CHANGE: The tournament has been changed to now include 4-player games at the beginning instead of 8-player. All 8 nations are still selectable, but only 4 in each shard can be chosen.
UPDATE: This tournament, originally planned for a contest has now got Bronze in that contest. If it fills and we play it, I get a medal.
show: Settings Clarification
Better Introduction of Settings. There has been some confusion as to what settings are allowed, and what aren't. So I am here to clarify.
In round 1, the shards do not touch so the only settings you are allowed are the ones from the shard. For example: Bant is only allowed flat rate, sunny, unlimited In round 2, the shards each touch their neighbours. The order of shards is Bant - Esper - Grixis - Jund - Naya - Bant. For example, Bant is now allowed all the settings from Bant, as well as the settings from Esper and the settings from Naya. So, any combination of the following is allowed: Flat rate or escalating, sunny, unlimited, chained or adjacent. In round 3, all shards are together, and all settings are allowed. For clarification, here are the allowed round 2 setups: Bant Allowed:Flat rate or escalating, sunny, unlimited, chained or adjacent Not allowed:no spoils, nuclear, foggy Esper Allowed: Flat rate or no spoils, sunny or foggy, unlimited or chained Not allowed: Nuclear or Escalating, Adjacent Grixis Allowed: No spoils, flat rate, nuclear, sunny, foggy, chained, adjacent Not allowed: Escalating or Unlimited Jund Allowed: Nuclear, no spoils, escalating, sunny, foggy, adjacent, chained Not allowed: Flat rate, Unlimited Naya Allowed:Escalating, nuclear, flat rate, sunny, foggy, adjacent, unlimited Not allowed: No spoils, Chained PREMIUM ONLY
QUICK PLAY RULES:
You need to post:
Your home map (you can pick a different one for 4, 5 and 3 player games)
A home shard
Bant: Flat Rate, Sunny, Unlimited Esper: Flat Rate, Sunny, Chained Grixis: No Spoils, Foggy, Chained Jund: Nuclear, Foggy, Adjacent Naya: Escalating, Sunny, Adjacent 3
A Home Nation (not absolutely necessary, just for flavor)
Settings for phase 2 and 3, read below for more information
All games are sequential, automatic and have a round limit of 50 Turns.
Now, for the meatier stuff:
show: Welcome to Alara
Alara is known as a split plane. Nobody is quite sure what happened, but there are some ideas...
Let us Explore the GRIXIS Grixis is an ancient word meaning traitor. The land of Grixis is a vast wasteland. As such, patience will not help growth (no spoils). There is some water, so things can move around (chained) but it is overall very dark (foggy). The Tribes of Grixis: DEMONS For a long time you have ruled over Grixis with an iron fist. However, your power is starting to wane. Can you fight to uphold your position? HORRORS Nobody is quite sure what you are. Nobody is quite sure what you want. Nobody is quite sure how to fight you. Everybody is quite sure to stay as far away as possible. VAMPIRES While once you were human, now you only prey. Your power is limited only by a dwindling supply of fresh meat. OGRES Who says you have to be alive to take over the shard? Your power is so great that it has followed you into undeath, and now you are ready to take revenge on those who brought you to this state. THE HIVE In terms of sheer numbers, you are the largest faction anywhere in the shards. In terms of sheer intelligence... ZOMBIES You exist solely to mindlessly attack. For you, suicide isn't an option - it's mandatory. Your presence ensures that Grixis remains a living H---. I do not endorse suiciding in any game, especially not in this tournament. NECROMANCERS Usually, you create undead. Can you create a kingdom? Usually you control undead... ??? You lurk in every shadow, in all the dark corners of every maniacal mind. You thrive on screaming and suffering. Is it your time? BANT Bant is a land of beauty, with fertile ground best suited for large nations and large scale warfare. Agriculture provides fairly predictable but still weather-dependent rewards (flat rate). Sight lines are good (sunny) and there is a large, well-maintained road system (unlimited). The Tribes of Bant AKRASA Loyalty, Honour and Bravery - The three pillars that have upheld the 'Sea of Grass'. Will they be enough to last you into the upcoming battles? EOS Some claim the caste system on Bant is evil. You know that it is one of the strengths of your society, and enables you to become a powerful contender in the upcoming trials. TOPA Long ago, you realized that social mobility was the answer to a rich and powerful society. Unfortunately, the desert you live in doesn't lead to much prosperity. As your ascetics travel around Bant though, your message will spread. So too