Here are a few customary guidelines often agreed upon for planned battles (Nothing is official and multiple standards are encouraged).

Anything Goes

As in the title

No-Preparation siege

1. Every team chooses a color from the spectrum available on wool(http://minecraft.gamepedia.com/Wool#Data_values). Each team provides 1 stack of meat, 4 blocks of wool and Leather Helmets(at least 1 for each player on their side) of their chosen color. The colors of opposing teams should be easily distuingishable for the sake of fair warfare and promoting autism.

2. Everyone starts with fresh inventory - no items besides stuff prepared in step 1.

3. All teams choose a place where they will build their forts. Those places should be at least

4. Teams plant all 4 blocks of wool in their chosen color in their chosen spot. Each block must be visible and accesible without breaking any external blocks at all times. The access must be complete - while teams are free to construct a labirynth, there must be a path for Steve/Zombie sized mob to get to this wool.

5. Both teams get 24 minutes(one full day-night cycle) to prepare for war with only things that they find in the wild and underground(but higher than Y=40). This means that teams are free to use minerals, plants and mobs to prepare tools, weapons, armor and fortifications during that time.

6. After this time, all teams gather by their respective wool blocks.

7. The battle commences. Victory is achieved by a team breaking enemy's wool blocks and putting them down by their own wool blocks.

Hard rules. The team which breaks any of those is deemed as losing:

1. No mining under Y=40.

2. No usage of external help - no items, no enchants, no other players.

3. No covering the Objective Wool Blocks up. ObjectiveWoolBlock(Wool blocks prepared in step 1.) must be accesible without breaking additional blocks

Awesome Snowball Fight

Approved by snow golems :-DDD

Building

Defensive structures will be made of snow and nothing else, if any are made.

Combat

Weapons
  • All weapons are snowballs. Everything else is illegal.
Armor
  • Anything goes. Preferably snow armor.
Ridable Mobs
  • All horses, donkeys, mules, and pigs allowed.
Food

No restrictions. Preferably coffee from North Enderian snow.

Greiving
  • No tools allowed, including pickaxes, shovels, shears, etc.
  • No TNT, lava, water, fire, Withers, or fun allowed.
  • Looting and locking chests is allowed.

During Battle

  • Red vs Blue style.
  • All third parties must be allied to one of the two sides before battle.
  • Mod spectating preferred. Mods in-game and allied to either team are not spectators.

Victory

The winner is whoever doesn't get bored or breaks any battle rules first. :-DDD

Ancient Kurwan System

The rules of engagement under Pax Kurwani.

Armour
  • No diamond armour may be used.
  • Officers are encouraged to wear golden helms, though they are not required to.
  • Armour may not be enchanted.
Weapons
  • No diamond weapons may be used.
  • No lava or fire may be used, unless both sides agree to allow it prior to the battle.
  • No harmful, hostile, or buff potions may be used.
  • Health potions and food may be used.
  • Weapons may not be enchanted.
  • Mods may use god mode if they are bored.
Engagement
  • No blocks may be destroyed.
  • Torches, beds, crops, mobs, and window panes may be destroyed.
  • The field (a city and its surroundings; a small island; etc) shall be determined before the battle begins.
  • The battle continues until one side has been driven from the field of battle (forced into retreat or have had their beds destroyed and respawned at the main spawn) or surrenders.
  • Hiding or camping in inaccessable areas forfeits one's position in the battle.
  • Those having cause but not lust to fight may justly be called pussies.
Aftermath
  • If a mod or admin finds proof of one side cheating (breaking the aboce rules) that side's honor is forfeit, as is their claim to the participate- they automatically lose.
  • The victorious side may claim ownership of the land, wealth, or rights and titles at stake, unless this battle is part of a greater war, in which case the International Rules of Wartime dictate the outcome.
  • Any loot gathered by either side may justly be kept.

Standardized W.Rhodes.L.A. Battle System

Approved by the West Rhodes Armed Forces.

