ULTIMATE FANTASY FIGHTING
< RULEBOOK >
CONTEND (CLOSED TABLE)
CONTEND (CLOSED TABLE)
The Contend Table is the full version of play. There are only two agencies on the table in a head-to-head battle. All rules apply (excluding Brawl and Duel table specific rules found below). Contend is most sophisticated, strategic, creative, competitive and unique kind of VS Battle online. Period. Contend was compared to "...[T]he Chess of VS Battles and the martial arts of rhetoric." May the best arguments win! Click here to see a Contend match from the 2016-17 Beta Season.
The main object of a Contend battle is to convince the Judge(s) through argumentation and story development that your agency could-should-would defeat the opposing agency and win the battle. After a battle is over, one or more Judges will thread together a Story Arc based on each Combat thread and Intel thread presented by both debaters as a way to determine a final score.
An easy way to look at Contend is like a court of law: a witness will give an account of what he or she saw and is bound by his or her word. Then a lawyer will cross-examine the witness to prove or disprove that the event or circumstances did, in fact, occur. In the UFF, the debater is both the witness and lawyer. A debater gives an account of what he or she Could, Should or Would see and is also bound by his or her word. Then each debater will cross-examine one another to prove or disprove that the event or circumstances Could, Should or Would occur.
The main object of a Contend battle is to convince the Judge(s) through argumentation and story development that your agency could-should-would defeat the opposing agency and win the battle. After a battle is over, one or more Judges will thread together a Story Arc based on each Combat thread and Intel thread presented by both debaters as a way to determine a final score.
- Contend will have 1 to 3 Judges on the table. A Judge mediates and cannot participate in an on-going battle. Like a court of law, each Judge is a nigh blank slate that favours evidence, theory, reason and logic. Any and all propositions, stories and arguments posed are subject to a Judge's scrutiny, discernment and verdict.
An easy way to look at Contend is like a court of law: a witness will give an account of what he or she saw and is bound by his or her word. Then a lawyer will cross-examine the witness to prove or disprove that the event or circumstances did, in fact, occur. In the UFF, the debater is both the witness and lawyer. A debater gives an account of what he or she Could, Should or Would see and is also bound by his or her word. Then each debater will cross-examine one another to prove or disprove that the event or circumstances Could, Should or Would occur.
BRAWL (OPEN TABLE)
BRAWL (OPEN TABLE)
The Brawl Table is the classic free-for-all way to play: less rules, more community. Brawl is much more leisurely and casual than it is competitive, but far from fluff! – It's just en'UFF for all you folk who run a tight schedule yet still want to scratch that strategic itch and twerk your creative mojo. Brawl it up, baby!
- The main object of a battle is to convince the Judge, in a general and overarching way, why or how your agency could-should-would win the battle.
- When a battle begins, each agency should post one opening statement. After both agencies post one opening statement, any Primary or Secondary debater in the UFF can participate in the battle. Any agency that participates can vote for a chance to earn a coin reward.
- After a battle is over, the Judge(s) will compare and contrast arguments presented by all debaters to determine a final score.
HOW TO VOTE
Any agency has the choice to cast a vote; only one vote per agency. In order to cast a vote, we ask that each person and participant make the Vote clear, concise and in all caps. For example:
A vote does not determine a winner, instead a correct vote will earn a coin reward. After a battle, the Judge (or Juror) will determine a score using the "CSW" scoring system: Could Win, Should Win or Would Win? There is only 1 Judge on a Brawl Table. In order for a vote to be correct, a vote must include the right agency and probability, which will earn a coin reward equal to the degree of the vote:
A Brawl is judged as if it had a total of 2 threads: 1 Combat Thread + 1 Intel Thread. The Judge will determine a score for the overall Combat Thread and the overall Intel Thread as a way to record the damage. By default, all votes are for the Combat Thread unless specified by the agency. An agency can choose to change their vote into an Intel Thread by clearly stating that it is an Intel Thread Vote. An agency can only vote on 1 thread per battle.
*For more information on how the CSW Scoring System works, see How To Score: How To Judge A Table.
- "VOTE: Agency-X WOULD Win"
- "RE-VOTE: Agency-Z SHOULD Win"
A vote does not determine a winner, instead a correct vote will earn a coin reward. After a battle, the Judge (or Juror) will determine a score using the "CSW" scoring system: Could Win, Should Win or Would Win? There is only 1 Judge on a Brawl Table. In order for a vote to be correct, a vote must include the right agency and probability, which will earn a coin reward equal to the degree of the vote:
- 10 Coins = Correctly Vote "Could Win"
- 30 Coins = Correctly Vote "Should Win"
- 50 Coins = Correctly Vote "Would Win"
- 100 Coins = Correctly Vote "Stalemate" (neither agency could, should or would win)
A Brawl is judged as if it had a total of 2 threads: 1 Combat Thread + 1 Intel Thread. The Judge will determine a score for the overall Combat Thread and the overall Intel Thread as a way to record the damage. By default, all votes are for the Combat Thread unless specified by the agency. An agency can choose to change their vote into an Intel Thread by clearly stating that it is an Intel Thread Vote. An agency can only vote on 1 thread per battle.
*For more information on how the CSW Scoring System works, see How To Score: How To Judge A Table.
DUEL (OPEN/CLOSED TABLE) *BETA*
DUEL TABLE
[*UNDER REVISION*]
The Duel Table is our new exclusive one night battle that unites the communal spirit and competitive edge that no VS Battle forum can match. With up to three debaters per agency, the battle is a real, live showdown. This tag team battle can either take place in person face-to-face or voice-to-voice over Skype. Duel Table is in Beta.
The main object of a battle is to convince the Judges through argumentation why and how your agency Could-Should-Would defeat the opposing agency. A Judge is a nigh blank slate and favours evidence, reason, strategy, theory and logic. The Judge(s) will moderate and mediate an on-going battle as a referee. Judges distribute damage and coins at the end of the battle.
The main object of a battle is to convince the Judges through argumentation why and how your agency Could-Should-Would defeat the opposing agency. A Judge is a nigh blank slate and favours evidence, reason, strategy, theory and logic. The Judge(s) will moderate and mediate an on-going battle as a referee. Judges distribute damage and coins at the end of the battle.
HOW TO DUEL
A Duel is an informal, free-flowing, back-and-forth debate. Debaters will initiate Combat threads ("agent engagement"). Once a debater's turn is over, he or she will push the button on the clock to initiate the opposing debaters turn. Once time runs out for both agencies the Duel phase is over and the Deliberation period will take effect or the closing statement phase will begin.
NUMBER OF DEBATERS
Each agency is permitted a maximum of 3 debaters: 1 Primary and 2 Secondaries. Only the Primary can speak unless specified.
LIST OF EVIDENCE
Before a battle begins, debaters are permitted to submit a List of Evidence as a reference for the Judges during the battle. Judges ask that this list be categorized and organized for efficiency (this is also in the debater's benefit). Debaters are also permitted to gather and give new evidence during the battle. Evidence can be presented at any given time during a Duel regardless of the debater speaking.
HOW TURNS WORK & THE LENGTH OF BATTLE
A die is rolled to see which debater will open the battle.
CRITICAL POINT (CROSS-EXAMINATION)
A debater can use his or her time on the clock to cross-examine one of the opposing Primary or Secondary debaters. If a debater manages to convince the Judge through cross-examination that his or her thread Could-Should-Would occur, deal double the damage. Therefore a debater gives up his or her time on the clock as a way to double his or her damage.
HOW TO USE EVIDENCE IN BATTLE
At any given time during the battle if evidence is given or referenced, debaters have the choice to pause the clock so that each agency and Judge can watch, listen, read or simply go over the evidence provided.
TIMEOUT (DELIBERATION)
Each agency has the option to take a "timeout" up to 10 minutes max per agency. This takes away time from the Deliberation.
A deliberation period will occur between Duels and its length is subject to the Judges discretion per battle.
UNDER THE TABLE
During the Deliberation period, "under the table" actions may occur. An under the table action is a surprise bonus for the current battle alone (i.e. Marketplace transaction). The Judge(s) will offer a select agency the opportunity to claim something publicly or in secret. All under the table actions must occur during the live event only and cannot be claimed afterward.
JUDGES
Judges moderate and referee the debate to ensure each agency's voice is heard fairly. During battle, the Judge(s) will write down each Combat thread and Intel Thread. The Judge(s) can interject at any given time mid-debate to ask a question, clarify an argument, story and so forth or to state that a proposition, thread, story or piece of information Would be the case.
DAMAGE TYPE
In a Duel after the battle is over, the Judge(s) will determine a final score based on each thread. The Judges will use one of the following two systems to determine the final score based on their discretion:
NUMBER OF DEBATERS
Each agency is permitted a maximum of 3 debaters: 1 Primary and 2 Secondaries. Only the Primary can speak unless specified.
LIST OF EVIDENCE
Before a battle begins, debaters are permitted to submit a List of Evidence as a reference for the Judges during the battle. Judges ask that this list be categorized and organized for efficiency (this is also in the debater's benefit). Debaters are also permitted to gather and give new evidence during the battle. Evidence can be presented at any given time during a Duel regardless of the debater speaking.
HOW TURNS WORK & THE LENGTH OF BATTLE
A die is rolled to see which debater will open the battle.
- [Optional] Opening Statement
When the battle begins, each debater will give an overarching opening statement
5 minutes max per debater - Duel (Round 1)
The debater that opened first will also open the first half of the Duel phase
15 minute max per debater - Deliberation
A Timeout taken by an agency will be subtracted from the Deliberation period
10-30 minute max - Duel (Round 2)
The debater that opened second will now open the second half of the Duel phase
15 minute max per debater - [Optional] Closing Statement
Each debater will give a summarizing closing statement. The second debater closes first
5 minute max per debater - Judgment
Judge(s) will determine a final score
15 minute max
- Total Battle Time: 2 hours 05 minutes max
CRITICAL POINT (CROSS-EXAMINATION)
A debater can use his or her time on the clock to cross-examine one of the opposing Primary or Secondary debaters. If a debater manages to convince the Judge through cross-examination that his or her thread Could-Should-Would occur, deal double the damage. Therefore a debater gives up his or her time on the clock as a way to double his or her damage.
HOW TO USE EVIDENCE IN BATTLE
At any given time during the battle if evidence is given or referenced, debaters have the choice to pause the clock so that each agency and Judge can watch, listen, read or simply go over the evidence provided.
TIMEOUT (DELIBERATION)
Each agency has the option to take a "timeout" up to 10 minutes max per agency. This takes away time from the Deliberation.
A deliberation period will occur between Duels and its length is subject to the Judges discretion per battle.
UNDER THE TABLE
During the Deliberation period, "under the table" actions may occur. An under the table action is a surprise bonus for the current battle alone (i.e. Marketplace transaction). The Judge(s) will offer a select agency the opportunity to claim something publicly or in secret. All under the table actions must occur during the live event only and cannot be claimed afterward.
JUDGES
Judges moderate and referee the debate to ensure each agency's voice is heard fairly. During battle, the Judge(s) will write down each Combat thread and Intel Thread. The Judge(s) can interject at any given time mid-debate to ask a question, clarify an argument, story and so forth or to state that a proposition, thread, story or piece of information Would be the case.
DAMAGE TYPE
In a Duel after the battle is over, the Judge(s) will determine a final score based on each thread. The Judges will use one of the following two systems to determine the final score based on their discretion:
- Contend Scoring System
- Brawl Scoring System
-
OVERVIEW
-
BRAWL TABLE
-
DUEL TABLE
-
CONTEND TABLE
-
OFF THE TABLE
<
>
OVERVIEW
You, the debater, hand-select and control a team called an agency. Each agency will use coins to purchase agents (characters), utilities (weapons, tools and items) and maps. Before a match begins, each debater will submit a lineup of agents, utilities and a map fit for battle. A die is rolled to determine which map the battle will be played on. Players will face-off throughout the season in strategic yet creative turn-based battles of argumentation and story control. At the end of the season, the two best will go head-to-head in a Championship Battle for one to become the next Ultimate Champion.
The main object of a battle is to convince the Judge(s) through story and argumentation that your agency could-should-would win the battle. There are a variety of ways a player can battle. Generally, in battle a player uses his or her agents, utilities and a map to write a course of action (or story) about how the teams will engage in combat, and then uses arguments to prove it will happen the way described with evidence, theory and logic to support. The opponent will do the same. A player can also just prove, in a general sense, why his or her team would win irrespective of a story.
After a battle is over, the Judge(s) will determine a final score. Once a final score is determined, a Judge will distribute coins based on each debaters performance in battle.
Before your next battle, use coins to buy, sell, invest and trade agents, utilities, maps and more!
The main object of a battle is to convince the Judge(s) through story and argumentation that your agency could-should-would win the battle. There are a variety of ways a player can battle. Generally, in battle a player uses his or her agents, utilities and a map to write a course of action (or story) about how the teams will engage in combat, and then uses arguments to prove it will happen the way described with evidence, theory and logic to support. The opponent will do the same. A player can also just prove, in a general sense, why his or her team would win irrespective of a story.
After a battle is over, the Judge(s) will determine a final score. Once a final score is determined, a Judge will distribute coins based on each debaters performance in battle.
Before your next battle, use coins to buy, sell, invest and trade agents, utilities, maps and more!
HOW TO GET STARTED
Ultimate Fantasy Fighting offers both an official centralized league with a DIY league option. Anyone, anywhere can borrow all the contents on this website to start a league and battle their friends at anytime. To start your own league, go to the Contact page, select "Start a League", fill out the rest of the form and hit Send. The Commissioner will contact you shortly after on your next steps.
If you wish to join the Official UFF Federation, then you must apply. Go to the Contact page, select "Enlist for the UFF Federation", fill out the rest of the form and hit Send. The Commissioner will contact you shortly after to accept or decline your application. If accepted, then you have the opportunity to participate in the Live Auction-Draft (LAD) to select your favourite characters for the upcoming season.
If you wish to join the Official UFF Federation, then you must apply. Go to the Contact page, select "Enlist for the UFF Federation", fill out the rest of the form and hit Send. The Commissioner will contact you shortly after to accept or decline your application. If accepted, then you have the opportunity to participate in the Live Auction-Draft (LAD) to select your favourite characters for the upcoming season.
During THE LAD| BUILD YOUR TeAM
- Each debater will create his or her own team called an agency. An agency consists of debaters, researchers and its assets: the agents, utilities and maps you buy for battle. An agency can only have one primary debater known as the Primary and up to two supporting researchers known as Secondaries.
- Each agency begins every season with the standard Map: The Ultiverse.
- Each agency starts the season with 1,000-Coins that will be used in the Draft and throughout the season to buy agents, utilities, maps and strategic investments. Earn more coins throughout the season by competing in battles and participating in metagames. To initiate the season, each agency will use their coins to participate in the Live Auction-Draft. During the Draft, keep in mind:
- A single agent slot may hold more than one agent (i.e. Donkey Kong + Diddy Kong).
- An agency must purchase at least 3 agent slots and up to 6 agent slots max.
- All remaining free agents, utilities and maps will be available in the Marketplace.
AFTER THE LAD | Complete your PROFILE
After the Draft is over you must complete your agency profile:
- Agency Name (i.e. "DreamTeam").
- Agency Captain (i.e Captain America). Lead your agents into battle the right way! You are permitted to switch Captains between battles.
- [Optional] Mission Statement. A written declaration or representation of your agency's core values and vision (i.e. moral alignment). Agents are aware of the mission statement. A mission statement is supportive and subject to argumentation (For more information, see Off The Table: Agency Profile).
- [Optional] Backstory. A short backstory about your agency's initial formation and may progress throughout the season. A story can act as a supportive role for an agency's mission statement, X-Factor, Combat thread and Intel thread used in battle. For further information, see Off The Table: Agency Profile and Story Arc & Character Development below.
