TWC and Hotseat Gaming Staff present
THE SECOND ANNUAL
TAG TEAM TOURNAMENT CHAMPIONSHIP
This is the second edition of the TWC hotseat tag team tournament!
The first was a huge success, but we are going to take this one to a whole new level!
Westeros Quarter Final 2
Teams:
Team 1; House Mudd and House Lannister: Themzr and Silenced Ape
Team 2; Gardener and Yronwood: Robb Stark, King in the North and Parafix
Team 3; Arryn and Stormking: JCdestr0yer and SaladinHS
ADMIN: SOULGAMESINC
Rules
The hotseat will last 15 turns (meaning it ends after turn 16 as we start on turn 2)
Victors will be decided by battles won and settlements captured
Your team will lose instantly if you lose both your capitals
PM the next player that it is their turn. You have 18 hours to play each turn, 36 hours per team.
NO ALLIANCES/NO BENDING WITH OTHER TEAMS
PRE-SET PASSWORDS, SHARE THEM WITH YOUR TEAM MATE! THIS MEANS WE START ON TURN 2!
NO ONE TURN PEACE. You can invade/enter anyone's land on Turn2 UNLESS they have not played their turn yet.
THE NORTH, DRAGONSTONE, DRIFTMARK AND IRON ISLANDS ARE OUT OF BOUNDS. Nobody may enter these regions during the entirety of the Hotseat.
2 strike rule when it comes to a team being late. If your late 2 times with no warning, word or reason then you'll be kicked.
2 forts per region/player and forts need to have a garrison of at least 4 units, to limit fort spamming a bit.
NO DESTROYING BUILDINGS. Not allowed under any circumstances. Failure to follow this will not be tolerated.
No bug abuse! When you think someone has used a bug report it here and the admin will look into it. If in doubt, just ask us.
No sailing from a blockaded port without defeating the blockading ships, it is illegal to burn down ports in order to get around this rule.
Armies must not end a turn be hidden in ships inside of ports. This is because that army would be unreachable.
No sallying forth in a siege if the outcome is a defeat. This counts towards all sieges including forts.
Heroic victories are 100% banned and illegal. If you get a heroic victory repeatedly, contact an Admin and we may allow it.
Post pictures of battle odds, involved armies, their banners and the results. It is advised to hide everything else, especially the mini map and your finances.
Settlements gifted should disband all units save one. No gifting regions in a war zone (bordering faction at war with, or under threat).
Armies defeated by a player (b) that comes after the original player (a)'s turn cannot move next turn, so if Tyrell defeats a Lannister army that army cannot move next turn. - Exception: Reinforcing armies standing in defenses, even if defeated, don't lose movement points. So player 'a' is allowed to move the army that reinforced another while in a fort even if defeated by 'b'. Addendum to the same rule: no sallying out of a fort\castle which has forces which were defeated last turn. This is to make it fair for those who come last at the turn order, because they will not be able to do this
NO ASSASSINATIONS. Assassins are entirely illegal and cannot be used. If recruited, you may not use them.
NO WATCHTOWERS. You may place them during your turn to get a better view, but you must reload after placing them.
Princess must have over 30% odds of success in order to steal a general. Pictures must be posted as proof of these odds.
NO SIEGE ENGINES!
It is allowed to grant max 3 settlements to the other faction in your team, all units spawns save 1 should be disbanded. However, doing so will severely hamper your chances of victory, as these settlements will count as lost settlements.
Let the battle begin!
Teams may themselves decide which player is which faction.