ULTIMATE FANTASY FIGHTING
RULEBOOK
-
BASICS
-
HOW TO BATTLE
-
HOW TO SCORE
-
BETWEEN BATTLE
-
FAQ, TIPS & MORE
<
>
OVERVIEW
You, the debater, will use coins to purchase agents (i.e., Batman, Wolverine, Mario, etc.), utilities (i.e., Fire Flower, Poké Ball, Excalibur, etc.), and maps (i.e., New York City, Dagobah, Hyrule, etc.) to create an agency. 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. Debaters will face-off throughout the season in strategic yet creative turn-based battles of argumentation and story control.
The main object of a battle is to convince the Judge through story and argumentation that your agency Could, Should, or Would win the battle. There are a variety of ways a debater can battle. Generally, a debater will use his or her agents, utilities, and the map to write a short story or account about how each team will engage in combat, and then will use arguments, evidence, theory, logic and so forth to prove it will happen the way described. The opponent will do the same. A debater can also just prove, in a general and overarching sense, why his or her team would win irrespective of a story. May the best arguments win!
After a battle is over, the Judge will compare and contrast all information from the battle and thread together a chronological sequence of events or Story Arc to determine a final score. Once the Judge decides the final verdict, debaters will receive a Coin Reward based on their performance and desired Coin Strategy (see How to Score > Coin Reward).
Before the next battle, debaters can use coins earned from battle to buy, sell, invest, and trade assets (agents, utilities, and maps) with the Marketplace or other debaters. They can also write short backstories or dossiers to strategically help their next battle, if desired.
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 through story and argumentation that your agency Could, Should, or Would win the battle. There are a variety of ways a debater can battle. Generally, a debater will use his or her agents, utilities, and the map to write a short story or account about how each team will engage in combat, and then will use arguments, evidence, theory, logic and so forth to prove it will happen the way described. The opponent will do the same. A debater can also just prove, in a general and overarching sense, why his or her team would win irrespective of a story. May the best arguments win!
After a battle is over, the Judge will compare and contrast all information from the battle and thread together a chronological sequence of events or Story Arc to determine a final score. Once the Judge decides the final verdict, debaters will receive a Coin Reward based on their performance and desired Coin Strategy (see How to Score > Coin Reward).
Before the next battle, debaters can use coins earned from battle to buy, sell, invest, and trade assets (agents, utilities, and maps) with the Marketplace or other debaters. They can also write short backstories or dossiers to strategically help their next battle, if desired.
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.
HOW TO GET STARTED
If you wish to join the UFF Federation, then go to the Contact page and select "Enlist for the UFF Federation" and submit the form. The Commissioner will contact you to accept or decline your application. If accepted, then you have the opportunity to participate in the Live Auction-Draft (LAD) and select your team for the upcoming season.
- Each agency starts the season with 1,000-Coins that will be used in the Live Auction-Draft to buy assets (agents, utilities, and maps). Like any auction, the Commissioner will read assets out loud while each debater bids coins to purchase desired assets. There are massive discounts at the LAD only. All remaining free agents, utilities, and maps will be available in the Marketplace.
- During the LAD, debaters must fill a minimum of 3 agent slots (a single agent slot may hold one or more agents, i.e. Donkey Kong + Diddy Kong).
AFTER THE LAD, COMPLETE YOUR PROFILE
After the LAD, complete your agency profile to optimize your team for battle:
- Agency Name (i.e. "DreamTeam"). Your agents are not necessarily aware of your agency name.
- Captain (i.e Captain America). Lead your agents into battle the right way! You are permitted to switch Captains between battles.
- Backstory/Dossier. A short backstory or dossier about your agency can be strategic for battle. For instance, it can show how the team was formed, create a strong team bond and greater sense of purpose, giving agents experience with a utility before battle, create fan theory to support your battle motives, and so on. A strong backstory or dossier is a real game-changer.
- For further information, see How To Battle > Story Arc & Character Development as well as Between Battle > Story Development. For example, click here to see the Commissioner's agency profile from the 2016-17 Season.
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 and fill out the Start a League form. The Commissioner will contact you shortly after on your next steps.
THE FIRST TERMS YOU NEED TO KNOW
Debaters battle each other across the proverbial table. Debaters place a map on the table and then place the remaining assets (agents and utilities) in the map (story world). An asset may have a Table Trait, which gives it a special ability or advantage only the debater is aware about. As a rule of thumb, everything in the UFF can be broken down into two types: Diegetic and Non-Deigetic. Diegetic is inside the fictional story and world. Non-diegetic is outside the fictional story and world. Here are the basic terms and how they work:
TABLE
The table is non-diegetic – the assets are not aware the table exists. Every battle is played on a "table". A table hosts the battle and, therefore, holds a map and the remaining assets each debater brings to battle.
FORMAT
There are different ways to battle, which can be as casual or competitive as you, the debaters, make it. Debaters will choose a battle format: Forum (default or standard) or Live (in-person or video call). A battle by default takes place in an online forum format, but can also be played live if debaters choose to do so. Live battles are a one night live debate that takes place face-to-face.
KIND
Once a format is chosen, debaters will then choose the battle to be an Open or Closed Table:
TYPE
Once a Table is decided to be Open or Closed, the type of Table can be chosen:
*By default, every battle in the Official UFF Season is a Forum Closed Duel, with forfeiture exceptions only. Competitors can opt into a Live format with Closed Doubles, Open Duel, Open Doubles, or Scuffle if all participating debaters agree.
FORMAT
There are different ways to battle, which can be as casual or competitive as you, the debaters, make it. Debaters will choose a battle format: Forum (default or standard) or Live (in-person or video call). A battle by default takes place in an online forum format, but can also be played live if debaters choose to do so. Live battles are a one night live debate that takes place face-to-face.
KIND
Once a format is chosen, debaters will then choose the battle to be an Open or Closed Table:
- Open Table (Casual)
A free-for-all battle between 2 to 4 agencies where anyone in the UFF can debate and participate in the on-going battle. On Open Tables, the participating agencies will alternate their first turn by posting a brief opening statement. Debaters are also permitted to modify and customize the conditions of battle in any way, shape, or form. (For instance, debaters can agree to begin the battle in the midst of war during the Battle of Helm's Deep.) Open Table is perfect for a casual, open forum style battle. - Closed Table (Competitive)
A turn-based strategy battle between 2 to 4 agencies only, which restricts the battle participants to the debater(s) of the competing agency's alone. On a Closed Table, each agency will alternate turns throughout the battle. A Closed Table is perfect for a strategic, creative, and competitive way to battle. It is, arguably, the most sophisticated fantasy battle online, as one competitor called it "the Chess of VS Battles and the martial arts of rhetoric," and another emphatically remarked, "Law students should battle in the UFF in order to pass the bar".
TYPE
Once a Table is decided to be Open or Closed, the type of Table can be chosen:
- Duel
Two agencies only compete against one another.
Click here to see a Closed Duel from the 2016-17 Season.
- Doubles
Two agencies join forces against one or two opposing agencies by mixing their team together.
Click here to see a Closed Doubles battle from 2018-19 Season. - Scuffle (Open) [Forum Format]
A free-for-all battle for anyone with no agencies or primary debaters (i.e., Choose Your Champion). Metagame only.
Similar to other online battles such as VS Battles or Who Would Win forums.
*By default, every battle in the Official UFF Season is a Forum Closed Duel, with forfeiture exceptions only. Competitors can opt into a Live format with Closed Doubles, Open Duel, Open Doubles, or Scuffle if all participating debaters agree.
MAP
A map is diegetic. A single map is placed on the table; the battle will take place on the map. Each agency begins the season with the same map: The Ultiverse. According to the UFF Prologue, it is the "collision point" of the UFF multiverse, which makes it the purest fusion of functionality and physics for all assets.
- By default, all assets in your agency immediately gain experience and knowledge of the map you own.
- Be default, the map's universe determines the physics and functionality of all assets in the battle.
- By default, all lifeforms, civilians and wildlife alike, on a map are considered to be part of the background, vibe, or ambiance of the battle, whereas the assets placed on a map are considered to be in the foreground of the battle. Lifeforms are there but not immediately present when the battle begins.
- By default, a map will not contain pre-existing agents listed in the UFF Marketplace, such as Batman in Gotham City, nor will it contain any supporting roles, side characters, or utilities from its respective universe not listed in the UFF Marketplace, such as Mary Jane Watson or the Infinity Stones in New York City.
AGENT
An agent is diegetic. An agent is a character from a fictional universe.
- By default, each agent can only hold 1 utility.
- A single agent slot may hold more than one agent (i.e. Donkey Kong + Diddy Kong). See Slot below.