Weapons
  • No diamond weapons.
  • Bowmen and Assault classes may use iron swords or lesser weaponry.
  • Bowmen may only carry a stack of arrows.
  • Weaponry may be enchanted, but it shall not be returned when it becomes spoils of war. Enchant at your own risk.
  • Potions may be used.
  • Lava and Flint & Steel may not be used.
  • Additional weaponry may not be crafted during battle.
Armor
  • No diamond armor.
  • Bowmen must use leather armor.
  • Assault class must use iron armor.
  • No soldier shall go to battle armorless.
  • Officials are encouraged to use golden helmets (optional)
  • Armor may be enchanted, but it shall not be returned when it becomes spoils of war. Enchant at your own risk.
  • Additional armor may not be crafted during battle.
Battlefield
  • A battlefield must be selected previous to the battle. No victory from either side will be accepted unless the battlefield had been selected previously.
  • If the battle is over a disputed territory, the battle shall be fought in said territory.
  • If the battle is over something else, most likely abstract, it can be fought anywhere else within both sides territories.
  • There will be a defender and a attacker.
  • Both sides must have a base with beds for each soldier.
  • The capital shall never be attacked first unless it is the only city of an existing nation or just an individual settlement. If said nation has more settlements under its jurisdiction, the first battle shall be fought there.
  • If the defender loses, it shall retreat to its capital.
  • If the attacker loses, it shall retrat to the nearest settlement within the defender's land (capital excluded). If no settlement is left, the attackers lose the war.
The Battle
  • Moderators are encouraged to moderate the battle.
  • Wars must be fought Red vs Blue style.
  • Any third party willing to join a side in the war must do it previously or after the battle (within a war) and not during it.
  • Blocks may not be destroyed. Blocks like torches, flowers, paintings may be lost due to collateral damage.
  • Digging up trenches is allowed.
  • Using dirt or any other block is not allowed. Only use ladders to climb.
  • Enemy bed must be destroyed.
  • A party loses when: They respawn at spawn or surrender.
After the Battle
  • The flag of the victors shall be raised in the place of victory.
  • Rhodesians may not brag about it and/or be dicks to the losers.
  • The loot from the losing party may be kept by the victors.
  • Any other rule part of the Battle agreements must be followed unless it is overruled by a moderator or admin.

Bremian Code of War v1.1.2

Approved by the legendary BremenBernd.

Updated on 11th of July 2012 to v1.1.

Updated on 11th of July 2012 to v1.1.1.

Updated on 11th of July 2012 to v1.1.2.

Updated on 13th of May 2013 to v1.1.3.

The Build Phase

The build phase lasts 15 minutes and is there to do preparations. For the attackers this usually means the construction of a camp while the defenders are activating traps and getting in position. Everything and anything can be build while this phase lasts. Tools are allowed. During this phase all hostile activities are strictly prohibited! In fact even getting close to the enemy location is prohibited. To ensure this, a line is to be drawn that is not to be crossed during this phase. Violating this rule will get the perpetrator (single player) expelled permanently from the conflict.

Update v1.1: Privatized blocks like furnaces, chests, etc. that are meant to block a players path are illegal.

The Combat Phase

The combat phase is the actual battle. This phase lasts for 60 minutes. If after the combat phase ended no victor has been declared another cycle of Build-Combat-Phase begins.

Weapons
  • No restrictions at all.
Armor
  • No restrictions at all.
Potions and Food
  • No restrictions at all.
Looting
  • Take whatever you can get. It's yours: no exceptions! Looting of cenotaph and turning them into private chests is allowed.
Griefing / using Blocks
  • It is allowed to break any block but only with fist or sword. Using a tool to break blocks is prohibited.
  • Update v1.1: Tools such as spades, pickaxes and axes are prohibited! Only aid allowed are buckets (empty, water, lava, milk) and any block that cannot support itself like ladders or levers. Any block that can normally stay in mid-air or can be put onto each other to form a structure are prohibited. This includes sand and gravel.
  • Update v1.1.2: Tools such as spades, pickaxes and axes are prohibited! Allowed are buckets (empty, water, lava, milk). It is allowed to bring block into the Combat Phase that cannot support themself like ladders or levers. Any block that can normally stay in mid-air or can be put onto each other to form a structure are prohibited. This includes sand and gravel. However it is allowed to get blocks from the battlefield and use those (e.g. dig out dirt with fist and place them to overcome obstacles).
  • Lava in any form is allowed.
  • Violating these rule will get the perpetrator (single player) expelled permanently from the conflict.
  • Update v1.1.3: NO WITHER! If any team creates or only tries to create a wither that team automatically lost the match. No Exceptions.
The Battle
  • Moderators are encouraged to moderate the battle.
  • Wars must be fought Red vs Blue style.
  • Any third party willing to join a side in the war must do it previously or after the battle (within a war) and not during it.
Battlefield
  • A battlefield must be selected previous to the battle. No victory from either side will be accepted unless the battlefield had been selected previously.
  • If the battle is over a disputed territory, the battle shall be fought in said territory.
  • If the battle is over something else, most likely abstract, it can be fought anywhere else within both sides territories.
  • There will be a defender and a attacker.
  • Both sides must have a base with beds for each soldier.
  • The capital shall never be attacked first unless it is the only city of an existing nation or just an individual settlement. If said nation has more settlements under its jurisdiction, the first battle shall be fought there.
  • Update v1.1.1: If the defender loses, it shall retreat to its capital.
  • Update v1.1.1: If the attacker loses, it shall retrat to the nearest settlement within the defender's land (capital excluded). If no settlement is left, the attackers lose the war.
Victory
  • Victory can only be achieved by either side surrendering or being driven from the battlefield by all their beds being destroyed and every member of that faction beind dead.
  • The flag of the victors shall be raised in the place of victory.

