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	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=Fair_Play_Rules&amp;diff=1244</id>
		<title>Fair Play Rules</title>
		<link rel="alternate" type="text/html" href="http://www.global-conflict.org/wiki/index.php?title=Fair_Play_Rules&amp;diff=1244"/>
				<updated>2014-12-01T00:22:32Z</updated>
		
		<summary type="html">&lt;p&gt;Gwynzer: /* Consequences */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Fair Play Rules =&lt;br /&gt;
&lt;br /&gt;
== GOLDEN RULE ==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Golden Rule of GC is that you should not do something to your enemy that you would find unfair if it was done to you. The second Golden Rule is that if you are in doubt about an action, &amp;#039;&amp;#039;don&amp;#039;t do it&amp;#039;&amp;#039;. We are here to create an enjoyable gaming experience for everyone, and we ask you to play in that spirit.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
== Global Conflict General Rules ==&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous General Rules ===&lt;br /&gt;
* Do not use All Chat during a battleday. &lt;br /&gt;
* If you are recording your gameplay and Teamspeak sound, please put a [*R*] in front of your name. This is a courtesy so that people will know they are being recorded.&lt;br /&gt;
* If you have stolen an enemy vehicle, you must put it to use in a way that allows the enemy a fair chance to destroy it or steal it back.&lt;br /&gt;
* Vehicles that spawn on flags (not main base) must be kept in bounds.&lt;br /&gt;
* Infantry Only maps will be played with movement vehicles only. No armor, air, or water vehicles that are not quantified as IO are allowed to be used during these rounds.&lt;br /&gt;
&lt;br /&gt;
== Base Camping Rules for Ground Players: ==&lt;br /&gt;
When &amp;#039;&amp;#039;both&amp;#039;&amp;#039; of the below conditions are met certain rules, listed below, come into effect.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Conditions:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* 1. The map has an uncappable base or spawn point (UCB).&lt;br /&gt;
** The UCB will be defined as the area that is hashed out on your mini map and inaccessible for you, but is accessible for your enemy.&lt;br /&gt;
* 2. No other flags are owned by the army that is being base camped. &lt;br /&gt;
&amp;#039;&amp;#039;If the conditions listed above are not met then the UCB is treated like any other flag and is subject to any and all forms of attack.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Applied rules:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* You are not allowed to direct any kind of fire into the enemy UCB with any kind of weapon, for any reason.&lt;br /&gt;
* The moment a player exits the hashed out area or fires, &amp;#039;&amp;#039;that player&amp;#039;&amp;#039; is fair game.&lt;br /&gt;
* The intention of the rule: This rule offers an army the opportunity to play with a fair chance of continuing the battle. TAs will exercise discretion to ensure this spirit is met. Please don&amp;#039;t make us have to rule on a spawn camp!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Rules Of Engagement For Air Players ==&lt;br /&gt;
These rules only apply to you if you are operating any air vehicles or using these as transport.&lt;br /&gt;
&lt;br /&gt;
* You are &amp;#039;&amp;#039;&amp;#039;never&amp;#039;&amp;#039;&amp;#039; allowed to engage ground targets in the enemy UCB, regardless of how many flags either side has.&lt;br /&gt;
** The UCB will be defined as the area that is hashed out on your mini map and inaccessible for you, but is accessible for your enemy.&lt;br /&gt;
** If the player or vehicle fires at you or at teammates, you are allowed to return fire on that player or vehicle.&lt;br /&gt;
** If the player or vehicle returns to their base after crossing that point, that player is allowed to be engaged.&lt;br /&gt;
* You are not allowed to engage enemy aircraft at their spawnpoints.&lt;br /&gt;
** This rule applies even if the spawnpoint is not located in a UCB.&lt;br /&gt;
** This rule applies until the aircraft in question has been in the air for 3 seconds.&lt;br /&gt;
** If the aircraft fires at you or at teammates, you are allowed to engage it before 3 seconds have passed.&lt;br /&gt;
** If the vehicle returns to its spawn point after takeoff, that vehicle is allowed to be engaged.&lt;br /&gt;
* You are not allowed to use your air vehicle to purposefully ram enemy vehicles of any type, air or ground.&lt;br /&gt;
** This rule applies even if you leave your vehicle before impact.&lt;br /&gt;
** A crash is considered an accident, but if you crash too often you may be grounded.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Intention of the rule&amp;#039;&amp;#039;&amp;#039;: Pilots should behave as gentlemen and fight their battles in the air.&lt;br /&gt;
* The Gunship is classed as an &amp;quot;Air&amp;quot; asset. As such it must follow the same guidelines regarding attacking landed air assets&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Joining the game server ==&lt;br /&gt;
&lt;br /&gt;
* All soldiers should sign up in [http://www.global-conflict.org/abc/battleday_signup.php Army Base Camp] prior to battle. &lt;br /&gt;
** If players must sit out a round due to numbers, and not enough people volunteer to do so, priority will be given to soldiers who signed up in ABC prior to the battle.&lt;br /&gt;
* If you want to join after the battle has started, you need to ask for permission to join from your commanding officer (in teamspeak). Wait for his approval before joining, he needs to communicate with his HC.&lt;br /&gt;
* Officers need to ask their HC for permission for people to join in. Each HC is responsible for the number of players on their side&lt;br /&gt;
&lt;br /&gt;
=== +2/+1 Rule ===&lt;br /&gt;
&lt;br /&gt;
* The +2/+1 Rule concerns the number of players allowed per side to keep the game play balanced in the instance that player numbers are not equal:&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;+1 Rule:&amp;#039;&amp;#039;&amp;#039; If one army is &amp;#039;&amp;#039;&amp;#039;below 20&amp;#039;&amp;#039;&amp;#039; players, the other army may only have one more player on server.&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;+2 Rule:&amp;#039;&amp;#039;&amp;#039; If both armies are &amp;#039;&amp;#039;&amp;#039;above 20&amp;#039;&amp;#039;&amp;#039; players, then one army may have up to two more players on server than the other.&lt;br /&gt;
* A round cannot go live until the conditions of the +2/+1 rule are met. Additional time may be added to the end of a battleday at TA discretion to make up for delays caused by number balancing.&lt;br /&gt;
* Once the round is live, no additional players for either team may join without first consulting their HC and ensuring that they will not break the +2/+1 rule.&lt;br /&gt;
* Numbers may fluctuate due to players dropping and rejoining over the course of a match, which may result in temporary violations of the +2/+1 rule. These will be tolerated provided they are &amp;#039;&amp;#039;temporary&amp;#039;&amp;#039;. If an army permanently drops a player putting them below +2/+1, they must inform the other armies HC so they can drop players to come in to compliance. If the other army does not do this, the TAs will take action to fix numbers.&lt;br /&gt;
* Two consecutive rounds that a team starts below 8 on a given map will surrender the map to the attacking team.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Squad Manipulation ==&lt;br /&gt;
&lt;br /&gt;
* Army Dumping, Squad Leader Cycling, Squad cycling is forbidden&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Army Dumping:&amp;#039;&amp;#039;&amp;#039; Where an individual or squad leader allows a group of players to spawn on him/her with the intention of creating further squads to allow for further spawn points.&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Squad Leader Cycling:&amp;#039;&amp;#039;&amp;#039; Where a squad leader upon death relinquishes his squad leader position in order to allow another living squad member to take the position and allow for a renewed spawn point.&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Squad Cycling:&amp;#039;&amp;#039;&amp;#039; Where an individual switches to another squad with the singular intention of using another squads spawn point to further his immediate and desired goal.&lt;br /&gt;
 &lt;br /&gt;
* When one of your SL is late for battle, he is allowed to cycle to his position. However keep in mind that it may not benefit any strategic objectives.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Pre live rules ==&lt;br /&gt;
&lt;br /&gt;
* Do not enter the enemy UCB. Your opponent needs to prepare too. At each map your Field Commanders will designate a flag where you can go head to head for some pre fun.&lt;br /&gt;
** On a map where one or both sides do not have UCBs the TAs will designate a flag as the UCB for the pre live rounds.&lt;br /&gt;
* Your High Command will set policy for your UCB during pre-live. TAs will kick players at the request of the HCs, so make sure you check with your commanders before taking that chopper on a joy-ride.&lt;br /&gt;
* Infantry Only maps are allowed to be played with transport jeeps, water craft and transport aircraft only. No armor, air, or water vehicles that are not quantified as IO are allowed to be used during these rounds.&lt;br /&gt;
&lt;br /&gt;
== Glitches ==&lt;br /&gt;
&lt;br /&gt;
BF4, like any game, contains a number of exploitable glitches that can give a player an unfair advantage. Exploiting glitches is forbidden in GC. The Golden Rules apply here: if you think you can gain an advantage by doing something, first ensure you will not gain an &amp;#039;&amp;#039;&amp;#039;unfair advantage&amp;#039;&amp;#039;&amp;#039; on the other players. If you don&amp;#039;t know what counts as a glitch, or have any doubts at all about something you&amp;#039;d like to try in game, consult your High Command.&lt;br /&gt;
&lt;br /&gt;
An unfair advantage is obviously difficult to define, and requires the application of judgment on the part of the player. In general, the following categories of glitches are considered to grant unfair advantages, and are disallowed:&lt;br /&gt;
# A glitch which makes you more difficult to kill than you should be&lt;br /&gt;
# A glitch in the map which makes you more difficult to kill than you would be in a similar position elsewhere, such as hiding behind a invincible-one way barrier&lt;br /&gt;
# A glitch which allows you to go &amp;quot;outside&amp;quot; the map mesh, or access a position from which you cannot be killed due to map bugs&lt;br /&gt;
# A glitch which gives you more killing power than was intended by the developers&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Just because something is not on this list does not mean it is allowed!&amp;#039;&amp;#039;&amp;#039; Glitches may be introduced into the game by a patch or discovered by players, and these will be considered to be disallowed until reviewed by HCs, TAs and Executives.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Consequences ==&lt;br /&gt;
 &lt;br /&gt;
* If you break a rule or intention of the rule: &lt;br /&gt;