UTILITY
A utility can be either diegetic or a non-diegetic. A utility is any item that only an agent or map holds. Utilities can be supplies, weapons, tools, skills, upgrades, backstories, and battle stat modifications used on or off the table. There are 3 kinds of utilities: Agent, Map, and Debater.
- By default, a single agent can only hold 1 utility and a single map can only hold 1 map utility.
- Only an agent or a map can hold a utility. A debater cannot hold a utility.
- 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.
- All utilities are diegetic except the Debater utility, which is non-diegetic. If an agent or map is 'holding' a debater utility, then the utility itself will only apply to the debater(s) and the agent 'holding' the utility will never know or perceive the utility.
TABLE TRAIT
A Table Trait is non-diegetic with diegetic effects. A Table Trait is a condition, modification, or supplementation bestowed to an asset (agent, utility, or map). A Table Trait will be proceeded by the following tag to indicate its role or function:
- [ON] Refers to “on the table” instances. All actions occur during a battle (debate).
- [OFF] Refers to “off the table" instances. All actions occur outside of a battle (i.e., Marketplace, investment, etc.).
- For example, "+1HP for each Repair" indicates an additional Hit Point for each Repair made for the particular agent only and therefore does not apply to the entire agency.
SLOT
The slot is non-diegetic. A slot holds "stuff”. Each agency will hold agents and maps. Agents and maps will hold utilities.
[OFF] Off the Table:
[ON] On the Table:
Additional Agent Slots (+2 max), Auxiliary Asset Slots (+1 max) and Utility Slots can be purchased in the Marketplace.
[OFF] Off the Table:
- By default, each agency has 9 Agent Slots max.
- By default, each agency has 9 Map Slots max.
- By default, each agent and map has 1 Utility Slot unless specified (i.e. Backpack utility)
[ON] On the Table:
- By default, 1 Table holds 1 Map
- By default, 1 Map holds 3 to 4 Agent Slots per agency (i.e., Agent Battle Slot utility)
- Be default, 1 Map holds 1 Auxiliary Asset Slot per agency
- By default, each Agent and Map has 1 Utility Slot unless specified (i.e. Backpack utility)
Additional Agent Slots (+2 max), Auxiliary Asset Slots (+1 max) and Utility Slots can be purchased in the Marketplace.
HOW THE SEASON WORKS
A season is a double-elimination tournament. Each agency that wins will move to the upper bracket and each agency that loses will move to the lower bracket. The agency with the highest score differential in the upper bracket will then battle the agency with the lowest score differential. When an agency loses twice, they are out of the tournament. The cycle will continue until two agencies meet in the final Championship Battle. The debater that claims victory in the Championship Battle will be crowned the “Ultimate Champion”.
The average length of a UFF season is 2 to 5 games that run for 2 to 3 months.
The average length of a UFF season is 2 to 5 games that run for 2 to 3 months.
Championship Battle – Qualifications & REGULATIONS
- Championship Battle is a Closed Table only unless specified by all parties.
- Winner of the battle is determined by the agency that deals the most damage plus the total sum of repair.
- The total remaining Hit Points will rollover from the season into the Championship Battle where the two agencies must complete in “sudden death” battle. Therefore, 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.
- A forfeiture results in an immediate disqualification from the Championship Battle.
- In the event of a draw, the agency with the highest total X-Factor (X%) wins.
WHAT TO DO BEFORE YOU BATTLE
Before your battle begins, fill out the Submit Battle Roster form in your agency profile. Battle Rosters must be submitted 24 hours before the battle begins.
BATTLE ROSTER SUMMARY
- Agents – fill up 3 to 4 Agent Slots as well as 1 Auxiliary Asset Slot 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, sit Diddy Kong). You can also add up to +2 Agent Slots and +1 Auxiliary Asset Slot per battle if you purchase an "Extra Seat (Agent-Battle Slot)" or "Cubicle (Auxiliary Asset Slot)" 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 – select who you desire to move first: You or Opponent. Subject to chance by roll of a die.
- Coin Strategy – select the way you want the Judge to tally your coin reward.
- Additional Information – anything that you may need to specify such as a Table Trait.
HOW TO BATTLE
As stated before, each table uses the same rules with slight variation of play for casual and competitive debate styles. But no matter the type of table played on, each table will use the following as the basis for how to battle:
TURNS, LENGTH & RESPONSE TIME
HOW DO TURNS WORK
Turn-Based: During a battle, each agency will alternate turns. A turn is a post. All posts must occur one post at a time. An agency can respond immediately after a response is posted. An agency cannot post twice in a row (unless the opponent does not respond in time, see Response Time below). Once a post is public, it cannot be undone or deleted – all posts made public are official and final.
- If you make a mistake such as accidentally post an argument too quickly 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 30-minute window to post any additional information you need in the Reply section (5,000 text limit will rollover).
LENGTH OF BATTLE
Each battle 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
RESPONSE TIME
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. This action will reset the Response Time Clock.
- On the final Sunday, all new threads are prohibited. That means there can be no new challenges (or engagements) posed on the final Sunday (10th day) due to insufficient response time – only defensive and summarizing actions are allowed. Defensive and summarizing actions may include closing statements, substantiating previously established threads with evidence or logic, tying up any loose ends not yet rebutted and improving "teeter-tottering" arguments already put forth on the table before the final Sunday.
- Therefore, if Agency Y poses an argument, critical point or whatever may require a response on Day 9 (second Saturday) @ 11:59pm, it is supposed that Agency X has a sufficient Response Time. This also means that both Agency X and Agency Y from this point onward cannot respond with any form of new argument since there is no Response Time (24 hours).
- If Agency X poses an argument on the second Sunday night @ 11:58pm, that new argument is considered null and void since the question posed offered no “Response Time” in order to be answered.
- If a Critical Point is posed, it will be ignored.
LENGTH OF POST (TEXT LIMIT)
The character count of a single post is 5,000 characters. Spaces not included.
For more information, see Agency Battle Data: Text Limit [5K] below.
For more information, see Agency Battle Data: Text Limit [5K] below.
PROLOGUE
The Prologue sets the stage for the Ultimate Fantasy Fighting multiverse and lore, where the space-time continuum has been torn, resulting in the creation of the "Ultiverse". This collision of various worlds and dimensions has opened portals and connections between universes, leading to renowned heroes, villains, minds, and rogues from different timelines and realities finding themselves in this alternate reality.
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 or where it will happen next. The only thing we do know is that everything and more is stuck in a suspended state of phenomena. From across all time and space, the most renowned heroes, villains, minds and rogues have fallen into an alternate reality. Survival is of the essence.
ASSUMPTION CRITERION
To ensure fair and consistent battles within an ever-expanding multiverse, the Ultimate Fantasy Fighting Federation follows the Assumption Criterion. The Assumption Criterion consists of 10 logically intuitive assumptions (AC1-10) that serve as the foundation for every battle. All primary and secondary debaters participating in battle must assume:
1. A proposition, story, or argument is a binding claim and not assumed to be true or the case by default. Debaters must present and agree upon their propositions as if they were contractual claims.
2. A proposition, story, or argument that is agreed upon as true is considered to be the case and remains so unless all debaters involved agree to discard it as true, or a debater provides undeniable proof or contradictory evidence that it is false and would not be the case.
3. A proposition, story, argument, evidence, or piece of information established in a previous battle carries over into each subsequent battle in chronological order.
4. Every agent, utility, and map is a distinct entity with 'freewill' and is not an avatar of the debater. Therefore, an agent, utility, or map cannot directly interact with or have knowledge of the debaters' actions or thoughts, nor can one act or think as if it were the debater. Their actions and thoughts are their own, determined by their own characteristics and abilities from their respective universes.
5. Every agent, utility, and map retains its Most Iconic Prevalent State and Form from their original universe, which includes, but is not restricted to, all aspects of their identity, nature, character, personality, beliefs, moral compass, intelligence, powers, abilities, skills, traits, strengths and weaknesses, aesthetics, size, health and condition, weapons, et cetera. Headquarters and vehicles are excluded as part of an agent's or utility's Most Iconic Prevalent State and Form, unless a Table Trait specifies otherwise.
6. Between battles, every agent, utility, and map fully recovers from a previous battle, story, or event, unless a Table Trait specifies otherwise.
7. Between battles, every agent and utility can communicate situational experience, information, and knowledge between other agents and utilities of the same agency based on previous battles, stories, or events, unless a Table Trait specifies otherwise.
8. At the moment a battle begins, every agent and utility anticipates and expects combat against a handful of enemy combatants, unless a Table Trait specifies otherwise.