will your influence. JHESS As an island nation, you are constantly balancing the desire for security and the desire for trade. The desire for watchfulness and the desire for... VALERON The forests of your nation may seem unusual in Bant. However, they create a defensible position, and a source of wealth, mostly accepted by your 12 noble families. ANGELS Theoretically the angels have always been in charge. For some reason, the nations of the shard have decided to go to war without consulting you first. Is it time to get biblical? AVEN Although your numbers are small, the tactical advantage you provide has made the most sought-out mercenaries on Bant. Now is your time to stake a claim for yourself in the zeitgeist of the shard. RHOX Who says you can't be noble while also being badass? Get ready to party, boys! NAYA Naya is a land of endless forests, filled with creatures that also seem to be endless and the tribes that worship them. Rumour has it that somewhere in the forest is the Hydra-God Progenitus, Progenitor of All. Things get big in this forest - really big, so the spoils are escalating. Lots of sunshine is required to fuel this constant growth (so no fog), but that makes movement very slow (adjacent). The Tribes of Naya DRUMHUNTERS You are suited to survival in the jungle through your hunting prowess. Using an advanced system of communication by drumming, you present a threat to most other tribes. EXUBERANTS You celebrate life to the fullest. While your hedonistic ways are perceived by some as irresponsible, you are still prepared for war. Through the use of aerial tactics, and defensible ziggurats, no tribe will have an easy time defeating you. CYLIAN The Cylians have long been the dominant tribe of Naya. With your combination of a large, complex society and powerful magic, you are the favourite to continue dominance over Naya. KEEPERS You are a subsect of the Cylians. For years, they have worshipped the anima. You worship Progenitus, for you know that soon it will return and lead you to the dominance of Naya that you deserve. WILD While your society has been considered chaotic, you certainly possess the greatest physical advantage in the forest. Your only trick will be to band together long enough to achieve victory. CLOUD Also known as the Qasali, you are the ancient society of Nacatl. Long ago you lived in absolute splendor with your now wild brethren. From your hideout in the mountains, you have not forgotten the glory days though, and will soon shine again. BEHEMOTHS While not so much of a society, you are clearly the dominant force. What the small creatures don`t understand is that when you are banded together, you are nigh unstoppable. MINOTAURS Ask the average Nayan citizen and they will deny that Minotaurs exist on the shard. You are there, though, and ready to join the fray and make sure you are never forgotten again. ESPER Esper is primarily an ocean covered shard. It is unique in that most of the inhabitants have modified themselves by crafting their own bodies with Etherium, a powerful alloy. Since physical strength is mostly crafted, mental capacity is truly where the competition is. Wizards of various types constantly compete against each other for control in this shard. Studying will reveal mostly predictable rewards (flat rate). The sight lines are great (sunny) and the wide ocean promotes lots of trade (chained). The Tribes of Esper ETHERSWORN If you have your way, the entire shard will be converted to Etherium creatures and no organic beings will remain. Then, and only then, will you have the power to rule them all. SEEKERS The Seekers of Carmot possess the Codex Etherium, which will allow the creation of more etherium using Carmot and Sangrite. If your plans come to fruition, you will finally be able to destroy the ethersworn. FILIGREE You follow the codes of the Book of Filigree. Some call you a cult, others call you insane. What you most certainly are is a force for law and a force for truth. CLOUDHEATH The plains of Cloudheath are occupied by quite a few creatures. While historically nobody has united the plains, it seems that you are willing to, in order to challenge the world order. VECTIS Vectis is known as the dark shadow of Esper. Magic here is used sparsely, and traditional techniques of destruction are favoured. Techniques such as torture and assassination. SPHINX You were the race which discovered the Etherium alloy. Since then, you have devoted your time to study and left the other citizens of the shard to their own affairs. Until now. LEVIATHANS As the only organic race left on the shard, you certainly have an unusual advantage in the power struggle. Unfortunately, you are stuck in the water, at