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Game Special Rules: Difference between revisions

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* If you became Downed within your own deployment quarter, you must use the respawn point furthest from where you were Downed.
* If you became Downed within your own deployment quarter, you must use the respawn point furthest from where you were Downed.
* Count aloud to twice your base starting HP:
* Count aloud to twice your base starting HP:
** '''Base 2 HP – Count to 4.'''
** '''Base 2 HP Count to 4.'''
** '''Base 4 HP – Count to 8.'''
** '''Base 4 HP Count to 8.'''
* Once the count is complete, you may re-enter the game.
* Once the count is complete, you may re-enter the game.


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You do not need to memorise these rules, as any mechanics being used will always be explained during the game briefing. They are provided here as a reference for players who wish to learn more about the different objectives, creatures, and special mechanics that may appear during play.
You do not need to memorise these rules, as any mechanics being used will always be explained during the game briefing. They are provided here as a reference for players who wish to learn more about the different objectives, creatures, and special mechanics that may appear during play.


{{Collapsible section
{{Banner rules}}
|toc=2.1. Banner Rules
|title=Banner Rules
|summary=Rules for banners carried by players, including their effects and how they influence the battlefield.
|bottom=yes
|content=
<div class="wizlords-collapsible-section-subheading">Standard of Command</div>
At the start of the round, one player on each team is designated as the Standard Bearer.


<div class="wizlords-collapsible-section-subsubheading">Key Rules</div>
{{Relics rules}}
* Must keep one hand free to carry the banner at all times.
* May not run.
* The banner may not be passed to another player.
* Cannot use Recon.
* Has 12 HP regardless of class, armour, or other bonuses.


<div class="wizlords-collapsible-section-subsubheading">Additional Rules</div>
{{Relic binding rules}}
* May be healed as normal.
* May receive buffs and be affected by spells as normal.
* Cannot be resurrected.
* If Downed, they must immediately return to their team's respawn point.


<div class="wizlords-collapsible-section-divider"></div>
{{Burial mounds rules}}
 
<div class="wizlords-collapsible-section-subheading">Banner Bearer</div>
At the start of the round, one player on each team is designated as the Banner Bearer.
 
<div class="wizlords-collapsible-section-subsubheading">Key Rules</div>
* Must keep one hand free to carry the banner at all times.
* May not run.
* The banner may be passed to another teammate at any time.
* Cannot use Recon if they begin the round carrying the banner.
* Uses their normal HP.
 
<div class="wizlords-collapsible-section-subsubheading">Additional Rules</div>
* May be healed, resurrected, buffed, and affected by spells as normal.
* If Downed and Respawn is active, they may take the banner with them to respawn.
* If Downed and unable to respawn, they must remain where they fell until a teammate takes the banner or resurrects them.
}}
 
{{Collapsible section
|toc=2.2. Relics
|title=Relics
|summary=Powerful objects that must be captured, defended, transported, or controlled to achieve objectives.
|bottom=yes
|content=
<div class="wizlords-collapsible-section-subheading">Relic</div>
Relics are valuable objectives that begin the game on a pillar and are typically captured, defended, or returned to a team's deployment area.
 
<div class="wizlords-collapsible-section-subsubheading">Key Rules</div>
* Relics begin the round on a pillar.
* A relic may be picked up by any player with a free hand.
* A player carrying a relic may not run.
* Once picked up, a relic is bound to that player and may not be passed to another teammate.
* Relics may only be held by a player or placed on a pillar.
* Arcane Servants may not carry relics.
* To place a relic on a pillar, the player must count aloud to 5 while holding the relic.
 
<div class="wizlords-collapsible-section-subsubheading">Additional Rules</div>
* A player carrying a relic uses their normal HP.
* A player carrying a relic may be healed, resurrected, buffed, and affected by spells as normal.
* If Downed, the player must remain where they fell until another player takes the relic or they are resurrected.
* If a player is Downed while placing a relic on a pillar, the placement fails.
 
<div class="wizlords-collapsible-section-divider"></div>
 
<div class="wizlords-collapsible-section-subheading">Blessed Relic</div>
Blessed Relics use the normal Relic rules with the following modification:
 
<div class="wizlords-collapsible-section-subsubheading">Additional Rules</div>
* The bearer gains +2 HP while carrying the relic.
 
<div class="wizlords-collapsible-section-divider"></div>
 
<div class="wizlords-collapsible-section-subheading">Minor Cursed Relic</div>
Minor Cursed Relics use the normal Relic rules with the following modification:
 
<div class="wizlords-collapsible-section-subsubheading">Additional Rules</div>
* The bearer suffers a -2 HP penalty while carrying the relic.
 
<div class="wizlords-collapsible-section-divider"></div>
 
<div class="wizlords-collapsible-section-subheading">Major Cursed Relic</div>
Major Cursed Relics use the normal Relic rules with the following modifications:
 
<div class="wizlords-collapsible-section-subsubheading">Additional Rules</div>
* The bearer suffers a -2 HP penalty while carrying the relic.
* The bearer cannot be healed.
* The bearer cannot receive Blessings, Arcane Armour, Wards, or similar magical buffs.
* The bearer is unaffected by touch-based spells, including Resurrection.
 