9. At the moment a battle begins, every agent and utility has no prior knowledge of their opposing agents or utilities or where the battle will take place, unless a Table Trait specifies otherwise.
10. At the moment a battle begins, every agent and utility is within close proximity to agents and utilities of the same agency, and is at a visibly recognizable distance of an equal footing with the opposing agency, unless a Table Trait specifies otherwise.
Failure to adhere to any of these Assumptions can be challenged and used against a debater during a battle. The Assumption Criterion ensures continuity and consistency in the multiverse's ever-expanding story and provides a framework for fair and engaging combat within the vast and unpredictable multiverse.
HOW TO THREAD (ARGUMENTS)
The Ultimate Fantasy Fighting Federation uses a comprehensive scoring and combat system to determine the outcome of a battle. In broad strokes, the Judges will breakdown a battle into threads. A thread is a set or single line of argument. (An argument is a reason or a set of reasons with a conclusion drawn from it given with the aim of persuading others that an idea, action, theory, instance, or event could, should or would be the case. Argumentation is the action or process of reasoning systematically in support of what could, should or would be the case.) There are two kinds of threads. Combat Thread occurs when two or more assets engage in combat. Agents and utilities (and maps, when applicable) are conscious of the events and actions within a Combat Thread. Consequently, a debater may not agree with the opposing debater's claim, argument, interpretation of evidence, story, or assumption, and can dispute it. As a result, there are usually a lot of disputes happening all at once. These disputes are called Intel Threads. An Intel Thread is exclusively between the debaters and occurs only when a debater disputes a claim, argument, interpretation of evidence, or piece of information presented by the opposing debater. It is a way to challenge the fundamental aspects, assumptions, or story made by the opposing debater. Agents and utilities and maps are not conscious of the events and actions within an Intel Thread.
COMBAT THREAD | ASSET v. ASSET
A Combat Thread occurs if a debater explicitly engages one or more assets (i.e. "Agent X versus Agent Z"). Therefore, in battle the debater with First Move is able to propose the initial story and Combat Thread(s). If a debater proposes a Combat Thread, then the debater is bound by what he or she has stated. Similar to Chess, if a player moves his/her Bishop, and then removes his/her finger from the Bishop, the Bishop is officially moved and cannot change positions. In a similar way, a debater's proposal for that thread is final––a debater is bound to his or her word.
- In accordance to Assumption Criterion #4, a Combat Thread occurs between the freewill of an asset 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 assets' 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 or debate.
- If a debater contradicts him or herself within the same thread, say, impossibly placing the same agent in two places at once or overextending an agents ability to do more than it can, it may weaken the probability of occurrence.
- A single thread can 'split' into different actions occurring at once called thread splitting , which will create the "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 Combat Thread again if the debaters manage to prove it.
INTEL THREAD | DEBATER v. DEBATER
An Intel Thread occurs if one debater disputes something the opposing debater has proposes, say, a combat thread, assumption, argument, story, instance, occurrence, interpretation of evidence, theory, strategy, tactic, reason, logic, interpretation, or whatever it might be. By disputing the opponent in this way, the debater at large attempts to undermine a fundamental aspect or assumption of the battle itself (i.e., "Ability X would not function on Map Z" or "Event 2 would not occur as you say"). Therefore, an Intel Thread can underpin and undercut almost anything on the table. All aspects related to battle are questionable and subject to debate; pending debater discretion. An Intel Thread occurs between the debaters only; assets have no knowledge or awareness of the debaters.
- If a dispute is initiated and resolved by the debaters before the battle ends, that is the debaters agree on how the dispute would resolve, then it will not deal damage. Therefore, all Intel Threads that deal damage are open disputes for the Judge to determine. Please note that Combat Thread damage does not work in this way.
BRAIDING THREADS | SUPPORT
All threads can be strengthened and supported by one or more braids. A braid occurs when one or more threads is strengthened and supported by a crucial piece of information on the table, such as a proposition, argument, evidence, fact, theory, strategy, story, instance, reason, et cetera. Therefore, one braid can strengthen and support a single or set of threads.
- A braid may include, but is not limited to, canonical evidence, fan-theory, personal theory, agency's backstory/dossier, logical deduction or inference and so forth (contained in web, video, image, text, document formats, et cetera).
- As a rule of thumb, a strong braid that supports one or more threads can increase the probability of occurrence, making its supported threads more likely to deal significant damage or make significant repairs. A braid is typically a foundational part of a battle that may affect all threads. Typically, a braid underpins most, if not all, propositions, arguments, claims, and stories in a battle. A braid uses information as the basis of argument and can, therefore, crossover and compound to any other thread. That means if a braid is definitive, pervasive, and dominant in a battle, it will most likely boost a thread's probability of occurrence.
After a battle, a Judge will assess and score each thread to determine a winner. A thread is setup like a scoreboard with one side for each agency. A thread is simplified into its overarching summative point. For example, a Combat Thread might be "Agent X defeats Agent Z", and an Intel Thread might be "Ability X would not function on Map Z". A winner of a Combat Thread deals damage to the opponent. The winner of an Intel Thread will either (a) deal damage to the opponent if their dispute is determined to be the case, or (b) repair damage inflicted to their agency if the dispute against them is determined not to be case. The Judge(s) compare and contrast all threads (and pillars) on the table to form the battle's chronological sequence of events or "Story Arc". The overarching story helps a Judge navigate and determine the score of a thread (i.e., how much damage a thread can deal). The score is determined by its probability of occurrence (the likelihood that the proposed story, event, or argument will happen based on the given data):
- Could occur (1): The event or argument is possible but not highly likely.
- Should occur (3): The event or argument is probable and has a good chance of happening.
- Would occur (5): The event or argument is almost certain to happen, given the evidence and support.
STORY ARC & CHARACTER DEVELOPMENT
As stated in the overview, the UFF uses story as a way to supplement and complement the battle experience. Developing a story is not essential for debaters to use in battle, instead story development can and will naturally unfold as a battle pushes forward between the debaters. Even though each and every table is bound by one central Prologue that happened before the season began, each table will use the story aspect of battle in different way. Here's what you need to know:
STORY ARC & THE "MULTIVERSE EFFECT" | BATTLES & BACKSTORY
Throughout the season, each agent is subject to a new Story Arc that starts with the UFF Prologue and is progressively written by the debaters throughout the season either by battle or backstory. For more information on Backstory, see Between Battle: Mission Statement & Backstory. In battle, the following aspects may develop:
WHAT IS STORY?
In battle, a story is a chronological course of action, sequences, events, instances and movement-based scenarios of one or more assets that think, believe, act, behave or engage with one or more assets. In other words, a story is a plot line or narration that serves as the 'visual' construct for how the battle could-should-would take place. A story is a permanent claim by default and is considered a Pillar to an argument (see Assumption Criterion 1); it will deal no damage. A story formed in battle will carry over into the next battle. Story should not be confused with argumentation; debaters are not in or part of the story. However, a debater's overarching strategy will play out through story development. Since there can be multiple stories competing and unfolding at once as the battle progresses, a Story Arc is determined and constructed by the Judge(s) after the battle is over.
THE STORY ARC
Each battle is subject to its own unique Story Arc. A Story Arc is the central overarching story or plot line that occurs between all assets (agent, utility and map) and acts as the chronological unification of a single or a set of Combat Threads that have the highest probability of occurrence, and therefore is not the entire battle in itself.
"MULTIVERSE EFFECT"
WHAT IS STORY?
In battle, a story is a chronological course of action, sequences, events, instances and movement-based scenarios of one or more assets that think, believe, act, behave or engage with one or more assets. In other words, a story is a plot line or narration that serves as the 'visual' construct for how the battle could-should-would take place. A story is a permanent claim by default and is considered a Pillar to an argument (see Assumption Criterion 1); it will deal no damage. A story formed in battle will carry over into the next battle. Story should not be confused with argumentation; debaters are not in or part of the story. However, a debater's overarching strategy will play out through story development. Since there can be multiple stories competing and unfolding at once as the battle progresses, a Story Arc is determined and constructed by the Judge(s) after the battle is over.
THE STORY ARC
Each battle is subject to its own unique Story Arc. A Story Arc is the central overarching story or plot line that occurs between all assets (agent, utility and map) and acts as the chronological unification of a single or a set of Combat Threads that have the highest probability of occurrence, and therefore is 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 F, M, P, Q and R.
- Therefore, all Story Arcs will connect into a single and central Story Arc that is being pieced together by the Judges across every battle throughout the season, which will ultimately climax in the Championship Battle.
