The Rules and Basic principles of Capture The Flag
Thanks to Eviscerator.
The object of the game is simple. At the start, some underwear will be dropped in a random place. The location of the underwear can be found with the command "flag", which gives either the brief room description, or the person who has it, whichever is applicable. Once you have the underwear, head to the flag pole, which is in the courtyard, and "hoist flag". The underwear will then be dropped again, and the process starts again.
The commands "create <team name>" and "add <player>" are used to make the teams, and looking at the boulder will show the current teams for the next game. Teams can also be "disband"ed, and each player may also "withdraw from team" if they wish. Once the teams have been decided, one player must "strike gong for game of <number of minutes>" (minimum of 10), and the preparation time will begin. When someone strikes the gong, you have a maximum preparation time of 5 minutes before the game begins (but if you "ring bell" once in your team room the game will start. Be polite with this, check with other teams to see if they are ready). Head east, and enter your team room. Your current inventory will be taken to be given back (hopefully!) at the end of the game, and you will get the choice of selecting racks for use. You can "list" the racks, and "select" three racks out of "mixed, dagger, axe, sword, heavy sword, axe, mace, flail, polearm and components" and one rack out of "healing, misc and armour". You cannot "select" once the game has started, so be queck! Once in the arena, everyone is vulnerable to attack. PK/NPK rules and restrictions no longer apply. You can snatch, filch, or steal the underwear if you wish, try to kill the person who has it, or just try to kill people for fun. If you should die, you get sent to your team room and are paralysed for approximately one minute. You keep the inventory you had once you died, but lose all magic / faith shields that were around you, and have full health and gp. Note from Elanor:
You do not lose any experience when you 'die', but you may lose (ctf) equipment.
Score and score brief commands show your status according to roleplaying mode. Monitor remains in numerical form though. gp will display your exact guild points remaining. Universal Rack is already on floor and does not count towards selection limit.
Scoring:
The winners are the team with the most points at the end of the game. You are awarded 10 points for a flag capture, 6 points for a team kill, 5 points for a solo-kill, and -2 each time you die. Important Notes: Wizard EFF's that are floating when you enter the team rooms will be lost forever! Make sure you knock it down and carry it. Note from Elanor: your floater will remain with you when you enter the arena, you just can't take it out again. CCC will also shatter when the game ends, as will any other form of magical protection. Half-contemplated spells will also be expunged, with resulting total gp loss.
There is also a safety room nearby for any pets you wish to keep safe during your game. Note from Elanor:
The pet storage room, ie. the bellfry, contains ample food to keep fruitbats happy (they help themselves)
Pets cannot be attacked while in the safe room. Moon Dragons who follow you into the arena will find themselves hit for six by a cricketer imp and spend the rest of the game in the bellfry.
Staves stored within sapphire rings may get lost in the ethers when entering CTF.
Nimbus of Porterage clouds can not be taken into the arena.
You will have to lose it in order to access the team room at start of game.
The cloud and its contents will then vanish. |