The Rules:

  1. Lumiere will conduct all matches in the Arena using dice provided.
  2. The contest will be double elimination.
  3. All matches will be held in a spirit of friendly combat. Each combatant will conduct himself or herself in an honorable and chivalrous manner. Any blows struck in an dishonorable manner intended to gain an advantage or to inflict damage and/or revenge will result in the banishment of the combatant from Camelot for a period not to be less than 30 days. [i.e. Late hits after a winner is declared]
  4. The Guardian, BlackHawke, will maintain the official standings sheet and rule on any disagreements as to the combats results or standings.
  5. The winner of each match will be the first combatant to reach 15 points. Each combatant will have the same number of attempts (rounds) as their opponent.
  6. Once a character type is determined (fighter/Mage) it can be changed only once and then it will remain so until the end of the tourney.
  7. Any Contestant may resign at any time during the contest. If they do so they will be deemed as being eliminated from the tourney regardless of their win/loss status. Resignation is equal to 2 losses.
  8. All matches must be completed in a 72 hour time frame from the time they are posted [both combatants listed] on the web page. If for some reason a combatant does not respond and/or schedule their match in the allotted time frame, the other opponent should contact a judge. The Judge then will send an email to both combatants stating the scheduled match time. The match scheduled by the judge will be within 36 hours of the Judge becoming knowledgeable of the scheduling conflict. If any fighter fails to show for the scheduled match, they will be considered to have resigned and will be awarded 2 losses thus eliminating them from the tournament.
  9. If there is a scheduling problem that can not be solved by both combatants within the allotted time frame, such as Parents, work requirements, emergencies, or some unplanned problem [these are examples and are not the only reasons, I realize real life will interfere and we will work around it], then notify a judge who will decide how to resolve the conflict and if the situation warrants allow more time to schedule the match. The key here is to talk to the Judges and don't just disappear for a week and then show up wanting to complete your matches.
  10. A Rules meeting will be held one (1) prior to the first match to clarify any rules or questions concerning the tourney.

Disagreements:

  1. All disagreements will be arbitrated by the Guardian or the other Judges. The decision will be final.
  2. Judges for the Tournament are: BlackHawke, Lord^KnightMayre, and Lord William.
  3. Each contestant who has a disagreement on the conduct of the match should send a scroll to the Guardian (wdavis@blackhawke.net) outlining there position within 24 hours of the disputed match. After 24 hours from the scheduled match time the results will be final and not subject to change.
  4. If there is a dispute, the Guardian will review the scrolls along with Lumiere's log. The Judges will make a ruling.
  5. If a ruling can not be made which is fair and without contention, the Guardian will reschedule the match and it will be contested from that point after the Guardian determines the actual score and contestant status. This call will be final and not subject to review.

The Point System:

  1. A round is complete when each contestant gets a roll of the dice to see if they score.
  2. Two twenty sided dice will be used as provided by Lumiere.
  3. One point will be awarded for each roll of 15-18 for Fighters.
  4. One point will be awarded for each roll of 14-18 for Mages.
  5. Two points will be awarded for each roll of 19 or 20.
  6. A CRITICAL HIT is considered to have occurred if there is a dice roll of 20 and 20 (double 20's) and the opponent fails to score a point on their roll in the same round. If this occurs the match is finished with the contestant rolling the double 20's declared the winner. If the opponent does score a point then the contestant rolling the double 20's scores 5 points and the match continues to its conclusion.
  7. A FUMBLE is considered to happen when a contestant rolls a 1 and 1 (Double 1's). If the opponent scores a point in that round, the contestant rolling the Double 1's is considered to have lost the match. If the opponent does not score a point, the contestant rolling the Double 1's will lose 2 points as they fumble their weapon and inflict damage to themselves.

Rules for Fighter

  1. Any type weapon or part of your body may be used.
  2. Magical spells can not be used. If magic is used, the rules for Mages will take effect.