** First time; will be seen as an incident. Your HC will be informed and asked to take action.&lt;br /&gt;
** Second time; Friendly kick by the Tournament Admins. You have been reminded once, now we let you know that we are serious.&lt;br /&gt;
** Third time; You will get kicked, with a 2 minute ban. In that time we expect you to report to your High Command, where you will explain your actions.&lt;br /&gt;
** Fourth time; The High Command, TA and Executive Senate will discuss our options, which could include imposing limits on your game play or your ability to participate in GC.&lt;br /&gt;
&lt;br /&gt;
* In the case of an IO map violation: &lt;br /&gt;
** Player will be !killed as soon as their presence in a disallowed vehicle is noticed. &lt;br /&gt;
** Repeated offences can and will get the player kicked from the server for the duration of the round.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The intention of these rules is to provide an enjoyable gaming experience for everyone. Violating these rules means that you have inhibited someone else&amp;#039;s ability to enjoy their time at GC so the HC, TA and Execs have no problem limiting your ability to enjoy GC. &lt;br /&gt;
&lt;br /&gt;
*The severity of the punishment may vary depending on the rule broken, ranking from server message (single allchat violation) to immediate ban (aimbotting). &lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;ALL PLAYERS&amp;#039;&amp;#039;&amp;#039; (including TA&amp;#039;s) are subject to the rules of Fair Play and must abide by these rules and consequences.&lt;br /&gt;
&lt;br /&gt;
== Filing a Complaint ==&lt;br /&gt;
&lt;br /&gt;
* If you believe a player has violated one of the Fair Play rules report it to your squad leader, CO or HC, which ever is the next step above you in your chain of command.  They will bring it up the chain and inform the TAs.&lt;br /&gt;
** DO NOT post your complaint in All Chat.&lt;br /&gt;
** DO NOT post your complaint in an open forum or start a flame war.&lt;br /&gt;
** DO NOT harass the player you believe violated the rules in chat, forum posts, PMs or any other method. (Including non-GC sources)&lt;br /&gt;
&lt;br /&gt;
The HCs, TAs and Execs do listen to the members and they WILL handle your complaint.  Sometimes violations are difficult to prove or players believe rules were violated when they were not and absolute rulings can take some time.  Have patience.&lt;br /&gt;
&lt;br /&gt;
* The TAs ruling on a violation can be referred to the Executive Senate if a member believes they have been unfairly punished.  The Executive senate&amp;#039;s ruling on a violation is final.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--------------------&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;Rules are subject to change during campaign. Changes, if necessary, will be announced in the forums, and come in effect instantly. This page is the final authority on fair play rules information.&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>Gwynzer</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=Fair_Play_Rules&amp;diff=1222</id>
		<title>Fair Play Rules</title>
		<link rel="alternate" type="text/html" href="http://www.global-conflict.org/wiki/index.php?title=Fair_Play_Rules&amp;diff=1222"/>
				<updated>2014-11-16T00:16:56Z</updated>
		
		<summary type="html">&lt;p&gt;Gwynzer: /* +2/+1 Rule */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Fair Play Rules =&lt;br /&gt;
&lt;br /&gt;
== GOLDEN RULE ==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Golden Rule of GC is that you should not do something to your enemy that you would find unfair if it was done to you. The second Golden Rule is that if you are in doubt about an action, &amp;#039;&amp;#039;don&amp;#039;t do it&amp;#039;&amp;#039;. We are here to create an enjoyable gaming experience for everyone, and we ask you to play in that spirit.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
== Global Conflict General Rules ==&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous General Rules ===&lt;br /&gt;
* Do not use All Chat during a battleday. &lt;br /&gt;
* If you are recording your gameplay and Teamspeak sound, please put a [*R*] in front of your name. This is a courtesy so that people will know they are being recorded.&lt;br /&gt;
* If you have stolen an enemy vehicle, you must put it to use in a way that allows the enemy a fair chance to destroy it or steal it back.&lt;br /&gt;
* Vehicles that spawn on flags (not main base) must be kept in bounds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Base Camping Rules for Ground Players: ==&lt;br /&gt;
When &amp;#039;&amp;#039;both&amp;#039;&amp;#039; of the below conditions are met certain rules, listed below, come into effect.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Conditions:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* 1. The map has an uncappable base or spawn point (UCB).&lt;br /&gt;
** The UCB will be defined as the area that is hashed out on your mini map and inaccessible for you, but is accessible for your enemy.&lt;br /&gt;
* 2. No other flags are owned by the army that is being base camped. &lt;br /&gt;
&amp;#039;&amp;#039;If the conditions listed above are not met then the UCB is treated like any other flag and is subject to any and all forms of attack.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Applied rules:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* You are not allowed to direct any kind of fire into the enemy UCB with any kind of weapon, for any reason.&lt;br /&gt;
* The moment a player exits the hashed out area or fires, &amp;#039;&amp;#039;that player&amp;#039;&amp;#039; is fair game.&lt;br /&gt;
* The intention of the rule: This rule offers an army the opportunity to play with a fair chance of continuing the battle. TAs will exercise discretion to ensure this spirit is met. Please don&amp;#039;t make us have to rule on a spawn camp!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Rules Of Engagement For Air Players ==&lt;br /&gt;
These rules only apply to you if you are operating any air vehicles or using these as transport.&lt;br /&gt;
&lt;br /&gt;
* You are &amp;#039;&amp;#039;&amp;#039;never&amp;#039;&amp;#039;&amp;#039; allowed to engage ground targets in the enemy UCB, regardless of how many flags either side has.&lt;br /&gt;
** The UCB will be defined as the area that is hashed out on your mini map and inaccessible for you, but is accessible for your enemy.&lt;br /&gt;
** If the player or vehicle fires at you or at teammates, you are allowed to return fire on that player or vehicle.&lt;br /&gt;
** If the player or vehicle returns to their base after crossing that point, that player is allowed to be engaged.&lt;br /&gt;
* You are not allowed to engage enemy aircraft at their spawnpoints.&lt;br /&gt;
** This rule applies even if the spawnpoint is not located in a UCB.&lt;br /&gt;
** This rule applies until the aircraft in question has been in the air for 3 seconds.&lt;br /&gt;
** If the aircraft fires at you or at teammates, you are allowed to engage it before 3 seconds have passed.&lt;br /&gt;
** If the vehicle returns to its spawn point after takeoff, that vehicle is allowed to be engaged.&lt;br /&gt;
* You are not allowed to use your air vehicle to purposefully ram enemy vehicles of any type, air or ground.&lt;br /&gt;
** This rule applies even if you leave your vehicle before impact.&lt;br /&gt;
** A crash is considered an accident, but if you crash too often you may be grounded.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Intention of the rule&amp;#039;&amp;#039;&amp;#039;: Pilots should behave as gentlemen and fight their battles in the air.&lt;br /&gt;
* The Gunship is classed as an &amp;quot;Air&amp;quot; asset. As such it must follow the same guidelines regarding attacking landed air assets&lt;br /&gt;
&lt;br /&gt;
== Joining the game server ==&lt;br /&gt;
&lt;br /&gt;
* All soldiers should sign up in [http://www.global-conflict.org/abc/battleday_signup.php Army Base Camp] prior to battle. &lt;br /&gt;
** If players must sit out a round due to numbers, and not enough people volunteer to do so, priority will be given to soldiers who signed up in ABC prior to the battle.&lt;br /&gt;
* If you want to join after the battle has started, you need to ask for permission to join from your commanding officer (in teamspeak). Wait for his approval before joining, he needs to communicate with his HC.&lt;br /&gt;
* Officers need to ask their HC for permission for people to join in. Each HC is responsible for the number of players on their side&lt;br /&gt;
&lt;br /&gt;
=== +2/+1 Rule ===&lt;br /&gt;
&lt;br /&gt;
* The +2/+1 Rule concerns the number of players allowed per side to keep the game play balanced in the instance that player numbers are not equal:&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;+1 Rule:&amp;#039;&amp;#039;&amp;#039; If one army is &amp;#039;&amp;#039;&amp;#039;below 20&amp;#039;&amp;#039;&amp;#039; players, the other army may only have one more player on server.&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;+2 Rule:&amp;#039;&amp;#039;&amp;#039; If both armies are &amp;#039;&amp;#039;&amp;#039;above 20&amp;#039;&amp;#039;&amp;#039; players, then one army may have up to two more players on server than the other.&lt;br /&gt;
* A round cannot go live until the conditions of the +2/+1 rule are met. Additional time may be added to the end of a battleday at TA discretion to make up for delays caused by number balancing.&lt;br /&gt;
* Once the round is live, no additional players for either team may join without first consulting their HC and ensuring that they will not break the +2/+1 rule.&lt;br /&gt;
* Numbers may fluctuate due to players dropping and rejoining over the course of a match, which may result in temporary violations of the +2/+1 rule. These will be tolerated provided they are &amp;#039;&amp;#039;temporary&amp;#039;&amp;#039;. If an army permanently drops a player putting them below +2/+1, they must inform the other armies HC so they can drop players to come in to compliance. If the other army does not do this, the TAs will take action to fix numbers.&lt;br /&gt;
* Two consecutive rounds that a team starts below 8 on a given map will surrender the map to the attacking team.&lt;br /&gt;
&lt;br /&gt;
== Squad Manipulation ==&lt;br /&gt;
&lt;br /&gt;
* Army Dumping, Squad Leader Cycling, Squad cycling is forbidden&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Army Dumping:&amp;#039;&amp;#039;&amp;#039; Where an individual or squad leader allows a group of players to spawn on him/her with the intention of creating further squads to allow for further spawn points.&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Squad Leader Cycling:&amp;#039;&amp;#039;&amp;#039; Where a squad leader upon death relinquishes his squad leader position in order to allow another living squad member to take the position and allow for a renewed spawn point.&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Squad Cycling:&amp;#039;&amp;#039;&amp;#039; Where an individual switches to another squad with the singular intention of using another squads spawn point to further his immediate and desired goal.&lt;br /&gt;
 &lt;br /&gt;
* When one of your SL is late for battle, he is allowed to cycle to his position. However keep in mind that it may not benefit any strategic objectives.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Pre live rules ==&lt;br /&gt;
&lt;br /&gt;
* Do not enter the enemy UCB. Your opponent needs to prepare too. At each map your Field Commanders will designate a flag where you can go head to head for some pre fun.&lt;br /&gt;
