Strike of the Races: Official Rules

Strike of the Races: Official Rules

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Strike of the Races (SOTR) is a roleplay game in which six races (Hobbits, Elves, Orcs, Ents, Dwarves, and Wizards) will battle for control of the world (shown above).


Basic information

The world map contains six territories (or, states). Each of the six races will begin the game with control of exactly one of the territories on the map.

Each race will consist of one leader, listed below, and at least 5 members. Members will be randomly sorted into races and will subsequently be invited to their race's club.* All players must join this club in order to participate.

The official currency of the roleplay is Thirin (symbol: "#"). Each race will start the game with #100,000 and will gain #100 every week, provided they have at least 1 ongoing battle. This can be used in various aspects of the roleplay, such as attacking and defending.

Races will also need to use "army strength" to attack or defend territories. Army strength can can be marked as either "at base" or "in battle." Each race will start the game with 100,000 army strength, all of which is "at base." Races can also use #500 to purchase 1,000 army strength "at base" at any time.

Each race will also have special powers that they can use during attacks, at the cost of additional Thirin. When used, all rules associated with these powers will supersede all other rules with which they conflict.

Regions in the map can also be affected by natural disasters, to understand this, read this forum.


Attacks

Any race may attack any territory which shares a border with any territory controlled by the attacking race, provided that the attacked race is not defending 2 other battles. An attack can be made as either a chess or lore battle. In rare cases, a battle may be immediately awarded to one of the races.

All chess and lore battles MUST be reported in this forum, otherwise they are considered invalid.

Chess

When a chess battle is made, #1,500 will be subtracted from the attacking race's Thirin balance, and 1,500 army strength marked as "at base" will change status to "in battle." If a race has less than #1,500 Thirin or less than 1,500 army strength "at base," it may not begin any attacks.

At the same time, #1,000 will be subtracted from the defending race's Thirin balance and 1,000 army strength marked as "at base" will change status to "in battle." If the defending race has less that #1,000 Thirin or less than 1,000 army strength "at base," the battle is immediately awarded to the attacking race.

If the defending race has enough resources to defend, a format for the battle will be determined (either Daily Match or Vote Chess).

  • Daily Matches: 3 days per move, rated games, 2 simultaneous games per player, any number of players, scheduled 7 days in advance of start. All matches will be organized by @PegKnights.
  • Vote Chess: 1 day per move, random color. Seek will be issued for the attacking race by @PegKnights. The leader of the defending race must accept this seek within 48 hours of it being issued. Failure to do so will result in automatic victory for the attacking race.**

Lore

Lore battles will take place in a forum made by the loremaster. They work like this:

Each race leader will send a private message to the loremaster stating the amount of army strength they will deploy for the battle; this amount will change status from "at base" to "in battle." Each side do not know how much army is being deployed from their opponent's side until the battle begins. After it begins, the loremaster will manage it, and the leaders will decide how their race will battle.

The different races can attack in several different ways, listed below for each race. Here are the universal attacks that all races can use:

  • Punch: Orcs and Ents get boosed damage
  • Kick: Orcs and Ents get boosted damage
  • Charge: Orcs and Hobbits get boosted damage
  • Meelee weapon: Orcs get large boost, Dwarves get boosted damage as well
  • Ranged weapon: Elves get boosted damage

Special attacks for each race are mentioned in the Race Info section downwards. If you want all lore battle rules listed together, you might want to read this announcement.


Battle results

Once a battle has ended, the set forth below will occur.

The "battle amount of army strength" for each race will mean:

  • For chess battles, 1,500 army strength for the attacking race and 1,000 army strength for the defending race.
  • For lore battles, the amount of army strength deployed by the race in question for the battle.
  • For both chess and lore battles, this term always refers to army strength marked as "in battle."

If the attacking race is victorious:

  • The battle amount of army strength for the attacking race will change status to "at base."
  • The battle amount of army strength will be removed from the defending race.
  • #500 will be removed from the defending race's Thirin balance and awarded to the attacking race.
  • 500 army strength marked as "at base" will be removed from the defending race and awarded to the attacking race. Its status will remain "at base."
  • The attacking race will take ownership of the defending territory.

If the battle is drawn:

  • The battle amount of army strength for the attacking race will change status from to "at base."
  • Half of the battle amount of army strength for the defending race will change status to "at base."
  • Half of the battle amount of army strength will be removed from the defending race.

If the defending race is victorious:

  • The battle amount of army strength for the defending race will change status to "at base."
    The battle amount of army strength will be removed from the attaking race.
  • #500 will be removed from the attacking race's Thirin balance and awarded to the defending race.
  • 500 army strength marked as "at base" will be removed from the attacking race and awarded to the defending race. Its status will remain "at base."