least, for 500 metres or so. PUPPETMASTERS You create homunculi to do chores. You create homunculi to attack. Most importantly, you create homunculi so others know that you are better than they are. JUND Jund is a land filled with volcanoes. As awesome as this may sound, life is actually pretty difficult on Jund. Since war is a constant though, the coming battles are nothing new, and everyone is used to it. What is different this time is the scale of the combat. Jund is known for it's destruction (nuclear). Also, sight lines and movement are both hampered by the mountains (adjacent and foggy). The Tribes of Jund THUNDER You are the Viashino Thrash known for respecting power. The weakest members know they will be sacrificied at a moment's notice if the elder thinks it will give a strategic advantage. CARRION You have evolved to not only survive on carrion, but to thrive on it. This adaptation certainly gives you an edge over the other VIashino Thrashes. THORN You are the luckiest Viashino Thrash in that you are from the forest. This gives you a total resource advantage, over not only the other Viashino, but over all the other races. HUMANS While the other races are more suited to the harsh environment, you have proven to be resourceful. Also, of all the Jund tribes, you have the most stable government, although that isn't saying much. OOZE While not exactly sentient, your ability to feed is unmatched in all the shards. Will your exponential growth continue indefinitely or will it drop off sharply? ELEMENTALS You inhabit everywhere, and nowhere all at once. When you are manifested, it becomes truly scary. The greatest thing about the Elemental Alliance is that you always have home-court advantage. DRAGONS You are the most dominant force in this shard. 'Nuff said. GOBLINS Historically, you have been pressed into servitude for the other races and have served, alternately, as dragon food, dragon fodder, dragon worshipper etc... Now is it your time to shine?
The Shards of Alara During this phase, one game is played on everyone's home setting in every shard. So there are 4 4-player games played by everybody. The games will be handed out 2 at a time. Phase Two: Conflux The Shards are coming closer and closer to each other, now they are almost touching, and the consequences are disastrous. Now every player will play in 3 games. One in their home map against two players from neighbouring shards (the player list will be randomized when this phase starts). Also, they will play in 2 away maps in other players' home maps. For reference, the neighbouring shards are Bant - Esper - Grixis - Jund - Naya - Bant. (It's a loop). The settings can be changed to any setting from your shard or any setting from a neighbouring shard. Phase Three: Alara Reborn The Shards are together now. Total war breaks out across the plane. Once again player lists are randomized. Each player now plays in 5 5-player games, one on each person's home map who they have been randomly grouped with. The groups will include one player from each home shard. In this phase, settings can be from any shard. Games will be handed out in a group of 2, followed by a group of 3. Whoever has the most wins is the winner of the tournament. In the case of a tie, tiebreaker games will take place. One game on each player's home map and settings, followed by a random map, random game setting.
show: Players and Maps
4-Player Map 3-Player Map (and settings) 5-Player Map (and settings) Grixis Demons Horrors ejph Monsters Northwest Passage Poison Rome Vampires Ogres The Hive rubilion British Isles AoR 2 Clandemonium Zombies traffic133 Eastern Empires Eastern Empires FCF Route 66 FUF Necromancers rjhankey USA NsFC Arms Race, NFC USA NFC ??? Bant Akrasa Eos Topa giappone Imperium Romanum Poison Rome Arms Race Jhess Valeron Dukasaur Unification Italy Conquer Rome FCS Clandemonium FCF Angels edocsil Classic Aven Rhox Victor Sullivan Classic Naya Drumhunters thehippo8 Patch Wars Route 66 Supermax Prison Riot Exuberants kiwi3 Middle Ages Rail Australia FUF Middle Ages EAF Cylian Keepers Wild Risk_Averse Hong Kong China Japan Cloud Behemoths buster582 Hive Minotaurs Esper Ethersworn Seekers Filigree plurple Luxembourg AoR III: FUF New World NUF Cloudheath djeris 8 thoughts High Seas Siege Vectis Sphinx Le HotSauce King of the Mountains Central America Charleston Leviathans Fuzzy316 Doodle Earth Doodle Earth FCS Classic FCF Puppetmasters Jund Thunder Carrion Thorn Humans Ooze DimjacarStef Age of Merchants Conquer Rome ESC Flanders 1302 EFC Elementals mr. CD AoR II Cricket NsCF AoR II: NUF Dragons denominator First Nations Americas Poison Rome Clandemonium Goblins Serreski King's Court Poison Rome NsAF Northwest Passage FCF