** On a map where one or both sides do not have UCBs the TAs will designate a flag as the UCB for the pre live rounds.&lt;br /&gt;
* Your High Command will set policy for your UCB during pre-live. TAs will kick players at the request of the HCs, so make sure you check with your commanders before taking that chopper on a joy-ride.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Glitches ==&lt;br /&gt;
&lt;br /&gt;
BF4, like any game, contains a number of exploitable glitches that can give a player an unfair advantage. Exploiting glitches is forbidden in GC. The Golden Rules apply here: if you think you can gain an advantage by doing something, first ensure you will not gain an &amp;#039;&amp;#039;&amp;#039;unfair advantage&amp;#039;&amp;#039;&amp;#039; on the other players. If you don&amp;#039;t know what counts as a glitch, or have any doubts at all about something you&amp;#039;d like to try in game, consult your High Command.&lt;br /&gt;
&lt;br /&gt;
An unfair advantage is obviously difficult to define, and requires the application of judgment on the part of the player. In general, the following categories of glitches are considered to grant unfair advantages, and are disallowed:&lt;br /&gt;
# A glitch which makes you more difficult to kill than you should be&lt;br /&gt;
# A glitch in the map which makes you more difficult to kill than you would be in a similar position elsewhere, such as hiding behind a invincible-one way barrier&lt;br /&gt;
# A glitch which allows you to go &amp;quot;outside&amp;quot; the map mesh, or access a position from which you cannot be killed due to map bugs&lt;br /&gt;
# A glitch which gives you more killing power than was intended by the developers&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Just because something is not on this list does not mean it is allowed!&amp;#039;&amp;#039;&amp;#039; Glitches may be introduced into the game by a patch or discovered by players, and these will be considered to be disallowed until reviewed by HCs, TAs and Executives.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Consequences ==&lt;br /&gt;
 &lt;br /&gt;
* If you break a rule or intention of the rule: &lt;br /&gt;
** First time; will be seen as an incident. Your HC will be informed and asked to take action.&lt;br /&gt;
** Second time; Friendly kick by the Tournament Admins. You have been reminded once, now we let you know that we are serious.&lt;br /&gt;
** Third time; You will get kicked, with a 2 minute ban. In that time we expect you to report to your High Command, where you will explain your actions.&lt;br /&gt;
** Fourth time; The High Command, TA and Executive Senate will discuss our options, which could include imposing limits on your game play or your ability to participate in GC.&lt;br /&gt;
&lt;br /&gt;
The intention of these rules is to provide an enjoyable gaming experience for everyone.  Violating these rules means that you have inhibited someone else&amp;#039;s ability to enjoy their time at GC so the HC, TA and Execs have no problem limiting your ability to enjoy GC. The severity of the punishment may vary depending on the rule broken, ranking from server message (single allchat violation) to immediate ban (aimbotting).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Filing a Complaint ==&lt;br /&gt;
&lt;br /&gt;
* If you believe a player has violated one of the Fair Play rules report it to your squad leader, CO or HC, which ever is the next step above you in your chain of command.  They will bring it up the chain and inform the TAs.&lt;br /&gt;
** DO NOT post your complaint in All Chat.&lt;br /&gt;
** DO NOT post your complaint in an open forum or start a flame war.&lt;br /&gt;
** DO NOT harass the player you believe violated the rules in chat, forum posts, PMs or any other method. (Including non-GC sources)&lt;br /&gt;
&lt;br /&gt;
The HCs, TAs and Execs do listen to the members and they WILL handle your complaint.  Sometimes violations are difficult to prove or players believe rules were violated when they were not and absolute rulings can take some time.  Have patience.&lt;br /&gt;
&lt;br /&gt;
* The TAs ruling on a violation can be referred to the Executive Senate if a member believes they have been unfairly punished.  The Executive senate&amp;#039;s ruling on a violation is final.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--------------------&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;Rules are subject to change during campaign. Changes, if necessary, will be announced in the forums, and come in effect instantly. This page is the final authority on fair play rules information.&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>Gwynzer</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=Fair_Play_Rules&amp;diff=1221</id>
		<title>Fair Play Rules</title>
		<link rel="alternate" type="text/html" href="http://www.global-conflict.org/wiki/index.php?title=Fair_Play_Rules&amp;diff=1221"/>
				<updated>2014-11-16T00:14:31Z</updated>
		
		<summary type="html">&lt;p&gt;Gwynzer: /* +2/+1 Rule */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Fair Play Rules =&lt;br /&gt;
&lt;br /&gt;
== GOLDEN RULE ==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Golden Rule of GC is that you should not do something to your enemy that you would find unfair if it was done to you. The second Golden Rule is that if you are in doubt about an action, &amp;#039;&amp;#039;don&amp;#039;t do it&amp;#039;&amp;#039;. We are here to create an enjoyable gaming experience for everyone, and we ask you to play in that spirit.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
== Global Conflict General Rules ==&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous General Rules ===&lt;br /&gt;
* Do not use All Chat during a battleday. &lt;br /&gt;
* If you are recording your gameplay and Teamspeak sound, please put a [*R*] in front of your name. This is a courtesy so that people will know they are being recorded.&lt;br /&gt;
* If you have stolen an enemy vehicle, you must put it to use in a way that allows the enemy a fair chance to destroy it or steal it back.&lt;br /&gt;
* Vehicles that spawn on flags (not main base) must be kept in bounds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Base Camping Rules for Ground Players: ==&lt;br /&gt;
When &amp;#039;&amp;#039;both&amp;#039;&amp;#039; of the below conditions are met certain rules, listed below, come into effect.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Conditions:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* 1. The map has an uncappable base or spawn point (UCB).&lt;br /&gt;
** The UCB will be defined as the area that is hashed out on your mini map and inaccessible for you, but is accessible for your enemy.&lt;br /&gt;
* 2. No other flags are owned by the army that is being base camped. &lt;br /&gt;
&amp;#039;&amp;#039;If the conditions listed above are not met then the UCB is treated like any other flag and is subject to any and all forms of attack.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Applied rules:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* You are not allowed to direct any kind of fire into the enemy UCB with any kind of weapon, for any reason.&lt;br /&gt;
* The moment a player exits the hashed out area or fires, &amp;#039;&amp;#039;that player&amp;#039;&amp;#039; is fair game.&lt;br /&gt;
* The intention of the rule: This rule offers an army the opportunity to play with a fair chance of continuing the battle. TAs will exercise discretion to ensure this spirit is met. Please don&amp;#039;t make us have to rule on a spawn camp!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Rules Of Engagement For Air Players ==&lt;br /&gt;
These rules only apply to you if you are operating any air vehicles or using these as transport.&lt;br /&gt;
&lt;br /&gt;
* You are &amp;#039;&amp;#039;&amp;#039;never&amp;#039;&amp;#039;&amp;#039; allowed to engage ground targets in the enemy UCB, regardless of how many flags either side has.&lt;br /&gt;
** The UCB will be defined as the area that is hashed out on your mini map and inaccessible for you, but is accessible for your enemy.&lt;br /&gt;
** If the player or vehicle fires at you or at teammates, you are allowed to return fire on that player or vehicle.&lt;br /&gt;
** If the player or vehicle returns to their base after crossing that point, that player is allowed to be engaged.&lt;br /&gt;
* You are not allowed to engage enemy aircraft at their spawnpoints.&lt;br /&gt;
** This rule applies even if the spawnpoint is not located in a UCB.&lt;br /&gt;
** This rule applies until the aircraft in question has been in the air for 3 seconds.&lt;br /&gt;
** If the aircraft fires at you or at teammates, you are allowed to engage it before 3 seconds have passed.&lt;br /&gt;
** If the vehicle returns to its spawn point after takeoff, that vehicle is allowed to be engaged.&lt;br /&gt;
* You are not allowed to use your air vehicle to purposefully ram enemy vehicles of any type, air or ground.&lt;br /&gt;
** This rule applies even if you leave your vehicle before impact.&lt;br /&gt;
** A crash is considered an accident, but if you crash too often you may be grounded.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Intention of the rule&amp;#039;&amp;#039;&amp;#039;: Pilots should behave as gentlemen and fight their battles in the air.&lt;br /&gt;
* The Gunship is classed as an &amp;quot;Air&amp;quot; asset. As such it must follow the same guidelines regarding attacking landed air assets&lt;br /&gt;
&lt;br /&gt;
== Joining the game server ==&lt;br /&gt;
&lt;br /&gt;
* All soldiers should sign up in [http://www.global-conflict.org/abc/battleday_signup.php Army Base Camp] prior to battle. &lt;br /&gt;
** If players must sit out a round due to numbers, and not enough people volunteer to do so, priority will be given to soldiers who signed up in ABC prior to the battle.&lt;br /&gt;
* If you want to join after the battle has started, you need to ask for permission to join from your commanding officer (in teamspeak). Wait for his approval before joining, he needs to communicate with his HC.&lt;br /&gt;
* Officers need to ask their HC for permission for people to join in. Each HC is responsible for the number of players on their side&lt;br /&gt;
&lt;br /&gt;
=== +2/+1 Rule ===&lt;br /&gt;
&lt;br /&gt;
* The +2/+1 Rule concerns the number of players allowed per side to keep the game play balanced in the instance that player numbers are not equal:&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;+1 Rule:&amp;#039;&amp;#039;&amp;#039; If one army is &amp;#039;&amp;#039;&amp;#039;below 20&amp;#039;&amp;#039;&amp;#039; players, the other army may only have one more player on server.&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;+2 Rule:&amp;#039;&amp;#039;&amp;#039; If both armies are &amp;#039;&amp;#039;&amp;#039;above 20&amp;#039;&amp;#039;&amp;#039; players, then one army may have up to two more players on server than the other.&lt;br /&gt;
* A round cannot go live until the conditions of the +2/+1 rule are met. Additional time may be added to the end of a battleday at TA discretion to make up for delays caused by number balancing.&lt;br /&gt;
* Once the round is live, no additional players for either team may join without first consulting their HC and ensuring that they will not break the +2/+1 rule.&lt;br /&gt;
* Numbers may fluctuate due to players dropping and rejoining over the course of a match, which may result in temporary violations of the +2/+1 rule. These will be tolerated provided they are &amp;#039;&amp;#039;temporary&amp;#039;&amp;#039;. If an army permanently a player putting them below +2/+1, they must inform the other armies HC so they can drop players to come in to compliance. If the other army does not do this, the TAs will take action to fix numbers.&lt;br /&gt;