THE FIRST THINGS YOU NEED TO KNOW
The following is a list of universal rules and concepts that will apply at all times:
THE TABLE | DEBATE FORMAT
A table is a debate format. During the season, debaters agree to battle on any table desired. There are four types of tables:
The UFF uses tags in square brackets as a quick reference beside agents, utilities, maps and more.
The first tags you should know are:
- SCUFFLE | A free-for-all battle for anyone with no agencies or primary debaters. UFF metagame only.
- BRAWL | A classic way to battle in a casual forum style.
- DUEL | A one night live debate that takes place face-to-face. *BETA*
- CONTEND | The full version. Those looking for a more sophisticated, strategic, creative and competitive way to battle.
The UFF uses tags in square brackets as a quick reference beside agents, utilities, maps and more.
The first tags you should know are:
- [ON] Refers to “on the table” instances. All actions must occur during a battle (debate).
- [OFF] Refers to “off the table" instances. All actions must occur outside of a battle (i.e. Marketplace, Nexus, investment, etc.).
MAP | BATTLEFIELD
A map is an area from a fictional universe that a battle takes place on. Use coins to purchase a map from the Marketplace.
- Each agency begins the season with the same map, the Ultiverse, which is the perfect fusion of all functions and physics.
- By owning a map, all agents in your agency immediately gain experience and information about the map.
- By default, all maps are empty of sentient life unless specified.
AGENT | CHARACTERS
An agent is character from a fictional universe. Use coins to purchase an agent from the Marketplace and build up your team.
- By default, each agency can hold up to 6 agents unless specified.
- By default, each agent can only hold 1 utility unless specified.
UTILITY | SUPPLIES, WEAPONS, TOOLS, SKILLS, UPGRADEs, etc.
A utility is any item that equips to an agent or map. Utilities can be supplies, weapons, tools, skills, upgrades and battle data modifications used on and off the table. Use coins to purchase a utility from the Marketplace to bulk up your arsenal.
- The number of utilities an agency can hold is equal to the number of agents or maps in the agency unless specified.
- Before a battle, all utilities are exposed to each debater unless specified in the Table Trait as concealed.
- All utilities are permanent upon purchase unless specified in the Table Trait as consumable.
TABLE TRAIT | CONDITIONS & MODS
A Table Trait is a property, condition or modification that is bestowed to an agent, utility or map that will have either a positive or negative effect on or off the table. Beside each agent, utility and map will be a tag that indicates its place of effect [ON] or [OFF].
- A Table Trait is only applicable to the debater and therefore the agent(s) at large will not perceive the Table Trait (hence the use of the word "table" and not battle). For example, a Table Trait may boost coin reward or give bonus damage. However, the effect of a Table Trait may be perceived by an agent if it has a direct influence on the agent such as the inability to summon, force a thread, etc. A Table Trait may or may not also include a limitation such as max capacity, time era, all lore permitted, composite, Series X, Weapon Y, Vehicle Z, etc. If no specification is made, then the debater has the right to choose its specifications.
- Each Table Trait's definition is intended for and self-directed to the agent who has the Table Trait unless specified (i.e. "+1HP for each Repair" indicates a repair made for the particular agent only and therefore does not apply to the entire agency).
- In spite of the fact that agents hold utilities, there are some Utility Table Traits that indicate agents can hold a utility but never perceive the utility it is 'holding'. If a utility Table Trait has the tag {YEO} which stands for “Your Eyes Only” it will mean that the utility itself applies only to the debaters and that the agent “holding” the particular utility will absolutely not perceive the utility.
- Some Table Traits may be specific for a particular type of table: Brawl, Duel or Contend.
SLOT | SO THINGS CAN HOLD STUFF
A slot holds “stuff”. An agency holds agents and maps. Agents and maps hold utilities. Each agency has a max amount of slots.
[OFF] Off the table:
Additional Agent Slots, Agent-Battle Slots and Utility Slots can be purchased in the Marketplace.
[OFF] Off the table:
- By default, each agency has a max of 6 Agent Slots unless specified.
- By default, each agency has a max of 6 Map Slots unless specified.
- By default, each agent and map has a max of 1 open Utility Slot unless specified.
- By default, 1 Table Slot will hold 1 map.
- By default, 1 map will hold from 6 to 8 Agent-Battle Slots, which is 3 to 4 Agent-Battle Slots per agency unless specified.
- By default, each agent and map has a max of 1 open Utility Slot unless specified.
Additional Agent Slots, Agent-Battle Slots and Utility Slots can be purchased in the Marketplace.
HOW THE SEASON WORKS
Each agency can have up to 7 battles and as little as 1 battle per season, if desired. The UFF season uses a “Challenger Approaching” schedule so that you can battle on your own time. Go to the Database and scroll down to the Nexus forum, there you can freely propose, accept and decline challenges as well as schedule the timeframe for your battle. All off the table actions happen right there! At the end of the season, the Commissioner and Judges will hand-select two agencies to compete in the Championship Battle.
Championship Battle | Qualifications
Judges hand-select the top two agencies based on these factors:
- An agency needs participate in 3 battles with participation from both agencies in each battle. Participating in more than three battles is held at a higher value than an agency with a better record that has only participated in the minimum battle requirement.
- Judges will compare the total number of battles played with the final season record. The agency that has completed the most battles with the highest total sum of remaining HP plus the total number of damage dealt in battle has a higher probability of selection.
- Some cases may inhibit an agency’s opportunity of being selected for the Championship Battle such as forfeiture wins/losses, only participation in Brawl Tables with no Contend Table representation.
- In the event of a draw, the agency with the highest total Experience (X%) and not rank is selected.
Championship Battle | Regulations
Championship Battle is a Contend Table only unless specified. The total remaining Hit Points will rollover from the season into the Championship Battle where the two agencies must complete in “sudden death” battle.
- Winner of the battle is determined by the agency that deals the most damage plus the total sum of repair.
- If at any point an agency’s HP drops to zero (0HP), that agency loses the battle regardless of damage dealt to the opposing agency.
- The agency that claims victory in the Championship Battle will be crowned the “Ultimate Champion”.
SCORING SYSTEM
The UFF uses a Hit Point System (HP) to track an agency's score, statistics and standings as well as to account for bankruptcy and forfeits. Each battle tracks the stats and score under Agency Battle Data. The results of each battle are then recorded in the Database. Here's what you need to know:
- Each agency will begin with 100HP at the beginning of the season to use in battle.
- Arguments deal damage in battle. As a rule of thumb, the higher quality the argument the better chance it will deal more damage. Judges will determine the degree of damage by the probability of occurrence. Either the argument or event may occur or might occur, which is broken down into three degrees of damage: Could (1), Should (3) or Would (5). This is called the Could-Should-Would Scoring System or "CSW" for short.
- After a battle is over, the remaining HP will carry over to the next battle.
- If at any point an agency drops to 0HP, that agency can no longer participate in battle and all assets (agents, utilities and maps) are frozen for the remainder of the season.
WHAT TO DO BEFORE YOU BATTLE
SUBMIT YOUR STARTING LINEUP
Before a battle, you must select your starting lineup by filling out the Submit Battle Roster form in your agency profile. Once completed, send it to the Commissioner to indicate that you are ready for battle at least 12 hours before the battle begins. Keep in mind:
Before a battle, you must select your starting lineup by filling out the Submit Battle Roster form in your agency profile. Once completed, send it to the Commissioner to indicate that you are ready for battle at least 12 hours before the battle begins. Keep in mind:
- Agents – By default, fill up 3 to 4 Agent Slots per battle. You have the choice to start or not start one or more agents who share the same Agent Slot (i.e. start Donkey Kong and sit Diddy Kong). You can also go up to 6 agent slots per battle max if you purchase Agent-Battle Slots from the Marketplace.
- Map – select one map of choice. Subject to chance by roll of a die.
- Utilities – select and equip utilities for your agent(s) and/or map. Map utilities only apply if your map is chosen.
- First Move Fund – sway the probability of who moves first. Subject to chance by roll of a die.
- Business Model – select the way you want the Judge to tally your coin reward.
- Additional Information – anything you may need to specify such as a Table Trait.
PROLOGUE, STORY ARC & CHARACTER DEVELOPMENT
As stated in the overview, the UFF uses story and an overarching plot as a way to supplement and complement the battle experience. Each table uses the story aspect of battle in different way, but each and every table is bound by a single universal Prologue. Here's what you need to know before going into battle:
"For some mysterious reason, the space-time continuum was torn, all former narratives have paused and the entire multiverse has collapsed into a melting pot of physics. This inexplicable place is now called the “Ultiverse”. The sheer magnitude of the ultiversal collision rippled tears into the fabric of the entire multiverse, opening holes between worlds and transdimensional portals from one universe to the next. There is no telling who or what caused this wave of “crossover” points to manifest. The only thing we do know is that everything and more is stuck in a suspended state of phenomena! From across all of time, the most renowned heroes, villains, minds and rogues have fallen into this fusion of realms – survival is of the essence."
STORY ARC
There is one central Story Arc being threaded together by the Judges and each battle and agency has its own.
difference between story and argument. story is a general course of action or an account of events and instances.
CT + IT occur to push forward a debaters story as more probable.
A Story Arc is an overarching unification and account of a course of action, events, instances and a set of Combat Threads connected by each agent, utility and map and not the entire battle in itself. Each table and battle is subject to its own unique Story Arc. There can be multiple Story Arcs per battle. In the UFF, each agent is subject to a new story that starts with the UFF Prologue and is progressively written by the debaters throughout the season either by battle (on the table) or backstory (off the table). On the Contend Table, a battle's Story Arc plays a crucial role. The UFF is the martial arts of rhetoric!
CHARACTER DEVELOPMENT ("SITUATIONAL EXPERIENCE")
On the table each agent will chronologically experience new events, information, conditions, characters, conflicts and so forth. This means that each agent can grow, learn and gain "situational experience" (not to be confused with Debater Experience below) just by participating in a battle and then can carry that experience and knowledge with them into the next battle. As a result, debaters are permitted (but not required) to construct story arcs and implement character development for each agent as the agency progresses through each battle.
On the table each agent will chronologically experience new events, information, conditions, characters, conflicts and so forth. This means that each agent can grow, learn and gain "situational experience" (not to be confused with Debater Experience below) just by participating in a battle and then can carry that experience and knowledge with them into the next battle. As a result, debaters are permitted (but not required) to construct story arcs and implement character development for each agent as the agency progresses through each battle.
- For example, if Agent-K engages in combat with another agent that controls fire, then it can be argued in the next battle that Agent-K can apply that experience gained in the previous battle in some shape or form.
- Agent experience gained in a battle does not trump, contradict or outweigh canonical evidence, but serves to strengthen or weaken the could-should-would probability of a threads occurrence. To put it simply, story can induce the strengths and weaknesses of an agent in battle that cannot be induced otherwise. And like most things in the UFF, situational experience is subject to debate.
- Keep in mind; the more definitive an instance is proven to be, the less likely it will be debated. Please read "Contend Table FAQ: Situational Experience vs. Past Experiences In Canon" for more detail.
HO TO BATTLE
To learn how to battle check out the tabs above with each type of table. Each table is bound by the Assumption Criterion.
DEBATER RANK (EXPERIENCE) & COIN REWARD
Debater Rank indicates a debater's level of experience and multiplies the coin reward after a battle.
Debater Experience, which is determined by X-Factor during a battle, is gained from battle based on an agency's overall performance (not just the debater). Experience (X% for short) will gradually increase as the season progresses. Once a Debater's Experience exceeds a certain threshold (%) his or her Rank will permanently upgrade forever. Although Rank is forever, at the end of the season all Experience earned will reset back to 0%. Only the Primary Debater can increase in Experience and Rank; Secondaries cannot gain Experience or Rank.
Debater Ranks also directly affect a debater's Coin Reward: the higher your opponents Rank is in the battle, the greater the coin reward is for you. A Newcomer begins with no Experience or Rank (1:1 Ratio) – if you battle a Newcomer, multiply your coin reward by 1.
Debater Experience, which is determined by X-Factor during a battle, is gained from battle based on an agency's overall performance (not just the debater). Experience (X% for short) will gradually increase as the season progresses. Once a Debater's Experience exceeds a certain threshold (%) his or her Rank will permanently upgrade forever. Although Rank is forever, at the end of the season all Experience earned will reset back to 0%. Only the Primary Debater can increase in Experience and Rank; Secondaries cannot gain Experience or Rank.
Debater Ranks also directly affect a debater's Coin Reward: the higher your opponents Rank is in the battle, the greater the coin reward is for you. A Newcomer begins with no Experience or Rank (1:1 Ratio) – if you battle a Newcomer, multiply your coin reward by 1.
ULTIMATE CHAMPION If a Primary claims victory in the Ultimate Fantasy Fighting Championship Battle, he or she is the rightful Champion of the UFF Federation and is henceforth crowned, Ultimate Champion. Any rank can become Ultimate Champion. Becoming Ultimate Champion does not jump or skip a debater's current rank. He or she will receive a trophy and forever herald the most prestigious designation over his or her rank and ranks to come – The Crown. BOSS DEBATER If a Judge becomes Ultimate Champion or if an Ultimate Champion becomes a Judge, replace the MD Rank with the BOSS Rank “Judge Debater Name, BOSS”. A "Boss Battle" can take place at any given time for high risk, high reward play (rules may modify per battle). > Coin Reward (1:3) – if you battle a Boss, multiply your coin reward by 3 |
GENERAL POLICIES & GUIDELINES
DECEPTION, FALSEHOODS, BLUFFS & LIES
The truth or a legitimate conclusion does not always prevail on the table. Deception, trickery, falsehoods, bluffs and lies are permitted and not prohibited. If any such actions go unnoticed and are never overturned during a battle, that instance can be ‘true’ for that battle alone. As nigh blank slates, it is not the duty of the Judge to uncover such action or information as true-or-false-cheating. Judges analyze the interpretation of evidence as probable or improbable – although, let it be said, a Judge can mediate, penalize and call out such actions if they wish to do so depending on the severity of the falsehood at large.
CHEATING & PENALIZATION
If any cheating occurs on and off the table and is ruled deliberate or intentional by the judges at any point, it may result in a minimum of three self-inflicted critical hits for a 15 Point loss to HP. Cheating on and off the table includes but is not restricted to editing a post just made public, “ghostwriting” on behalf of other agencies, hacking into and manipulating the battle forum (even if you feel justified with hacker agents), greatly surpassing the 7,000 text limitation, rewriting the intent of the UFF rules as definitive and so forth. Penalization may also incur if unethical actions such as poor sportsmanship, derogatory or inappropriate behaviour and language are posted or enacted. In short, don’t be a dink.
ARGUMENTATION DISCLAIMER & POLICY
In the event that one agency is unwilling to listen and “hear out” the opposing agency, or if one agency deliberately or unintentionally miscommunicates with the opposing agency, or if one agency provides little to no argumentation yet attempts to attack or defend through the use of weak reasoning, unsubstantiated claims, poorly worded statements, “leaps of logic” and juvenile statements, all chatter of that particular nature may have a higher susceptibility to fluctuating Hit Point loss and also have a higher potential to be a successful “HIT” against opponents using such chatter – pending the discretion of the Judge. In other words, Judges may 'grade on a curve'.
ETIQUETTE & ETHICS
DEBATING ETIQUETTE
DEBATING ETIQUETTE
Etiquette seems rather self-explanatory – don't be a malicious jerk! – but, quite frequently and all too conveniently, forgotten. Judges and Jurors moderate each and every battle to ensure safe, fun and clean conduct is executed on and off the table.
How should I conduct myself when debating?