<div class="wizlords-collapsible-section-divider"></div>
 
<div class="wizlords-collapsible-section-subheading">Defended Relic</div>
Defended Relics use the normal Relic rules with the following modifications:
 
<div class="wizlords-collapsible-section-subsubheading">Key Rules</div>
* The defending side may not voluntarily move the relic from its pillar.
* If the defending side recovers the relic after it has been stolen, they must return it to its pillar as soon as possible.
 
<div class="wizlords-collapsible-section-subsubheading">Additional Rules</div>
* The player carrying the relic gains any positive or negative effects associated with that relic as normal.
}}
 
{{Collapsible section
|toc=2.3. Relic Binding
|title=Relic Binding
|summary=Objectives that require players to maintain contact with an item or location for a set period of time to complete an action.
|bottom=yes
|content=
<div class="wizlords-collapsible-section-subheading">Relic Binding</div>
Relic Binding requires a player to place a Relic on their team's pillar and maintain contact with it for a specified period of time.
 
Relic Binding uses the normal Relic rules with the following modifications:
 
<div class="wizlords-collapsible-section-subsubheading">Key Rules</div>
* Each scenario will specify the required Binding Time in the victory conditions.
* The Binding Time may be:
** '''Cumulative''' - progress is retained between attempts.
** '''Consecutive''' - the full time must be completed in a single uninterrupted attempt.
* A Relic must first be placed on the pillar following the normal Relic rules.
* The Binding Timer only runs while the player who placed the Relic maintains at least one hand in contact with it.
 
<div class="wizlords-collapsible-section-subsubheading">Additional Rules</div>
* If the player Binding the Relic is Downed, the Binding attempt immediately ends.
* The player's spirit must immediately return the Relic to the central pillar before proceeding to respawn.
* If the player has no respawns remaining, they must return the Relic to the central pillar before returning to their deployment zone.
* A player may not be resurrected while actively Binding a Relic.
* Once a Relic has been placed for Binding, it may not be removed by any player except the spirit of the player who placed it.
 
<div class="wizlords-collapsible-section-divider"></div>
 
<div class="wizlords-collapsible-section-subheading">Imprint</div>
Imprint requires a player to hold a designated object for a specified period of time.
 
Imprint uses the normal Relic rules with the following modifications:
 
<div class="wizlords-collapsible-section-subsubheading">Key Rules</div>
* Each scenario will specify the required Imprint Time in the victory conditions.
* The Imprint Time may be:
** '''Cumulative''' - progress is retained between attempts.
** '''Consecutive''' - the full time must be completed in a single uninterrupted attempt.
* The Imprint Timer only runs while the object is being carried by a living player.
 
<div class="wizlords-collapsible-section-subsubheading">Additional Rules</div>
* If the player carrying the object is Downed, the Imprint attempt immediately ends.
* The object may be recovered and the Imprint attempt resumed if the scenario uses cumulative timing.
}}
 
{{Collapsible section
|toc=2.4. Burial Mounds
|title=Burial Mounds
|summary=Special locations that continuously produce hostile creatures until they are destroyed or controlled.
|bottom=yes
|content=
Burial Mounds are spawning points that release hostile NPCs when players approach.
 
<div class="wizlords-collapsible-section-subsubheading">Key Rules</div>
* The scenario will specify what terrain piece represents the Burial Mound.
* Each Burial Mound begins the game containing an NPC.
* The scenario will specify the type and strength of the NPC.
* If a player comes within 1 metre of a Burial Mound containing an unreleased NPC, that NPC is immediately released.
 
<div class="wizlords-collapsible-section-subsubheading">Additional Rules</div>
* Released NPCs attack all living players.
* NPCs continue fighting until they are Downed or no living players remain nearby.
* When Downed, an NPC returns to its Burial Mound.
* Once returned, the NPC may be released again by another player approaching the Burial Mound.
}}


{{Beasts rules}}
{{Beasts rules}}


{{Collapsible section
{{Eggs rules}}
|toc=2.6. Eggs
|title=Eggs
|summary=Valuable objectives that must be protected, recovered, transported, or destroyed depending on the scenario.
|bottom=yes
|content=
<div class="wizlords-collapsible-section-subheading">Egg</div>
Eggs are valuable objectives that begin the game on a pillar and are typically captured, defended, or returned to a team's deployment area.


<div class="wizlords-collapsible-section-subsubheading">Key Rules</div>
{{Marauders rules}}
* Eggs begin the round on a pillar.
* An Egg may be picked up by any player with a free hand.
* Once picked up, an Egg is bound to that player and may not be passed to another teammate.
* Eggs may only be held by a player or placed on a pillar.
* Arcane Servants may not carry Eggs.
* To place an Egg on a pillar, the player must count aloud to 5 while holding the Egg.