"MULTIVERSE EFFECT"
- It is possible for a single battle to have multiple Story Arcs called the "multiverse effect". Multiple Story Arcs can take place using one or more of the same assets 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 or timelines and each Story Arc is one of those concurrent universes; this means you can use the same agent in different scenarios (stories and threads) in the same battle. This can take effect before the battle begins when each starting lineup is registered, it can be agreed upon during battle between agencies or even decided on by the Judges while scoring. This does not mean all Story Arcs deal the same degree of damage.
- Each Story Arc is distinct and different. The multiverse effect, then, will split 1 Story Arc into 2 Story Arcs in which case the combat threads at large enacted in one Story Arc (SA-1) will not compound and crossover into a parallel Story Arc (SA-2). For example, agents that Would die in SA-1 may not be “officially dead” for the remainder of the season if that agent is still alive in SA-2. Likewise, an agency might win SA-1 and lose the SA-2. In unique cases, however, 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 (i.e. if you were to merge two different Combat Threads, say, where the same agent is impossibly in two places at once).
- The multiverse effect can also occur if two instances have equal likelihood to occur or if the battle is broad and overarching enough with no strict overriding combat threads. For example, if Agency-X uses a "1v1 Combat Thread" utility and Agency-Z uses "2v2 Combat Thread" utility, and both agencies select the same agent to engage different agents, then the multiverse effect might take place.
CHARACTER DEVELOPMENT | "SITUATIONAL EXPERIENCE & KNOWLEDGE"
On the table, each sentient asset will chronologically experience new events, information, conditions, characters, conflicts and so forth. This means that each asset can grow, learn, and gain "situational experience and knowledge" (or SEK for short) by participating in a battle or backstory, and then can carry that SEK 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 and knowledge gained in the previous battle in some shape or form.
- Asset SEK 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 asset in battle that cannot be induced otherwise. And like most things in the UFF, situational experience and knowledge 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 the FAQ below for more detail.
FAQ | CAN SITUATIONAL EXPERIENCE & KNOWLEDGE AFFECT 'PAST' EXPERIENCE & KNOWLEDGE IN CANON?
The UFF Multiverse is an alternate 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, comic book writers, 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.
Agents are permitted to gain "situational experience and knowledge" (SEK), which means each agent (and utility) may learn and grow as they participate in battle. These experiences however do not trump canonical evidence, but act as a way to strengthen or weaken its probability if the context and condition is similar or different. Let's explore what that means:
Canonical Experience and Knowledge
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. With respect to the UFF Multiverse, the point in time of which the "universes collide" is ambiguous. In order to weave all timelines from across all the universes, treating ALL canon like a past experience can become non-sensical. Logically, in a collision of universes with no definitive point in time and space, how could we say 'when' it happened? Past and futures are irrelevant.
Instead, as stated in the Prologue, the UFF Multiverse is an alternate reality. So whatever is a 'past experience' can also just be 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.
Nevertheless, if you are determined to have a particular past experience for an asset, then write a Backstory/Dossier on the specific details of the asset(s) or the moment in the asset's timeline was affected by the Ultiverse.
Therefore, we ought to adopt the principle that past experiences do not necessarily compound and carry over from the previous universe and that the UFF Multiverse is not the future; it is subject to debate. In other words, let each debater decide what point in time the asset came into 'existence' in the UFF Multiverse so long as it does not conflict with its most iconic prevalent form. You might be wondering: Why are we attempting to avoid the previous universe as a past experience? Well, for good reason. It helps clear up some problematic scenarios:
Friends & Foes
Agents are permitted to gain "situational experience and knowledge" (SEK), which means each agent (and utility) may learn and grow as they participate in battle. These experiences however do not trump canonical evidence, but act as a way to strengthen or weaken its probability if the context and condition is similar or different. Let's explore what that means:
Canonical Experience and Knowledge
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. With respect to the UFF Multiverse, the point in time of which the "universes collide" is ambiguous. In order to weave all timelines from across all the universes, treating ALL canon like a past experience can become non-sensical. Logically, in a collision of universes with no definitive point in time and space, how could we say 'when' it happened? Past and futures are irrelevant.
Instead, as stated in the Prologue, the UFF Multiverse is an alternate reality. So whatever is a 'past experience' can also just be 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.
Nevertheless, if you are determined to have a particular past experience for an asset, then write a Backstory/Dossier on the specific details of the asset(s) or the moment in the asset's timeline was affected by the Ultiverse.
Therefore, we ought to adopt the principle that past experiences do not necessarily compound and carry over from the previous universe and that the UFF Multiverse is not the future; it is subject to debate. In other words, let each debater decide what point in time the asset came into 'existence' in the UFF Multiverse so long as it does not conflict with its most iconic prevalent form. You might be wondering: Why are we attempting to avoid the previous universe as a past experience? Well, for good reason. It helps clear up some problematic scenarios:
Friends & Foes
- If an asset has an iconic prevalent friend or foe, say, like Batman is to Robin and the Joker, then those relationships still exist. It would be extremely difficult to prove that Batman does not know either Robin or the Joker without breaking AC5. However, if Batman were to meet an opponent that he perhaps has met only once before, say, in a single comic, or the opponent is merely in the same universe as Batman but has never faced off against him, then it could be argued that given the UFF is an alternative reality Batman does not know the opponent at all or at the very most knows of the opponent pending debater discretion.
- Also, keep in mind, if they were iconic prevalent foes, then perhaps Agent X (i.e. the Joker) could figure out how to beat Agent Y (i.e. Batman) if the story, context, and conditions are different enough!
- A very common question is: Why would a good guy fight another good guy? In fact, this troublesome question is so widespread, that it is one of the sole reasons why no other Vs Battle league allows morality to be in a battle because a 'good guy' just would not fight another 'good guy' necessarily. UFF Prologue, Assumption Criterion (particularly, AC9) and the Backstory/Dossier section can help clear up this issue.
- If Batman were to face off against Robin, it could be argued these two men would not fight and therefore stop their teams from combat altogether. And granted, this seems true. Having said that, it does not mean there is no battle. In previous UFF battles, debaters use this opportunity to train their agents by creating sparing matches (Combat Threads) and sharing situational experience and knowledge with each other about opponents they have battled in previous UFF battles so far. Also, depending on the situation, a case can be made to push forward with combat by using a 'good guys' moral low points as proof for why the fight would proceed as usual (i.e. Wolverine v. Cyclops). Debaters have written missions/objectives for their agencies in backstories to create a "Civil War" effect (think Marvel), have purchased Story utilities to steer the course of battle, or have simply agreed to fight for whatever reason (AC2).
- Note: If desired, debaters can strike a deal or make a contract off the table so that each debater is on the same page about a particular issue before a battle begins, i.e. what to do if Batman is to fight Robin.
- In select cases, where there is a crossover battle between universe, say the DC and Marvel universe, and Agent B beats Agent C, and Agent B and C are not iconic prevalent rivals and never meet again elsewhere, it can be argued that this event is not imbedded into their memory pending debater discretion. For example: Batman is an iconic prevalent member of the Justice League, Spider-Man's iconic prevalent rival is Venom, and that both Batman and Spider-Man may or may not know each other outside of the UFF Multiverse regardless of a previous crossover comic pending debater discretion. But even if each debater agrees that Batman and Spider-Man remember each other, it does not mean Spider-Man remembers the Justice League or that Batman knows of Venom necessarily.
HOW TO BATTLE LIVE
LIVE TABLE: IN-PERSON or VIDEO CALL
LIVE TABLE
[*UNDER REVISION*]
The Live 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/Zoom. Live 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 BATTLE LIVE
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, develop a mutual understanding of the story as well as to state a proposition, thread, story, or piece of information that 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, develop a mutual understanding of the story as well as to state a proposition, thread, story, or piece of information that 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:
- Closed Scoring System
- Open Scoring System
LAST THINGS TO CONSIDER IN BATTLE
RANGE & DISTANCE
In accordance to Assumption Criterion 10: "At the moment a battle begins, every agent and utility is within close proximity to agents and utilities of the same agency, and is at a visibly recognizable distance of an equal footing with the opposing agency, unless a Table Trait specifies otherwise.” 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 DESTROY ASSETS: KO & TKO
Judges hold the right to KO (Knock Out) any asset in battle, which in the UFF effectively means “dead, destroyed, and discarded," iff:
A TKO (Total Knock Out) occurs iff an agency reaches 0HP. All assets are TKOd for the season.
- the opposing agency presents an overwhelmingly large amount of evidence to prove why and how an asset would be killed or destroyed,
- there is a severely insufficient amount of friendly asset support in the majority or all of Combat Threads,
- there is one or more agents with an explicit, severe and direct counter to a particular asset,
- and/or there is a penalization on the table.