We ought to all Watch Our Language and Attitude – there are limits to jerkiness that go beyond trivial dispute. This kind of attitude is wrong and it does nothing to positively contribute to the community. Please be respectful and with respect to the Assumption Criterion: attack the argument, not the debater. As a general rule of thumb, and out of common curtesy, try not to insult or call debaters "stupid" or "retarded". That being said, unlike other VS Battle debates online, roleplaying, storytelling and speaking in the "essence" of your characters is encouraged and feuds and rivalries are promoted. Therefore, some spillover is bound to happen. For example, there may be a totally evil agency that debates like a smug know-it-all prick in the spirit of their captain, Lex Luther. It ought to be kept in mind that each debater is the author of their characters who have preset personalities and moral alignments – so if a battle seems to be getting heated, it may just be a matter of keeping in character than a malicious assault. Just be aware of the difference.
Is it okay to discuss other things besides the UFF?
You are allowed to poke fun and dish out the occasional joke (in the form of a jab), but try to stay on topic and be civil. Do not derail battles with off topic discussions. Please stay on topic!
Can I post memes or images in battle?
Yes, but please keep any condescending or crude images and the like off the table. The occasional joke is fine, and encouraged (have fun!), just don't go overboard. In general, do not scan, upload and post full comic books (please see Ethics & Rules of Conduct below). As the UFF rises in popularity, so does the red-rape from the comic companies.
General Reminder: Keep it in Context!
The feats of a character provide evidence of ability to back up an argument. When analyzing feats, try to be objective – don’t take them at face value. Think critically and keep the context and subtext of the feat in view. At times, if a character wins, loses or does something out of character for the sake of plot, story development or just poor authorship (say, if the writer does not do his or her research on a character’s prior abilities), it can still be used against you in a UFF battle, but if you know it to be a one-time occurrence, it may be easily defensible and deemed less probable. This is supported by Assumption Criterion #7.
Recommendation: Make sure your text is legible!
We recommend you spell check your battle text and submissions, just in case. We've had debaters complain about losing battles when the Judges seriously struggled to understand the arguments presented due to poor penmanship. Be clear and concise.
How should I conduct myself when debating?
We ought to all Watch Our Language and Attitude – there are limits to jerkiness that go beyond trivial dispute. This kind of attitude is wrong and it does nothing to positively contribute to the community. Please be respectful and with respect to the Assumption Criterion: attack the argument, not the debater. As a general rule of thumb, and out of common curtesy, try not to insult or call debaters "stupid" or "retarded". That being said, unlike other VS Battle debates online, roleplaying, storytelling and speaking in the "essence" of your characters is encouraged and feuds and rivalries are promoted. Therefore, some spillover is bound to happen. For example, there may be a totally evil agency that debates like a smug know-it-all prick in the spirit of their captain, Lex Luther. It ought to be kept in mind that each debater is the author of their characters who have preset personalities and moral alignments – so if a battle seems to be getting heated, it may just be a matter of keeping in character than a malicious assault. Just be aware of the difference.
Is it okay to discuss other things besides the UFF?
You are allowed to poke fun and dish out the occasional joke (in the form of a jab), but try to stay on topic and be civil. Do not derail battles with off topic discussions. Please stay on topic!
Can I post memes or images in battle?
Yes, but please keep any condescending or crude images and the like off the table. The occasional joke is fine, and encouraged (have fun!), just don't go overboard. In general, do not scan, upload and post full comic books (please see Ethics & Rules of Conduct below). As the UFF rises in popularity, so does the red-rape from the comic companies.
General Reminder: Keep it in Context!
The feats of a character provide evidence of ability to back up an argument. When analyzing feats, try to be objective – don’t take them at face value. Think critically and keep the context and subtext of the feat in view. At times, if a character wins, loses or does something out of character for the sake of plot, story development or just poor authorship (say, if the writer does not do his or her research on a character’s prior abilities), it can still be used against you in a UFF battle, but if you know it to be a one-time occurrence, it may be easily defensible and deemed less probable. This is supported by Assumption Criterion #7.
Recommendation: Make sure your text is legible!
We recommend you spell check your battle text and submissions, just in case. We've had debaters complain about losing battles when the Judges seriously struggled to understand the arguments presented due to poor penmanship. Be clear and concise.
RULES OF ETHICS & CONDUCT
RULES OF ETHICS & CONDUCT
Like all forum based websites, there are certain do's and don'ts that cannot be crossed. The UFF is a child friendly community and will stay that way. Severely breaking a rule or failing to follow the Rules of Conduct will likely result in banishment.
1. No Porn, Nudity or Sexually Explicit/Suggestive Content (Videos, Photos/Images, Sounds, Language, etc.)
No porn. No Hentai. No images with genitalia. No bare butt pictures. No overtly or suggestive sexual content. No pictures or sounds of simulated sexual expressions. Failure to heed this rule will likely result in an immediate (permanent) ban.
2. No Promotion of Illegal Drug Use
Drugs are permitted to be referenced and discussed, especially if it is specifically in reference to something which has occurred to a character in the comics in order to, say, argue a weakness. Just do not try to promote or sell real illegal drugs.
3. No Profanity, Slurs or Inappropriate Language
Debating should be a civil, intellectual discussion and not a malicious assault or an exercise of one's vulgar vocabulary. Do not threaten to "hurt" or "humiliate" another person; do not use profane words (i.e. F-word; No: f***, f_ck, fvck, f$ck, etc.); do not use the word "rape" in an insensitive context; do not use sexually explicit language or words for the human anatomy that are deemed offensive; do not slander or slur against someone's (supposed) sexual orientation, gender, race, culture, creed, religious belief, etc. As for videos, sound bites or images with inappropriate language, please put a warning beside the video link (this will not effect your letter limit). Everyone will be treated with dignity, regardless of skin color, age, creed, religion, sexual orientation, gender and the like. An infraction of this rule is an automatic (permanent) ban.
4. No Abuse, Assaults, Threats or Harassment
Pretty basic life rule here. – Just don't do it. This includes any threatening behaviour, consistent harassment, insults or assaults towards other users. Judges may dish out an immediate ban without no warning pending the situation. We do not tolerate abuse.
5. No Piracy or Plagiarism
Do not promote, discuss or add links to illegal downloads or stolen content on the website. Even if you do feel justified with Captain Hook in your squad! The fact is the UFF can get into severe trouble and the website could get shut down. Also, links to full videos or full comic books is akin to linking to a pirated copy. Be careful.
6. No Trolling and Spamming
In the past, people have joined the UFF with the sole intent to troll – hard! In an interesting turn of events, these trolls ended up being very formidable competitors! Toons, of course, became their natural go to agents. Besides that, trolling is frowned upon and can quickly become spamming. And as for spamming, you will get you banned – immediately.
7. Legality of Posting Images (i.e. Comic Book Scans)
Extracted from Comic Vine: Rules & FAQ and modified by the UFF Commissioner: We all understand that comic book scans are apart of the UFF culture. So we ask: Please do not post full comic book issues to the UFF. It will just be deleted. The days of showing a full comic for battle sequence are over. The UFF will allow up to three pages of full page scans per issue to show feats and context for a point of debate. (Note: We do prefer the use of panels.). Due to the legality of this account, please do not try to exploit the rules or find loopholes. Judges will delete it as spam and give out warnings where appropriate. The law technically states that no full page scans should be used since there is no right to reproduction if the copyright owner has not given permission. As the UFF grows in popularity, it would naive to think we will be free from scrutiny. Comic Vine has had some complaints already from comic companies and was willing to stick its neck out for three full page scans. Manga and webcomics are also covered by this rule. Just because foreign companies have not pursued infringement in the past does not mean that we can ignore their rights.
There is one exception for posting copyright content: If the videos/images from comics/manga are public domain. One workaround is by posting links to external photo/scan sites (that is out of our control). Another caveat is if the publisher/owner has given permission to reproduce the content.
So, let's avoid legal forces and just have fun.
1. No Porn, Nudity or Sexually Explicit/Suggestive Content (Videos, Photos/Images, Sounds, Language, etc.)
No porn. No Hentai. No images with genitalia. No bare butt pictures. No overtly or suggestive sexual content. No pictures or sounds of simulated sexual expressions. Failure to heed this rule will likely result in an immediate (permanent) ban.
2. No Promotion of Illegal Drug Use
Drugs are permitted to be referenced and discussed, especially if it is specifically in reference to something which has occurred to a character in the comics in order to, say, argue a weakness. Just do not try to promote or sell real illegal drugs.
3. No Profanity, Slurs or Inappropriate Language
Debating should be a civil, intellectual discussion and not a malicious assault or an exercise of one's vulgar vocabulary. Do not threaten to "hurt" or "humiliate" another person; do not use profane words (i.e. F-word; No: f***, f_ck, fvck, f$ck, etc.); do not use the word "rape" in an insensitive context; do not use sexually explicit language or words for the human anatomy that are deemed offensive; do not slander or slur against someone's (supposed) sexual orientation, gender, race, culture, creed, religious belief, etc. As for videos, sound bites or images with inappropriate language, please put a warning beside the video link (this will not effect your letter limit). Everyone will be treated with dignity, regardless of skin color, age, creed, religion, sexual orientation, gender and the like. An infraction of this rule is an automatic (permanent) ban.
4. No Abuse, Assaults, Threats or Harassment
Pretty basic life rule here. – Just don't do it. This includes any threatening behaviour, consistent harassment, insults or assaults towards other users. Judges may dish out an immediate ban without no warning pending the situation. We do not tolerate abuse.
5. No Piracy or Plagiarism
Do not promote, discuss or add links to illegal downloads or stolen content on the website. Even if you do feel justified with Captain Hook in your squad! The fact is the UFF can get into severe trouble and the website could get shut down. Also, links to full videos or full comic books is akin to linking to a pirated copy. Be careful.
6. No Trolling and Spamming
In the past, people have joined the UFF with the sole intent to troll – hard! In an interesting turn of events, these trolls ended up being very formidable competitors! Toons, of course, became their natural go to agents. Besides that, trolling is frowned upon and can quickly become spamming. And as for spamming, you will get you banned – immediately.
7. Legality of Posting Images (i.e. Comic Book Scans)
Extracted from Comic Vine: Rules & FAQ and modified by the UFF Commissioner: We all understand that comic book scans are apart of the UFF culture. So we ask: Please do not post full comic book issues to the UFF. It will just be deleted. The days of showing a full comic for battle sequence are over. The UFF will allow up to three pages of full page scans per issue to show feats and context for a point of debate. (Note: We do prefer the use of panels.). Due to the legality of this account, please do not try to exploit the rules or find loopholes. Judges will delete it as spam and give out warnings where appropriate. The law technically states that no full page scans should be used since there is no right to reproduction if the copyright owner has not given permission. As the UFF grows in popularity, it would naive to think we will be free from scrutiny. Comic Vine has had some complaints already from comic companies and was willing to stick its neck out for three full page scans. Manga and webcomics are also covered by this rule. Just because foreign companies have not pursued infringement in the past does not mean that we can ignore their rights.
There is one exception for posting copyright content: If the videos/images from comics/manga are public domain. One workaround is by posting links to external photo/scan sites (that is out of our control). Another caveat is if the publisher/owner has given permission to reproduce the content.
So, let's avoid legal forces and just have fun.
REPORTING MISCONDUCT & BANISHMENT
REPORTING MISCONDUCT
Generally speaking, Judges and Jurors watch over each and every battle. However, if you see or feel someone is violating the rules, go to the Contact page and report the incident to the Commissioner. Be clear on who and which Table Slot the incident occurs. Above all else, make sure that the post, thread or user that you are targeting is actually breaking the rules; don’t report them just because you disagree with them (which may have a reverse result). If the misconduct is severe, the forum will either be temporarily locked or the battle will be removed from the website completely.
Warnings and Banishments
Judges and Jurors are on watch to ensure dignity, decency and respect is prevalent across the UFF. Judges will issue a warning if you are flagged or if you are disrespecting the rules of the UFF. Three warnings will be issued before you are banned. In extreme cases you can be banned straight away, this is not inclusive of any abuse towards other members. Judges make the decision based on your actions, this can vary from member to member.
Warnings and Banishments
Judges and Jurors are on watch to ensure dignity, decency and respect is prevalent across the UFF. Judges will issue a warning if you are flagged or if you are disrespecting the rules of the UFF. Three warnings will be issued before you are banned. In extreme cases you can be banned straight away, this is not inclusive of any abuse towards other members. Judges make the decision based on your actions, this can vary from member to member.
GENERAL FAQs
HOW IS THE UFF DIFFERENT FROM OTHER VS BATTLE LEAGUES?
First off, shame on you for comparing us to other leagues. Ultimate Fantasy Fighting radiates unwavering integrity from its loins unlike our so-called counterparts. We are the internet's original Vs Battle League in all of its glory. All these other pub scrub wannabe websites wish they could be us... and they are not. – For good reason! Here are just a few unique reasons why we dominate the "competition" (pfff...). In the UFF:
- You join a community, not a website.
- You build your own personal team that is yours and yours alone.
- You have a unique voice that does not just fall between the cracks of spam in the slew of other voices.
- You can create a persona in your writing style that reflects your team – good or evil!
- You, the debater, are as much part of the battle as your team. Your strategy, creativity, logic and rhetoric affect the course of battle.
- You earn victories as opposed to button-smashing raw facts, feats and abilities out of context.
- You can make creative playmaking strategies with your characters to win battles.
- You can argue in any writing style and still get credit for it (our debate system is designed for it!)
- Justice will be served! Our Judges meticulously evaluate each and every battle to give everyone an equally legitimate opportunity to do well. Contrary to our "competition" where random uneducated plebs, swayed by nostalgia and popular opinion, just rant, scream, shout and vote for their favourite "winner". The injustice has reached a new low of despicable.
HOW LONG is a match?
It depends on the table. The duration of Brawl and Contend battles run 10 days long, and crosses over two weekends, as a way to try and give everyone an equal amount of time to play. A battle begins on Friday @ 12:00am and will end the following Monday @ 12:00am
HOW DO I KNOW IF I AM UFF READY?
If you're asking... you're probably not. You have been measured. You have been weighed. You have been found wanting.
IS THE UFF A DEATH MATCH COMPETITION?
Quite simply: No. During a battle between two agencies, it is not just a matter of whether or not this agent could kill that agent, it is also a matter of disabling, disarming or incapacitating your opponent(s). In other words, if you are able to successfully argue that your opponent(s) could-should-would be ineffective on the field of play, that argument, however presented, could be very powerful.
WHAT DOEs the JUDGE/JUROR DO ANYWAYS?
- A Judge is Guardian and Game Master of the UFF Multiverse... (lol)... But in real life, a Judge will schedule, organize, referee and evaluate battles and scores, balance coin values for characters, items and maps and overall general maintenance. Judges work together to separate the most probable from the least possible, the champs from the chumps, the truth form the lies, all in order to find the one true Ultimate Champion.
- A Juror is assigned by a Judge to temporarily perform a Judges duty. That means a Judge can override a Juror's decision.
- The Commissioner is the overseer of all Judges, Jurors and participants in the UFF.
HOW ARE Character coin values calculated?
Coin values are not direct representations of each individual character's power limit; it is however an indicator of each character's Power Range (a minimum-maximum scope of value) that will fluctuate throughout the UFF Season. Therefore a character's coin value within a range is determined by agencies, and may or may not increase or decrease based upon how useful that character is on the table; supply and demand of that character's abilities, powers, traits and so on; uniqueness and popularity of that character; number of counters to that character; a character's track record; breadth of argument potential; all of which helps calculate: What are agencies willing to pay for that character?
WHAT IS THE MOST poWERFUL WEAPON IN THE UFF?
"The pen is mightier than the sword!" – Well, kinda. Use logic and reason to maximize the power and probable effectiveness of your arguments. It is perhaps better to say, "the pen is the sword".
WHAT Is the ULTIVERSE?
