(March 5th, 2015, 13:43)SevenSpirits Wrote: Actually, I think this one might be my favorite, though I am not aware of a tournament that used it - it just occurred to me as a simplification of the one I just mentioned.
* You bring (up to) 3 decks.
* Each game you get to pick one of your decks with no restrictions.
* Best of 5.
The potential problem I see with this format is that we are likely going to see players using their "best" deck for all 5 games, which can lead to matches that feel repetitive. Although we can give it a try if everyone's ok with that.
Its also a possible problem with the EU format, its nice to see diversity.
"We are open to all opinions as long as they are the same as ours."
1. Remove Dr. Boom from your decks
2. Before the match, tell your opponent which three classes you are bringing
3. Once you win with a deck, you can't play with that deck anymore. The loser can also switch to another deck that they haven't won with.
4. Be sure to keep track of the score and decks that have already won. Just write it down in chat.
5. Best of five, double elimination.
Try to contact your opponent and play your match within a week. Post the match result and score here and I will keep the brackets updated.
Aww, I was hoping to use Seven's rules. Nbd, though I will need a bit of time to make some more decks since I haven't played in a while. Anyway, I'm not near my computer atm, but will update with my actual tag when I return. It's Merovech, but I don't remenrr the #. This specific coming week will be pretty bad for me, but I should definitely have time to play at some points; hopefully, at least some of those times will line up.
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.
1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.
2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.
3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.
4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.