A TKO (Total Knock Out) occurs iff an agency reaches 0HP. All assets are TKOd for the season.
UNDERSTANDING THE MAP
The Ultiverse is the only "collision point" of the UFF multiverse, which is what makes it the purest fusion of functionality and physics for all assets. However, this is not the case for all maps. Other maps may bend or modify the physics and functionality of the agent and/or utility to itself unless specified (as opposed to the agent and/or utility bending or modifying the map to itself). This is pretty common sense and self-explanatory.
Also, as a friendly reminder: By default, all assets in your agency immediately gain experience and knowledge of the map you own.
Also, as a friendly reminder: By default, all assets in your agency immediately gain experience and knowledge of the map you own.
FAQ | DOES 'ICONIC PREVALENT ARSENAL' INCLUDE VEHICLEs?
No. Like children's toys, vehicles are not included as iconic prevalent arsenal for agents only; all vehicles must be specified in the agent’s Table Trait. An agent's arsenal is primarily defined by what can be held or worn by that agent at all times (i.e. Batman's utility belt) as opposed to a distinct entity of the agent (i.e. Batmobile). On the other hand, a map may include one or more vehicles as iconic prevalent stuff on the map (i.e. New York City has taxicabs). See Map Rules above for more information.
FEELING THE HEAT...
RETREAT!
Coward! During a Closed Table battle, an agency is permitted to opt out of battle by declaring “RETREAT”. 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). Retreating is not a forfeit, and can be tactical. Retreating will immediately (a) result in a loss, (b) transform the Closed Table into an Open Table, (c) take damage against their HP and (d) must pay a Retreat Cost by giving coins to the opposing agency. However, a successful retreat might even salvage HP. Here is the Retreat Cost:
- –300 Coins, -30HP – First post of the battle is a Retreat
If Agency X poses “RETREAT” as their first post of the battle, Agency Y gets 300 coins from Agency X as the Retreat Cost (and any penalization damage, if applicable). - –150 Coins, -20HP – Second post of the battle is a Retreat
If Agency X poses “RETREAT” as their second post of the battle, Agency Y gets 150 coins from Agency X as the Retreat Cost plus all the damage dealt from the battle text (and any penalization damage, if applicable). - –75 Coins – Third post (and on) of the battle is a Retreat
If Agency X and Agency Y each post twice, then any agency that follows up with a “RETREAT” on any rebuttal thereafter (second, third or fourth post, etc.), the agency gets 75 coins from the retreating agency as the Retreat Cost plus all the damage dealt from the battle text (and any penalization damage, if applicable).
FORFEITURE
Failing to submit starting lineup or respond to the opponent during a match results in forfeiture. In all cases, the battle continues irrespective of the forfeiting party.
- In the event of non-submission forfeiture, the battle may become an Open Table pending the Commissioner’s discretion. Neither agency gains situational experience, bonus coins nor earns any X%; in this instance, the Business Model of the non-forfeiting party 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%; the Business Model of the non-forfeiting party defaults to a Flat Rate. The winning agency may also reference any and all such information presented in the match for future battles (free text space!).
- In the event of a forfeiture, the Commissioner holds the right to transform a Closed Table into an Open Table.
- In the event of a forfeiture, the Commissioner holds the right to hand over the ownership of the forfeiting agency to another debater.
HOW TO SCORE
AGENCY BATTLE STATS
The UFF uses a Hit Point System to track each agency's score, statistics and standings. Each agency will come to battle with different battle stats, whether that is boosted Damage, increased Text Limit and so on. This is all tracked under Agency Battle Stats. The results of each battle are then recorded in the Database. Here's what you need to know:
More information about Agency Battle Stats below:
HIT POINTS [HP]
- Each agency will begin with 100HP at the beginning of the season to use in battle.
- Each agency’s full Hit Point count is put into each and every battle.
- 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.
DAMAGE, aRMOUR, AND REPAIR
DAMAGE
In all cases, a thread starts when a challenge is proposed. Damage may be dealt if and only if a dispute occurs. For example, if Agent X challenges Agent Y (Combat Thread) or if Debater B disputes Debater C (Intel Thread). If damage is successfully dealt to the opponent it is called a “HIT”.
ARMOUR
Armour passively blocks damage. Some assets have the table trait "Armour" and will automatically subtract damage.
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.
In all cases, a thread starts when a challenge is proposed. Damage may be dealt if and only if a dispute occurs. For example, if Agent X challenges Agent Y (Combat Thread) or if Debater B disputes Debater C (Intel Thread). If damage is successfully dealt to the opponent it is called a “HIT”.
- Combat Damage corresponds to a Combat Thread.
- Intel Damage corresponds to an Intel Thread.
ARMOUR
Armour passively blocks damage. Some assets have the table trait "Armour" and will automatically subtract damage.
- Combat Armour corresponds to a Combat Thread.
- Intel Armour corresponds to an Intel Thread.
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 DAMAGE – "[CP]"
Each agency is given 1CP per battle. In order for an agency to deal double the damage to the opponent in a single thread, a debater must convert the thread into a Critical Point by writing the tag "[CP]" followed by a question that is posed to the opponent. If a debater answers the Critical Point sufficiently without a shadow of a doubt, then it will cease to be a Critical Point. If there is any room for doubt, it will remain a Critical Point.
Each agency is given 1CP per battle. In order for an agency to deal double the damage to the opponent in a single thread, a debater must convert the thread into a Critical Point by writing the tag "[CP]" followed by a question that is posed to the opponent. If a debater answers the Critical Point sufficiently without a shadow of a doubt, then it will cease to be a Critical Point. If there is any room for doubt, it will remain a Critical Point.
- A Critical Point can have only one associate question that follows the primary question such as “And if so...” or “With that in mind…” as long as the associate question is related and in the same line of thought to the primary question, otherwise it will be categorized as a separate question altogether unrelated to the Critical Point.
- Successfully damaging the opponent with a Critical Point that Would occur is called a "CRITICAL HIT" and deals 10 damage.
- Agency Y: “...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 POINT REPAIR – "[CPR]"
A Critical Point can also be used to Repair instead of deal damage called Critical Point 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.
CRITICAL COUNTERPOINT – "[CP-C]"
A Critical Point can be “parried” by refuting and redirecting it back at the opponent. In order for it to qualify as a Critical Counterpoint, the answer to the question must be the complete opposite or reversal to the argument posed (a total 180° turn around) followed by another question related to that thread. In this case, identify the opponent’s Critical Point and number followed by a "-C". For example:
- Agency X: “As discussed earlier, we both agree now the Pillsbury Doughboy can teleport, [CP2] how would Lefty be able to land an accurate poke?”
- Agency Y Critical Counterpoints 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: [CP2-C] Why wouldn’t the Pillsbury Doughboy let Lefty poke him?”
*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 (see Response Time above).
X-FACTOR [X%]
X-Factor (or X% for short) boosts or blocks “teeter-tottering” threads by a degree of 1 between Could and Should, or Should and Would, especially in the event of 'stalemate' or 'too-close-to-call' instances. In other words, if you have the X-Factor, then it tips the scales, so to speak, in your agency’s favour. A Judge will boost X-Factor if the following five overarching factors are met:
- Assumption Criterion (20%)
Based on how well the debater employs and executes the Assumption Criterion, regardless of the opposing debater. - Intel Thread Strength & Argument Control (10%)
Based on how well the debater uses evidence, theory, reason, logical consistency, clarity of speech and sound judgment, relative to the opposing debater. - Combat Thread Momentum & Story Control (10%)
Based on how well the debater controls and directs the flow, context, and momentum of each Combat thread and the overall Story Arc, relative to the opposing debater. - Strategy, Tactics & Creativity (30%)
Based on how well the assets use strategy, tactics, and unique creative ideas, relative to the opposing assets. - Team Chemistry (30%)
Based on how well the assets of the same agency synergize, regardless of the opposing assets.
- Story Development: Backstory & Dossier [Bonus +20%]
Based on how well the debater weaves his or her agency's backstory, dossier(s), or ongoing story/narrative into the battle.
TEXT LIMIT [5K]
Each agency is given a default 5,000 letter (character) limitation per post, excluding spaces. If you’re post exceeds the 5,000 letter limit, Judges may dismiss all content after that limit pending the Judges discretion.
- 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.
- 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. 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.
- You can also purchase letter-boosting utilities in the Marketplace in order to increase your maximum letter-limit per post.
COIN REWARD
COIN STRATEGY
Before a battle, each debater must submit a Coin Strategy with his or her starting lineup. A Coin Strategy determines how a Judge calculates a debater's coins after a battle.
Before a battle, each debater must submit a Coin Strategy with his or her starting lineup. A Coin Strategy determines how a Judge calculates a debater's coins after a battle.