The Ultiverse, also known as the Neutral Zone, is the generic beginner's map that supports and embraces all agent powers and abilities, external and internal, being the perfect fusion of all the universe's physics and functionality. It is the least definitive and most ambiguous map for one reason: the purpose of the Ultiverse is to serve as the greatest benefit to the highest sum of agents. In this respect, it is your imagination colliding with the opponents, and is therefore a merger of such. The Ultiverse attempts to be the most balanced, forgiving and fair map containing the least and most advantages and disadvantages. Alternative maps provide more definitive aspects that ensure qualities as more probable (should-would) such as if the map contains lava, whereas the Ultiverse is more so 'could' (at best) contain lava, which possibly hinders agents who are map dependent.
HOW DOES the DEBATE SYSTEM WORK?
Generally speaking, the UFF Federation's debate system is built upon a propositional-truth mechanic that can only serve to function effectively in a subjective setting harnessed by objective logic. This is Assumption Criterion #1. If the majority of battle participants, the two debaters and the Judge(s), agree something to be true it is probably true for that battle alone. This mechanic is more effective in a closed-circle setting, more specifically, the Contend Table. This mechanic permits a greater variety of writing and debating styles without the rigid formal structure of a classic debate system and ought to keep the battles more geared toward having fun. It's a debate, and we want to keep it that way. On the Brawl Table however anyone and their dog can participate and vote. Even though Rank and status determine vote value, it does not free the final vote from bias. Like all democratic systems, it relies on the goodwill, honesty and virtue of its citizens to function correctly.
Can I still play in the season If I missed the live auction-draft?
Yes! Please go the the Contact page and request to join. The Commissioner will respond with further information.
BRAWL TABLE
UFF Brawl is the original way to play. It is more leisurely and casual than it is competitive, but far from fluff! – It's just en'uff for all you folk who run a tight schedule yet still want to scratch that strategic itch and twerk your creative mojo. Brawl it up!
THE ASSUMPTION CRITERION
The Assumption Criterion is the table constitution of the Ultimate Fantasy Fighting Federation. On the table, there are eight foundational assumptions that are the basis for every battle.
Between the Debaters only:
Between the Debaters only:
- All parties involved must assume that all proposition, argumentation and story is intended to be a binding attempt to assert a true statement or make a truth claim.
- All parties involved must assume that all proposition, argumentation and story agreed upon as true is true in and of itself until proven or agreed upon otherwise.
- All parties involved must assume that an agent, utility and map is not an avatar and must retain distinctness and freewill apart from the debater(s). Therefore, an agent, utility and map is not in, has ever had or will ever have direct interaction, communication and knowledge of and with a debater and think as if it were the debater(s).
- All parties involved must assume that an agent, utility and map is in and of its most iconic prevalent form and must retain all of its properties, attributes, functionality, physics and consciousness, which includes but is not restricted to its most iconic prevalent form of power, ability, skill, trait, condition, arsenal, belief, intelligence, nature, personality, moral compass, strength, weakness and all other aspects from its previous universe prior to the UFF Multiverse unless specified by a UFF Table Trait.
- All parties involved must assume that before a battle begins an agent and utility will not have any degree of knowledge of an opposing agent, utility and map unless specified by a UFF Table Trait.
- All parties involved must assume that before a battle begins an agent and utility will anticipate and expect combat against a handful of enemy combatants unless specified by a UFF Table Trait.
- All parties involved must assume that when a battle begins an agent and utility are within close proximity to an agent and utility of the same agency and is at a visibly recognizable distance of an equal footing to the opposing agency unless specified by a UFF Table Trait.
- All parties involved must assume that during and after a battle an agent and utility can give, gain, share and communicate information and situational experience to another agent and utility unless specified by a UFF Table Trait.
BRAWL | HOW TO BATTLE
The main object of a battle is to convince the Jury Panel through argumentation why and how your agency could-should-would defeat the opposing agency. Any agency that participates and votes can earn a coin reward if it votes for the winning agency. A debater can also just attempt to prove, in a general and overarching sense, why his or her team would win irrespective of a story. After a battle is over, the Jury Panel will compare and contrast arguments presented by all debaters as a way to determine a final score.
HOW TURNS WORK
When the battle begins, each agency must post one opening statement. After both agencies post one opening statement, any Primary or Secondary debater in the UFF can participate in the battle. A debater can post any number of arguments desired per battle and vote for the agency that Could, Should or Would win. Once a post is public, it cannot be undone no matter the circumstance – all posts made public are official and final.
HOW LONG IS A BATTLE
Each match is 10 days in length: from early Friday morning to the following late Sunday night.
HOW LONG TO RESPOND
There is no Response Time.
HOW LONG IS A POST [TEXT LIMIT]
7,000 letters post. Max number of letters (characters) that can be used in a single post. Spaces not included.
HOW TURNS WORK
When the battle begins, each agency must post one opening statement. After both agencies post one opening statement, any Primary or Secondary debater in the UFF can participate in the battle. A debater can post any number of arguments desired per battle and vote for the agency that Could, Should or Would win. Once a post is public, it cannot be undone no matter the circumstance – all posts made public are official and final.
HOW LONG IS A BATTLE
Each match is 10 days in length: from early Friday morning to the following late Sunday night.
- Table Opens Friday @ 12:00am
- Table Closes Next Monday @ 12:00am
HOW LONG TO RESPOND
There is no Response Time.
HOW LONG IS A POST [TEXT LIMIT]
7,000 letters post. Max number of letters (characters) that can be used in a single post. Spaces not included.
HOW TO VOTE
An argument is required in order for your vote to count. Therefore, by stating: "I VOTE: AGENCY-Z FTW" with no argument as to how to why, or if an argument has no relevance, relation or simply does not pertain to the battle at large, the vote will not count.
In order to cast a vote, we ask each person and participant make the vote text clear, concise and all caps. For example:
In order to cast a vote, we ask each person and participant make the vote text clear, concise and all caps. For example:
- "VOTE: AGENCY-X FTW"
- "RE-VOTE: AGENCY-Z FTW"
HOW TO SCORE
JUDGES & JURY DUTY
A Juror is a nigh blank slate and favours evidence, reason, strategy, theory and logic. The Jury panel will mediate and participate in an on-going battle as well as cast votes with greater impact at the end of a battle.
A Brawl battle must have a total of 3 Judges or Jurors on the table. Like the Judge, a Juror is a moderator and judge of the particular battle alone. One or more Judges can assign "Jury Duty" to Veteran or Master Debaters. A Judge or Juror may also choose to participate and argue in the battle. A Judge or Juror will count the votes and the score (calculate the damage, repairs, HP, coins and Experience). All members involved with Jury Duty must have a discussion about the battle at large before casting votes and calculating the final score. Jurors must cast votes after the battle is complete.
Deal damage by participating and voting for the agency you think would win the battle; damage will be dealt to the opposing team. The degree of damage is determined by status:
CALCULATING BATTLE DAMAGE
Calculating damage on the Brawl table is generic. In contrast to the Contend Table, Combat and Intel threads cannot be accessed. Therefore, all damage is categorized under a generalized, blended type of damage called "Battle Damage".
- A single anonymous vote will give 1 coin per percentile. Vote on the poll above the forum; participation is not necessary. After the battle, each agency will gain bonus coins equal to his or her percentage in the Popular Vote poll.
- A single debater vote will deal 1 damage per Rank (1-Newcomer, 2-Minor, 3-Major, 4-Veteran, 5-Master). For example, if Master Debater K participates and votes for Agency-X to beat Agency-Y, then Agency-Y will take 5 damage. After the battle, each agency that voted for the correct winner will gain bonus coins equal to the winner's percentage in the Popular Vote poll. For example, if Master Debater K voted "AGENCY-X FTW" and Agency-X wins, then Master Debater K will earn a bonus coin reward. We kindly ask that each debater make their agency and debater rank blatantly known for the Judge or Juror, otherwise it may be missed.
- A single Judge and Juror can distribute 10 damage or repair 10HP, 100-coins and +10% Experience between both agencies. For example, if Juror A participates and 'max votes' for Agency-X to beat Agency-Y, then Agency-Y will take 10 damage (or Agency-X will repair 10HP or split the difference between damage and repair) and Agency-X will earn 100 coins and gain +10X%. The point is that all the positive benefits are maxed out for one agency only.
CALCULATING BATTLE DAMAGE
Calculating damage on the Brawl table is generic. In contrast to the Contend Table, Combat and Intel threads cannot be accessed. Therefore, all damage is categorized under a generalized, blended type of damage called "Battle Damage".
THINGS TO CONSIDER IN BATTLE
RANGE-DISTANCE IN BATTLE
In accordance to Assumption Criterion 3: “…[A]ll agents of the same agency are within close proximity and at a visibly recognizable distance of an equal footing to the opposing agency when a match begins unless specified.” This “visibly recognizable distance of an equal footing” is a relative range designed to best suit the needs of both agencies. In other words, it’s not too close and not too far. However, for those who find comfort in definitive values and desire to further define this criteria, there are four definitive Range Modifiers you can purchase in the Marketplace:
- Melee Range (50m)
- Short Projectile Range (100m)
- Long Projectile Range (250m)
- Out-of-Range (1km)
- Some Map Utilities may confine the spatial dimensions even more (i.e. Warehouse, Oil Rig, Skyscraper, Statue of Liberty).
RETREAT!
During a match, agencies are permitted to opt out of the battle by stating, “RETREAT”. Retreating is not a forfeit, and can be tactical. Retreating results in a Hit Point reduction for the retreating agency by taking damage from the opposing agency called Retreat Cost. By stating the word “RETREAT” you are hereby declaring total withdrawal from the battle and can no longer post any form of argument from that point forward. All text contained on the same post as the declaration of “Retreat” is rendered and subject to the final tenth day posting rules (see Response Time above). There are three possible scenarios of Retreat:
- -10HP – First post of the battle is a Retreat – If Agency X poses “RETREAT” as the first post of the battle, Agency Y deals an automatic 10 damage to Agency X as the Retreat Cost and any penalization damage if applicable.
- -5HP – Second post of the battle is a Retreat – If Agency X poses one argument for the first post of the battle, and Agency Y responds with “RETREAT”, Agency X deals an automatic 5 damage to Agency Y as the Retreat Cost plus all damage dealt on the table and any penalization damage if applicable.
- -1HP – Both agencies post once before a Retreat – If Agency X or Y poses one argument on their first post, and then follows up with a “RETREAT” on their rebuttal (second, third or fourth post), the opposing agency deals an automatic 1 damage as the Retreat Cost plus all damage dealt on the table and any penalization damage if applicable. Both agencies are still able to deal damage from previous arguments before the declaration of Retreat.
FORFEITURE
Failing to submit starting lineup or respond to the opponent during a match results in forfeiture. In all cases, forfeiting a match must result in the sacrificial death of one agent and a self-inflicted 20 HP reduction.
- In the event of non-submission forfeiture, the battle may become an open forum pending the Commissioner’s discretion. Neither agency gains situational experience, bonus coins nor earns any X%; in this instance the Business Model automatically defaults to a Flat Rate.
- In the event of non-responsive forfeiture, the battle remains in tact until the full 10-days are complete. When the time limit expires, Judges proceed with the usual forfeiture procedure: neither agency gains situational experience, bonus coins nor earns any X%; in this instance the Business Model automatically defaults to a Flat Rate. The winning agency may also reference any and all such information presented in the match for future battles.
- Only the winning agency is permitted to re-challenge the forfeiting agency at a later date to replace the previous forfeiture record with a new score if possible or desired.
- Only the winning agency is permitted to re-challenge the forfeiting agency if the forfeiting agency is under new ownership, this too will also replace the previous forfeiture record with a new score.
DUEL TABLE
UFF Duel is our new exclusive one night battle that unites the communal spirit and competitive edge that no VS Battle forum can match. With up to three debaters per agency, the battle is a real, live showdown. This tag team battle can either take place in person face-to-face or voice-to-voice over Skype. Duel Table is in Beta.
THE ASSUMPTION CRITERION
The Assumption Criterion is the table constitution of the Ultimate Fantasy Fighting Federation. On the table, there are eight foundational assumptions that are the basis for every battle.
Between the Debaters only:
Between the Debaters only:
- All parties involved must assume that all proposition, argumentation and story is intended to be a binding attempt to assert a true statement or make a truth claim.
- All parties involved must assume that all proposition, argumentation and story agreed upon as true is true in and of itself until proven or agreed upon otherwise. / all claims will be considered true while debaters agree on it. any thing that goes unchallenged is by default considered would be true. if debaters agree upon as true is true in and of itself until it is proven without a shadow of a doubt not to be true or both debaters agree that it is not true.
- All parties involved must assume that an agent, utility and map is not an avatar and must retain distinctness and freewill apart from the debater(s). Therefore, an agent, utility and map is not in, has ever had or will ever have direct interaction, communication and knowledge of and with a debater and think as if it were the debater(s).
- All parties involved must assume that an agent, utility and map is in and of its most iconic prevalent form and must retain all of its properties, attributes, functionality, physics and consciousness, which includes but is not restricted to its most iconic prevalent form of power, ability, skill, trait, condition, arsenal, belief, intelligence, nature, personality, moral compass, strength, weakness and all other aspects from its previous universe prior to the UFF Multiverse unless specified by a UFF Table Trait.
- All parties involved must assume that before a battle begins an agent and utility will not have any degree of knowledge of an opposing agent, utility and map unless specified by a UFF Table Trait.
- All parties involved must assume that before a battle begins an agent and utility will anticipate and expect combat against a handful of enemy combatants unless specified by a UFF Table Trait.
- All parties involved must assume that when a battle begins an agent and utility are within close proximity to an agent and utility of the same agency and is at a visibly recognizable distance of an equal footing to the opposing agency unless specified by a UFF Table Trait.
- All parties involved must assume that during and after a battle an agent and utility can give, gain, share and communicate information and situational experience to another agent and utility unless specified by a UFF Table Trait.
[UNDER REVISION] HOW TO BATTLE
The main object of a battle is to convince the Judges through argumentation why and how your agency could-should-would defeat the opposing agency. A Judge is a nigh blank slate and favours evidence, reason, strategy, theory and logic. The Judge(s) will moderate and mediate an on-going battle as a referee. Judges distribute damage and coins at the end of the battle.
NUMBER OF DEBATERS
Each agency is permitted a maximum of 3 debaters: 1 Primary and 2 Secondaries.
Only the Primary can speak unless specified.
HOW TURNS WORK & THE LENGTH OF BATTLE
A die is rolled to see which debater will open the battle.
HOW TO DUEL ("SHOOTING THREADS")
A Duel is an informal, free-flowing, back-and-forth debate. Debaters will initiate Combat threads ("agent engagement"). Once a debater's turn is over, he or she will push the button on the clock to initiate the opposing debaters turn. Once time runs out for both agencies the Duel phase is over and the Deliberation period will take effect or the closing statement phase will begin.
Tangible evidence can be presented at any given time during a Duel regardless of the debater speaking.
Thesis: If an agency creates a thesis to accomplish before the battle begins and the Judge(s) agree that the thesis was successfully accomplished, then the agency will receive a coin award bonus.
CRITICAL POINTS (CROSS-EXAMINATION)
A debater can give up his or her time to cross-examine one of the opposing Primary or Secondary debaters. If a debater manages to convince the Judge through cross-examination that his or her thread could-should-would occur, deal double the damage. Therefore a debater gives up his or her time on the clock as a way to double his or her damage.
DELIBERATION & TIMEOUTS
Each agency has the option to take a "timeout" up to 10 minutes max per agency.
A deliberation period will occur between Duels and its length is subject to the Judges discretion per battle.
NUMBER OF DEBATERS
Each agency is permitted a maximum of 3 debaters: 1 Primary and 2 Secondaries.
Only the Primary can speak unless specified.
HOW TURNS WORK & THE LENGTH OF BATTLE
A die is rolled to see which debater will open the battle.