Battkhortostani System

Class system

Bowman: 1/2 iron 1/2 leather armor mix, stone sword, unenchanted bow, 48 arrows, any one misc. equipment set
Healer: 1/2 iron 1/2 leather armor mix, stone sword, any 6 potions from accepted potions list, 4 bread
Mage: 3/4 leather, 1/4 pumpkin armor mix, wooden sword, any 4 potions from tier 1 mage potions list, any 2 potions from tier 2 mage potions list, 2 ender pearls, 4 bread
Man-at-Arms: Full unenchanted iron armor, iron sword, any one misc. equipment set

Pre-battle

Each team chooses a loosely defined base of operations (a siege camp versus a city, two opposing forts, etc.) where beds are located.

Each participant will create a chest at the foot of their bed stocked with two sets of their basic equipment (not including the set they will wear and carry).

Battle rules

Any participating mods should be demodded prior to battle.

Attackers should not destroy placed blocks (ie, obstacles created by defenders should be scaled rather than mined through), defenders should not create inaccessible safe zones or obstacles that cannot be overcome with the defender's equipment set.

A minimal amount of “griefing” should be expected. This includes destruction of torches and animals, placement of blocks and water from buckets, trenches dug into the soil layer, and similar actions.

The battle rages until one team forfeits. PLAYERS MAY NOT CRAFT ADDITIONAL WEAPONS OR ARMOR DURING BATTLE. If a player has died three times losing each set, they may only battle naked or with equipment picked from the battlefield.

Misc.

Cleric Potion List

Splash Potion of Healing I
Splash Potion of Regeneration I (unextended)
Splash Potion of Swiftness I (unextended)
Splash Potion of Strength I (unextended)

Mage Potion List

Tier 1:

Splash Potion of Poison (unextended) Splash Potion of Slowing (unextended) Splash Potion of Weakness (unextended

Tier 2:

Splash Potion of Harming II Splash Potion of Poison II

Misc. Equipment Sets

Set 1: 8 bread, iron shovel, 16 sand
Set 2: 8 bread, 24 ladders, 32 torches
Set 3: 8 bread, bucket of water, 4 levers

Post-battle

ebin raid :———–DDDDDD

Suggestions after Siege of Ft. Gorask

Healers + clerics = 3/4 leather 1/4 iron armor rather than 1/2 leather 1/2 iron
Defenders take only 2 sets of equipment to battle, offense 4 sets
Something additional for offenders (as defenders have mechanism/preparation advantages)
Participating mods demodded before battle ACCEPTED
Additional potions for cleric, with two tier system
Mage class ACCEPTED
TNT for offense in a siege situation (contingent on TNT enabled to allow walls to be blown up and entered through)

Voelhaven Agreement Battle System

Campaigns

A War is to consist of one or multiple Campaigns. Each Campaign must have a stated goal, such as the capture of a city, province, or title. A Campaign is to consist of a series of Battles, at the end of which the attacking party attains its goal, or it is beaten back and the initiative passes to the defending party.

Targets

  • If the aim of a War is to conquer a disputed region, Campaigns shall be fought in that region alone.
  • If the aim of a War is a ceremonial title, the holder of the title is to create a golden helmet, rename it “Crown of [disputed title]” (e.g. “Imperial Crown of Breshik”), and hide it in a public chest or item frame. If the attacking party manages to locate the crown through espionage, the place where it is kept shall be the Campaign's battlefield.
  • If the aim of a War is to vassalise another nation, any region held by that nation may be designated a Campaign goal; this can be repeated until the nation is wholly under the new overlords' control, it surrenders, or successfully repels a number of attacks.
  • If the aim of a War is independence from another nation or liege, Campaigns are to take place within the regions which demand independence, and the capital of the former overlord.
  • The capital of a nation may only become the Campaign goal if all of that nation's other regions have been conquered; an exception is made for independence wars.

Course of a Campaign

At the start of each Campaign, each party of the War must be designated Attacker or Defender of the Campaign goal. The Defender holds possession of the whole Region at the beginning of a campaign, and it is the Attacker's goal to wrest it from them in a series of Battles.