<div class="wizlords-collapsible-section-subsubheading">Additional Rules</div>
== Where To Next? ==
* A player carrying an Egg may be healed, resurrected, buffed, and affected by spells as normal.
* [[How Weekly Games Work]] ← Next Step
* If Downed, the player must remain where they fell until another player takes the Egg or they are resurrected.
* [[Terrain and Hazards]]
* If a player is Downed while placing an Egg on a pillar, the placement fails.
* [[Game Modes and Maps]]
 
<div class="wizlords-collapsible-section-divider"></div>
 
<div class="wizlords-collapsible-section-subheading">Blessed Egg</div>
Blessed Eggs use the normal Egg rules with the following modification:
 
<div class="wizlords-collapsible-section-subsubheading">Additional Rules</div>
* The bearer gains +2 HP while carrying the Egg.
 
<div class="wizlords-collapsible-section-divider"></div>
 
<div class="wizlords-collapsible-section-subheading">Minor Cursed Egg</div>
Minor Cursed Eggs use the normal Egg rules with the following modification:
 
<div class="wizlords-collapsible-section-subsubheading">Additional Rules</div>
* The bearer suffers a -2 HP penalty while carrying the Egg.
 
<div class="wizlords-collapsible-section-divider"></div>
 
<div class="wizlords-collapsible-section-subheading">Major Cursed Egg</div>
Major Cursed Eggs use the normal Egg rules with the following modifications:
 
<div class="wizlords-collapsible-section-subsubheading">Additional Rules</div>
* The bearer suffers a -2 HP penalty while carrying the Egg.
* The bearer cannot be healed.
* The bearer cannot receive Blessings, Arcane Armour, Wards, or similar magical buffs.
* The bearer is unaffected by touch-based spells, including Resurrection.
 
<div class="wizlords-collapsible-section-divider"></div>
 
<div class="wizlords-collapsible-section-subheading">Defended Egg</div>
Defended Eggs use the normal Egg rules with the following modifications:
 
<div class="wizlords-collapsible-section-subsubheading">Key Rules</div>
* The defending side may not voluntarily move the Egg from its pillar.
* If the defending side recovers the Egg after it has been stolen, they must return it to its pillar as soon as possible.
 
<div class="wizlords-collapsible-section-subsubheading">Additional Rules</div>
* The player carrying the Egg gains any positive or negative effects associated with that Egg as normal.
}}
 
{{Collapsible section
|toc=2.7. Marauders
|title=Marauders
|summary=Non-player characters that can be recruited, escorted, controlled, or fought over by competing sides.
|bottom=yes
|content=
<div class="wizlords-collapsible-section-subheading">Marauder</div>
Marauders are powerful NPC warriors that can be fought, captured, or escorted as part of a scenario objective.
 
<div class="wizlords-collapsible-section-subsubheading">Key Rules</div>
* Marauders begin the game in a designated zone.
* Marauders attack any player who approaches them.
* Marauders have 12 HP regardless of armour or costume.
* Marauders are armed with a one-handed weapon and shield.
* Marauders have a permanent Arcane Weapon effect.
* All Marauder attacks deal 2 HP damage to any location.
* Marauders can damage Arcane Servants and Beasts.
 
<div class="wizlords-collapsible-section-subsubheading">Additional Rules</div>
* Marauders fight until Downed.
* Once Downed, a Marauder takes no further part in the scenario unless a Subdued Marauder rule is in effect.
 
<div class="wizlords-collapsible-section-divider"></div>
 
<div class="wizlords-collapsible-section-subheading">Marauder Healer</div>
Marauder Healers use the normal Marauder rules with the following modifications.
 
<div class="wizlords-collapsible-section-subsubheading">Key Rules</div>
* May use either a one-handed weapon and shield or a two-handed weapon.
* Any weapon carried by the Marauder Healer is treated as an Arcane Weapon and deals 2 HP damage to any location.
* May instantly cast:
** Resurrection up to 10 times per round.
** Full Heal up to 10 times per round.
** Mass Heal up to 10 times per round.
 
<div class="wizlords-collapsible-section-divider"></div>


<div class="wizlords-collapsible-section-subheading">Subdued Marauder</div>
<div class="wizlords-navbox-divider"></div>
Subdued Marauders use the normal Marauder rules with the following modifications.
 
<div class="wizlords-collapsible-section-subsubheading">Subduing a Marauder</div>
* When Downed, a Marauder may be subdued.
* To subdue a Marauder, a player must place a hand on it and count aloud to 5.
* Once subdued, the Marauder no longer deals damage.
* The player may then lead the Marauder to its destination.
* Both the player and Marauder may only move at a walking pace.
* Arcane Servants may not subdue or lead Marauders.
 
<div class="wizlords-collapsible-section-subsubheading">Additional Rules</div>
* If the handler is Downed, the Marauder immediately stops moving and waits to be subdued again.
* Only one player may subdue a Marauder at a time.
* If multiple players attempt to subdue the Marauder simultaneously, it becomes confused and follows neither player until successfully subdued by a single player.
* Once a Marauder reaches a side's deployment zone, it is removed from play for the remainder of the round.
}}
 
== Where To Next? ==
* [[Character Creation]] ← Next Step
* [[How Weekly Games Work]]
* [[Safety Rules]]


{{Game_rules}}
{{Player Guide}}