- Opening Statement: When the battle begins each debater will give an overarching opening statement (5 minute max)
- Duel: The debater that opened first will also open the first half of the Duel phase (30 minute max)
- Deliberation ("Timeout"): A Timeout taken by an agency will be subtracted from the Deliberation period (10-30 minutes)
- Duel: The debater that opened second will now open the second half of the Duel phase (30 minute max)
- Closing Statement: Each debater will give a summarizing closing statement. The second debater closes first (10 minute max)
- Judgment: Judge(s) will determine a final score (15 minute max)
- Total Battle Time: 2 hours 15 minutes max
HOW TO DUEL ("SHOOTING THREADS")
A Duel is an informal, free-flowing, back-and-forth debate. Debaters will initiate Combat threads ("agent engagement"). Once a debater's turn is over, he or she will push the button on the clock to initiate the opposing debaters turn. Once time runs out for both agencies the Duel phase is over and the Deliberation period will take effect or the closing statement phase will begin.
Tangible evidence can be presented at any given time during a Duel regardless of the debater speaking.
Thesis: If an agency creates a thesis to accomplish before the battle begins and the Judge(s) agree that the thesis was successfully accomplished, then the agency will receive a coin award bonus.
CRITICAL POINTS (CROSS-EXAMINATION)
A debater can give up his or her time to cross-examine one of the opposing Primary or Secondary debaters. If a debater manages to convince the Judge through cross-examination that his or her thread could-should-would occur, deal double the damage. Therefore a debater gives up his or her time on the clock as a way to double his or her damage.
DELIBERATION & TIMEOUTS
Each agency has the option to take a "timeout" up to 10 minutes max per agency.
A deliberation period will occur between Duels and its length is subject to the Judges discretion per battle.
COMBAT THREAD (AGENT v. AGENT)
A Combat Thread is a course of action or movement-based scenario of one or more agents that think, believe, act, behave and engage with one or more agents. Typically, a Combat Thread is an instance that is conscious between one or more agents (including and not limited to the thoughts, movement, positioning and playmaking strategy of agents and utilities, general aspects of the map and so on). In other words, a Combat Thread is a course of action or plot within a battle's Story Arc and serves as the 'visual' construct for how the battle could-should-would take place. A Story Arc is an overarching unification of a set of Combat Threads connected by a series of events and not the entire battle in itself. For example, if there are Combat Threads from A to Z, a Story Arc may only include Combat Threads D to K.
- A Combat Thread occurs between agents only (agents are not aware and conscious of debaters).
- In a battle, the agency with First Move is able to propose the initial Combat Thread(s). Like playing Chess, if you propose a Combat Thread (move a piece), then you are bound by what you state (like taking your finger off a piece), meaning your proposal for that thread is final. If a debater contradicts him or herself within the same thread, say, impossibly placing the same agent in two places at once, it will weaken the probability of occurrence.
- A single thread can 'split' into different actions or arguments called "thread splitting". At times, thread splitting can create a 'multiverse effect' where two Combat Threads are equally possible at the same time. If possible, multiple threads can also collapse or be woven back into a single thread again if the debaters manage to do it. Multiple Combat Threads can and probably will occur simultaneously in a single battle by virtue of having multiple agents in an agency.
- Multiple Combat Threads can also take place using the same agent in different scenarios in the same battle. Here is one way to look at it: the battle as a whole may contain multiple parallel universes and each Combat Thread may be one of those concurrent universes; this means you can use the same agent in different scenarios (threads) to amplify an argument. By creating a 'multiverse effect', this action may begin a new Story Arc in which case the Combat Threads at large (action, movement, positioning, playmaking strategy, consequences and all other matters that are conscious between agents) enacted in one Story Arc (SA-1) will not compound and crossover into a parallel Story Arc (SA-2). Each Story Arc is distinct and different.
- For example, agents that could-should-would die in SA-1 may not be “officially dead” if that agent is still alive in SA-2; likewise, an agency might win SA-1 and lose the SA-2. This does not mean all Story Arcs deal the same degree of damage.
- Also, in select instances distinct Story Arc's can potentially merge as the battle progresses if argued effectively. A contradictory merger however can be used against a debater or be dismissed by the Judge(s) (i.e. if you were to merge two different Combat Threads, say, where the same agent is impossibly in two places at once).
INTEL THREAD (DEBATER v. DEBATER)
In a battle one or more Combat threads and Pillars, that is a proposition, argument, evidence, theory, logic and interpretation of information and instances, can be questionable and subject to debate. If a debater challenges any of the above aspects, then it will result in a new distinct thread called an Intel thread.
- An Intel Thread occurs between debaters only. Therefore, the agents have no awareness of the Intel debate at large.
- By challenging the opponent to an Intel thread, the debater at large attempts to undermine the basis of a Combat thread or Pillar by using one or more Pillars to substantiate his or her argument as superior. Therefore, an Intel Thread can underpin and undercut one or more threads and Pillars.
PILLAR (AGENT v. AGENT + DEBATER v. DEBATER)
A Pillar is piece of information, instance, fact, evidence, theory and logic used to support a thread, proposition, argument and story. A Pillar can underpin a single, multiple or all threads. Both the agents and debaters can be conscious and aware of the information and contents a Pillar contains.
- A Pillar may include, but not limited to: canonical evidence, fan-theory, personal theory, logical deduction and so forth.
- A Pillar comes in web, video, image, text, document formats, etc.
- A Pillar is a foundational part of a battle that may affect all other threads. Typically, a Pillar underpins most, if not all, propositions, arguments and stories in a battle. Unlike a Combat Thread, a Pillar uses information as the basis of argument and can therefore crossover and compound to any other thread. That means if a Pillar is definitive, pervasive and dominant in a battle it may boost all other propositions, arguments and stories as effective and weaken the opposing propositions, arguments and stories. Due to this fact, strong Pillars will increase the overall effectiveness of a Story Arc by raising the CSW probability of occurrence.
JUDGES
Judges moderate and referee the debate to ensure each agency's voice is heard fairly.
During battle, the Judge(s) will write down each Combat thread and Intel Thread.
The Judge(s) can interject at any given time mid-debate to ask a question, clarify an argument and so forth.
The Judge(s) can interject at any given time mid-debate to state a thread that would win.
UNDER THE TABLE
During the Deliberation period, "under the table" actions may occur. An under the table action is a Marketplace bonus. The Judge(s) will offer a select agency the opportunity to claim something publicly or in secret. All under the table actions must occur during the live event only and cannot be claimed afterward.
During battle, the Judge(s) will write down each Combat thread and Intel Thread.
The Judge(s) can interject at any given time mid-debate to ask a question, clarify an argument and so forth.
The Judge(s) can interject at any given time mid-debate to state a thread that would win.
UNDER THE TABLE
During the Deliberation period, "under the table" actions may occur. An under the table action is a Marketplace bonus. The Judge(s) will offer a select agency the opportunity to claim something publicly or in secret. All under the table actions must occur during the live event only and cannot be claimed afterward.
HOW TO SCORE
After the battle is over, the Judge(s) will determine a final score based on each thread.
Contend damage: Each Judge(s) final score will be combined to split the difference for an overall average.
Brawl damage: The Judge(s) discuss and come to a mutual conclusion on the damage like on the Lite Table. They distribute damage the same way.
DAMAGE TYPE
In a Duel...
Contend damage: Each Judge(s) final score will be combined to split the difference for an overall average.
Brawl damage: The Judge(s) discuss and come to a mutual conclusion on the damage like on the Lite Table. They distribute damage the same way.
DAMAGE TYPE
In a Duel...
CONTEND TABLE
UFF Contend is the most sophisticated, strategic, creative, competitive and unique kind of fantasy debate and VS Battle online. We, the UFF Team, have meticulously designed a distinctive debate platform, exclusive to the UFF, with a one of a kind gaming style and rigorous judging system that integrates all forms of argumentation without restricting you (the debater) to typical formal debating formats. This is the Chess of VS Battle debates. May the best arguments win! Click here to see a Contend match from the 2016-17 Beta Season.
THE ASSUMPTION CRITERION
The Assumption Criterion is the table constitution of the Ultimate Fantasy Fighting Federation. On the table, there are eight foundational assumptions that are the basis for each and every battle.
All Primary Debaters and Secondary Debaters involved must assume that:
All Primary Debaters and Secondary Debaters involved must assume that:
- A proposition, argumentation and story that is unchallenged would be the case by default.
- A proposition, argumentation and story that is agreed upon as true would be true in and of itself as a form of contract until all debaters involved agree that it would not be true or it is contradicted and proven without a shadow of a doubt not to be the case.
- An agent, utility and map is not an avatar and must retain distinctness and freewill apart from all debaters. Therefore, an agent, utility and map is not in, has ever had or will ever have direct interaction, communication and knowledge of and with a debater and think as if it were the debater(s).
- An agent, utility and map is in and of its most iconic prevalent form and must retain all of its properties, attributes, functionality, physics and consciousness, which includes but is not restricted to its most iconic prevalent form of power, ability, skill, trait, condition, arsenal, belief, intelligence, nature, personality, moral compass, strength, weakness and all other aspects from its previous universe prior to the UFF Multiverse unless specified by a Table Trait.
- Before a battle begins an agent and utility will anticipate and expect combat against a handful of enemy combatants unless specified by a Table Trait.
- Before a battle begins an agent and utility will have no degree of knowledge of an opposing agent, utility and map unless specified by a Table Trait.
- At the moment a battle begins an agent and utility are within close proximity to an agent and utility of the same agency and is at a visibly recognizable distance of an equal footing to the opposing agency unless specified by a Table Trait.
- After a battle ends an agent and utility are able to communicate information and situational experience to and from an agent and utility of the same agency based on what occurred in the battle unless specified by a Table Trait.
CONTEND | HOW TO BATTLE
The main object of a Contend battle is to convince the Judge(s) through story development and argumentation that your agency could-should-would win the battle. After a battle is over, one or more Judges will thread together a Story Arc based on each Combat thread and Intel thread presented by both debaters as a way to determine a final score.
- A Judge mediates and cannot participate in an on-going battle. Like a court of law, each Judge is a nigh blank slate that favours evidence, theory, reason and logic. Any and all propositions, stories and arguments posed are subject to a Judge's scrutiny, discernment and verdict.
- Once a score is determined, a Judge will distribute coins based on each debaters performance in battle.
HOW DO TURNS WORK
TURN-BASED TABLE TALK
During a battle, each agency will alternate turns. All posts must occur one post at a time. Once a post is public, it cannot be undone nor added too no matter the circumstance – all posts made public are official and final.
During a battle, each agency will alternate turns. All posts must occur one post at a time. Once a post is public, it cannot be undone nor added too no matter the circumstance – all posts made public are official and final.
- If you make a mistake such as accidently post an argument to quick and forgot to attach a link, or perhaps there is a system error or just have a general technical issue – fret not! You have a 15-minute window to post any additional information you need in the Reply section (7,000 text limit will rollover).
- An agency may post again, that is twice in a row, if and only if the Response Time of the opponent has surpassed its maximum allotted time limit. Please see Response Time below.
HOW LONG IS A BATTLE
Each match is 10 days in length: from early Friday morning to the following late Sunday night.
- Table Opens Friday @ 12:00am
- Table Closes Next Monday @ 12:00am
HOW LONG TO RESPOND
RESPONSE TIME
Each agency has at most 72 hours to respond to a post.
Each agency has at most 72 hours to respond to a post.
- Agencies may post again (twice in a row) if and only if the Response Time of the opponent has surpassed 72 hours unless specified. This action will reset the Response Time Clock.
- Every battle requires a 1-Day Response Time before a table (battle) closes. Therefore, if Agency Y poses an argument, critical attack or counterattack on day-nine the second Saturday @ 11:59pm, it is supposed that Agency X has a sufficient Response Time; both Agency X and Y from this point onward cannot respond with any form of attack since there is no Response Time.
- On the final Sunday, all new threads are prohibited. That means no new damage can be dealt from a new argument or proposition posed on the final Sunday. In other words, no form of Critical Point can be used on the final Sunday due to insufficient response time and therefore all attacks and counterattacks are not permitted on the tenth day – only defensive, summarizing actions are allowed; defensive actions may include substantiating established arguments and tying up any loose ends from "teeter-tottering" arguments already put forth on the table before the final Sunday.
- If Agency X poses an argument on the second Sunday night @ 11:58pm, that attack is considered null and void since the question posed offered no “Response Time” in order to be answered.
- If a counterattack is posed, it will default to a defensive action.
- If a Critical Point is posed, it will be ignored.
HOW TO THREAD ("MULTIVERSE EFFECT")
difference between story and argument. story is a general course of action or an account of events and instances.
threads occur by challenges.
combat threads are not bound to story alone, ct include arguments.
In broad strokes, a "thread" is a line of thought either in story or argument form. That is to say, a thread starts with a proposition and continues as a single line of action or argumentation. In a battle, there are multiple threads occurring at once so it is important to know how each thread is defined. There are two kinds of threads: Combat Thread and Intel Thread. A Combat Thread is a course of action that occurs between agents alone. An Intel Thread is a challenge to a proposition, argument, story or interpretation of information that occurs between debaters alone. A Thread deals damage. All threads can be supported by one or more Pillars. A Pillar is a piece of information, evidence, theory and logic that underpins one or more threads acting as support for a proposition, argument and story. Both agents and debaters can be aware about the information or content of a Pillar.
threads occur by challenges.
combat threads are not bound to story alone, ct include arguments.
In broad strokes, a "thread" is a line of thought either in story or argument form. That is to say, a thread starts with a proposition and continues as a single line of action or argumentation. In a battle, there are multiple threads occurring at once so it is important to know how each thread is defined. There are two kinds of threads: Combat Thread and Intel Thread. A Combat Thread is a course of action that occurs between agents alone. An Intel Thread is a challenge to a proposition, argument, story or interpretation of information that occurs between debaters alone. A Thread deals damage. All threads can be supported by one or more Pillars. A Pillar is a piece of information, evidence, theory and logic that underpins one or more threads acting as support for a proposition, argument and story. Both agents and debaters can be aware about the information or content of a Pillar.
COMBAT THREAD | AGENT v. AGENT
A Combat Thread is a course of action or movement-based scenario of one or more agents and utilities that think, believe, act, behave or engage with one or more agents and utilities. In other words, a Combat Thread is a course of action or plot within a battle's Story Arc and serves as the 'visual' construct for how the battle could-should-would take place. A Story Arc is an overarching unification of a set of Combat Threads connected by a series of events and not the entire battle in itself. For example, if there are Combat Threads from A to Z, a Story Arc may only include Combat Threads D to K.
Combat Threads are marked under Combat Damage. Not all Combat Threads deal damage.
- In accordance to Assumption Criterion #3: A Combat Thread occurs between the freewill of an agent and utility only and is therefore an event and instance that is for all intents and purposes 'distinct' from the debater(s) at large. Each agent and utility at large are, more or less, aware and conscious of the event or instance that includes but is not restricted to an agent or utility's thoughts, movement, positioning, playmaking strategy, tactical engagements, general aspects of the map and so forth. Therefore, each and every agent and utility are not aware and conscious of a debater.
- In a battle, the agency with First Move is able to propose the initial Combat Thread(s). If we compare it to Chess: if a debater proposes a Combat Thread (like moving a piece), then the debater is bound by what he or she has stated (like taking your finger off a piece), meaning your proposal for that thread is final. If a debater contradicts him or herself within the same thread, say, impossibly placing the same agent in two places at once, it will weaken the probability of occurrence.
- A single thread can 'split' into different actions or arguments called "thread splitting". At times, thread splitting can create a 'multiverse effect' where two Combat Threads are equally possible at the same time. If possible, multiple threads can also collapse or be woven back into a single thread again if the debaters manage to do it. Multiple Combat Threads can and probably will occur simultaneously in a single battle by virtue of having multiple agents in an agency.
