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Rules:Each player will be assigned a certain class by the team's Leader. A Leader will be the first person to choose that role. Classes include: Attacker, Defender, Shooter, et cetera.
Each class will have different traits that give them specific advantages and disadvantages.
Some people will have secret traits, to be unlocked at certain points in the game.
You cannot individually attack the same person twice in day, unless there are no more players to attack.
The last team remaining wins. When a Leader dies, the team is dismantled. The surviving team members can choose to play in exile, join the team that killed their leader, or leave the game.
Each person has bars of Health:
------- When you run out of these bars, you are dead. Bars are lost from being attacked. Each class has a different amount of bars.
Classes:AttackerHealth:
------- (7)
Moves: 2 per day, Regular Attack & Special Attack
Regular: Does three bars of damage.
Special: Does five bars of damage, but causes attacker to receive double damage when next attacked.
DefenderHealth:
---------------- (16)
Moves: 2 per day, Attack & Defend
Attack: Does two bars of damage.
Defend: Sets yourself to receive the damage of any one person until your next move.
ShooterHealth:
----------- (11)
Moves: 1 per day, Long-Range Shot & Point Blank
Longe-Range Shot: Hit two different players and inflict two bars of damage each.
Point Blank: Inflicts four bars of damage but leaves the shooter vulnerable for double damage from the attacked player.
TankHealth:
------------------------ (24)
Moves: 1 per day, Aim & Fire
Aim: Select a target.
Fire: Hit a target and inflict six bars of damage. Each tank starts out with five shells to fire. If a Defender is protecting the target, the damage is split evenly between them.
Medic/EngineerHealth:
--------- (9)
Moves: 1 per day, Weak Attack, Heal & Tweak
Weak Attack: Does one bar of damage.
Heal: Give a player three additional bars of health.
Tweak: Give a tank three bars of health or give it two extra shells.
LeaderHealth:
----- (5)
Leaders can have any three players defending them at once. If they are short just one, then they can still be attacked directly. However, if they have a full three players defending them, then they are immune to Tank attacks and the Drive-by and Cannon Ball maneuvers. Players that make a move while defending the Leader will not be broken from formation either, meaning that they will continue to defend him.
Moves: 2 Maneuvers per day & 1 Order
Maneuvers: Maneuvers are special moves done only by leaders that affect troops. The following is a list of all tactics. Each one employed counts as a move for the Leader only.
- Defender Swap - A Defender that is protecting a particular player can be swapped with another Defender. Requires two Defenders.
- Drive-by - A Shooter hops on a Tank an unloads on all enemy players, giving them each a bar of damage (except a fully guarded leader). If a Defender is protecting a targeted player, then the Defender is hit twice. Requires a Shooter and a Tank.
- Back-to-back - Two Attackers are paired together and will ward off any attack on the opposite Attacker, except for those done by Shooters and Tanks. In warding off these attacks, they counterattack and inflict one bar or damage. The formation is broken when one of the Attackers makes their next move. Requires 2 Attackers.
- Cannon Ball - A Tank launches a Defender at an enemy, inflicting eight bars of damage to the target and four to the launched Defender. This does not affect a fully guarded leader.
- Ambush - Three Attackers all attack a Tank and Inflict ten bars of damage. One Attacker will randomly lose five bars of health, however, in the chaos. Requires 3 Attackers.
- Rally - Call upon three or less players to guard your flanks from attack. Tanks may not be selected.
Order: You may use a player's class and make their move for them, if they have not yet that day.