* Two consecutive rounds that a team starts below 8 on a given map will surrender the map to the attacking team.&lt;br /&gt;
&lt;br /&gt;
== Squad Manipulation ==&lt;br /&gt;
&lt;br /&gt;
* Army Dumping, Squad Leader Cycling, Squad cycling is forbidden&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Army Dumping:&amp;#039;&amp;#039;&amp;#039; Where an individual or squad leader allows a group of players to spawn on him/her with the intention of creating further squads to allow for further spawn points.&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Squad Leader Cycling:&amp;#039;&amp;#039;&amp;#039; Where a squad leader upon death relinquishes his squad leader position in order to allow another living squad member to take the position and allow for a renewed spawn point.&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Squad Cycling:&amp;#039;&amp;#039;&amp;#039; Where an individual switches to another squad with the singular intention of using another squads spawn point to further his immediate and desired goal.&lt;br /&gt;
 &lt;br /&gt;
* When one of your SL is late for battle, he is allowed to cycle to his position. However keep in mind that it may not benefit any strategic objectives.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Pre live rules ==&lt;br /&gt;
&lt;br /&gt;
* Do not enter the enemy UCB. Your opponent needs to prepare too. At each map your Field Commanders will designate a flag where you can go head to head for some pre fun.&lt;br /&gt;
** On a map where one or both sides do not have UCBs the TAs will designate a flag as the UCB for the pre live rounds.&lt;br /&gt;
* Your High Command will set policy for your UCB during pre-live. TAs will kick players at the request of the HCs, so make sure you check with your commanders before taking that chopper on a joy-ride.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Glitches ==&lt;br /&gt;
&lt;br /&gt;
BF4, like any game, contains a number of exploitable glitches that can give a player an unfair advantage. Exploiting glitches is forbidden in GC. The Golden Rules apply here: if you think you can gain an advantage by doing something, first ensure you will not gain an &amp;#039;&amp;#039;&amp;#039;unfair advantage&amp;#039;&amp;#039;&amp;#039; on the other players. If you don&amp;#039;t know what counts as a glitch, or have any doubts at all about something you&amp;#039;d like to try in game, consult your High Command.&lt;br /&gt;
&lt;br /&gt;
An unfair advantage is obviously difficult to define, and requires the application of judgment on the part of the player. In general, the following categories of glitches are considered to grant unfair advantages, and are disallowed:&lt;br /&gt;
# A glitch which makes you more difficult to kill than you should be&lt;br /&gt;
# A glitch in the map which makes you more difficult to kill than you would be in a similar position elsewhere, such as hiding behind a invincible-one way barrier&lt;br /&gt;
# A glitch which allows you to go &amp;quot;outside&amp;quot; the map mesh, or access a position from which you cannot be killed due to map bugs&lt;br /&gt;
# A glitch which gives you more killing power than was intended by the developers&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Just because something is not on this list does not mean it is allowed!&amp;#039;&amp;#039;&amp;#039; Glitches may be introduced into the game by a patch or discovered by players, and these will be considered to be disallowed until reviewed by HCs, TAs and Executives.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Consequences ==&lt;br /&gt;
 &lt;br /&gt;
* If you break a rule or intention of the rule: &lt;br /&gt;
** First time; will be seen as an incident. Your HC will be informed and asked to take action.&lt;br /&gt;
** Second time; Friendly kick by the Tournament Admins. You have been reminded once, now we let you know that we are serious.&lt;br /&gt;
** Third time; You will get kicked, with a 2 minute ban. In that time we expect you to report to your High Command, where you will explain your actions.&lt;br /&gt;
** Fourth time; The High Command, TA and Executive Senate will discuss our options, which could include imposing limits on your game play or your ability to participate in GC.&lt;br /&gt;
&lt;br /&gt;
The intention of these rules is to provide an enjoyable gaming experience for everyone.  Violating these rules means that you have inhibited someone else&amp;#039;s ability to enjoy their time at GC so the HC, TA and Execs have no problem limiting your ability to enjoy GC. The severity of the punishment may vary depending on the rule broken, ranking from server message (single allchat violation) to immediate ban (aimbotting).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Filing a Complaint ==&lt;br /&gt;
&lt;br /&gt;
* If you believe a player has violated one of the Fair Play rules report it to your squad leader, CO or HC, which ever is the next step above you in your chain of command.  They will bring it up the chain and inform the TAs.&lt;br /&gt;
** DO NOT post your complaint in All Chat.&lt;br /&gt;
** DO NOT post your complaint in an open forum or start a flame war.&lt;br /&gt;
** DO NOT harass the player you believe violated the rules in chat, forum posts, PMs or any other method. (Including non-GC sources)&lt;br /&gt;
&lt;br /&gt;
The HCs, TAs and Execs do listen to the members and they WILL handle your complaint.  Sometimes violations are difficult to prove or players believe rules were violated when they were not and absolute rulings can take some time.  Have patience.&lt;br /&gt;
&lt;br /&gt;
* The TAs ruling on a violation can be referred to the Executive Senate if a member believes they have been unfairly punished.  The Executive senate&amp;#039;s ruling on a violation is final.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--------------------&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;Rules are subject to change during campaign. Changes, if necessary, will be announced in the forums, and come in effect instantly. This page is the final authority on fair play rules information.&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>Gwynzer</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=Fair_Play_Rules&amp;diff=1220</id>
		<title>Fair Play Rules</title>
		<link rel="alternate" type="text/html" href="http://www.global-conflict.org/wiki/index.php?title=Fair_Play_Rules&amp;diff=1220"/>
				<updated>2014-11-16T00:14:02Z</updated>
		
		<summary type="html">&lt;p&gt;Gwynzer: /* +2/+1 Rule */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Fair Play Rules =&lt;br /&gt;
&lt;br /&gt;
== GOLDEN RULE ==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Golden Rule of GC is that you should not do something to your enemy that you would find unfair if it was done to you. The second Golden Rule is that if you are in doubt about an action, &amp;#039;&amp;#039;don&amp;#039;t do it&amp;#039;&amp;#039;. We are here to create an enjoyable gaming experience for everyone, and we ask you to play in that spirit.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
== Global Conflict General Rules ==&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous General Rules ===&lt;br /&gt;
* Do not use All Chat during a battleday. &lt;br /&gt;
* If you are recording your gameplay and Teamspeak sound, please put a [*R*] in front of your name. This is a courtesy so that people will know they are being recorded.&lt;br /&gt;
* If you have stolen an enemy vehicle, you must put it to use in a way that allows the enemy a fair chance to destroy it or steal it back.&lt;br /&gt;
* Vehicles that spawn on flags (not main base) must be kept in bounds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Base Camping Rules for Ground Players: ==&lt;br /&gt;
When &amp;#039;&amp;#039;both&amp;#039;&amp;#039; of the below conditions are met certain rules, listed below, come into effect.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Conditions:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* 1. The map has an uncappable base or spawn point (UCB).&lt;br /&gt;
** The UCB will be defined as the area that is hashed out on your mini map and inaccessible for you, but is accessible for your enemy.&lt;br /&gt;
* 2. No other flags are owned by the army that is being base camped. &lt;br /&gt;
&amp;#039;&amp;#039;If the conditions listed above are not met then the UCB is treated like any other flag and is subject to any and all forms of attack.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Applied rules:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* You are not allowed to direct any kind of fire into the enemy UCB with any kind of weapon, for any reason.&lt;br /&gt;
* The moment a player exits the hashed out area or fires, &amp;#039;&amp;#039;that player&amp;#039;&amp;#039; is fair game.&lt;br /&gt;
* The intention of the rule: This rule offers an army the opportunity to play with a fair chance of continuing the battle. TAs will exercise discretion to ensure this spirit is met. Please don&amp;#039;t make us have to rule on a spawn camp!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Rules Of Engagement For Air Players ==&lt;br /&gt;
These rules only apply to you if you are operating any air vehicles or using these as transport.&lt;br /&gt;
&lt;br /&gt;
* You are &amp;#039;&amp;#039;&amp;#039;never&amp;#039;&amp;#039;&amp;#039; allowed to engage ground targets in the enemy UCB, regardless of how many flags either side has.&lt;br /&gt;
** The UCB will be defined as the area that is hashed out on your mini map and inaccessible for you, but is accessible for your enemy.&lt;br /&gt;
** If the player or vehicle fires at you or at teammates, you are allowed to return fire on that player or vehicle.&lt;br /&gt;
** If the player or vehicle returns to their base after crossing that point, that player is allowed to be engaged.&lt;br /&gt;
* You are not allowed to engage enemy aircraft at their spawnpoints.&lt;br /&gt;
** This rule applies even if the spawnpoint is not located in a UCB.&lt;br /&gt;
** This rule applies until the aircraft in question has been in the air for 3 seconds.&lt;br /&gt;
** If the aircraft fires at you or at teammates, you are allowed to engage it before 3 seconds have passed.&lt;br /&gt;
** If the vehicle returns to its spawn point after takeoff, that vehicle is allowed to be engaged.&lt;br /&gt;
* You are not allowed to use your air vehicle to purposefully ram enemy vehicles of any type, air or ground.&lt;br /&gt;
** This rule applies even if you leave your vehicle before impact.&lt;br /&gt;
** A crash is considered an accident, but if you crash too often you may be grounded.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Intention of the rule&amp;#039;&amp;#039;&amp;#039;: Pilots should behave as gentlemen and fight their battles in the air.&lt;br /&gt;
* The Gunship is classed as an &amp;quot;Air&amp;quot; asset. As such it must follow the same guidelines regarding attacking landed air assets&lt;br /&gt;
&lt;br /&gt;
== Joining the game server ==&lt;br /&gt;
&lt;br /&gt;
* All soldiers should sign up in [http://www.global-conflict.org/abc/battleday_signup.php Army Base Camp] prior to battle. &lt;br /&gt;
** If players must sit out a round due to numbers, and not enough people volunteer to do so, priority will be given to soldiers who signed up in ABC prior to the battle.&lt;br /&gt;
* If you want to join after the battle has started, you need to ask for permission to join from your commanding officer (in teamspeak). Wait for his approval before joining, he needs to communicate with his HC.&lt;br /&gt;
