to the winner will be at least $100.

Tournament Play
A list of the Top Duelists and the best gamblers will be posted weekly. A win/loss/tie record will be maintained for each player. A point total will also be kept; 1 pt. per win, 1/2 pt. per tie, and zero points for a loss. The point total will reflect the experience of the players and will affect the odds and payoffs of the matches.

Fancy Maneuvers
To reflect the player's ability to handle the sword with greater dexterity and cunning after the experience of many duels, the player will be able to execute Fancy maneuvers. For each five wins more than the losses that a player acquires, one Fancy maneuver may be executed during a duel. (5 wins more = 1 Fancy maneuver, 10 wins more = 2 Fancy maneuvers, etc.)

Fancy maneuver may be played anytime at the whim of the player during the duel, using any of the standard ten maneuvers. When sending orders to the game official, the player indicates that the maneuver is Fancy by simply adding the word Fancy to the order. (ex. Fancy Lateral Parry).

Fancy maneuver 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.

Ranking
Duelists rise in rank, according to their success with the sword.

Title:
Commoner - zero wins
Swordsman - one win
Master-at-Arms - five consecutive wins
Grand Master - another five consecutive wins
Warlord - another five consecutive wins if there is no Warlord. If there is a Warlord, the Grand Master, after four consecutive wins MUST duel the Warlord. The Warlord MUST except the challenge, or be disgraced and lose rank. If the Grand Master wins, the player becomes the Warlord, the old Warlord drops to Grand Master.

Five consecutive losses cause a player to lose face, and drop a rank.
Tied duels do not affect consecutive wins or losses.
Ranking only provides the players with a Title (a rank of achievement) of their swordsmanship, and has no effect on the outcome of the duels.