- Multiple Combat Threads can also take place using the same agent in different scenarios in the same battle. Here is one way to look at it: the battle as a whole may contain multiple parallel universes and each Combat Thread may be one of those concurrent universes; this means you can use the same agent in different scenarios (threads) to amplify an argument. By creating a 'multiverse effect', this action may begin a new Story Arc in which case the Combat Threads at large (action, movement, positioning, playmaking strategy, consequences and all other matters that are conscious between agents) enacted in one Story Arc (SA-1) will not compound and crossover into a parallel Story Arc (SA-2). Each Story Arc is distinct and different.
- For example, agents that could-should-would die in SA-1 may not be “officially dead” if that agent is still alive in SA-2; likewise, an agency might win SA-1 and lose the SA-2. This does not mean all Story Arcs deal the same degree of damage.
- Also, in select instances distinct Story Arc's can potentially merge as the battle progresses if argued effectively. A contradictory merger however can be used against a debater or be dismissed by the Judge(s) (i.e. if you were to merge two different Combat Threads, say, where the same agent is impossibly in two places at once).
Combat Threads are marked under Combat Damage. Not all Combat Threads deal damage.
INTEL THREAD | DEBATER v. DEBATER
All aspects of a battle that include but is not restricted to a Combat thread, Pillar, proposition, argument, evidence, theory, strategy, tactic, logic and interpretation of information and instances, can be questionable and subject to debate. If a debater challenges the opposing debater to any of the aspects above, then it will result in a new distinct thread called an Intel thread.
- An Intel Thread occurs between debaters only. Therefore, the agents have no awareness of the Intel debate at large.
- By challenging the opponent to an Intel thread, the debater at large attempts to undermine the basis of one or more aspects in a battle. Therefore, an Intel Thread can underpin and undercut a thread and Pillar.
PILLAR | AGENT v. AGENT + DEBATER v. DEBATER
A Pillar is piece of information, instance, fact, evidence, theory and logic used to support a thread, proposition, argument and story. A Pillar can underpin a single, multiple or all threads. Both the agents and debaters can be conscious and aware of the information and contents a Pillar contains.
- A Pillar may include, but not limited to: canonical evidence, fan-theory, personal theory, logical deduction and so forth.
- A Pillar comes in web, video, image, text, document formats, etc.
- A Pillar is a foundational part of a battle that may affect all other threads. Typically, a Pillar underpins most, if not all, propositions, arguments and stories in a battle. Unlike a Combat Thread, a Pillar uses information as the basis of argument and can therefore crossover and compound to any other thread. That means if a Pillar is definitive, pervasive and dominant in a battle it may boost all other propositions, arguments and stories as effective and weaken the opposing propositions, arguments and stories. Due to this fact, strong Pillars will increase the overall effectiveness of a Story Arc by raising the CSW probability of occurrence.
After a battle, a Judge attempts to form a primary unified whole Story Arc to dictate the final score. A Judge will evaluate and score each thread. The degree of damage a thread can have is dependent upon the Story Arc a thread falls under based on the CSW scoring system (see Agency Battle Data: Damage for more information).
HOW TO SCORE | AGENCY BATTLE DATA
Each agency uses the following in battle to keep score. All Battle Data is recorded in the Database:
After a battle, Judges will give each agency a Coin Reward:
- Hit Points [HP] | Total health of the agency.
- Damage | Thread(s) used to reduce HP (CSW dmg: 1-3-5).
- Armour | Passively blocks damage and protects HP.
- Repair | Intel Thread victory that restores HP after the score is tallied.
- Critical Points [CP] | 3CP/battle. A question attached to an argument doubles the damage it can deal if tagged "[CP]".
- X-Factor [X%] | Boosts the probability of effective Combat threads and increases a Debater's Experience.
- Text Limit | 7,000/post. Max number of letters (characters) that can be used in a single post. Spaces not included.
After a battle, Judges will give each agency a Coin Reward:
- Business Model | Select a model to earn coins based on your battle performance.
- Popular Vote | Earn bonus coins equal to the percentage of the Popular Vote.
- MVP | Earn bonus coins based on the most valuable and influential agent in the battle.
- Table Trait | Earn bonus coins based on one or more agents, utilities or the map's table trait.
HIT POINTS [HP]
HIT POINTS [HP] – 100HP PER SEASON
Hit Points signify only half of the total scoreboard; the other half is the total sum of all damage dealt throughout the season. At the beginning of the season, each agency is given a total sum of 100HP; if at any point an agency’s Hit Points drop to zero, that agency can no longer participate in battle and is out for the season. A Hit Point is reduced by damage and replenishes only if applicable. Each agency’s full Hit Point count is put into each and every battle unless specified. |
DAMAGE, aRMOUR AND REPAIR
DAMAGE
ARMOUR
REPAIR
|
DAMAGE
Damage directly corresponds to either a Combat Thread or an Intel Thread. The degree of damage a thread can deal is based on probability of occurrence. First, a Judge must determine if the thread May occur or Might occur. If the thread May occur, then it is determined weak, possible or improbable and therefore will deal no damage. If the thread Might occur, then it is determined strong, plausible or probable and therefore can deal damage under the Could-Should-Would Probability Scoring System ("CSW"):
ARMOUR Armour passively "blocks" damage. There may be some agents and utilities that contain the Table Trait: Armour. In other words, Armour subtracts damage from a HIT. Armour can apply to both Combat Threads and Intel Threads. REPAIR If you are able to prove and refute an Intel challenge posed against you, you will Repair (add) HP to your agency after the Judge tallies the score based on a CSW scoring system. Repairs can use Critical Points "[CPR]" in order to restore a higher number of Hit Points – please see Critical Point (CP) below. |
Critical Point [CP]
CRITICAL POINT – "[CP]"
In order to deal more damage from an argument you must convert it into a Critical Point [CP] by writing a question at the end of your argument to double the damage output. All CP’s double your damage output except for rhetorical questions, which are categorized as defensive actions. Each agency is given 3CP. One Critical Point (question) uses 1CP, which means the total number of times you can pose a question to your opponent is three unless specified. A single CP can have only one associated question attached to the direct question such as “And if so...” or “With that in mind…” as long as the associated question is related to the direct question otherwise it will be categorized as two separate questions and therefore two distinct Critical Points. Successfully damaging the opponent with a Critical Point is called a "Critical Hit". |
In order to use a Critical Point you must write “Critical Point” plus the number of Critical Points used “Critical Point 1” before the question in order for it to count as a Critical Point; abbreviations such as “[CP1]” are encouraged to preserve your text-limit. The ‘critical point’ here is that it needs to be blatantly obvious for both the opponent and Judges. Please identify and number all your Critical Points in order for it to count. For example:
CRITICAL COUNTERPOINT – "[CP-C]"
CP questions can be “parried” by completely refuting or redirecting the opposing argument with its question back at the opponent from whom it came to deal double the damage. In order for it to qualify as a Critical Counterattack, the answer to the question must be the complete opposite to the argument posed (a total 180° turn around) followed by another question related to that thread. Likewise to regular Critical Points, please identify and number all Critical Counterattacks in order for it to count. In this case, identify the opponent’s critical point and number followed by a -C: “[CP1-C]”. Here is a brief example of a Critical Counterattack:
CRITICAL POINT REPAIR – "[CPR]"
Critical Points can also be converted and used to Repair instead of deal damage called Critical Repair. In order to Critical Repair, the method is the exact same as a regular Critical Point, the only difference being that Repairs in and of itself are primarily Intel Threads and therefore require the agency to be defending a challenge from the opponent. Likewise to regular Critical Points, please identify and number all Critical Repairs in order for it to count. In this case, identify your critical point followed by an R: “[CPR1]”. As previously stated, rhetorical questions are not considered a critical point but as logical defensive actions, but Critical Repairs may at times appear or sound like rhetorical questions but will be substantiated as a Repair by virtue of the argument posed. Critical Repairs use 1CP.
IN ALL CASES
The CP question used to multiply damage or Repair must be posed at the opposing agency. If an agency uses more CP than available will not be counted. No form of Critical Point can be used on the final Sunday due to insufficient response time (please see Response Time above).
- Agency Y Critical Attacks X: “...Since Lefty is a floating hand and the Pillsbury Doughboy is extremely susceptible to tickles and belly button pokes, [CP1] how will the Pillsbury Doughboy prevent Lefty from tickling him? Lefty is the embodiment, nay antithesis, of the Pillsbury Doughboy’s one true weakness!”
- Agency X: “That’s nonsense! Mr. Doughboy would just block it with a spatula! In other news…”
CRITICAL COUNTERPOINT – "[CP-C]"
CP questions can be “parried” by completely refuting or redirecting the opposing argument with its question back at the opponent from whom it came to deal double the damage. In order for it to qualify as a Critical Counterattack, the answer to the question must be the complete opposite to the argument posed (a total 180° turn around) followed by another question related to that thread. Likewise to regular Critical Points, please identify and number all Critical Counterattacks in order for it to count. In this case, identify the opponent’s critical point and number followed by a -C: “[CP1-C]”. Here is a brief example of a Critical Counterattack:
- Agency X: “As discussed earlier, we both agree now the Pillsbury Doughboy can teleport, [CP3] how would Lefty be able to land an accurate poke?”
- Agency Y Critical Counterattacks X: “Lest we forget, the Pillsbury Doughboy loves to be poked – not only would Lefty land that poke, the Pillsbury Doughboy would welcome it openly! – The real question is: [CP3-C] Why wouldn’t the Pillsbury Doughboy let Lefty poke him?”
CRITICAL POINT REPAIR – "[CPR]"
Critical Points can also be converted and used to Repair instead of deal damage called Critical Repair. In order to Critical Repair, the method is the exact same as a regular Critical Point, the only difference being that Repairs in and of itself are primarily Intel Threads and therefore require the agency to be defending a challenge from the opponent. Likewise to regular Critical Points, please identify and number all Critical Repairs in order for it to count. In this case, identify your critical point followed by an R: “[CPR1]”. As previously stated, rhetorical questions are not considered a critical point but as logical defensive actions, but Critical Repairs may at times appear or sound like rhetorical questions but will be substantiated as a Repair by virtue of the argument posed. Critical Repairs use 1CP.
IN ALL CASES
The CP question used to multiply damage or Repair must be posed at the opposing agency. If an agency uses more CP than available will not be counted. No form of Critical Point can be used on the final Sunday due to insufficient response time (please see Response Time above).
EXPERIENCE + X-FACTOR [X%]
X% is broken into two categories: Debater Experience and X-Factor.
|
TEXT LIMIT [7K]
7,000 TEXT LIMIT
Each agency is given a default 7,000 letter (character) limitation per post. If you’re post exceeds the 7,000 letter limit, Judges may dismiss all content after that limit pending the Judges discretion. 7,000-letters is roughly equal to a 2-page standard word processing document with 2-inch borders and 12-point Calibri font. You can also purchase letter-boosting utilities in the Marketplace in order to increase your maximum letter-limit per post. |
Please be advised, the text limit is very much like a speed limit – it is flexible enough that you do not have to be exact so long as the damage related text is reasonably close to the limit. Also, posting a “quote” or picture and then citing your source material with a link does not typically occupy any letters if you have already isolated the reference in your argument, which is way more convenient for the Judges. However if you just claim something to be true and then post a Wiki link for the Judge to scrounge and dig to find what you’re talking about or if you post a link to a video (i.e. 30-minute episode) without stating what time the reference occurs, it will probably take up letters. Judges are not obligated to read an entire Wiki article or watch a whole episode you post, only the part you choose to reference.
COIN REWARD
BUSINESS MODEL
Before a battle, each debater must submit a Business Model with his or her starting lineup. A Business Model determines how a Judge calculates a debater's coins after a battle.
BONUS COINS
|
THINGS TO CONSIDER IN BATTLE
RANGE-DISTANCE IN BATTLE
In accordance to Assumption Criterion 7: "At the moment a battle begins an agent and utility are within close proximity to an agent and utility of the same agency and is at a visibly recognizable distance of an equal footing to the opposing agency unless specified by a Table Trait..” The statement a "visibly recognizable distance of an equal footing” is a relative range designed to best suit the needs of both agencies. In other words, it is not too close and not too far. However, for those who find comfort in definitive values and desire to further define this criteria, there are four definitive Range Modifiers you can purchase in the Marketplace:
HOW TO KNOCK-OUT (OR KILL) AN AGENT
The term KO means "Knock Out" and in the UFF the term TKO means "Total Knock Out". Judges hold the right to declare an agent KO ("injured") or TKO (“dead”) if:
If the Judges declare an agent "TKO", that agent is officially “dead” and out for the remainder of the season. Upon the TKO of an agent, all equipped utilities to that agent are consumed, discarded and destroyed. Agent TKO does not result in any form of coin exchange no matter how much that agent was worth.
In accordance to Assumption Criterion 7: "At the moment a battle begins an agent and utility are within close proximity to an agent and utility of the same agency and is at a visibly recognizable distance of an equal footing to the opposing agency unless specified by a Table Trait..” The statement a "visibly recognizable distance of an equal footing” is a relative range designed to best suit the needs of both agencies. In other words, it is not too close and not too far. However, for those who find comfort in definitive values and desire to further define this criteria, there are four definitive Range Modifiers you can purchase in the Marketplace:
- Melee Range (50m)
- Short Projectile Range (100m)
- Long Projectile Range (250m)
- Out-of-Range (1km)
- Some map utilities may confine the spatial dimensions even more (i.e. Warehouse, Oil Rig, Skyscraper, Statue of Liberty).
HOW TO KNOCK-OUT (OR KILL) AN AGENT
The term KO means "Knock Out" and in the UFF the term TKO means "Total Knock Out". Judges hold the right to declare an agent KO ("injured") or TKO (“dead”) if:
- the opposing agency presents an overwhelmingly large amount of evidence to prove why and how an agent would not survive,
- there is a severely insufficient amount of agent support in the majority of Combat Threads,
- there is one or more agents with an explicit and direct counter to a particular agent,
- there is a penalization on the table.
If the Judges declare an agent "TKO", that agent is officially “dead” and out for the remainder of the season. Upon the TKO of an agent, all equipped utilities to that agent are consumed, discarded and destroyed. Agent TKO does not result in any form of coin exchange no matter how much that agent was worth.
FEELING THE HEAT...
RETREAT!
Coward! During a match, agencies are permitted to opt out of the battle by stating, “RETREAT”. Retreating is not a forfeit, and can be tactical. Retreating results in a Hit Point reduction for the retreating agency by taking damage from the opposing agency called Retreat Cost. By stating the word “RETREAT” you are hereby declaring total withdrawal from the battle and can no longer post any form of argument from that point forward. All text contained on the same post as the declaration of “Retreat” is rendered and subject to the final tenth day posting rules (see Response Time above). There are three possible scenarios of Retreat:
- -10HP – First post of the battle is a Retreat – If Agency X poses “RETREAT” as the first post of the battle, Agency Y deals an automatic 10 damage to Agency X as the Retreat Cost and any penalization damage if applicable.
- -5HP – Second post of the battle is a Retreat – If Agency X poses one argument for the first post of the battle, and Agency Y responds with “RETREAT”, Agency X deals an automatic 5 damage to Agency Y as the Retreat Cost plus all damage dealt on the table and any penalization damage if applicable.
- -1HP – Both agencies post once before a Retreat – If Agency X or Y poses one argument on their first post, and then follows up with a “RETREAT” on their rebuttal (second, third or fourth post), the opposing agency deals an automatic 1 damage as the Retreat Cost plus all damage dealt on the table and any penalization damage if applicable. Both agencies are still able to deal damage from previous arguments before the declaration of Retreat.
