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Game of Crowns

The game of Crowns is by a significant margin the most complicated Training Game in Vigrid. It is intended to be played with very large groups of players, and create political intrigue between teams. The goal is to be the last team with at least one member still standing. It used to be that only those who survived to the end were deemed victors, however this has since been changed at the request of Sconce. When a team wins under the current rules all members on that team are declared victors, even if they had fallen in battle.   This game is also unique in that players can access The Town during play. This is largely due to the game's length; a single Game of Crowns can easily take months to complete. Also because of the game's length, the rules regarding what victors can wish for are significantly looser.  

Team Captains

  The Game of Crowns has many decisions (mostly declaring attacks and alliances) that must be made as a group. Groups must have a designated team leader, who has the authority to break ties during votes on group decisions. The leader can be chosen by whatever means the party wishes, however it is traditionally given to whomever has the highest seniority. If a group is unwilling or unable to designate a leader at the start of the game then they are forced to fight for the privilege. Groups that refuse to fight each other are typically slain by the referees.   The Brand of a team captain shimmers in golden light. Other members are deemed officers, and get a silver color. Non-participants associated with the captain or their officers, such as summons and the like, are given a bronze badge. Those with bronze badges hold no sway over group decisions.  

Days of the Week

  Play is structured strictly according to a five-day week:  
  • Preparation: This is when attack declarations are made, though those declarations do not grant authority to attack until the following day. Conflict can still break out depending on the rules of engagement (see below), but are rare
  • Aggression (normal play)
  • Conflict (normal play)
  • Destruction (normal play)
  • Rest: No hostile action can be taken against any other team for any reason. All team members in hostile territory are sent back to their own territory (or to town, if their team has no territory). Note that this still permits combat within one’s own team, to permit sparring.
 

Rules of Engagement

  Unlike in other Training Games, participants are strictly required to follow specific rules of engagement. Participants who do not "qualify" to attack their target find that their attacks will do no harm. Spells fizzle as they approach. Physical weapons are either halted in their tracks or turned away. This even prevents what might normally be considered utility spells, such as Zone of Truth, from functioning unless the target is willing.   There are six conditions for Player A (on team A) to attack Player D (on team D). If ANY of these conditions are true, then the attack is allowed:  
  1. Team A have declared intent to attack team B the previous day of preparation
  2. Player (or team) B has granted player (or team) A permission to attack them
  3. An official ally of Player (or team) A qualifies to attack player (or team) B
  4. The attack takes place in Team A’s territory
  5. The attack takes place in territory that is the subject of an ongoing conflict
  6. Someone involved in the ongoing conflict grants player (or team) A permission to join the conflict

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