About: The Eighth Holy Grail War of OT   Sponge Permalink

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Seven teams, consisting of a master and a servant each, battle for the Holy Grail. The game ends when only one team remains at the end of any given turn, which is then declared the victor. Should there be no viable combination of master and servant present, the game ends with no winner. No master or servant can win the game on their own, although it is possible for a master to win together with several servants.

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  • The Eighth Holy Grail War of OT
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  • Seven teams, consisting of a master and a servant each, battle for the Holy Grail. The game ends when only one team remains at the end of any given turn, which is then declared the victor. Should there be no viable combination of master and servant present, the game ends with no winner. No master or servant can win the game on their own, although it is possible for a master to win together with several servants.
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abstract
  • Seven teams, consisting of a master and a servant each, battle for the Holy Grail. The game ends when only one team remains at the end of any given turn, which is then declared the victor. Should there be no viable combination of master and servant present, the game ends with no winner. No master or servant can win the game on their own, although it is possible for a master to win together with several servants. Movement: At the beginning of every turn, players can either remain at their current location or move elsewhere. However, they cannot choose any area on the map, but are restricted to moving a maximum distance of two locations. Any line connecting any two areas counts as moving the distance of a single location, and the shortest and most direct route is chosen by default. The route can be changed though, to avoid Crossing or Sighting (as explained in the Combat section). While it is impossible for a character to move to one area and then return to their original location in one turn, it is possible to set conditionals regarding the arrival of other players if only the distance of one area is to be surmounted. This means that if players only make use of half their movement potential, they can delay their movement until the first half of the movement phase has passed. However, this second half will be skipped in the case of a hostile player starting a battle upon arriving. Communication: Players are allowed to freely communicate with each other through any means if they are in the same location. Otherwise, any form of communication is strictly forbidden, except for the main topic, in which everyone is allowed to talk. Alliances: Any number of players have the option of forming an alliance. Naturally, promises can be broken, and there can only be one winning team, so it’s best to not be too trustful of your companions. There are no special rules regarding communication for alliances. Valor: The host of this Grail War is fond of players showing their bravery in battle. He likes to reward those that prove themselves worthy with especially delicate information. Every turn a team spends in a fight (including skirmishes), they gain a valor point. If they have collected at least three valor points, they can visit the central area of the map, which is the IGM’s home, to exchange them for information regarding a player or team of their choice. They also have the option of letting the IGM choose what to tell them, in which case the payoff may be even greater, albeit more random. New information can be obtained for every 3 valor points exchanged with the IGM. Fleeing influences the amount of Valor points a team obtains. If a round of combat ends in one team fleeing, the fleeing team only receives 0,5 valor points for this turn. Should they flee during a skirmish or before engaging in a true fight, they obtain no valor points at all. All masters and servants can obtain valor points, but even if two members of the same team should be taking part in different battles simultaneously, they cannot get more than 1 valor point per turn. By default, familiars will not be awarded valor points for their battles. The IGM can see through perception, so it is recommandable to not try and abuse this system by trading weak blows with your allies. I reserve the judgement to not award valor points in such situations, or others that betray the purpose of this system.
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