- Flat Rate (100C)
Earn a standard 100 coins per battle. - Hired Gun (0+C)
Earn coins based on the total number of Combat Thread Damage multiplied by 10.
No coin cap. - Think Tank (0+C)
Earn coins based on the total number of Intel Thread Damage & Repair multiplied by 10.
No coin cap. - Mind Bomber (0–300C)
Earn coins based on Strategy, Tactics & Creativity X-Factor.
0 – 15% multiplied by 10 - Pain Reaction (0–300C)
Earn coins based on Team Chemistry X-Factor.
0 – 15% multiplied by 10
BONUS COINS
Earn coins based on your battle performance.
- MVP (Most Valuable Player)
The Judge(s) will award one agent the Most Valuable Player of the battle, regardless if it is the winning agency or not, and will give a coin reward equal to the amount of impact the agent had in the battle multiplied by 10. - Table Trait
Judges will distribute coins based on the table trait coin reward bonus. - Popularity Poll
The agency in battle will earn a coin reward equal to his or her percentage in the Popularity Poll. Anyone can vote!
HOW TO JUDGE
CLOSED TABLE
CLOSED TABLE
The Closed Table is the full version of play. All rules apply. A Closed Table 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 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.
CSW SCORING SYSTEM & PROBABILITY OF OCCURRENCE
Damage directly corresponds to either a Combat Thread or an Intel Thread. The degree of damage a thread can deal is based on the probability of occurrence. The Judge must first decide if a thread can probably occur based on all the most notable pillars before the Judge scores the degree of the damage. Please take note that the word "probably" is used as opposed to "possibly". This is simply to emphasize the way a Judge will lean; anything can possibly happen, but not anything can probably happen. This is more important because not all threads deal damage, but all pillars (stories, evidence, arguments etc.) and threads (challenges) must either occur or not occur, and pillars support threads. Therefore, if there are multiple threads that depend on a pillar to be true in order for each thread to deal damage, and that pillar is deemed improbable (could not occur), then each thread is marked as could not occur and deals no damage.
By approaching a battle first and foremost with the intent of producing a neutral outcome of occurrence, as opposed to a win or loss, it will ensure that the Judge(s) examine the arguments and stories on the table accurately and proportionately. By comparing and contrasting all the data on both sides of a thread, a Judge will be able to determine the degree for each side of a thread by using the Could-Should-Would Scoring System ("CSW"):
- 1 Damage = Could occur
- 3 Damage = Should occur
- 5 Damage = Would occur
AGENCY X
Agent 1 Agent 2 Agent 3 Agent 4 Agent 5 Agent 6 |
CSW
5 - 0 3 - 0 3 - 1 1 - 0 1 - 1 0 - 0 13 - 2 |
AGENCY Z
Agent A Agent B Agent C Agent D Agent E Agent F |
What happens if you challenge the opposing debater and there is no response to the challenge?
As stated earlier, a challenge, dispute or disagreement will create a thread. So one might think: What happens if you challenge the opposing debater and there is no response to the challenge? It depends solely on if the argument proposed has any relevance to the state of occurrence of one or more Combat Threads. In other words, does the argument progress the story forward or is it redundant. As a general rule of thumb, an argument that is totally irrelevant to the battle will not deal damage. However, if it is relevant and the challenge is not contested or acknowledged, then it may deal damage pending the determination of its probability.
What if YOU challenge an argument made in a previous battle, but the opponent "flip flops" and agrees with YOUR challenge? -- WOULD THE CHALLENGE DEAL DAMAGE?
What if during your current battle you challenge an argument made by the opponent in a previous battle, but this time the opponent "flip flops" and agrees with your challenge as if it is true? -- Would this thread deal any damage? This directly relates to AC1, AC2 and AC3. According to AC2, the contract is between the two debaters for that battle alone and not between all debaters, but the contract can still be "contradicted and proven without a shadow of a doubt not to be the case". Therefore, if a claim made in a previous battle is, in fact, false and the challenge is relevant to the battle at large, then it can deal damage despite the fact that two previous debaters both agreed otherwise, even if the debater flip flops on his or her conclusion. Situational Experience and Knowledge cannot be discounted (AC3). Like a court of law, your word is binding!
[TIP] Try not speaking in absolutes out of caution, it may help mitigate damage. However, convincing the judge to draw a 'Yes or No' conclusion is a high-risk, high-reward move. If the Judge says No, then it Would not be the case, but if the Judge says yes, then it can be a very powerful play. Play your hand right, don't try to mudsling it.
[TIP] Try not speaking in absolutes out of caution, it may help mitigate damage. However, convincing the judge to draw a 'Yes or No' conclusion is a high-risk, high-reward move. If the Judge says No, then it Would not be the case, but if the Judge says yes, then it can be a very powerful play. Play your hand right, don't try to mudsling it.
STORY ARC
A Story Arc will organically unfold as a battle progresses forward and will be more concrete after the Judge(s) score a battle. A Story Arc is the final result of what is most probable on the table. Developing a Story Arc helps make parameters or boundary lines for the Judges. A Story Arc is contingent on the probability of occurrence of Combat Threads. Once the probability of a Story Arc is determined, the Judge(s) will review each thread again and balance each thread based on if it will occur or not, i.e., is a thread within the Story Arc or outside of it? A Story Arc helps the Judge(s) determine the degree of damage and therefore is not a 'would' be the case storyline necessarily. For example:
- If Story Arc 1 (or SA-1) only Could Occur, then all threads within SA-1Would Not Occur. This means the max degree of damage all threads under SA-1 can deal is 1 max (whereas if SA-1 Would Occur, then it can have the potential to deal 5 damage).
- If the probability of Thread-C occurring is dependent on the occurrence of Story Arc-1 and Story Arc-1 Should Occur, then Thread-C Would Not Occur because Story Arc-1 at most Should Occur.
- If the probability of Thread-C occurring is dependent on the occurrence of Thread-A (under Story-Arc-1) and Thread-A should occur, then Thread-C would not occur because Thread-C at most should occur (3 dmg), could occur (1 dmg) or even deal no damage at all depending of the strength of the argument.
- In the UFF Season 2018-19, all Story Arcs end at the end of the season and there will be a single and central Story Arc that is being pieced together by the Judges across each and every battle that will ultimately climax in the Championship Battle.
POSITIVE DATA v. NEGATIVE DATA
Positive Data is all text, graphic, audio and visual information, content and explicit inferences on the table. Subtext is if the Positive Data suggests, assumes or implies additional content that may not be explicitly spoken or concluded, but can be explicitly deduced based on the Positive Data (i.e. Wolverine has adamantium claws, Mario's hat has the letter 'M' on it, Agent X would beat Agent Z, Utility 5 would function correctly on Map 7, etc.). Negative Data is text, graphic, audio and visual information, content and inferences not explicitly mentioned on the table (and is therefore off the table). A Judge will only add to the score of a battle based on the Positive Data and its Subtext. A Judge might have intimate knowledge about an asset that is never spoken about on the table; such Negative Data will never be applied to damage, but may help the Judge in the process of resisting damage. The objective of the debaters is to convince the Judge that an event CSW occur.
Positive Data is all text, graphic, audio and visual information, content and explicit inferences on the table. Subtext is if the Positive Data suggests, assumes or implies additional content that may not be explicitly spoken or concluded, but can be explicitly deduced based on the Positive Data (i.e. Wolverine has adamantium claws, Mario's hat has the letter 'M' on it, Agent X would beat Agent Z, Utility 5 would function correctly on Map 7, etc.). Negative Data is text, graphic, audio and visual information, content and inferences not explicitly mentioned on the table (and is therefore off the table). A Judge will only add to the score of a battle based on the Positive Data and its Subtext. A Judge might have intimate knowledge about an asset that is never spoken about on the table; such Negative Data will never be applied to damage, but may help the Judge in the process of resisting damage. The objective of the debaters is to convince the Judge that an event CSW occur.
The Judge will receive a standard 100 coins per battle.
OPEN TABLE
OPEN TABLE
An Open Table will have 1 Judge on the table and will be judged as if it were a Closed table, however, with slight modifications:
- All posts made by debaters who do not have any assets in the battle are considered Pillars by default. Since any debater can post on the open table, all posts made by debaters that are not the primary debaters of the two agencies battling will be deemed pillars only (not threads) and therefore will deal no damage.
- The Judge will calculate X-Factor based on each debaters post alone (meaning the agencies who are in the battle and not the voters), but may not include Combat Thread Momentum & Story Control and Intel Thread Strength & Argument Control as part of the final X-Factor result (and thus, Debater's Experience / Rank) pending the Judge's discretion.
