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This is a sport, practised in the Renaissance times, by all inhabitants, to have fun and meet other people, feel free to join the team of your town, create a friendly team or have county matches. In construction !
 
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 Rules Royal soule

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Posts: 28
Join date: 2007-10-09
Location: Ludlow in county Stafford

PostSubject: Rules Royal soule   Tue Oct 09, 2007 4:41 pm

ROYAL SOULE

Summarized rules of Royal Soule

Royal Soule is played 11 vs. 11, each team having one captain. Players have 4 PP (physical point) at the beginning of the game and cannot have more than 4.

Before the game, captain gives the referee the initial (starting positions of the players), and, for each turn (corresponding to a day) the tactics (players’ movements).

During a turn, players’ movements are done, starting from the first player of the first striking team and then the first one of the second team and so on concluding with the 11th player of the team that does not have first strike.

The team that did not have first strike for the first turn has it for the second turn. The team that has first strike changes each turn.

Players can do several movements: move forward (+), move backward (-), hit an opponent (2, i.e. hitting opponent player number 2) or stay without doing anything.

While a player is moving forward (+) and is just behind the Soule, the Soule moves one square forward to the opponent goal.

If the Soule is brought to the third square (the so-called goal) of one team side, there is goal for the other team.

When a player is hit, i.e. a player hits a player in his own square, he loses 1 PP. If the player reaches 0 PP, he is considered as KO; he is no more able to play and cannot be substituted.

A Soule player that is not on the field and has more than 0 PP regenerates 1 PP every 2 days. If he has less than 0 PP, it is every 4 days, and when he has 0 PP, 3 days are needed to reach 1 PP.
That starts from the turn when the player is hurt, put unconscious or sent out the field.
e.g. if the considered turn is turn 0, PP will be gained at turn 2, 3 or 4
If you have some questions, ask them in this topic.

Full rules of royal Soule

¤ I APPLICATION FIELD ¤

These rules are for the Royal Soule.
These rules are made for matches with 2 opponent teams (11 vs. 11) but we can think about matches with 4 teams fighting (22 vs. 22).

¤ II TEAMS ¤

Each team is made of 11 players on the field and one captain. The captain can be included in the 11 players or not.

¤ III FIELD AND GOALS ¤



Royal Soule is played on a 1-D field, i.e. players cannot move on the sides. This field is separated into 2 sides and a midfield square. Each side is made of 3 squares; one of them is the goal.

A team scores a goal when the Soule enters the opponent “Goal” square. That can be done whenever during the game.

If a team scores, it wins the match.

¤ IV CAPTAIN ¤

The captain is in charge of giving, before the game, his team formation (list of the 11 players on the field). This list cannot be modified after the game starts.

He is also in charge of giving, for the concerned turns, initial and tactics for his team.

¤ V REFEREE ¤

Referee is appointed. He is in charge of the good progress of the game and of the respect of the rules. He has also to achieve the players’ movements and give the match situation to the players and the audience. He has too to randomly choose the team that will have first strike at the beginning of the game; this has to be done at least 3 days before the game.

¤ VI PHYSICAL CONDITION ¤

Each player possesses 4 physical point (PP). When the PPs of a player are falling to 0, he is injured. When they are falling under 0 PP, he is seriously injured. In each case, he will not be able to go on playing with his team until the end of the game and will not be able to move.

If a player is injured when he is hit by an opponent during the progress of a turn, he can be hit by the other players of this team this turn but not for the following turns.

¤ VII GAME TIME AND DURATION ¤

The referee decides of the game time, i.e. the time before which the 2 captains must have sent the players’ movements.
It is also the time when the game situation will be shown.

A turn length (i.e. time between 2 updates) is 1 day.

¤ VIII INITIAL ¤

Before the game, captain has to give the referee his team initial. He can use personal message (PM) in the forum, or letter in the game, or MSN. MSN is to avoid because of possible problems due to connexion.
Initial is a set of numbers that corresponds to the initial positions of the players on the field, in their own part of the field. The first number is the number of player N°1, the second one of player N°2 and so on.
1 means that the corresponding player is on the square at one step from the middle. 2 means that the corresponding player is on the square at 2 steps from the middle. 3 means that the corresponding player is on the square at three step from the middle (i.e. in the goal).