* Officers need to ask their HC for permission for people to join in. Each HC is responsible for the number of players on their side&lt;br /&gt;
&lt;br /&gt;
=== +2/+1 Rule ===&lt;br /&gt;
&lt;br /&gt;
* The +2/+1 Rule concerns the number of players allowed per side to keep the game play balanced in the instance that player numbers are not equal:&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;+1 Rule:&amp;#039;&amp;#039;&amp;#039; If one army is &amp;#039;&amp;#039;&amp;#039;below 20&amp;#039;&amp;#039;&amp;#039; players, the other army may only have one more player on server.&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;+2 Rule:&amp;#039;&amp;#039;&amp;#039; If both armies are &amp;#039;&amp;#039;&amp;#039;above 20&amp;#039;&amp;#039;&amp;#039; players, then one army may have up to two more players on server than the other.&lt;br /&gt;
* A round cannot go live until the conditions of the +2/+1 rule are met. Additional time may be added to the end of a battleday at TA discretion to make up for delays caused by number balancing.&lt;br /&gt;
* Once the round is live, no additional players for either team may join without first consulting their HC and ensuring that they will not break the +2/+1 rule.&lt;br /&gt;
* Numbers may fluctuate due to players dropping and rejoining over the course of a match, which may result in temporary violations of the +2/+1 rule. These will be tolerated provided they are &amp;#039;&amp;#039;temporary&amp;#039;&amp;#039;. If an army permanently a player putting them below +2/+1, they must inform the other armies HC so they can drop players to come in to compliance. If they do not do this, the TAs will take action to fix numbers.&lt;br /&gt;
* Two consecutive rounds that a team starts below 8 on a given map will surrender the map to the attacking team.&lt;br /&gt;
&lt;br /&gt;
== Squad Manipulation ==&lt;br /&gt;
&lt;br /&gt;
* Army Dumping, Squad Leader Cycling, Squad cycling is forbidden&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Army Dumping:&amp;#039;&amp;#039;&amp;#039; Where an individual or squad leader allows a group of players to spawn on him/her with the intention of creating further squads to allow for further spawn points.&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Squad Leader Cycling:&amp;#039;&amp;#039;&amp;#039; Where a squad leader upon death relinquishes his squad leader position in order to allow another living squad member to take the position and allow for a renewed spawn point.&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Squad Cycling:&amp;#039;&amp;#039;&amp;#039; Where an individual switches to another squad with the singular intention of using another squads spawn point to further his immediate and desired goal.&lt;br /&gt;
 &lt;br /&gt;
* When one of your SL is late for battle, he is allowed to cycle to his position. However keep in mind that it may not benefit any strategic objectives.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Pre live rules ==&lt;br /&gt;
&lt;br /&gt;
* Do not enter the enemy UCB. Your opponent needs to prepare too. At each map your Field Commanders will designate a flag where you can go head to head for some pre fun.&lt;br /&gt;
** On a map where one or both sides do not have UCBs the TAs will designate a flag as the UCB for the pre live rounds.&lt;br /&gt;
* Your High Command will set policy for your UCB during pre-live. TAs will kick players at the request of the HCs, so make sure you check with your commanders before taking that chopper on a joy-ride.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Glitches ==&lt;br /&gt;
&lt;br /&gt;
BF4, like any game, contains a number of exploitable glitches that can give a player an unfair advantage. Exploiting glitches is forbidden in GC. The Golden Rules apply here: if you think you can gain an advantage by doing something, first ensure you will not gain an &amp;#039;&amp;#039;&amp;#039;unfair advantage&amp;#039;&amp;#039;&amp;#039; on the other players. If you don&amp;#039;t know what counts as a glitch, or have any doubts at all about something you&amp;#039;d like to try in game, consult your High Command.&lt;br /&gt;
&lt;br /&gt;
An unfair advantage is obviously difficult to define, and requires the application of judgment on the part of the player. In general, the following categories of glitches are considered to grant unfair advantages, and are disallowed:&lt;br /&gt;
# A glitch which makes you more difficult to kill than you should be&lt;br /&gt;
# A glitch in the map which makes you more difficult to kill than you would be in a similar position elsewhere, such as hiding behind a invincible-one way barrier&lt;br /&gt;
# A glitch which allows you to go &amp;quot;outside&amp;quot; the map mesh, or access a position from which you cannot be killed due to map bugs&lt;br /&gt;
# A glitch which gives you more killing power than was intended by the developers&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Just because something is not on this list does not mean it is allowed!&amp;#039;&amp;#039;&amp;#039; Glitches may be introduced into the game by a patch or discovered by players, and these will be considered to be disallowed until reviewed by HCs, TAs and Executives.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Consequences ==&lt;br /&gt;
 &lt;br /&gt;
* If you break a rule or intention of the rule: &lt;br /&gt;
** First time; will be seen as an incident. Your HC will be informed and asked to take action.&lt;br /&gt;
** Second time; Friendly kick by the Tournament Admins. You have been reminded once, now we let you know that we are serious.&lt;br /&gt;
** Third time; You will get kicked, with a 2 minute ban. In that time we expect you to report to your High Command, where you will explain your actions.&lt;br /&gt;
** Fourth time; The High Command, TA and Executive Senate will discuss our options, which could include imposing limits on your game play or your ability to participate in GC.&lt;br /&gt;
&lt;br /&gt;
The intention of these rules is to provide an enjoyable gaming experience for everyone.  Violating these rules means that you have inhibited someone else&amp;#039;s ability to enjoy their time at GC so the HC, TA and Execs have no problem limiting your ability to enjoy GC. The severity of the punishment may vary depending on the rule broken, ranking from server message (single allchat violation) to immediate ban (aimbotting).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Filing a Complaint ==&lt;br /&gt;
&lt;br /&gt;
* If you believe a player has violated one of the Fair Play rules report it to your squad leader, CO or HC, which ever is the next step above you in your chain of command.  They will bring it up the chain and inform the TAs.&lt;br /&gt;
** DO NOT post your complaint in All Chat.&lt;br /&gt;
** DO NOT post your complaint in an open forum or start a flame war.&lt;br /&gt;
** DO NOT harass the player you believe violated the rules in chat, forum posts, PMs or any other method. (Including non-GC sources)&lt;br /&gt;
&lt;br /&gt;
The HCs, TAs and Execs do listen to the members and they WILL handle your complaint.  Sometimes violations are difficult to prove or players believe rules were violated when they were not and absolute rulings can take some time.  Have patience.&lt;br /&gt;
&lt;br /&gt;
* The TAs ruling on a violation can be referred to the Executive Senate if a member believes they have been unfairly punished.  The Executive senate&amp;#039;s ruling on a violation is final.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--------------------&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;Rules are subject to change during campaign. Changes, if necessary, will be announced in the forums, and come in effect instantly. This page is the final authority on fair play rules information.&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>Gwynzer</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=Campaign_6_server_settings&amp;diff=1074</id>
		<title>Campaign 6 server settings</title>
		<link rel="alternate" type="text/html" href="http://www.global-conflict.org/wiki/index.php?title=Campaign_6_server_settings&amp;diff=1074"/>
				<updated>2014-05-16T19:46:36Z</updated>
		
		<summary type="html">&lt;p&gt;Gwynzer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*Friendly Fire - On&lt;br /&gt;
*Regenerate Health - Off&lt;br /&gt;
*Kill Cam - Off&lt;br /&gt;
*Mini Map - On&lt;br /&gt;
*HUD - On&lt;br /&gt;
*Cross Hair - On&lt;br /&gt;
*3d Spotting - Off&lt;br /&gt;
*Mini Map Spotting - On&lt;br /&gt;
*Name Tag - On&lt;br /&gt;
*3P Cam - On&lt;br /&gt;
*Vehicle Spawn Allowed - On&lt;br /&gt;
*Vehicle Spawn Delay - 100% &lt;br /&gt;
*Soldier Health - 100% &lt;br /&gt;
*Player Respawn Timer - 100%&lt;br /&gt;
*Bullet Damage - 100%&lt;br /&gt;
*Squad Leader Only Spawn - On&lt;br /&gt;
*Game Length (number of tickets, 64p maps) - 75%&lt;br /&gt;
*Game Length (number of tickets, 32p maps) - 150%&lt;br /&gt;
*Game Length (Bleed rate) - 60%&lt;br /&gt;
*Weapons - Taken from battlelog unlocks&lt;/div&gt;</summary>
		<author><name>Gwynzer</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_2_System&amp;diff=1073</id>
		<title>BF4 Campaign 2 System</title>
		<link rel="alternate" type="text/html" href="http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_2_System&amp;diff=1073"/>
				<updated>2014-05-10T00:50:54Z</updated>
		
		<summary type="html">&lt;p&gt;Gwynzer: /* Timing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Introduction=&lt;br /&gt;
==Preamble==&lt;br /&gt;
Battlefield 4 is a tactical first-person shooter set in the modern era, and is developed and distributed by EA Games. &lt;br /&gt;
&lt;br /&gt;
At Global Conflict the multi-player aspects of the game are utilized to simulate a conflict between two organized armies. Members join a side and agree to abide by the rules of that army and to participate in the campaign as outlined in the Campaign System that follows. The Campaign is played out using original (vanilla) BF4, China Rising, Second Assault, and Naval Strike.&lt;br /&gt;
&lt;br /&gt;
Each army is headed by a High Command (HC) that will be comprised of well known and respected members, selected prior to the start each new campaign. The HC is responsible for the smooth running of their army. The HC will accomplish this through the delegation of authority in a manner of their choosing. This authority will not extend to breaching the Rules of Global Conflict and in any case will not supercede the authority of the Tournament Admins or of the Executive. &lt;br /&gt;
&lt;br /&gt;
The guiding principle of the campaign shall be an attitude and display of gentlemanly and sportsmanlike conduct. If any rule in its interpretation or implementation should breach these generally accepted principles then this rule must be adapted to comply. If any rule is unclear in its interpretation then it must be applied with this guiding principle determining its intent and outcome.&lt;br /&gt;
&lt;br /&gt;