DEBATER RANK & COIN REWARD
Debater Rank is determined by the Judges. Debater Rank indicates a debater's level of experience and multiplies the Coin Reward: the higher your opponents Rank is in the battle, the greater the coin reward is for you after a battle. A Newcomer begins with no Rank. Therefore, if you battle a Newcomer, you will multiply your coin reward by 1 (1:1 Ratio).
ULTIMATE CHAMPION If a primary debater 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 After the season is over, the Ultimate Champion is permitted to challenge a Judge to battle. If the Ultimate Champion defeats a Judge in battle, then he or she will receive the highest rank beside his or her name: BOSS, “Judge Debater Name, MD, BOSS”. A Boss is a "gold listed" debater (or Uber tier) and can be challenged to a "Boss Battle" at any given time throughout the season for high risk, high reward play. > Coin Reward (1:3) – if you battle a Boss, multiply your coin reward by 3 |
BETWEEN BATTLE
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 [OPTIONAL]
A written declaration of your agency's core values, purpose, and/or vision of a single battle or series of battles. A mission statement is a diegetic element. Therefore, any applicable asset is aware of the mission statement. A mission statement is a supportive pillar, subject to argumentation, and opens the possibility for stronger X-Factor (X%).
STORY DEVELOPMENT [OPTIONAL]
By writing a story, the debater weaves a story arc into the battle (on the table) and opens the possibility for stronger X-Factor (X%). As the season progresses, debaters are permitted to write "chapters" between each battle (not during a battle). Debaters are also permitted to write dossiers, instead. Like a battle, once text is posted, it cannot be undone. Text Limit is equal to your Battle Stat Text Limit. By default, 5,000 letter max (spaces included).
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. You can only invest or un-invest coins once 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. You can only invest or un-invest coins once between battles.
MISSION STATEMENT [OPTIONAL]
A written declaration of your agency's core values, purpose, and/or vision of a single battle or series of battles. A mission statement is a diegetic element. Therefore, any applicable asset is aware of the mission statement. A mission statement is a supportive pillar, subject to argumentation, and opens the possibility for stronger X-Factor (X%).
- 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/alignment. 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
STORY DEVELOPMENT [OPTIONAL]
By writing a story, the debater weaves a story arc into the battle (on the table) and opens the possibility for stronger X-Factor (X%). As the season progresses, debaters are permitted to write "chapters" between each battle (not during a battle). Debaters are also permitted to write dossiers, instead. Like a battle, once text is posted, it cannot be undone. Text Limit is equal to your Battle Stat Text Limit. By default, 5,000 letter max (spaces included).
- Backstory: Writing a short backstory, prologue, origin's story, or chapters between battles is encouraged throughout the season. A backstory is a part of the battle. A backstory can act as a supportive pillar for an agency's purpose in battle, which can increase X-Factor as well as the strength of Combat and Intel threads. Therefore, a backstory can be used as support for argument and is subject to debate. Any and all assets you own can be apart of the story. Any and all assets you do not own are prohibited from the story iff it violates the Assumption Criterion. For an example of backstory, click here to see the Commissioner's agency profile from the 2016-17 Beta Season. For an example of a backstory with chapters, click here to see the Commissioner's agency profile or click here to see Judgement Bolts from the 2018-19 Season.
- Dossier: Instead of writing a story, a debater is welcome to write a dossier between battles, which is a way to include vital arguments, ideas, or prooftext not written in a story format, such as fan-theory essays (i.e., how mutagen truly works, force is magic, etc.) and formal defensive arguments about your agents (i.e., Captain America's shield is nearly indestructible, Hulk can control his rage, etc.). A dossier can be written from the agent's perspective or the debater's perspective. If the dossier is written from the agent's perspective (diegetic), it can counted toward X-Factor as story development; if the dossier is written from the debater's perspective (non-diegetic), it will not be counted toward X-Factor.
MARKETPLACE
Every asset in the Marketplace is unique and requires coins to purchase. Return policy: 50% coin exchange. Agency's can only exchange a maximum of up to 3 assets. Please request a purchase and the Commissioner will authorize the transaction. Before buying in the Marketplace, here's what you should know:
- Black-listed asset is standard.
- Gold-listed asset is Uber tier.
- Grey-Listed asset is under review.
- Some Grey-Listed assets may not permitted on the table due to either game-breaking aspects or capacities that go beyond the Uber tier spectrum with nearly unlimited potential compared to the other assets. The use of these assets are still under debate. If you have any suggestions, please speak with the Commissioner.
- As a word of caution, attempting to argue or prove that your asset is equal to a Grey-Listed asset may result in Grey-Listing your own asset mid-season with no coin exchange (please be reasonable).
- Assets can increase and decrease in value based on arguments and proofs presented in battle.
- Assets may not reappear in the Marketplace after being consumed or KOd.
DATABASE
The Database 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.
- Challenge, accept, decline, and schedule exhibition battles
- Buy, sell or trade agents, utilities, and maps (i.e. Marketplace, agency-to-agency)
- Invest coins (i.e. Map Investment, First Move Fund)
- Battle Contract (strike a deal or make a contract off the table so each debater is on the same page about a particular issue before a battle begins, i.e. what to do if Batman is to fight Robin, each agree to start an Auxiliary Asset, etc.)
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” and can no longer participate in the UFF Season, pending the Commissioner’s discretion.
DISCLAIMERS & POLICIES |
ETIQUETTE & ETHICS |
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'. |
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. 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 warning depending on 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 yourself 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 a part 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
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. |
FAQ | GENERAL |
FAQ | ON THE TABLE |
HOW IS UFF DIFFERENT FROM OTHER VS BATTLE LEAGUES?
First off, shame on you for comparing us to other leagues. Ultimate Fantasy Fighting radiates 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 "competish" (pfff...). In UFF:
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 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?
HOW ARE Character coin values calculated?
Coin values are not direct representations of each individual character's power limit. Coin value is, however, an indicator of each character's Power Range, a minimum-to-maximum scope of value that will fluctuate throughout the season. A character's coin value is determined by what are agencies are willing to pay for that character, and may or may not increase or decrease based on: how useful that character is on the table; how simple the character's powers and abilities are to explain to reduce text; 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; are the powers and abilities of a character intrinsic or extrinsic, depending on other characters, maps, or utilities to be useful; 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 ONLINE DEBATE SYSTEM WORK?
A UFF battle is first and foremost a debate and uses story as a secondary feature to help give debaters a direction and course of action. Don't be misled by the word story! It does not mean you have to write a short story as you debate (though, this can be done), it just means there is an overarching plot for each battle.
At times, a story can induce a power and ability that would not normally be available to the characters and utilities, but if the conditions are met, then it can be plausible. Story paired with the Assumption Criterion helps balance the league by not restricting characters to a basic "vanilla" style and therefore makes the battles much more dynamic and intriguing. Therefore, story in a way supplements (and complements) the battle experience. It can be said that UFF is, in one sense, story combat! Each debater is attempting to prove why and how their story would occur! On a deeper level, 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 functions properly as AC2. It is a mechanic that functions most effectively in a closed-circle setting, more specifically, the Contend Table. It 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 fun debate, and we want to keep it that way! On the Brawl Table however, AC2 is subject to majority rule. Since anyone can participate, it does not free the final outcome 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.
WHAT DOES IT MEAN TO BE A "NIGH" BLANK SLATE?
The UFF 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 most certainly not the case. If a Judge were a "blank slate" according to that popular culture definition, than the UFF 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 or that Mario has the letter "M" on his hat. As a debater, you are responsible for providing evidence in order to prove your point so the Judges 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 opinions and arguments into the battle; you as the debater still need to prove and articulate your position, 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 a Judge is a nigh blank slate. Judges must form opinions (not implement 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 case to occur, not winners or losers. |
WHAT IS THE POINT OF A CRITICAL POINT? AND WHY DOES IT DEAL MORE DAMAGE?
Critical Points allow you, the debater, to identify the specific thread 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. Critical Points 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. Powerful questions can steer the course of a battle and possibly force the opponent to use up his or her letter limit. Rhetorical questions can be used as a Critical Point, but is ultimately pointless because the question has already been answered! The whole point of posing a question is to provide the opponent an opportunity to respond. So if you were to pose a rhetorical question as a Critical Point, then you could block your own CP because the answer may be completely sufficient! You are in effect directing the question at yourself and not the opponent, which means that if its not completely sufficient, then you might deal damage to yourself. So beware of how you word your question. DO all Questions deal damage?