Example:

Argonne : 1 1 2 1 1 2 2 1 1 2 2
Lisieux : 1 1 1 2 2 3 3 2 2 1 1



¤ IX TACTICS ¤

The captain of each team must give the referee the tactics for the next game turn. He can use personal message (PM) in the forum, or letter in the game, or MSN. Initial and tactics are considered as definitive except if the referee agrees for changes.
Tactics is a set of 11 signs (+, 0, - or R) or numbers (11, 3) corresponding to the movements that have to be done for each player in the order, with an explanation if necessary (substitutions). + means that player in moving forward. - means that player in moving backward. 0 means that player is not moving. R means that player is substituted. A number means that player is hitting the opponent with the corresponding number.

Example:

Argonne : + 0 0 + + 0 0 0 + + 0
Lisieux : + + + + + + 0 + + + +



Captain must give the tactics (or initial for the first movement) before the right time or he will be given penalties. If a captain did not give the tactics before the game time more 30 minutes, twice a match, his team loses the match. For friendly matches, a higher tolerance is allowed.

¤ X HITS ¤

In the tactics, captain gives as movement for the hitting player, the number of the player to be hit. The hitting player and the player to be hit have to be together in the same square at the precise moment when the hit is given. If the player to be hit is not in the same square at this time, nothing happens.

Example:

In this case, blue players number 1, 3, 5 and 7 hit the red player number 10 that becomes lightly hurt. He will not be able to move anymore in this game.



¤ XI HEALING ¤

A player that is not on the field and has more than 0 PP, heals a PP every 2 days. If he has less than 0PP, it is every 4 days and if he has 0 PP, the first PP is gained after 3 days.
Healing starts when the player is KO, i.e. if the player is KO at round 0, he will get back 1 PP at round 2, 3 or 4 regarding the number of PP he had at round 0.

¤ XII MOVING THE SOULE, PASSING ¤

If a player which movement is + is 1 square behind the soule before moving, the soule moves 1 square forward in the direction of the player’s movement.

Example:

In this case, the movement of the player number 3 is +. The red arrow is the positive direction for reds (i.e. negative for blacks).

=>

¤ XIII PROGRESS OF A ROUND ¤

[A team has first strike.]

Player 1 of A team makes his movement.
Eventually, soule moves if this player moves it.
Player 1 of B team makes his movement.
Eventually, soule moves if this player moves it.
Player 2 of A team makes his movement.
Eventually, soule moves if this player moves it.
Player 2 of B team makes his movement.
Eventually, soule moves if this player moves it.
Player 3 of A team makes his movement.
Eventually, soule moves if this player moves it.
Player 3 of B team makes his movement.
Eventually, soule moves if this player moves it.
Player 4 of A team makes his movement.
Eventually, soule moves if this player moves it.
Player 4 of B team makes his movement.
Eventually, soule moves if this player moves it.
Player 5 of A team makes his movement.
Eventually, soule moves if this player moves it.
Player 5 of B team makes his movement.
Eventually, soule moves if this player moves it.
Player 6 of A team makes his movement.
Eventually, soule moves if this player moves it.
Player 6 of B team makes his movement.
Eventually, soule moves if this player moves it.
Player 7 of A team makes his movement.
Eventually, soule moves if this player moves it.
Player 7 of B team makes his movement.
Eventually, soule moves if this player moves it.
Player 8 of A team makes his movement.
Eventually, soule moves if this player moves it.
Player 8 of B team makes his movement.
Eventually, soule moves if this player moves it.
Player 9 of A team makes his movement.
Eventually, soule moves if this player moves it.
Player 9 of B team makes his movement.
Eventually, soule moves if this player moves it.
Player 10 of A team makes his movement.
Eventually, soule moves if this player moves it.
Player 10 of B team makes his movement.
Eventually, soule moves if this player moves it.
Player 11 of A team makes his movement.
Eventually, soule moves if this player moves it.
Player 11 of B team makes his movement.
Eventually, soule moves if this player moves it.

[NEXT ROUND]

It is B team that starts the second round.

¤XIV MULTIPLAYED GAME¤

For multiplayed games, it is not the captain that sends the initials and tactics to the referee but each player has to send his position or movement.
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