Post by Purple-Cat-Princess on May 1, 2012 19:43:46 GMT -5
www.youtube.com/watch?v=GdZQZMTE3JA
So, if you don't feel like watching a 20-ish minute video, I will summarize in no particular order.
1) Two teams of three players, a water, earth, and fire bender compete.
2) They start in zone one at a face off line and the goal is to gain territory.
3) A team cannot advance a zone until all three of the opposing teams players are knocked back past that zone. For example, Red team cannot advance into Black team territory zone 1 unless all three players on black team are in zone two of three. Then to get to zone 2 of the black teams side, all three players must be in zone three.
4) Players must be knocked off the back of zone three, not the sides.
5) The match is on a timer, and the team with the most territory at the end of the round takes the round.
6) If teams have equal territory the team with the most number of players in Zone 1 wins.
7) Even if only one player on the team remains, the team with the most territory wins. For example, if Red team has one player left on the arena and black team has all three, but at the end of the round all three black team players are in Zone three, Red teams wins.
8) Three rounds are always played, even if one team has already won two matches because if a 'knockout' is achieved that team that got a 'knockout' automatically wins. A 'knockout' is when all three players of the opposing team are pushed back into the water.
9) Water benders may only use water from grates touching the zone they are in. For example if a water bender is in zone 2, they may only use water from the grate that connects zone 2 and 1, and zones 2 and 3, if they are in Zone three, they may only use water in the grate connecting zones 2 and 3, if they are in zone 1, they may only use water from grates connecting zones 1 and 2, the the grate dividing the two teams.
10) Earth benders may only use rock disks that are from the zone they are in. If the player is in Zone one, they may only use disks from zone one. Even if the disks are on their half of the arena, they cannot use disks from any of the other zones.
11) Fire and Earth benders cannot strike the face because the helmets are glass and will break.
12) Water benders may strike the face.
13) Water must always be in liquid form.
14) There is a time limit for how long water can be used in one move.
15) There is no mixing of elements. (e.g. Tahno having a teammate put an earth dish in water to bend.
16) In the case of a tie a coin toss is used and the winning team chooses the element. The members of the team who bend that element stand in the center circle and the first to knock the other off the circle wins the round.
Any questions?
So, if you don't feel like watching a 20-ish minute video, I will summarize in no particular order.
1) Two teams of three players, a water, earth, and fire bender compete.
2) They start in zone one at a face off line and the goal is to gain territory.
3) A team cannot advance a zone until all three of the opposing teams players are knocked back past that zone. For example, Red team cannot advance into Black team territory zone 1 unless all three players on black team are in zone two of three. Then to get to zone 2 of the black teams side, all three players must be in zone three.
4) Players must be knocked off the back of zone three, not the sides.
5) The match is on a timer, and the team with the most territory at the end of the round takes the round.
6) If teams have equal territory the team with the most number of players in Zone 1 wins.
7) Even if only one player on the team remains, the team with the most territory wins. For example, if Red team has one player left on the arena and black team has all three, but at the end of the round all three black team players are in Zone three, Red teams wins.
8) Three rounds are always played, even if one team has already won two matches because if a 'knockout' is achieved that team that got a 'knockout' automatically wins. A 'knockout' is when all three players of the opposing team are pushed back into the water.
9) Water benders may only use water from grates touching the zone they are in. For example if a water bender is in zone 2, they may only use water from the grate that connects zone 2 and 1, and zones 2 and 3, if they are in Zone three, they may only use water in the grate connecting zones 2 and 3, if they are in zone 1, they may only use water from grates connecting zones 1 and 2, the the grate dividing the two teams.
10) Earth benders may only use rock disks that are from the zone they are in. If the player is in Zone one, they may only use disks from zone one. Even if the disks are on their half of the arena, they cannot use disks from any of the other zones.
11) Fire and Earth benders cannot strike the face because the helmets are glass and will break.
12) Water benders may strike the face.
13) Water must always be in liquid form.
14) There is a time limit for how long water can be used in one move.
15) There is no mixing of elements. (e.g. Tahno having a teammate put an earth dish in water to bend.
16) In the case of a tie a coin toss is used and the winning team chooses the element. The members of the team who bend that element stand in the center circle and the first to knock the other off the circle wins the round.
Any questions?