However, if the defending race is automatically forefeit due to not having sufficient resources, it does not lose #500 and 500 army strength to the attacking race.

If the defending race loses the attacked territory, the battle will continue, but the following changes will be made to the results of the battle:

  • There will be no change in territory ownership after the battle, even if the attacking race wins.
  • If the battle ends in a draw, the battle amount of army strength for the defending race will change status to "at base." The defending race will not lose any army strength.

Race Info

Detailed information for each race is as follows.

  • Hobbits: Short in stature, but perfectionists. They are powerful beings, if united. Adept at building and organization.
    • Capital state: Carwickia
    • Special abilities: Can remove one opponent in any event for which at least 5 hobbits have participated. This power costs #2,500 to activate.
    • Lore attacks:
      • Hobbit Charge: a massive charge of chaos
      • Latch and Punch: hobbits grab onto an enemy and punch the flingarooney out of them
      • Hobbit wheel: some hobbits form a giant wheel that smashes into the enemy and causes chaos
    • Leader: @TomiET
  • Elves: Intelligent beings, fast and stealthy, practice a little magic.
    • Capital state: Zuzec
    • Special abilities: Leader can initiate an attack as a 3-minute live match, open rating, any number of players, scheduled just 20 minutes in advance. This attack can be made even if the defending race is currently defending 2 battles. This power costs #2,000 to activate.
    • Lore attacks:
      • Multi Arrow: shoots out 6 arrows in a hexagon pattern
      • Agility: becomes faster'
      • Dual daggers: uses two daggers for a slice and run technique
    • Leader: @Isengard1
  • Orcs: Large creatures, super-strong in battles, though not very intelligent.
    • Capital state: Hephria
    • Speical abilities: Can convert 2 lost games to wins in a daily match. This means that a match loss by fewer than 4 points will be considered a win, and a match loss by exactly 4 points will be considered a draw. The match must have at least 5 ongoing games in order for this power to be used. This power costs #6,000 to activate. Can also remove two randomly chosen opposing players in any event; this costs #2,000.
    • Lore attacks:
      • Orc Rage: all damage received is reduced by half and attack is doubled
      • Club Smash: a smash on the ground that squashes enemies and causes shockwaves
      • Orc Munch: Feasts on dead enemies to heal health
    • Leader: @ackshunbronshun
  • Ents: Tall, tree-like creatures, very disciplined and organized. Excellent in strategy, can also ambush due to tall height and large number.
    • Capital state: Winchethia
    • Special abilities: Can cancel any lore battle within 1 day after its start time provided that they are the attacking race. Region control will remain unchanged. All Thirin and army strength changes that occurred as a result of the battle will be reversed, before subtracting the cost of this power.This power costs #1,500 to activate.
    • Lore attacks:
      • Nature Rage: All damage is quadrupled
      • Timber!: The ent falls over and squashes many enemies
      • Inside animals: The ent lets many of the animals inside of it come out and attack.
    • Leader: @PegKnights
  • Dwarves: Short in stature, but brave, intelligent beings. Excellent warriors, adept in hand-to-hand combat, and disciplined as well.
    • Capital state: Shersle
    • Special abilities: Can launch an aerial attack on any territory of their choosing, anywhere on the map. This power costs #2,000 to actiavte.
    • Lore attacks:
      • Pickaxe: Mines someones guts out
      • Mine placement: Digs under the ground and place mines strategically over the battlefield
      • Dwarf Cannon: Fires a dwarf into the crowds to cause confusion
    • Leader: @ChessPawn921
  • Wizards: Highly intelligent beings, and super strong and adept in magic. They love adventures.
    • Capital state: Sidhurst
    • Special abilities: Can cancel any one battle which they are defending in order to immediately issue another attack. The original attacking race will be awarded #1,500 and 1,500 of its "in battle" army strength will change status to "at base." The new defending race will lose #1,000 and 1,000 of its "at base" army strength will change status to "in battle." This power costs #4,000 to activate.
    • Lore attacks:
      • Spellcast: fires a damaging spell at the opponent from long range
      • Protective barrier: stops physical items but not people
      • Staff smack: just a melee smack
    • Leader: @debadrito2012

The roleplay will begin after members have been sorted. Good luck!

*Any members who are not accepting club invitations will need go to their race's club themselves and issue a Join Club Request in order to participate. See what race you are listed in and find your race's club here: https://www.chess.com/clubs/forum/view/sorting-of-the-races
**This rule is in place as a result of a persistent bug that is preventing club admins and coordinators from accepting Vote Chess seeks issued by clubs for which they are also admin/coordinator. If this issue is fixed during the roleplay, PegKnights and Hydrahta will begin fully coordinating Vote Chess games without the leader needing to accept.

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