The rules behind this campaign are based in part from borrowed elements of the board game ‘Risk’ and other rules developed by our community. The goal of the Campaign is to gain control of 70% of the territories and capitals available on the Campaign Map or to force the other side into surrender. The Campaign Map will be illustrated and hosted on the home page of Global-Conflict.org. As the campaign progresses the campaign map will be updated to reflect the ebb and flow of each army&amp;#039;s territories.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Definitions== &lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;BFI&amp;#039;&amp;#039;&amp;#039; - Battle for Initiative, first Campaign Match after the draft to decide which army gets the first attack.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Army:&amp;#039;&amp;#039;&amp;#039; One of two factions competing for world domination on the campaign map. &lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Map&amp;#039;&amp;#039;&amp;#039;: a Battlefield 4 map in a specific game mode and size, e.g. &amp;quot;Caspian Border 32 Vehicles&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Territory:&amp;#039;&amp;#039;&amp;#039; A tile on the campaign map, corresponding to one Battlefield 4 map.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Net Worth, WCP:&amp;#039;&amp;#039;&amp;#039; Net worth represents the total financial and military power of An army. Net Worth is measured in &amp;#039;&amp;#039;&amp;#039;W&amp;#039;&amp;#039;&amp;#039;orld &amp;#039;&amp;#039;&amp;#039;C&amp;#039;&amp;#039;&amp;#039;ontrol &amp;#039;&amp;#039;&amp;#039;P&amp;#039;&amp;#039;&amp;#039;oints. Each territory is worth 3 WCP. Each capital city is worth 2 WCP.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;General, HC:&amp;#039;&amp;#039;&amp;#039; Leaders of each army are traditionally referred to as &amp;#039;&amp;#039;&amp;#039;generals&amp;#039;&amp;#039;&amp;#039;. The highest-ranked officers in each army are referred to as the &amp;#039;&amp;#039;&amp;#039;high command (HC)&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;TA:&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;&amp;#039;T&amp;#039;&amp;#039;&amp;#039;ournament &amp;#039;&amp;#039;&amp;#039;A&amp;#039;&amp;#039;&amp;#039;dministrators are a group of dedicated GC veterans who run the day-to-day functioning of the campaign. They are the &amp;quot;referees&amp;quot; who police the fairplay rules and administer all aspects of the tournament.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Executive Senate&amp;#039;&amp;#039;&amp;#039;: The Executive Senate (sometimes called &amp;quot;execs&amp;quot; or &amp;quot;senators&amp;quot;) is Global Conflict&amp;#039;s highest governing body, made up of veterans who have been active in the community for years. Whereas the TA&amp;#039;s run the tournament itself, the Executive Senate is responsible for the overall health of the community. Its members select the TA&amp;#039;s and generals, and have the final say in all disputes.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;SBT:&amp;#039;&amp;#039;&amp;#039; Standard Battle Time is the time at which the main Saturday battle day will begin. This is currently 18:00 UTC but will be adjusted this campaign for the end of day lights saving.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Campaign Initialization==&lt;br /&gt;
Before a campaign begins, the Executive Senate will select volunteers from the community to serve as Generals and Tournament Administrators. From here, the TA&amp;#039;s and HC&amp;#039;s will set a timeline for the following steps&lt;br /&gt;
&lt;br /&gt;
# Selecting territories&lt;br /&gt;
# Selecting maps&lt;br /&gt;
# Drafting officers&lt;br /&gt;
# Drafting players&lt;br /&gt;
# Initial campaign map placements&lt;br /&gt;
&lt;br /&gt;
===Territory Selection Process===&lt;br /&gt;
To set the initial owners of territories on the campaign map, the TA&amp;#039;s will meet with both HC&amp;#039;s for the &amp;#039;&amp;#039;&amp;#039;territory draft&amp;#039;&amp;#039;&amp;#039;. &lt;br /&gt;
&lt;br /&gt;
A coin toss will determine first pick, and each HC will alternate picking one territory at a time until all available territories are claimed.&lt;br /&gt;
&lt;br /&gt;
*Islands are not able to be drafted by either army. They will be neutral upon campaign inclusion. (See Risk Rules below)&lt;br /&gt;
&lt;br /&gt;
===Map Selection Process===&lt;br /&gt;
It is up to each HC to choose a BF4 map corresponding to each territory on the campaign map.&lt;br /&gt;
&lt;br /&gt;
The TA&amp;#039;s will create an official maplist for the campaign. This list must specify a game mode/size for each map, and a map may be duplicated.&lt;br /&gt;
&lt;br /&gt;
Once the list is created, and after the territory draft, a &amp;#039;&amp;#039;&amp;#039;map draft&amp;#039;&amp;#039;&amp;#039; will be held. First pick will go to the loser of the coin toss from the territory draft, and armies will alternate selecting maps from the list.&lt;br /&gt;
&lt;br /&gt;
*Maps will be assigned to Islands by the Tournament Administrators a reasonable time after the Naval Strike DLC has released to all players. Once maps are assigned to these territories, they are now &amp;quot;In Play&amp;quot; and can be attacked during battle days.&lt;br /&gt;
&lt;br /&gt;
===Campaign Map Placements===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Map Placement====&lt;br /&gt;
&lt;br /&gt;
*After the territories and maps have been selected, the HC’s will place their maps on their territories as they see fit.&lt;br /&gt;
*Maps will be assigned to Islands by the Tournament Administrators a reasonable time after the Naval Strike DLC has released to all players. Once maps are assigned to these territories, they are now &amp;quot;In Play&amp;quot; and can be attacked during battle days.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once map assignments are submitted to the tournament admins, &amp;#039;&amp;#039;&amp;#039;they can never be changed.&amp;#039;&amp;#039;&amp;#039; However, the TA&amp;#039;s may allow exceptions at their discretion, for example if new patches fundamentally change the balance of a map.&lt;br /&gt;
&lt;br /&gt;
With each map assignment, the HC must also announce &amp;#039;&amp;#039;&amp;#039;which in-game side it will defend from.&amp;#039;&amp;#039;&amp;#039; The defending side may be changed at any time, but there is a five day &amp;quot;relocation time.&amp;quot; &amp;#039;&amp;#039;&amp;#039;Side changes must be announced by Monday SBT in the Risk Forum before the battleday it will take effect.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
If the territory is attacked within that time, the defender will play from the original defending side.&lt;br /&gt;
&lt;br /&gt;
=Territory Battle Days=&lt;br /&gt;
==General Rules==&lt;br /&gt;
&lt;br /&gt;
===Timing===&lt;br /&gt;
*Territory battles begin every &amp;#039;&amp;#039;&amp;#039;Saturday at SBT&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
** TA&amp;#039;s and HC&amp;#039;s can agree to skip a Saturday for holidays or other reasons&lt;br /&gt;
** If an attack starts late because the attacker was not ready, this time is not refunded at the end&lt;br /&gt;
*** However, if the attack starts late for some other reason (e.g. server issues), the time is refunded at the end&lt;br /&gt;
** If the server crashes during a round, the TA&amp;#039;s will decide whether to&lt;br /&gt;
**# If many tickets remain or it&amp;#039;s very close, cancel the round and add time on at the end&lt;br /&gt;
**# Otherwise, declare the army that was ahead in tickets the winner of the round&lt;br /&gt;
**After &amp;#039;&amp;#039;&amp;#039;SBT+5:45&amp;#039;&amp;#039;&amp;#039;, no new round can begin, unless time is added on by the TAs due to earlier delays. Any round in progress can continue and still counts.&lt;br /&gt;
***If the attacks on a territory have not finished (eg only 1 round played before time ends), the attacking army will have the option to CONTINUE their attack on their next attack day, or to attack a totally new territory.&lt;br /&gt;
**The attacker must take a &amp;#039;&amp;#039;&amp;#039;30 minute break&amp;#039;&amp;#039;&amp;#039; between SBT+2.5 and SBT+3.5, but can decide where it falls in that time (but they&amp;#039;re encouraged to aim for SBT+2.75). After the break, we swap servers.&lt;br /&gt;
&lt;br /&gt;
*Each battleday has one &amp;#039;&amp;#039;&amp;#039;attacker&amp;#039;&amp;#039;&amp;#039;, who chooses which territories to assault, and one &amp;#039;&amp;#039;&amp;#039;defender&amp;#039;&amp;#039;&amp;#039;, who must protect territories for the whole battleday.&lt;br /&gt;
** The army with the &amp;#039;&amp;#039;&amp;#039;attack initiative&amp;#039;&amp;#039;&amp;#039; tries to attack as many territories as it can&lt;br /&gt;
** The defender tries to stall the attacks, limiting the damage.&lt;br /&gt;
** This means attackers &amp;#039;&amp;#039;&amp;#039;set the tempo.&amp;#039;&amp;#039;&amp;#039; They announce when a round should be live and can take as long or as little as they need to prepare.&lt;br /&gt;
** Defenders always get 30 minutes before the first map, and &amp;#039;&amp;#039;&amp;#039;5&amp;#039;&amp;#039;&amp;#039; minutes before each subsequent map, to prepare. After that, the attacker can request live at any time. Defenders may request extra time, but it will be granted only at TA discretion, and it will be added to the end of the battle-day.&lt;br /&gt;
*Should the battle day end prematurely due to a lack of numbers on the defensive side, then this side will be required to forfeit one round for every twenty (20) minutes lost before the scheduled end of the battle day. &lt;br /&gt;
**This forfeit will be rounded upwards. &lt;br /&gt;
&lt;br /&gt;
*The army with the attack initiative must announce their first attack by &amp;#039;&amp;#039;&amp;#039;Friday SBT&amp;#039;&amp;#039;&amp;#039; before the battleday via a PM to the TA usergroup.&lt;br /&gt;
** Defenders are never told the attack until SBT-30 min.&lt;br /&gt;
** If the attackers announce after SBT-30 min, defenders are entitled to 30min of setup time.&lt;br /&gt;
&lt;br /&gt;
*Every round will start with &amp;#039;&amp;#039;&amp;#039;a 120-second countdown.&amp;#039;&amp;#039;&amp;#039; To be counted as live, it must start with a TA announcing &amp;quot;LIVE LIVE LIVE&amp;quot; over all chat, and also over teamspeak.&lt;br /&gt;
** An attacker cannot cancel a live round partly through, but the TA&amp;#039;s can rule a &amp;quot;false start&amp;quot; if needed&lt;br /&gt;
&lt;br /&gt;
===Risk Rules===&lt;br /&gt;
*For each attack, attackers must announce the territory they are attacking from, and the territory being attacked.&lt;br /&gt;
**An army &amp;#039;&amp;#039;&amp;#039;cannot re-attack a territory&amp;#039;&amp;#039;&amp;#039; until their second attack turn following their initial attack on that territory. (ie, it is &amp;quot;blocked&amp;quot; for a week)&lt;br /&gt;
**Islands can be attacked at any time and do not need an origin location specified. The re-attack rule applies for &amp;quot;Owned&amp;quot; Islands, but NOT for &amp;quot;Neutral&amp;quot; Islands&lt;br /&gt;
*Territory battles will be conducted as follows: &lt;br /&gt;
*#The armies will play the same side for all rounds on a map, &amp;#039;&amp;#039;&amp;#039;they will not alternate sides.&amp;#039;&amp;#039;&amp;#039; The defender&amp;#039;s side will be chosen in the initial map placements.&lt;br /&gt;
*#*The exception to this is NEUTRAL Islands. Neutral Islands will play best 2/3 with DEFENDER choosing side during their 5 minute preparation time. Upon victory the attacking army must declare which side they wish to defend from on the forums by Monday SBT&lt;br /&gt;
*#The number of winning rounds required for a successful outcome is best two out of three.&lt;br /&gt;
*#Maps will be played at 75% ticket count, but ticket counts may be modified based on agreements between TAs and HCs in the interests of fair and fun play.&lt;br /&gt;
