The Queen’s Gambit Tournament
Overview
The Queen’s Gambit
Tournament runs concurrent with the week-long festival of Fleetswake and
concludes on the 1st of Tarsakh, the festival day of the Queen’s
Gambit. The titular queen—a deity known as the Red Knight, Crimson
General, or Lady of Strategy—is an exarch of Tempus, God of War.
The
tournament exists to honour the Red Knight by pitting combatants through
trials designed to challenge their tactical skill in battle, and is
split into two stages. The first is a gauntlet-style challenge in which
combattants are pitted against a variety of opponents of increasing
strength, while the second pits the top teams from the first stage
against one another until a single group is victorious.
Entry
In
order to enter, each team must submit an entry fee of 1,000 dragons. The
high price of this fee means that many teams tend to be partly or
wholly sponsored by larger organizations (such as guilds) or noble
families (particularly families who have interests in mercenary
companies). However, sponsors are not mandatory for entry provided a
team is capable of funding their own entry.
Teams must contain a
minimum of four and a maximum of six members, and must provide a group
name upon registration. Should a team contain magic users, those
combatants are required to declare their abilities to the Watchful Order
of Magists and Protectors upon registration. They do not need to
extrapolate on their abilities, but those who fail to declare are
disqualified from the tournament if the omission is discovered.
Stage One
The
tournament’s first stage is designed to showcase participants’
endurance, resource allocation, and ability to strategize in a war of
attrition and lasts a period of five days, running from the 21st to the
25th of Ches.
In it, teams fight against previously-unknown
adversaries (eg. captured monsters or constructs created for the event)
in a series of encounters over the course of a single day. On the first
day, teams face three encounters. On the second day, they face five.
Though teams rest between each of their fights (during which the other
teams will fight), the encounters scale in difficulty with each fight.
During
the preliminary stage, teams earn points during each fight. 25 points
are always awarded for successfully clearing an encounter. More may be
awarded by a trio of judges who oversee the matches—typically for clever
tactics or group synergy—and the audience can also ensure teams are
granted extra points for showmanship and popularity with the crowd.
This
means, therefore, that a group does not have to clear all encounters to
proceed. They simply need to earn more points than their competitors
through a combination of clearing encounters, impressing the judges, and
wooing the audience.
At the end of the tournament’s first stage, the eight teams with the highest number of points proceed to the second stage.
Stage Two
The
second stage of the Queen’s Gambit commences on the 27th of Ches and
runs for another five days, culminating in the final match on the 1st of
Tarsakh, the day of the Queen’s Gambit.
Unlike the first stage,
which is points-based, the second stage is an elimination tournament.
However, the point totals from Stage One directly impact the standings
of the top four teams from the previous stage.
In Round One, the
bottom four point earners are paired off against one another in
single-elimination matches where the victorious teams proceed to Round
Two.
The third and fourth highest point earners from before,
meanwhile, are guaranteed places in Round Two and do not fight in the
first round. Instead, each is paired off against the two round one
victors. The teams once again fight in single-elimination matches, and
the two victorious teams once more proceed.
The top two highest point
earners from Stage One are guaranteed a spot in Round Three and do not
fight until this round. In Round Three, each is paired off against the
Round Two victors.
Unlike previous rounds, matches from Round Three
onwards are double elimination matches. Meaning, teams must lose twice
in order to be barred from future rounds. The winners of each fight
proceed to Round Four, and the two losing teams then fight against one
another. The loser of that fight is removed from the runnings, while the
winner goes on to Round Four.
Round Four is the semi-finals. The two
victorious teams from Round Three are pitted against each other, with
the victor proceeding to the final round. The loser, meanwhile, must
then fight the other single-loss team that proceeded from Round Three,
and the victorious team proceeds to the final round.
Rules
Competitors are allowed any tools, equipment, and weapons they bring in preparation for the fight.
Representatives
of the Watchful Order are present at each match in order to protect
spectators from any area of effect spells or anything else that might
cause harm to spectators. Interfering with these representatives during
or between matches results in automatic disqualification.
Should a
competitor go unconscious, there is a thirty-second wait period after
which an on-site cleric will intervene to stabilize them. This period
may be waived if a judge rules a combatant to be in life-threatening
danger. Once a competitor is retrieved by a cleric, they have to sit
out the rest of the match.
In the Knockout Matches, attempts to
inflict grievous or fatal injury on a downed combattant will result in
automatic disqualification for the perpetrator's team.
A team can stop a match at any time or withdraw between matches if they feel unable to continue.
In
the Endurance Matches, this means they will not gain points for winning
the encounter, nor will they earn gold from the match.
In the Knockout Matches, this will result in a loss for the team.
Teams
can mingle between their matches, but attempts at sabotage or fighting
between matches will result in the automatic disqualification of the
perpetrator(s).
Attempts to bribe, curry favour with, or otherwise influence the judges will result in disqualification.
Winnings
Stage 1
Round 1
Encounter 1
50 gp upon victory
Encounter 2
75 gp upon victory
Encounter 3
150 gp upon victory
Round 2
Encounter 1
100 gp upon victory
Encounter 2
150 gp upon victory
Encounter 3
250 gp upon victory
Encounter 4
400 gp upon victory
Encounter 5
600 gp upon victory
In addition to any winnings accrued from their victories, additional rewards are given for the following:
Top Point Earner
600 gp
One uncommon magical item
2nd Place
550 gp
One common magical item
3rd Place
250 gp
One common magical item
4th Place
250 gp
Crowd Favourite
One uncommon magical item
Best Teamwork
One uncommon magical item
Stage 2
Round 1
Single-Elimination Match 1
200 gp to victor
Single-Elimination Match 2
Round 2
Single-Elimination Match 1
350 gp to victor
Single-Elimination Match 2
Round 3
Match 1
500 gp to victor
Match 2
Losers’ Match
250 gp to victor
Round 4
Match 1
750 gp to victor
Losers’ Match
500 gp to victor
Round 5
Final Match
2,500 gp to victor
The choice of one rare, two uncommon, or three common magical items.
Crowd Favourite
One uncommon magical item
Best Teamwork
One uncommon magical item