No. Only questions that are tagged "[CP]" will deal damage. Also, Critical Points that have no impact or effect on the battle and therefore are questions not related to anything on the table can be casually dismissed pending the Judges discernment. If a Critical Point 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. LORE v. GAME MECHANICS: WHICH IS MORE CANON?
This is a debatable subject in the UFF, especially in relation to Assumption Criterion 5 (where all assets must retain its most "iconic prevalent form"), and truly depends on the asset at large. Generally, debaters tend to blend the lore with the game mechanics in some shape or form as logically as possible. But where there is a grey area, it can still be exploited which then will usually lead to an Intel Thread. Keep in mind; if debating this subject, bring into light the purpose and nature of lore and game mechanics. Both have a 'balancing' element in some way either by the author or designer. At times, an asset can be one way in 'this' game and another way in 'that' game, and therefore the game mechanics may not reflect the asset's iconic prevalent form at all. Be conscientious about the breadth of your assets canon! CAN ARGUMENTS NOT DEALT WITH ON THE NEXT POST DEAL DAMAGE EVEN IF PROVED WRONG LATER ON?
Yes. The severity of the damage may be reduced from a "would occur" 5 damage thread to a "could occur" 1 damage thread, or nullified completely, if you address the argument immediately, explicitly and directly and then provide support for that response then or later in the battle. This is a good reason to have clear and concise threads so the Judges can connect the dots more easily. What does the table trait mean to "DATA THEFT" or "DATA Collection"?
If you own an asset with the Table Trait like so:
Data Theft and Data Collection does not break AC9. The asset at large may learn about another asset, but that information or knowledge does not guarantee who they will be up against in the next battle. It does however suggest that they will be expecting combat with that asset at some point or another. Data Theft and Data Collection can give the agent a form of knowledge or awareness that can be communicated to fellow agents (AC7). However, it does not allow prep-time for one or more agents as a way to equip new weapons, tools or whatnot. It also does not modify or grant precognition, movement prediction and so forth. Data Theft must be contained within the limits of the agent at large as not to break AC5. Like all Table Trait terminology, the term Data Theft and Data Collection is used for debaters only. It does not mean that the agents themselves are actually stealing data necessarily or that they are aware about the Data Theft option. How the agents discover information about an asset is entirely arbitrary. Keep in mind: scarcely are things absolute on the table. Certain aspects and scenarios are usually just more probable than others. This means that stealing data about one agent is not always definitive; the data stolen is only as useful as you the debater make it. The same applies for Data Collection on maps. For example, if you choose Agent X to steal data about an opposing agent and you post poor evidence in regards to that stolen data, then your agent stole "bad intel", so to speak. Don't hate the table trait! On a final note, "Data Theft" can be prevented by the "Firewall" table trait, but "Data Collection" cannot be prevented. 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, "who 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. 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. DOES 'iconic prevalent arsenal' INCLUDE VEHICLES?
No. Vehicles are never included as iconic prevalent arsenal; all vehicles must be specified in the agent’s Table Trait. An agent's arsenal is primarily defined by what can be held by that agent at all times. what does "ICONIC PREVALENT FORM" mean?
We want to give debaters as much breadth as possible to use their assets. But with wiggle room, people try to take a mile. The "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) without restricting each agent to a basic "vanilla" form that can impede story development. 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, but does not mean that is the case absolutely. The point of "iconic prevalent" is not to restrain you or force an agent to be "vanilla". 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. However, if it could be argued or proven that Wolverine would have bone claws in a particular case then debaters can choose to agree or disagree upon its validity. 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 that he may hold it often as a prevalent utility. However, the "iconic prevalent" criteria does not grant Batman the Alphabet Soup Detector despite the fact that he may have used it in one show 'iconically', it is not prevalent in the Batman series. Iconic prevalent also permits agents with an innate ability or hidden power that is not commonly used but is still possible for that agent to access and use. Even though the likelihood of using a rarely accessed ability is less probable, it can still be proven otherwise. There may be a situation, condition or circumstance that takes place in a UFF battle that is strikingly similar to a canonical event that took place in the agent's own series, which may grant the agent access to that less probable ability. CaN Situational Experience & Knowledge AFFECT past experience in canon?
The UFF Multiverse is an alternate 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. Agents are permitted to gain "situational experience and knowledge" (SEK), which means each agent (and utility) may learn and grow as they participate in battle. These experiences however do not trump canonical evidence, but act as a way to strengthen or weaken its probability if the context and condition is similar or different. Let's explore what that means: Canonical Experience and Knowledge 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. With respect to the UFF Multiverse, the point in time of which the "universes collide" is ambiguous. In order to weave all timelines from across all the universes, treating ALL canon like a past experience can become non-sensical. Logically, in a collision of universes with no definitive point in time and space, how could we say 'when' it happened? Past and futures are irrelevant. Instead, as stated in the Prologue, the UFF Multiverse is an alternate reality. So whatever is a 'past experience' can also just be 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. Nevertheless, if you are determined to have a particular past experience for an asset, then write a Backstory/Dossier on the specific details of the asset(s) or the moment in the asset's timeline was affected by the Ultiverse. Therefore, we ought to adopt the principle that past experiences do not necessarily compound and carry over from the previous universe and that the UFF Multiverse is not the future; it is subject to debate. In other words, let each debater decide what point in time the asset came into 'existence' in the UFF Multiverse so long as it does not conflict with its most iconic prevalent form. You might be wondering: Why are we attempting to avoid the previous universe as a past experience? Well, for good reason. It helps clear up some problematic scenarios: Friends & Foes
|
TABLE TIPS
- Newcomer Disclaimer! Watch out for Assumption Criterion 4. Even though you, the debater, are technically dictating everything the agents do and say, the objective is to think like your agents and not how you want your agents to think. This is Creative Writing 101. This is also the most commonly broken rule by newcomers in the UFF.
- Get guys you know! And then get agents that you want to learn about. This tip is especially important for newcomers.
- Turn-Based Table Talk! Try to deal with attacks immediately, explicitly and directly on your next post so the Judge can easily follow the thread at hand.
- Play the Clock! Having the first and last word can be very beneficial. Before you post, consider the best time to do it.
- 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.
- You May Know More Than Us! It’s easy to forget that the Judges may not know the intimate details of one of your assets. As always, remember to be clear and concise.
- 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 or insinuations mentioned in passing may go unnoticed. 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! Debaters bluff, lie and embellish on the table all the time. By referencing and citing your sources it will help establish your argument as more probable as opposed to just hearsay.
- Use Canonical 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.). Nevertheless, the interpretation of the evidence is still up for debate.
- 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 a previous movement, the Judges will side with what you posted first. Much like Chess, once your finger has left the piece you cannot 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. Agents or Utilities reacting to such actions posted by the opponent can be very effective in dealing damage if legitimized with pillars.
- Pose Critical Points at Weak Points! Base your question on a solid foundation with a strong argument and cited sources to potentially deal the most damage.
- “Ride The Wave” of Solid Arguments! Use really effective argument(s) established on the table 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.
- The Past Is Up For Debate! Even though two agencies may agree upon something as true in a previous battle, it does not mean it would always be true for the entire UFF season. You are free to reference and reuse arguments from former battles, but do not assume that all arguments would be true or equally as effective since the conditions, context and opponent may have changed.
- Beware Of Contingency Arguments! Some arguments can consume the heart of a battle. In fact, at times a central argument and thread can become the ‘keystone’ of the entire battle where all other arguments and threads depend on it. And like all things: the bigger it is, the harder the fall.
- Make A Case, Not A Claim! If someone just makes a claim that something is true, an equally valid rebuttal is to claim that those claims are invalid. You have to prove it! Use Pillars: evidence, theory, strategy and logic. Without it, Judges may find it difficult to interpret why and how your point is significant or has any impact.
- Code Red! Error Alert! If you make a mistake, accidentally post an argument too quickly and forgot to attach a link, if there is a system error or just have a general technical issue – fret not! You have a 30-minute window to post any additional information you need in the Reply section (letter limit will rollover)
- 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 become an Intel Thread and totally bust your Combat Thread.
- Walk In Your Opponents 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, the Judges have to do this too – think like a Judge!
- We’re Not Elephants! Judges are permitted to remember propositions, arguments, stories and pieces of information from a previous battle, but a Judge is not required to do so. If you cite, reference and highlight a previous aspect from battle, 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 a 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.
- Try Walling! "Walling" is a term used on the table when a debater stacks up a staggering amount of evidence for a thread as a way to protect or redirect the opponents arguments elsewhere. This is especially useful if there is a weak point behind the wall!
Ultimate Fantasy Fighting Federation © 2007-2019
Ultimate Fantasy Fighting Federation © 2007-2019 | Sponsored by Garafraxa Film & Media Group