FORFEITURE
FORFEITURE
Failing to submit starting lineup or respond to the opponent during a match results in forfeiture. In all cases, forfeiting a match must result in the sacrificial death of one agent and a self-inflicted 20 HP reduction.
- In the event of non-submission forfeiture, the battle may become an open forum pending the Commissioner’s discretion. Neither agency gains situational experience, bonus coins nor earns any X%; in this instance the Business Model automatically defaults to a Flat Rate.
- In the event of non-responsive forfeiture, the battle remains in tact until the full 10-days are complete. When the time limit expires, Judges proceed with the usual forfeiture procedure: neither agency gains situational experience, bonus coins nor earns any X%; in this instance the Business Model automatically defaults to a Flat Rate. The winning agency may also reference any and all such information presented in the match for future battles.
- Only the winning agency is permitted to re-challenge the forfeiting agency at a later date to replace the previous forfeiture record with a new score if possible or desired.
- Only the winning agency is permitted to re-challenge the forfeiting agency if the forfeiting agency is under new ownership, this too will also replace the previous forfeiture record with a new score.
CONTEND TABLE FAQs
WHAT IS THE POINT IN ASKING QUESTIONS? AND WHY DOES IT DEAL MORE DAMAGE?
Questions amplify your current argument into a Critical Point, which doubles the potential damage output. That means questions are simply you identifying the specific argument you want to deal more damage. This gives you more control over the value of an argument as opposed to the Judges always determining that for you.
Questions also force a direct response, which in turn stimulates flow and direction for the battle. By opening up the table to the opponent you're giving them an opportunity to rebuttal with a direct answer or with a counterattack. This by nature makes it more risky and difficult to use questions strategically to "Hit" the opponent. You give your opponent an open floor, so to speak, in order to attempt to deal more damage from a regular argument.
This is also why rheotrical questions do not count as a Critical Attack because you have already answered the question! The whole point of posing a question is to provide the opponent an opportunity to respond. Powerful questions can control and steer the course of a battle and possibly force the opponent to use up their character limit.
Questions also force a direct response, which in turn stimulates flow and direction for the battle. By opening up the table to the opponent you're giving them an opportunity to rebuttal with a direct answer or with a counterattack. This by nature makes it more risky and difficult to use questions strategically to "Hit" the opponent. You give your opponent an open floor, so to speak, in order to attempt to deal more damage from a regular argument.
This is also why rheotrical questions do not count as a Critical Attack because you have already answered the question! The whole point of posing a question is to provide the opponent an opportunity to respond. Powerful questions can control and steer the course of a battle and possibly force the opponent to use up their character limit.
DO all Questions deal damage?
No. Only questions related to the agents amplify damage and therefore questions not related to anything on the table can be casually dismissed pending the Judges discernment. If a question is unclear as to why it is significant or generally confusing to the Judges and is therefore questionable as a Critical Point (such as a question not identified as a critical point, "[CP1]"), it may also be casually dismissed pending the Judges discernment. Either way, all questions use CP except for rhetorical questions.
WHAT DOES IT MEAN TO BE "NIGH" BLANK SLATES?
First and foremost, one thing ought to be established: The UFF Federation is built on creativity, probability and assumptions. Judges must fill in the blanks and read between the lines in order to calculate could-should-would probability for a score! There is a misplaced cultural definition for what the phrase "blank slate" actually means. The term blank slate in everyday discourse is casually referred to as an individual who is some sort of empty-headed logic machine absent of opinion; this is certainly not the case. If a Judge were a "blank slate" according to that popular culture definition, than the Judges would not even be allowed to know Wolverine had adamantium claws until proven by the debater! In that case, every single detail would need to be proven to the extent that the league would lack its primary purpose: To be a fun hobby. Common sense and common knowledge are acceptable and essential to qualify a blank slate Judge. It is required of the Judges to possess basic secondhand knowhow of each agent competing in the season and deep understanding of the UFF Rulebook.
The word "nigh" was specifically chosen to account for the Judge's basic knowhow from beforehand and relative understanding of each universe, agent, utility and map in relation to the varying degrees of powers, abilities and the definitions of what those mean in each universe. For example, the phrase "peak human" may be interpreted at a greater capacity in the Marvel Universe than in the Star Trek Universe. It is obvious that Judges do not know each and every character with intricate knowledge, nor do we expect or want debaters to become Wiki-quoting-machines having to explain every single detail with extreme intimacy. There is always some common sense of assumption put forth into every match that both agencies and the Judges agree upon implicitly within the subtext. This is exactly why if a debater claims something that the Judge knows to be true or false without a shadow of a doubt, citations or references may not be absolutely necessary for the Judge to agree or disagree with that argument such as Wolverine has adamantium claws. As a debater, you are responsible for providing evidence in order to prove your point so the Judge's may learn what you know because there is a chance they may not know. This is also a factor for why the popularity of an agent increases coin value.
Having said all of that, this is not to say Judges implement their own beliefs and arguments into the matches, you as the debater still need to prove and articulate it, otherwise someone could just say, "I have Superman, therefore I win" and be right most of the time. The Judges need to know that you the debater are aware, understand and can apply the information as well, hence the importance of creativity. Judges are only permitted to implement their nigh knowhow or their basic secondhand knowledge into judgement unless the Judge absolutely knows an instance to be true or false without a shadow of a doubt. Judges must also be responsible for severe falsehoods and can penalize debaters accordingly, which can only apply if Judges are nigh blank slates. Judges must form opinions and interpret evidence as they see appropriate. Even in a court of law, the term blank slate is used to reference that Judges will not lean toward a final verdict before the trial begins, not that a Judge is absent of logic or knowledge of the trial! – Quite the contrary! The Judge is required to read all evidence prior to the court case. UFF Judges desire a justified outcome and the most probable truth to occur, not winners or losers.
The word "nigh" was specifically chosen to account for the Judge's basic knowhow from beforehand and relative understanding of each universe, agent, utility and map in relation to the varying degrees of powers, abilities and the definitions of what those mean in each universe. For example, the phrase "peak human" may be interpreted at a greater capacity in the Marvel Universe than in the Star Trek Universe. It is obvious that Judges do not know each and every character with intricate knowledge, nor do we expect or want debaters to become Wiki-quoting-machines having to explain every single detail with extreme intimacy. There is always some common sense of assumption put forth into every match that both agencies and the Judges agree upon implicitly within the subtext. This is exactly why if a debater claims something that the Judge knows to be true or false without a shadow of a doubt, citations or references may not be absolutely necessary for the Judge to agree or disagree with that argument such as Wolverine has adamantium claws. As a debater, you are responsible for providing evidence in order to prove your point so the Judge's may learn what you know because there is a chance they may not know. This is also a factor for why the popularity of an agent increases coin value.
Having said all of that, this is not to say Judges implement their own beliefs and arguments into the matches, you as the debater still need to prove and articulate it, otherwise someone could just say, "I have Superman, therefore I win" and be right most of the time. The Judges need to know that you the debater are aware, understand and can apply the information as well, hence the importance of creativity. Judges are only permitted to implement their nigh knowhow or their basic secondhand knowledge into judgement unless the Judge absolutely knows an instance to be true or false without a shadow of a doubt. Judges must also be responsible for severe falsehoods and can penalize debaters accordingly, which can only apply if Judges are nigh blank slates. Judges must form opinions and interpret evidence as they see appropriate. Even in a court of law, the term blank slate is used to reference that Judges will not lean toward a final verdict before the trial begins, not that a Judge is absent of logic or knowledge of the trial! – Quite the contrary! The Judge is required to read all evidence prior to the court case. UFF Judges desire a justified outcome and the most probable truth to occur, not winners or losers.
CAN ARGUMENTS NOT DEALT WITH ON THE NEXT POST DEAL DAMAGE EVEN IF PROVED WRONG LATER ON?
The Judges must assume the Battle Thread or Intel Thread is over and done with before calculating damage. By not posting a response to an attack explicitly, directly and immediately, the Judges may assume the matter is over and deal damage accordingly. This is not absolute, it just may occur.
The severity of the damage can however be reduced from a "would occur" 3-damage argument to a "could occur" 1-damage attack if you address the argument explicitly, directly and immediately and then provide battle or intel support for that response later in the match, it can in fact nullify all damage completely. This is a good reason to minimize the number of Battle Threads in a match so the Judges may connect the dots more easily. In short, be diligent.
The severity of the damage can however be reduced from a "would occur" 3-damage argument to a "could occur" 1-damage attack if you address the argument explicitly, directly and immediately and then provide battle or intel support for that response later in the match, it can in fact nullify all damage completely. This is a good reason to minimize the number of Battle Threads in a match so the Judges may connect the dots more easily. In short, be diligent.
What does the table trait mean to "steal" or "GATHER intel"?
Stealing agent intel is exactly what it sounds like: One agent in your agency has gathered information about one particular agent's previous experience from either before the UFF or the situational experience gained from battling in the UFF. This is essentially a form of awareness or cognitive prep-time, it does not necessarily modify iconic prevalent arsenal, grant precognition, psychic powers or guarantee movement prediction. It just simply allows the Intel stealing agent to know about one agent they're facing if they had not known them before. The same applies for gathering intel on maps. Stealing or gathering intel must be contained within the limits of the agent at large as not to break Assumption Criterion 6 (AC6) or AC7.
Now it ought to be said, scarcely are things absolute on the table, certain aspects and scenarios are usually just more probable than others. This means that stealing intel about one agent is not always definitive, the intel gathered is only as useful as you make it. For example, if you choose Agent X to steal intel about an opposing agent and you post poor evidence in regards to that stolen intel, your agent gathered "bad intel", so to speak, in order to be congruent with AC1. Don't hate the table trait!
On a final note, "stealing intel" may be prevented by some agent table traits, but "gathering intel" is not.
Now it ought to be said, scarcely are things absolute on the table, certain aspects and scenarios are usually just more probable than others. This means that stealing intel about one agent is not always definitive, the intel gathered is only as useful as you make it. For example, if you choose Agent X to steal intel about an opposing agent and you post poor evidence in regards to that stolen intel, your agent gathered "bad intel", so to speak, in order to be congruent with AC1. Don't hate the table trait!
On a final note, "stealing intel" may be prevented by some agent table traits, but "gathering intel" is not.
Are the agents aware BEFORE THE BATTLE that they are going INto battle?
Yes. Absolutely. Obviously. This is the basic premise of the entire league. Agents appear on the map anticipating a battle. However, if two agents who were allies from before the UFF meet on the battlefield, it could be argued that neither agent would fight the other. This is up to your discretion as the debater.
Can an alliance be made between two agencies on the table?
Yes, if you argue it effectively. Having said that, this tactic does not guarantee you will not take damage. If you choose not to fulfill the question, "would would win in a fight?", Judges will ask "who has the better team?" and other similarly related questions in order to deal damage and prevent 'hack-like' attempts to salvage HP. It is however probable that the battle will most likely end in a draw, so to speak, due to intent of action.
Morale decides fights, not alliances. Morale only applies in conflict scenarios and therefore does not apply to alliance type situations. In the event that two agents engage in friendly action, both agencies will take equal damage if any since Morale is no longer in affect.
Morale decides fights, not alliances. Morale only applies in conflict scenarios and therefore does not apply to alliance type situations. In the event that two agents engage in friendly action, both agencies will take equal damage if any since Morale is no longer in affect.
WhAT are the agents DOING in between battles?
Agency's are permitted to write a short story (with chapters) to "fill in the gaps" for behind the scene instances. However, what the agents are doing between battles is like asking what the agents are doing between comics or movies – it's just unnecessary. You don't need to explain or know every single detail of their lives. Agents could be recovering, preparing or practicing in anticipation for another battle to come.
Are vehicles included as iconic prevalent arsenal?
Vehicles are never included as iconic prevalent arsenal; all vehicles must be specified in the agent’s Table Trait. An agent's arsenal is more so defined by what can be held by that agent at all times.
"ICONIC PREValent", what does it mean?
"Iconic prevalent form" is the UFF way of preventing debaters from using agents who obtain God-like powers for a short period of time in order to best reflect each agent's everyday form, which is often up for debate. This also implies a sort of "averaged-out" or composite version for agents who may have a multiplicity of iconic prevalent forms such as Optimus Prime or Batman.
As far as iconic prevalent arsenal is concerned, Batman iconically always holds kryptonite in the event that Superman has to be contained. Even though he may not use it often, it is fair to assume he holds it often. However, the "iconic prevalent" criteria does not grant Batman the Alphabet Soup Detector even though he may have used it in one show iconically, it remains to be a common persistent element of the Batman series. Likewise, this also applies to agents with an innate ability or hidden power that is not commonly used but is still possible for that agent to use. Having said that, the likelihood of using a rarely accessed ability is once again less probable unless proven otherwise. There may be a situation or circumstance that takes place in a UFF battle that is strikingly similar to an event that took place previously in an agent's own series, which may grant the agent access to those less probable abilities. On the other side of the coin, if an agent is dependent upon external conditions to access an ability such as controlling trees, that agent is most likely map dependent and may not be able to access such power in all maps.
The point of "iconic prevalent" is not to restrain you or make an agent "vanilla", so to speak, it is to separate the most probable from the least probable and to prevent conditions that would more than likely never happen twice such as Spawn obtaining the power of both God and Satan.
As far as iconic prevalent arsenal is concerned, Batman iconically always holds kryptonite in the event that Superman has to be contained. Even though he may not use it often, it is fair to assume he holds it often. However, the "iconic prevalent" criteria does not grant Batman the Alphabet Soup Detector even though he may have used it in one show iconically, it remains to be a common persistent element of the Batman series. Likewise, this also applies to agents with an innate ability or hidden power that is not commonly used but is still possible for that agent to use. Having said that, the likelihood of using a rarely accessed ability is once again less probable unless proven otherwise. There may be a situation or circumstance that takes place in a UFF battle that is strikingly similar to an event that took place previously in an agent's own series, which may grant the agent access to those less probable abilities. On the other side of the coin, if an agent is dependent upon external conditions to access an ability such as controlling trees, that agent is most likely map dependent and may not be able to access such power in all maps.
The point of "iconic prevalent" is not to restrain you or make an agent "vanilla", so to speak, it is to separate the most probable from the least probable and to prevent conditions that would more than likely never happen twice such as Spawn obtaining the power of both God and Satan.
Situational Experience vs. past experiences in canon
The UFF Multiverse is an alternative reality, which means that you take the iconic prevalent form of an agent, along with their iconic prevalent friends and foes, and place them into a brand new environment. Authors and storytellers use this method to create new stories with classic characters in different settings (i.e. converting a comic strip into a movie). This also correlates to most of the agents in the UFF who are bound to multiple timelines with varying forms.
In the UFF, agents are permitted to gain "situational experience", which means they experience new contexts, conditions and agents, and therefore grow and learn as they participate in battles. In a sense, this is story building with multiple authors (debaters). These experiences in the UFF however do not outweigh canonical evidence, but they can strengthen or weaken its probability if the context and condition are similar or different.
As far as canonical experiences are concerned, it would be inappropriate to classify each agent's original universe as a "past experience"and that those past experiences affect how each agent participates in battle, even though to an extent it is especially in relation to AC4, AC5 and AC7. With respect to the multiverse, the point in time of which the "universes collided" is up for debate and can be cleared up by AC1 or writing a Backstory. You might be wondering: Why are we attempting to avoid the previous universe as a past experience? Well for good reason. For example, someone could argue Agent X has fought and lost to Agent Y before, and the rebuttal could be, "Well, Agent X has learned how to deal with Agent Y from losing to him in the past and therefore can now figure out how to beat him". This frankly should not be so. In order to weave all timelines from across all the universes we ought to adopt the principle that past experiences do not compound and that the UFF Multiverse does not take place in the future. Logically, in a collision of universes with no definitive point in time, how could it? Past and futures are irrelevant. And if it were so, agents that iconically died would remember dying. It ought to be said that what would supposedly be a 'past experience' is actually canonical evidence for why "Agent Y beats Agent X", meaning that if these two agents were to meet on the battlefield and the context and conditions are similar, the probability that Agent Y will beat Agent X is higher, which promotes a greater sum of counters throughout the UFF Multiverse.
