Administration:
- All rules and instructions given by the administration are to be obeyed and not to be discussed during the event.
- One member of the administration shall be available for requests and critique after the event.
- Any form of violation of the rules or misbehaviour will be punished by the administration. A warning is not required, and the punishment is subject to the administration’s sole discretion.
- Reviving is at the administration’s sole discretion.
- The event starts at 6.00 p.m. GMT / 8.00 p.m. CEST and will last up to a minimum of four rounds and at least two maps will be played, if not stated otherwise.
- Every player must use his regiment’s tag. Players without tag will be immediately kicked.
- Officers may request to slay, kick, or ban any member of their regiment without having to give reasons.
- Officers are responsible for their regiment.
- If there is any certain rule or phrase which becomes invalid, it shall not affect the validity of any other rule or phrase. If any provision becomes fragmentary or interpretable, both parties agree on the analogous rules and standards in accord with the interpretation established by the administration.
Behaviour:
- No teamkilling or team hitting.
- Trolling is not allowed, glitching is considered as trolling.
- No climbing: only ladders, stairs etc. placed by the mapper are allowed to be used.
- Structures built by an allied sapper are not to be destroyed unless he asks to do so.
- The all chat is only to be used for communication with the administration, and only if it is necessary to do so. Only officers are allowed to use all chat.
- Spamming, insulting, provoking or political statements, recruiting messages etc. in all chat is prohibited and subject to punishment.
- English is the only language to be used.
Scripts:
- The following scripts can be used in the event. The use of those in brackets will be announced by the administration one week in advance.
- Bleeding script
- Carcass ammunition for artillery
- (Limit on artillery ammunition)
- Script to prohibited picking up certain weapons
- Scripts to limit class numbers
- De-activation of planks
Close combat rules / Rules on urban terrain:
- Areas of close combat (CCA) or urban terrain (UT) will be defined by the administration at the beginning of the round.
- Artillery positions are not subject to CCA, or UT. Special rules will be applied here and are listed under ‘Artillery position’.
- Crouching is allowed.
- Fire in charge (FiC) and reload in charge (RiC), officer aim (OA) and firing out of formation (FooF/FoL) are allowed.
Unit rules:
- The player limit allowed to the unit shall not be exceeded. Infringements are subject to punishment. For the limit see ‘Special rules for certain units’.
- Flag bearers, musicians and medics can be played and may pick up muskets if this does not exceed the limit of maximum players. Dead players are considered as alive regarding the limit. However, it is not allowed to select more than one of each class per unit.
- Only two officers per regiment are allowed, provided the regiment has more than ten players.
- Attending regiments may change their units, but not the class unless told to do so by the administration.
- If ‘all charge’ has been called, no-one is allowed to shoot, and cavalry must dismount as soon as possible.
- Only artillery is allowed to use sappers.
- Sailors and Partizani are not allowed.
- Shotguns are not allowed.
- A unit needs to consist of at least three soldiers.
- Units may not split up, exceptions can be granted for line infantry by the administration.
Formation:
- Firing out of formation is forbidden. Unless stated differently below, spacings are not allowed.
- If a soldier affiliates with another unit, the rules for the new units are to be adapted.
- Ramboing is not allowed. Ramboing means attacking with less than three soldiers.
- Joining a unit while being four or more soldiers yourselves is not allowed.
- All units are allowed to take cover at the artillery position and may crouch there.
- Units may split up behind cover or defensive structures, FiC and RiC are still forbidden.
Officer Aim (OA):
- OA is generally forbidden except for cannons, howitzers, rocket artillery and mortars, hereinafter (entire rulebook) referred to as ‘cannon(s)’.
- OA, however, is allowed if:
- The Officer charges
- The Officer stands behind or in midst of their formation
- The Officer stands inside a square
- The Officer affiliates with another unit
- The Officer enters the artillery defence facilities or the artillery position
- OA is related to all officers and generals, except for artillery officers.
Fire in Charge (FiC) and Reload in Charge (RiC):
- FiC and RiC are categorically forbidden. For exceptions see sections ‘Artillery’ and ‘Close combat areas / rules on urban terrain’.
Server Settings:
- Building points: 40 per cannon.
- Bonuses: off.
- Chance to fall from horse: 0 %
- Damage dealt when rider falls from horse: 0 %
- Team damage: 100 % to friends.
- When to turn team damage on: 60 seconds after the beginning of the round.
- Carrying of multiple firearms: disabled.
Special rules for certain units:
- Light Infantry:
- Limit: 8 players.
- May crouch.
- May use two men spacing in their line.
- Is not allowed to spread out and fire alone, must be in line when shooting.
- Cavalry:
- Limit for Hussars: 8; Limit for all other units: 8.
- Dragoons and officers are allowed to fire from horseback (when standing in formation).
- If less than three men, cavalry must dismount and join another unit.
- Dismounted cavalry, if enough to form an own unit, must follow the rules of the line infantry.
- May not use artillery horses.
- Riflemen:
- Limit: 8.
- May not spawn with or loot bayonetted weapons, except during ‘all charge’.
- May have five men spacings in their formation.
- May crouch.
- Artillery:
- May use the cannon with only one person remaining.
- May bring only one sapper per cannon.
- Sappers are not allowed to use explosive crates.
- Is allowed to exchange one of their cannons with a howitzer, two rocket launchers or one mortar.
- When moving away from the artillery position, you need to form a line and follow the rule of line infantry.
- Artillery Guard:
- Artillery guards need to select the ‘Artillery Guard’ unit in order to benefit from the following rules.
- Must follow the rules of light infantry near the cannon, when not standing in their defence facility.
- When not firing, no formation Is required.
- If artillery guards leave their artillery position, they must follow the rules of line infantry.
- General
- One General per team.
- If dismounted, the General must join an allied unit.
- The General is not allowed to attack, unless an ‘all charge’ has been called.
- The General may be shot when standing close to hostile units.
- If attacked in melee, the General may defend himself.
Artillery position:
- Defence facilities may be built but may not include the entire artillery position.
- It is not allowed to build flying platforms, towers, or similar constructions. All buildings must be on the ground.
- Inside the defence facilities FiC, RiC, FooF, and OA are allowed.