Rules of Mages:

  1. Special rules apply for the Mage.
  2. The Mage will attack in a step process with each step taking one round to execute. Step 1 will be the conjure/chant phase. Step 2 will be the casting of the spell phase.
  3. If the mage is struck with a blow during Step 1, then Step 2 can never occur.
  4. If A Mage successfully conjures/chants then they will roll the dice to determine the effect/damage of the spell.
  5. If a mage so desires, they may have a man-at-arms protect them during combat. The man-at-arms will be defensive in action only and will not deliver an offensive blow at any time.
  6. If the Mage conjures and their opponent scores a point (and the man-at-arms fails to score a defensive point), the Mage must restart step 1.
  7. If the man-at-arms scores a defensive point, the Mage will be allowed to cast the spell in the next round.
  8. In Step two, both contestants will roll as normal. The man-at-arms will have no roll since they are considered to have stepped aside to allow the mage a clear line of fire for their spell.
  9. If the man-at-arms fumbles [Double 1's] and the opponent scores, the Man-at Arms is eliminated for that contest. If the opponent does score, the opponent will be allowed one (1) uncontested round with the appropriate amount of damage applied according to the dice roll and then the man-at-arms will resume his role as protector.
  10. If the man-at-arms rolls Double 20's and the opponent does not score, then the Mage will be allowed one (1) uncontested round to cast a spell with the appropriate damage being applied to the total. If the opponent does score, the opponent will take 3 points of damage and the mage can cast his spell in the next round. Examples of Combat:

Example of how the Mage/Man-at-Arms combat works.

Fighter=A; Mage=B; Man-at-Arms=C

  1. "A" steps forward and rolls a 15 and 9. "C" will roll to see if they shield the Mage. "B" conjures. If "C" rolls and scores then they have successfully shielded the Mage and round 1 is complete. In Round 2, "A" rolls a 16-17 scoring two points and the Mage casts the spell rolling a 15-15 for two points. The score is Fighter 2 and Mage 2.
  2. "A" steps forward and rolls a 15 and 9. "C" will roll to see if they shield the Mage. "B" conjures. "C" rolls 10-10 and does not successfully shield the Mage. The conjure is broken. The score is Fighter 1 and Mage 0. End of Round 1.
  3. A" steps forward and rolls a 10 and 9. "C" will roll to see if they shield the Mage. "B" conjures. "C" rolls 15-10 and does successfully shield the Mage. The conjure is not broken. In Round two "A" rolls 7-9 and the Mage rolls 17-17. The score is Fighter 0 and Mage 2.

EXAMPLES of 20-20 Rolls and 1-1 Rolls

Fighter Vs Fighter

  1. "A" rolls 20 and 20. "B" rolls a 15-9. The score is A-5 and B-1
  2. "A" rolls 20 and 20. "B" rolls a 9-9. "A" is declared the Match Winner.
  3. "A" rolls 1 and 1. "B" rolls a 10-9. "A" loses two points and "B" scores 0.
  4. "A" rolls 1 and 1. "B" rolls a 15-9. "B" is declared the Match winner.

Fighter Vs Mage

Fighter=A; Mage=B; Man-at-Arms=C

  1. "A" rolls a 20 and 20. "C" rolls 15-9. "B" takes 5 points damage.
  2. "A" rolls a 20 and 20. "C" rolls 10-9. "A" is declared the Match winner.
  3. "A" rolls a 17 and 9. "C" rolls 1-1. "C" is eliminated from the Match and "B" can cast on next round. "A" gets one (1) free roll of the dice.
  4. "A" rolls a 10 and 9. "C" rolls 1-1. "C" fumbles and strikes the Mage for 2 points of damage. "C" can continue in the match.
  5. "A" rolls a 10 and 9. "C" rolls 20-20. "C" steps aside. "B" can cast one (1) free roll of the dice.
  6. "A" rolls a 15 and 9. "C" rolls 20-20. "C" steps aside. "A" takes 3 points of damage and "B" can cast the spell in the next round.