Therefore in cases where there is a crossover battle, where Agent B beats Agent C, and Agent B and C are not iconic prevalent rivals and never meet again elsewhere, it should be argued that this event is not imbedded into their memory. However, if they were iconic prevalent rivals, than perhaps Agent C could figure out how to beat Agent B if the conditions are different! Agents with iconic prevalent partnerships and rivalries would fall under AC7 such as Batman is an iconic prevalent member of the Justice League and Spider-Man's iconic prevalent rival is Venom, and that both Batman and Spider-Man would not know each other outside of the UFF Multiverse regardless of a previous crossover comic.
In the UFF, agents are permitted to gain "situational experience", which means they experience new contexts, conditions and agents, and therefore grow and learn as they participate in battles. In a sense, this is story building with multiple authors (debaters). These experiences in the UFF however do not outweigh canonical evidence, but they can strengthen or weaken its probability if the context and condition are similar or different.
As far as canonical experiences are concerned, it would be inappropriate to classify each agent's original universe as a "past experience"and that those past experiences affect how each agent participates in battle, even though to an extent it is especially in relation to AC4, AC5 and AC7. With respect to the multiverse, the point in time of which the "universes collided" is up for debate and can be cleared up by AC1 or writing a Backstory. You might be wondering: Why are we attempting to avoid the previous universe as a past experience? Well for good reason. For example, someone could argue Agent X has fought and lost to Agent Y before, and the rebuttal could be, "Well, Agent X has learned how to deal with Agent Y from losing to him in the past and therefore can now figure out how to beat him". This frankly should not be so. In order to weave all timelines from across all the universes we ought to adopt the principle that past experiences do not compound and that the UFF Multiverse does not take place in the future. Logically, in a collision of universes with no definitive point in time, how could it? Past and futures are irrelevant. And if it were so, agents that iconically died would remember dying. It ought to be said that what would supposedly be a 'past experience' is actually canonical evidence for why "Agent Y beats Agent X", meaning that if these two agents were to meet on the battlefield and the context and conditions are similar, the probability that Agent Y will beat Agent X is higher, which promotes a greater sum of counters throughout the UFF Multiverse.
Therefore in cases where there is a crossover battle, where Agent B beats Agent C, and Agent B and C are not iconic prevalent rivals and never meet again elsewhere, it should be argued that this event is not imbedded into their memory. However, if they were iconic prevalent rivals, than perhaps Agent C could figure out how to beat Agent B if the conditions are different! Agents with iconic prevalent partnerships and rivalries would fall under AC7 such as Batman is an iconic prevalent member of the Justice League and Spider-Man's iconic prevalent rival is Venom, and that both Batman and Spider-Man would not know each other outside of the UFF Multiverse regardless of a previous crossover comic.
CONTEND TABLE TIPS
- Newcomer Disclaimer! Without breaking Assumption Criterion 6, even though the Debater is technically dictating everything the agents do and say, the objective is to think like your agents and not how you want the agents to think – this is Creative Writing 101. Debaters cannot have direct interaction on or off the table with any agent unless specified.
- Turn-Based Table Talk! The UFF is a turn-based debate game, meaning if you do not deal with attacks immediately, explicitly and directly on your next post you may take damage.
- Play the Clock! Having the first and last word can be very beneficial. Before you post, consider the best time to do it. But don't cut your response time too close to the wire, if the system processes your message late you only have yourself to blame. – Play it smart.
- Explain Yourself Clearly! Be clear and concise. Always make sure to explain why and how you came to a conclusion. The Judges may not always be able to connect-the-dots for you, so if it is not clear, it may be disregarded, which means any implications and insinuations mentioned in passing may go unnoticed. Focus and articulate your points clearly, concisely and directly for maximum effectiveness. If the Judges are unable to understand what you are attempting to argue and why, your whole point may be casually dismissed as ineligible.
- Cite Your Sources! People bluff, lie and embellish on the table all the time. By referencing and citing your sources it helps establish your argument as more probable and true and not just hearsay.
- Use Direct Evidence! Obviously Judges favour canonical sources (i.e. DC comic books, Marvel database and website, Disney movies, etc.) over fan-made theory and secondhand source cites (i.e. Wiki, Comicvine, etc.). Needless to say, the interpretation of the evidence is still up for debate.
- Pose Critical Points at Weak Points! Base your questions on a solid foundation. Build a strong argument with cited sources and pose a question to potentially deal the most damage.
- Support Your Critical Points! Strategies that utilize Team Chemistry (agents working together to form a strategic play or logical outcome) can be used to support the probability of dealing damage or blocking it.
- “Ride The Wave” of Solid Arguments! Once that argument is used up, effective or not, you will need other arguments to do more damage and defend your HP. Therefore you could “ride the wave” of a really effective argument previously established on the table as true in order to support and substantiate your future arguments.
- Number Your Questions! Please identify and number your questions in order for both you and the Judges to keep track of your Critical Points [CP] – this is a mutually beneficial process.
- Context! Context! Context! Always examine the conditions and context surrounding a feat, power and ability. Things are not always what they seem to be on the table.
- Be Strategic, Yet Creative! Creativity is the bedrock of the UFF Federation and Multiverse. In a mishmash of universes, using facts to substantiate creative arguments is one of the key factors for edging out the competition.
- Agents Are Not Avatars! It is critical to remember, try not to think on behalf of the agent nor project how you think, feel and believe into the mind, heart and nature of an agent. It can be used against you. This is the most commonly broken rule by newcomers in the UFF (AC6).
- The Past Is Up For Debate! Even though two agencies may agree upon something as true in a pervious battle, it does not mean it would be true for the entire UFF season. You are free to reference and reuse arguments from former battles, but do not assume such arguments would be true or equally as effective since the conditions, context and opponent may have changed.
- Be Diligent! Be wary of what you choose to ignore and even more what you choose to concede because what both agencies agree upon as true is true and may go unquestioned by the judges.
- Beware Of Dependency Arguments! Some arguments can consume the heart of a battle. In fact, at times a central argument can become the ‘keystone’ of the entire match where all other arguments are contingent on that central argument in order to be effective, to the point where if that central argument were to fall a clear winner would be at hand. Pay attention if either you or your opponent relies on an underlying argument directly or indirectly through a chain of dependencies. The strength of these foundational central argument(s) may affect all other dependent arguments. And like all things: the bigger it is, the harder the fall.
- Maps Matter! Maps can be one of the most resourceful and powerful argument tools for your agents. Not only can you gain Intel about unknown places, but also the Ultiverse is listed as the only map with a true melting pot of functionality and physics. All things are arguable!
- Make a Case, Not a Claim! The definition of argumentation is, “the setting forth of reasons together with the conclusion drawn from them.” Multiple reasons build an argument; a reason is not argument in and of itself. If you just claim things to be true, it is also equally untrue without proper support: evidence, theory, strategy and logic. Without any of that, it may be difficult for a Judge to interpret why and how your point is significant. Word of advice, if someone just makes a claim about your agents an equally valid response is to just claim that those claims are invalid. You have to prove it!
- Code Red! Error Alert! If you make a mistake, accidently post an argument to quick and forgot to attach a link, if there is a system error or just have a general technical issue – fret not! You have a 15-minute window to post any additional information you need in the Reply section (letter limit will rollover).
- Say What You Mean! Be careful not to pose a self-contradictory combat thread. If you make an agent move or react in a way that contradicts or is inconsistent with previous movements, the Judges will side with what you posted first. Much like Chess, once your finger has left the piece you can’t take back the move.
- Be Careful What You Say! Do not assume the opposing agents are simply standing still or bend to your team’s will. This style of writing can and will be used against you. Agent reacting to such actions posted by the opponent can be very effective in dealing damage if legitimized via evidence or logic.
- Could vs. Would-Should! Nearly infinite things could happen on the table – proving whether or not that these instances would and should occur is where the true battle lies.
- Thread Sturdy Foundations! When creating a combat Thread consider why your agents are engaging the opponents. A faulty reason for why your agents will engage the opposing agents could bust your own combat thread, and a logically debunked thread can deal serious damage. Think like your agents, not like you!
- Step In Their Shoes! Before making a post or rebuttal, consider reading and writing all posts from the opponent’s perspective instead of yours. You may be able to recognize potential places for miscommunication, flaws and even more strategic ways of approaching the situation. Remember, Judges have to do this too – think like a Judge!
- Damage Dealer! The most effective way to deal damage is to prove how some attribute or ability of your agent(s) would and should overwhelm or exploit an attribute or ability of your opponent's agent(s).
- Mark the Time! When referencing video evidence, please mark the point of time in the video (i.e. 1m 27s). This makes your argumentation easier to follow.
- Get guys you know! Then get ringers who you want to learn about. This method helps prevent newcomers from breaking AC6.
- We’re Not Elephants! Judges are permitted to remember instances from previous battles, but with all the battles they have to judge they can at times forget – they’re only human. By referencing and highlighting previous battle cases you’re ensuring the judge won’t forget.
- Your Agents can still be Red-Listed! Watch out for bluffing too hard with unreasonable claims or using one-time occurrences as iconic prevalent absolutes – if an agent is over-powered, even if you own them, they can still get Red-Listed.
- Thread Wisely, My Friends! All evidence, strategy, theory and logic needs to be “threaded together” or just simply stated in way that shows unification of concepts for your own protection as a debater – the judge may not be able to understand what you mean or make deductions, inductions or just simply jump-to-conclusions based on information given if the agency itself did not realize, present and therefore thread that information together for themselves.
- You May Know More Than Us! It’s easy to forget that the Judges may not know the intimate details of your agents if any – always remember to be clear.
- Try Walling! "Walling" is a term used in battle if you build up a staggering amount of evidence as a means of protection or to redirect your opponents arguments elsewhere. The opponent may not have the letter limit to be able to dismantle the wall!
OFF THE TABLE
Off the table actions occur before and between a battle unless specified. Here's what you need to know:
AGENCY PROFILE
Each profile is manually updated by the Commissioner. Contact the Commissioner for more information.
FIRST MOVE FUND
Before or between a battle, a debater can invest coins into who will move first in the battle
MAP INVESTMENT
Before or between a battle, a debater can invest coins into one of his or her maps.
MISSION STATEMENT & BACKSTORY [OPTIONAL]
By having either a mission statement or backstory a debater extends his or her story arc on the table and opens up the possibility to have stronger X-Factor (X%).
AGENCY BANKRUPTCY
If at any point during the UFF Season an agency is reduced to only 2 usable agents and therefore cannot participate on the table and that agency has no more coins to buy more agents, that agency is declared “bankrupt” pending the Commissioner’s discretion. That agency can no longer participate in the UFF Season.
FIRST MOVE FUND
Before or between a battle, a debater can invest coins into who will move first in the battle
- A die is rolled to determine who moves first on the table (evens v. odds). Agency’s can invest coins into their First Move Fund which will increase the probability of who moves first. For every 10-coins put into an agency’s First Move Fund an additional face on the die is earned. When you submit a Battle Roster, select who you want to move first: You or Opponent. You are permitted to un-invest a maximum of 50-coins at a time between battles.
MAP INVESTMENT
Before or between a battle, a debater can invest coins into one of his or her maps.
- A die is rolled to determine which map will be used on the table (evens v. odds). If you invest coins into your map(s) it will increase that map(s) probability of being on the table when the die is rolled. For every 10-coins put into a specific map an additional face on the die is earned for that specific map. You can invest coins into your own map (and other agency maps). Once a map is purchased, the total sum of coins used to purchase that map is invested into the map. You are permitted to un-invest a max of 50 coins at a time between battles.
MISSION STATEMENT & BACKSTORY [OPTIONAL]
By having either a mission statement or backstory a debater extends his or her story arc on the table and opens up the possibility to have stronger X-Factor (X%).
- [Optional] Mission Statement. A written declaration or representation of your agency's core values and vision (i.e. moral alignment). Agents are aware of the mission statement. A mission statement is supportive and subject to argumentation.
- I.e. if the DreamTeam consists of Pillsbury Doughboy, Lefty and Tony the Tiger, their mission statement might read, “to provide affordable nourishment and feed the hungry at all costs”. This could-should-would align with each agents’ essential moral nature. However, if the mission statement were to read, “to kill for the hell of it,” it may be in contradiction with each agent's essential moral nature and thus be subject to argumentation, if possible or desired.
- Mission statement text limit: 200 letter max
- [Optional] Backstory. A short backstory about your agency's initial formation and may progress throughout the season. A story can act as a supportive role for an agency's mission statement, X-Factor, Combat thread and Intel thread used in battle. Therefore each backstory can be used as support for argumentation and is subject to debate. As the season progresses, you are permitted to write one or more updates or chapters that occur between each battle.
- Backstory: Introduction text limit: 3,500 letter max (no spaces)
- Backstory: Chapter text limit: 1,000 letter max (no spaces)
AGENCY BANKRUPTCY
If at any point during the UFF Season an agency is reduced to only 2 usable agents and therefore cannot participate on the table and that agency has no more coins to buy more agents, that agency is declared “bankrupt” pending the Commissioner’s discretion. That agency can no longer participate in the UFF Season.
MARKETPLACE
Everything in the Marketplace is unique and requires coins to purchase: agents, utilities and maps. Return policy: 50% coin exchange. Agency's can only exchange a maximum of one agent, one utility and one map between battle weeks. Please request a purchase in the Nexus and the Commissioner will authorize the transaction. Before buying in the Marketplace, here's what you should know:
- Black-listed agent, utility or map is standard.
- Grey-Listed agent, utility or map is under review.
- Gold-listed agent, utility or map is uber-tier.
- Red-listed agent, utility or map is not permitted in battle due to either game-breaking abilities or capacities that go beyond the uber-tier spectrum with nearly unlimited potential compared to the other agents, utilities or maps in the UFF. As a word of caution, attempting to argue or prove that your agent, utility or map is equal to a Red-Listed agent, utility or map may result in Red-Listing your own agent, utility or map mid-season with no coin exchange (please be reasonable).
- Agents may or may not reappear in the Marketplace after a KO or TKO.
- Utilities may or may not reappear in the Marketplace after consumed.
- In the event that an agent holding a utility suffers a KO or TKO during a battle, all equipped utilities are consumed.
NEXUS
The Nexus is the official spot where all UFF competitors connect for any and all agency-to-agency and Marketplace transactions. All actions are public and timestamped.
WHEN CHALLENGING...
Agencies can freely propose, accept and decline battle challenges throughout the season. Each agency must decide upon a preferred Table and Table Slot under Timeframes. Once a Table and Table Slot is agreed upon by both agencies a battle forum will be custom made for your battle. Just know:
- Challenge, accept, decline and schedule battles
- Buy, sell or trade agents, utilities and maps (i.e. Marketplace, agency-to-agency)
- Invest coins (i.e. Map Investment, First Move Fund)
WHEN CHALLENGING...
Agencies can freely propose, accept and decline battle challenges throughout the season. Each agency must decide upon a preferred Table and Table Slot under Timeframes. Once a Table and Table Slot is agreed upon by both agencies a battle forum will be custom made for your battle. Just know:
- Rule: An agency cannot propose or accept a challenge from the same agency twice unless specified by the Commissioner.
- Recommendation: We strongly recommend each agency propose and accept 1 challenge per table slot (timeframe) and do not even attempt to have more than one Contend Table in the same slot.
Ultimate Fantasy Fighting Federation © 2007-2019
Ultimate Fantasy Fighting Federation © 2007-2019 | Sponsored by Garafraxa Film & Media Group