*#* The bleed rate will be adjusted to 60%&lt;br /&gt;
&lt;br /&gt;
=Risk Cards=&lt;br /&gt;
&lt;br /&gt;
==Risk Card Draw Phase==&lt;br /&gt;
* Risk cards are drawn once a week by both armies&lt;br /&gt;
* Each army may only hold up to 2 cards in their hand at any time.&lt;br /&gt;
* If they have 2 cards going into the Risk Card Draw Phase, they may choose to discard as many as they wish.&lt;br /&gt;
** If they elect not to discard, they will skip the Risk Card Draw Phase.&lt;br /&gt;
* A maximum of 1 cards can be drawn during the Risk Card Draw Phase.&lt;br /&gt;
* Cards will be drawn by Tuesday SBT+2 and announced in your High Command Army Dashboard thread.&lt;br /&gt;
&lt;br /&gt;
==Playing a Risk Card==&lt;br /&gt;
# Select the card to be played and notify the TAs.&lt;br /&gt;
# When the card is played, it may take up to five minutes of TA processing time may pass before it takes effect.&lt;br /&gt;
* Examples: &lt;br /&gt;
** Paradrop has to be announced with your attack when you attack&lt;br /&gt;
** AA is a card that can be played as a counter to paradrop&lt;br /&gt;
** Modifier card must be played WITH your other card&lt;br /&gt;
&lt;br /&gt;
==Basic Card Details==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;1. Paradrop:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Allows you to &amp;quot;jump&amp;quot; one territory on your attack.&lt;br /&gt;
*Card is played as you announce your attack. You must state source and destination territory. &lt;br /&gt;
*Can be played only ONCE per battleday.&lt;br /&gt;
*Paradrop can not be used as your first attack for the day.&lt;br /&gt;
*Modifier: Allows paradrop &amp;quot;jump&amp;quot; two territories.&lt;br /&gt;
*Has a 45% Draw Chance&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2. Anti Air:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Played as a counter to &amp;quot;Paradrop&amp;quot;&lt;br /&gt;
*Card changes victory conditions. Attackers have to win 2/2 rounds instead of 2/3. If defenders win one round, they have defended the territory.&lt;br /&gt;
*Modifier: Completely destroys paradrop in all instances. Including a Modifier Enhanced Paradrop.&lt;br /&gt;
*Has a 35% Draw Chance&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;3. Modifier Card:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Played at the same time as other cards&lt;br /&gt;
*Provides a bonus to Paradrop and Anti Air Cards&lt;br /&gt;
*Does not combine with itself.&lt;br /&gt;
*Has a  20% Draw Chance&lt;br /&gt;
&lt;br /&gt;
=Theaters=&lt;br /&gt;
A &amp;#039;&amp;#039;&amp;#039;theater&amp;#039;&amp;#039;&amp;#039; is a group of five connected and geographically grouped territories.&lt;br /&gt;
&lt;br /&gt;
==Theater Bonuses==&lt;br /&gt;
* Capturing all territories in a theater grants a bonus to the controlling army, measured in world control points.&lt;br /&gt;
* Theaters will be scored using a stacking bonus. Consult the following table to see your WCP bonus:&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Theaters Owned:&amp;#039;&amp;#039;&amp;#039;|| 1	||2	 ||3	 ||4	 ||5	 ||6	 ||7	 ||8	 ||9&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Bonus:&amp;#039;&amp;#039;&amp;#039;|| 6	||15	 ||26	 ||37	 ||49	 ||61	 ||73	 ||85	 ||97&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Theaters:&lt;br /&gt;
** Canada&lt;br /&gt;
** North America&lt;br /&gt;
** South America&lt;br /&gt;
** Western Europe&lt;br /&gt;
** Eastern Europe&lt;br /&gt;
** Middle East&lt;br /&gt;
** Africa&lt;br /&gt;
** South Asia&lt;br /&gt;
** North Asia&lt;br /&gt;
** Australia&lt;br /&gt;
&lt;br /&gt;
*Theater bonuses do not go into effect until the attacker&amp;#039;s next attack turn after capturing all zones in the theater.&lt;br /&gt;
*Theater bonuses are terminated immediately after the opposing empire captures a territory located within the theater.&lt;br /&gt;
*The islands are not counted as a theatre&lt;br /&gt;
&lt;br /&gt;
=Victory Conditions and World Control Points=&lt;br /&gt;
* Each Territory and Island held is worth &amp;#039;&amp;#039;&amp;#039;3 WCP&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Each Theater held is worth as per the above table.&lt;br /&gt;
&lt;br /&gt;
An army can achieve victory in three ways: &lt;br /&gt;
# By gaining control of at least 70% of the World Control Points and remaining at or above 70% WCP through the opposing army&amp;#039;s next attack turn. &lt;br /&gt;
# By forcing the opposing army to surrender.&lt;br /&gt;
&lt;br /&gt;
*An army may surrender by announcing its decision to the Tournament Admins at any time. &lt;br /&gt;
&lt;br /&gt;
*Any army with consistently low attendance over the span of a minimum of three weeks will risk automatic forfeit of the campaign. Execution of this forfeit will be determined on a case-by-case basis by the Tournament Admins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--------------------&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;Campaign system and rules are subject to change during campaign. Changes, if necessary, will be announced in the forums, and come in effect instantly. This page is the final authority on campaign system and rules information.&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>Gwynzer</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_2_System&amp;diff=1072</id>
		<title>BF4 Campaign 2 System</title>
		<link rel="alternate" type="text/html" href="http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_2_System&amp;diff=1072"/>
				<updated>2014-04-29T20:16:58Z</updated>
		
		<summary type="html">&lt;p&gt;Gwynzer: /* Risk Rules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Introduction=&lt;br /&gt;
==Preamble==&lt;br /&gt;
Battlefield 4 is a tactical first-person shooter set in the modern era, and is developed and distributed by EA Games. &lt;br /&gt;
&lt;br /&gt;
At Global Conflict the multi-player aspects of the game are utilized to simulate a conflict between two organized armies. Members join a side and agree to abide by the rules of that army and to participate in the campaign as outlined in the Campaign System that follows. The Campaign is played out using original (vanilla) BF4, China Rising, Second Assault, and Naval Strike.&lt;br /&gt;
&lt;br /&gt;
Each army is headed by a High Command (HC) that will be comprised of well known and respected members, selected prior to the start each new campaign. The HC is responsible for the smooth running of their army. The HC will accomplish this through the delegation of authority in a manner of their choosing. This authority will not extend to breaching the Rules of Global Conflict and in any case will not supercede the authority of the Tournament Admins or of the Executive. &lt;br /&gt;
&lt;br /&gt;
The guiding principle of the campaign shall be an attitude and display of gentlemanly and sportsmanlike conduct. If any rule in its interpretation or implementation should breach these generally accepted principles then this rule must be adapted to comply. If any rule is unclear in its interpretation then it must be applied with this guiding principle determining its intent and outcome.&lt;br /&gt;
&lt;br /&gt;
The rules behind this campaign are based in part from borrowed elements of the board game ‘Risk’ and other rules developed by our community. The goal of the Campaign is to gain control of 70% of the territories and capitals available on the Campaign Map or to force the other side into surrender. The Campaign Map will be illustrated and hosted on the home page of Global-Conflict.org. As the campaign progresses the campaign map will be updated to reflect the ebb and flow of each army&amp;#039;s territories.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Definitions== &lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;BFI&amp;#039;&amp;#039;&amp;#039; - Battle for Initiative, first Campaign Match after the draft to decide which army gets the first attack.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Army:&amp;#039;&amp;#039;&amp;#039; One of two factions competing for world domination on the campaign map. &lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Map&amp;#039;&amp;#039;&amp;#039;: a Battlefield 4 map in a specific game mode and size, e.g. &amp;quot;Caspian Border 32 Vehicles&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Territory:&amp;#039;&amp;#039;&amp;#039; A tile on the campaign map, corresponding to one Battlefield 4 map.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Net Worth, WCP:&amp;#039;&amp;#039;&amp;#039; Net worth represents the total financial and military power of An army. Net Worth is measured in &amp;#039;&amp;#039;&amp;#039;W&amp;#039;&amp;#039;&amp;#039;orld &amp;#039;&amp;#039;&amp;#039;C&amp;#039;&amp;#039;&amp;#039;ontrol &amp;#039;&amp;#039;&amp;#039;P&amp;#039;&amp;#039;&amp;#039;oints. Each territory is worth 3 WCP. Each capital city is worth 2 WCP.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;General, HC:&amp;#039;&amp;#039;&amp;#039; Leaders of each army are traditionally referred to as &amp;#039;&amp;#039;&amp;#039;generals&amp;#039;&amp;#039;&amp;#039;. The highest-ranked officers in each army are referred to as the &amp;#039;&amp;#039;&amp;#039;high command (HC)&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;TA:&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;&amp;#039;T&amp;#039;&amp;#039;&amp;#039;ournament &amp;#039;&amp;#039;&amp;#039;A&amp;#039;&amp;#039;&amp;#039;dministrators are a group of dedicated GC veterans who run the day-to-day functioning of the campaign. They are the &amp;quot;referees&amp;quot; who police the fairplay rules and administer all aspects of the tournament.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Executive Senate&amp;#039;&amp;#039;&amp;#039;: The Executive Senate (sometimes called &amp;quot;execs&amp;quot; or &amp;quot;senators&amp;quot;) is Global Conflict&amp;#039;s highest governing body, made up of veterans who have been active in the community for years. Whereas the TA&amp;#039;s run the tournament itself, the Executive Senate is responsible for the overall health of the community. Its members select the TA&amp;#039;s and generals, and have the final say in all disputes.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;SBT:&amp;#039;&amp;#039;&amp;#039; Standard Battle Time is the time at which the main Saturday battle day will begin. This is currently 18:00 UTC but will be adjusted this campaign for the end of day lights saving.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Campaign Initialization==&lt;br /&gt;
Before a campaign begins, the Executive Senate will select volunteers from the community to serve as Generals and Tournament Administrators. From here, the TA&amp;#039;s and HC&amp;#039;s will set a timeline for the following steps&lt;br /&gt;
&lt;br /&gt;
# Selecting territories&lt;br /&gt;
# Selecting maps&lt;br /&gt;
# Drafting officers&lt;br /&gt;
# Drafting players&lt;br /&gt;
# Initial campaign map placements&lt;br /&gt;
&lt;br /&gt;
===Territory Selection Process===&lt;br /&gt;
To set the initial owners of territories on the campaign map, the TA&amp;#039;s will meet with both HC&amp;#039;s for the &amp;#039;&amp;#039;&amp;#039;territory draft&amp;#039;&amp;#039;&amp;#039;. &lt;br /&gt;
&lt;br /&gt;
A coin toss will determine first pick, and each HC will alternate picking one territory at a time until all available territories are claimed.&lt;br /&gt;
&lt;br /&gt;
*Islands are not able to be drafted by either army. They will be neutral upon campaign inclusion. (See Risk Rules below)&lt;br /&gt;