A region can consist of the following parts:

  • the hinterland – the Attacker may set up camp here to prepare for an attack on a larger settlement. If the hinterland is dotted with minor fortifications (such as towers, forts, walls), raids may be conducted from there at any time of the war; the Attacker may seize such outposts without a formal Battle.
  • settlements – to conquer a settlement of any size (villages, cities), a Battle must be fought over it. If the settlement is small, it can be conquered after one Round.
  • citadels – if a settlement has got a citadel or is guarded by a castle, the settlement will not be considered conquered until a second Round has been fought to expel the citadel's Defenders.

At minimum, a region can consist of only an unfortified settlement. At most, a region can consist of a hinterland and a multitude of settlements, each with a citadel.

Before a region is conquered, each settlement (and its citadel) within must have been conquered by the Attacker in a Battle. If the Defender emerges victorious from a Battle, they gain the initiative and may reconquer lost territory, or launch a counter-offensive to invade the Attacker's homeland (thus reversing the roles).

Raids

Raids may only be conducted in the hinterland. Raiding the settlements held by another party of the war without having conquered it first is prohibited. If a settlement has been conquered but the citadel still holds out, either party may engage in sporadic combat within the settlement. If a settlement and its citadel have been conquered, the conqueror is free to kill any locals until expelled or peace is made.

Battle

The time and date of a Battle can be negotiated by the parties of the war, or unilaterally set by the Attacker, though only two or more days in advance.

During the period before the battle, the Attacker may set up camp before the settlement to be fought over. The camp must be simple and unobstructive (something like yurts for Mongols, tents for Vreshik crusaders, etc.; no massive fortifications) and may me demolished by the owner of the province at the end of the Campaign. If the Defender still holds any fortifications in the hinterland, they may conduct raids on the Attacker from there. Otherwise, neither party may attack the other during this phase. In the meantime, the Defender is to organise within the settlement. They may erect temporary barriers (such as fences or 1-2 block high walls) which may be destroyed during or after the Battle. Both sides must set their beds within the designated battlefield. The Attacker's camp may be as far away as they deem viable, but the Defender must set their bed only within the settlement to be defended, not its citadel. (Or vice-versa once it's the citadel's turn.)

  • After the designated start of the Battle, Attacker and Defender may kill each other indiscriminately on the battlefield.
  • Any weapons, potions, and enchantments are permitted.
  • Destroying buildings with pickaxes is forbidden, though unspoilt ground may be dug through. Beds and the barriers erected by the Defender may be destroyed, but any other structures are to remain undamaged.
  • TNT may be used to breach fortifications; depending on the severity of the damage, the damage is to be rolled back by mods or repaired by the perpetrator after the battle.
  • Looting is permitted, be it of cenotaphs or unprotected chests/furnaces/dispensers. Any spoils thus obtained my be kept.

The battle ends when one side no longer has any soldiers on the battlefield for a few minutes. If they keep respawning, their beds must be destroyed first.

If a settlement has a citadel, then after the settlement has been conquered, the Attacker is to be given time to reorganise within the city. The Defender is to be granted safe passage to the citadel, where they may set up new spawn points and prepare for the next round.

If a settlement and its citadel have both been conquered, the Defender must leave and reorganise elsewhere. If the defence at any point is successful, the Attacker will be driven back to their previous base. (E.g. if they had moved into a newly conquered settlement and the citadel's garrison stands its ground, the Attacker has to pull back to their camp outside of the settlement. If they are expelled from there as well, they have to retreat to their nearest held settlement, or their homeland.)

Consequences

The victor of a campaign may mark their triumph by replacing the loser's flags in the area with their own, and by plundering liberally. If a disputed region was annexed or had to submit to a new liege, the symbols of their reign (such as flags) shall remain untouched even after the end of the war.

The inhabitants of a conquered settlement may pay a ransom to the conqueror for the occupation to be ended. The exact sum may be negotiated, but for the sake of keeping the server's nation alive, it should to be fair and acceptable.

If a region has been conquered, the Defender must retreat to another holding of theirs. If there aren't any, they have lost the war and must submit to the Attacker's demands as announced at the beginning of the campaign.

The conqueror loses the right to kill people in the conquered territories at random as soon as paece is made.

Signatories

All signatories of the Voelhaven Agreement are bound to its rules when waging war on another.

  • Nieuw Walschor (signed by P_P_A)

Mongol battle rules

Everything is allowed, TNT, hacks, everything and anything imaginable. Mods shall not intervene. No one shall be banned. The loser shall be annexed by the Katten Khaganate, if the loser happens to be the Khaganate then they annex themselves.

  • battles/planned_battle_guidelines.txt
  • Last modified: 2015/05/12 00:57
  • by tehftw