&lt;br /&gt;
===Map Selection Process===&lt;br /&gt;
It is up to each HC to choose a BF4 map corresponding to each territory on the campaign map.&lt;br /&gt;
&lt;br /&gt;
The TA&amp;#039;s will create an official maplist for the campaign. This list must specify a game mode/size for each map, and a map may be duplicated.&lt;br /&gt;
&lt;br /&gt;
Once the list is created, and after the territory draft, a &amp;#039;&amp;#039;&amp;#039;map draft&amp;#039;&amp;#039;&amp;#039; will be held. First pick will go to the loser of the coin toss from the territory draft, and armies will alternate selecting maps from the list.&lt;br /&gt;
&lt;br /&gt;
*Maps will be assigned to Islands by the Tournament Administrators a reasonable time after the Naval Strike DLC has released to all players. Once maps are assigned to these territories, they are now &amp;quot;In Play&amp;quot; and can be attacked during battle days.&lt;br /&gt;
&lt;br /&gt;
===Campaign Map Placements===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Map Placement====&lt;br /&gt;
&lt;br /&gt;
*After the territories and maps have been selected, the HC’s will place their maps on their territories as they see fit.&lt;br /&gt;
*Maps will be assigned to Islands by the Tournament Administrators a reasonable time after the Naval Strike DLC has released to all players. Once maps are assigned to these territories, they are now &amp;quot;In Play&amp;quot; and can be attacked during battle days.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once map assignments are submitted to the tournament admins, &amp;#039;&amp;#039;&amp;#039;they can never be changed.&amp;#039;&amp;#039;&amp;#039; However, the TA&amp;#039;s may allow exceptions at their discretion, for example if new patches fundamentally change the balance of a map.&lt;br /&gt;
&lt;br /&gt;
With each map assignment, the HC must also announce &amp;#039;&amp;#039;&amp;#039;which in-game side it will defend from.&amp;#039;&amp;#039;&amp;#039; The defending side may be changed at any time, but there is a five day &amp;quot;relocation time.&amp;quot; &amp;#039;&amp;#039;&amp;#039;Side changes must be announced by Monday SBT in the Risk Forum before the battleday it will take effect.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
If the territory is attacked within that time, the defender will play from the original defending side.&lt;br /&gt;
&lt;br /&gt;
=Territory Battle Days=&lt;br /&gt;
==General Rules==&lt;br /&gt;
&lt;br /&gt;
===Timing===&lt;br /&gt;
*Territory battles begin every &amp;#039;&amp;#039;&amp;#039;Saturday at SBT&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
** TA&amp;#039;s and HC&amp;#039;s can agree to skip a Saturday for holidays or other reasons&lt;br /&gt;
** If an attack starts late because the attacker was not ready, this time is not refunded at the end&lt;br /&gt;
*** However, if the attack starts late for some other reason (e.g. server issues), the time is refunded at the end&lt;br /&gt;
** If the server crashes during a round, the TA&amp;#039;s will decide whether to&lt;br /&gt;
**# If many tickets remain or it&amp;#039;s very close, cancel the round and add time on at the end&lt;br /&gt;
**# Otherwise, declare the army that was ahead in tickets the winner of the round&lt;br /&gt;
**After &amp;#039;&amp;#039;&amp;#039;SBT+5:45&amp;#039;&amp;#039;&amp;#039;, no new round can begin, unless time is added on by the TAs due to earlier delays. Any round in progress can continue and still counts.&lt;br /&gt;
***If the attacks on a territory have not finished (eg only 1 round played before time ends), the attacking army will have the option to CONTINUE their attack on their next attack day, or to attack a totally new territory.&lt;br /&gt;
**The attacker must take a &amp;#039;&amp;#039;&amp;#039;30 minute break&amp;#039;&amp;#039;&amp;#039; between SBT+2.5 and SBT+3.5, but can decide where it falls in that time (but they&amp;#039;re encouraged to aim for SBT+2.75). After the break, we swap servers.&lt;br /&gt;
&lt;br /&gt;
*Each battleday has one &amp;#039;&amp;#039;&amp;#039;attacker&amp;#039;&amp;#039;&amp;#039;, who chooses which territories to assault, and one &amp;#039;&amp;#039;&amp;#039;defender&amp;#039;&amp;#039;&amp;#039;, who must protect territories for the whole battleday.&lt;br /&gt;
** The army with the &amp;#039;&amp;#039;&amp;#039;attack initiative&amp;#039;&amp;#039;&amp;#039; tries to attack as many territories as it can&lt;br /&gt;
** The defender tries to stall the attacks, limiting the damage.&lt;br /&gt;
** This means attackers &amp;#039;&amp;#039;&amp;#039;set the tempo.&amp;#039;&amp;#039;&amp;#039; They announce when a round should be live and can take as long or as little as they need to prepare.&lt;br /&gt;
** Defenders always get 30 minutes before the first map, and &amp;#039;&amp;#039;&amp;#039;5&amp;#039;&amp;#039;&amp;#039; minutes before each subsequent map, to prepare. After that, the attacker can request live at any time. Defenders may request extra time, but it will be granted only at TA discretion, and it will be added to the end of the battle-day.&lt;br /&gt;
*Should the battle day end prematurely due to a lack of numbers on the defensive side, then this side will be required to forfeit one round for every twenty (20) minutes lost before the scheduled end of the battle day. &lt;br /&gt;
**This forfeit will be rounded upwards. &lt;br /&gt;
&lt;br /&gt;
*The army with the attack initiative must announce their first attack by &amp;#039;&amp;#039;&amp;#039;Friday SBT&amp;#039;&amp;#039;&amp;#039; before the battleday.&lt;br /&gt;
** Defenders are never told the attack until SBT-30 min.&lt;br /&gt;
** If the attackers announce after SBT-30 min, defenders are entitled to 30min of setup time.&lt;br /&gt;
&lt;br /&gt;
*Every round will start with &amp;#039;&amp;#039;&amp;#039;a 120-second countdown.&amp;#039;&amp;#039;&amp;#039; To be counted as live, it must start with a TA announcing &amp;quot;LIVE LIVE LIVE&amp;quot; over all chat, and also over teamspeak.&lt;br /&gt;
** An attacker cannot cancel a live round partly through, but the TA&amp;#039;s can rule a &amp;quot;false start&amp;quot; if needed&lt;br /&gt;
&lt;br /&gt;
===Risk Rules===&lt;br /&gt;
*For each attack, attackers must announce the territory they are attacking from, and the territory being attacked.&lt;br /&gt;
**An army &amp;#039;&amp;#039;&amp;#039;cannot re-attack a territory&amp;#039;&amp;#039;&amp;#039; until their second attack turn following their initial attack on that territory. (ie, it is &amp;quot;blocked&amp;quot; for a week)&lt;br /&gt;
**Islands can be attacked at any time and do not need an origin location specified. The re-attack rule applies for &amp;quot;Owned&amp;quot; Islands, but NOT for &amp;quot;Neutral&amp;quot; Islands&lt;br /&gt;
*Territory battles will be conducted as follows: &lt;br /&gt;
*#The armies will play the same side for all rounds on a map, &amp;#039;&amp;#039;&amp;#039;they will not alternate sides.&amp;#039;&amp;#039;&amp;#039; The defender&amp;#039;s side will be chosen in the initial map placements.&lt;br /&gt;
*#*The exception to this is NEUTRAL Islands. Neutral Islands will play best 2/3 with DEFENDER choosing side during their 5 minute preparation time. Upon victory the attacking army must declare which side they wish to defend from on the forums by Monday SBT&lt;br /&gt;
*#The number of winning rounds required for a successful outcome is best two out of three.&lt;br /&gt;
*#Maps will be played at 75% ticket count, but ticket counts may be modified based on agreements between TAs and HCs in the interests of fair and fun play.&lt;br /&gt;
*#* The bleed rate will be adjusted to 60%&lt;br /&gt;
&lt;br /&gt;
=Risk Cards=&lt;br /&gt;
&lt;br /&gt;
==Risk Card Draw Phase==&lt;br /&gt;
* Risk cards are drawn once a week by both armies&lt;br /&gt;
* Each army may only hold up to 2 cards in their hand at any time.&lt;br /&gt;
* If they have 2 cards going into the Risk Card Draw Phase, they may choose to discard as many as they wish.&lt;br /&gt;
** If they elect not to discard, they will skip the Risk Card Draw Phase.&lt;br /&gt;
* A maximum of 1 cards can be drawn during the Risk Card Draw Phase.&lt;br /&gt;
* Cards will be drawn by Tuesday SBT+2 and announced in your High Command Army Dashboard thread.&lt;br /&gt;
&lt;br /&gt;
==Playing a Risk Card==&lt;br /&gt;
# Select the card to be played and notify the TAs.&lt;br /&gt;
# When the card is played, it may take up to five minutes of TA processing time may pass before it takes effect.&lt;br /&gt;
* Examples: &lt;br /&gt;
** Paradrop has to be announced with your attack when you attack&lt;br /&gt;
** AA is a card that can be played as a counter to paradrop&lt;br /&gt;
** Modifier card must be played WITH your other card&lt;br /&gt;
&lt;br /&gt;
==Basic Card Details==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;1. Paradrop:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Allows you to &amp;quot;jump&amp;quot; one territory on your attack.&lt;br /&gt;
*Card is played as you announce your attack. You must state source and destination territory. &lt;br /&gt;
*Can be played only ONCE per battleday.&lt;br /&gt;
*Paradrop can not be used as your first attack for the day.&lt;br /&gt;
*Modifier: Allows paradrop &amp;quot;jump&amp;quot; two territories.&lt;br /&gt;
*Has a 45% Draw Chance&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2. Anti Air:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Played as a counter to &amp;quot;Paradrop&amp;quot;&lt;br /&gt;
*Card changes victory conditions. Attackers have to win 2/2 rounds instead of 2/3. If defenders win one round, they have defended the territory.&lt;br /&gt;
*Modifier: Completely destroys paradrop in all instances. Including a Modifier Enhanced Paradrop.&lt;br /&gt;
*Has a 35% Draw Chance&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;3. Modifier Card:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Played at the same time as other cards&lt;br /&gt;
*Provides a bonus to Paradrop and Anti Air Cards&lt;br /&gt;
*Does not combine with itself.&lt;br /&gt;
*Has a  20% Draw Chance&lt;br /&gt;
&lt;br /&gt;
=Theaters=&lt;br /&gt;
A &amp;#039;&amp;#039;&amp;#039;theater&amp;#039;&amp;#039;&amp;#039; is a group of five connected and geographically grouped territories.&lt;br /&gt;
&lt;br /&gt;
==Theater Bonuses==&lt;br /&gt;
* Capturing all territories in a theater grants a bonus to the controlling army, measured in world control points.&lt;br /&gt;
* Theaters will be scored using a stacking bonus. Consult the following table to see your WCP bonus:&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Theaters Owned:&amp;#039;&amp;#039;&amp;#039;|| 1	||2	 ||3	 ||4	 ||5	 ||6	 ||7	 ||8	 ||9&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Bonus:&amp;#039;&amp;#039;&amp;#039;|| 6	||15	 ||26	 ||37	 ||49	 ||61	 ||73	 ||85	 ||97&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Theaters:&lt;br /&gt;
** Canada&lt;br /&gt;
** North America&lt;br /&gt;
** South America&lt;br /&gt;
** Western Europe&lt;br /&gt;
** Eastern Europe&lt;br /&gt;
** Middle East&lt;br /&gt;
** Africa&lt;br /&gt;
** South Asia&lt;br /&gt;
** North Asia&lt;br /&gt;
** Australia&lt;br /&gt;
&lt;br /&gt;
*Theater bonuses do not go into effect until the attacker&amp;#039;s next attack turn after capturing all zones in the theater.&lt;br /&gt;
*Theater bonuses are terminated immediately after the opposing empire captures a territory located within the theater.&lt;br /&gt;
*The islands are not counted as a theatre&lt;br /&gt;
&lt;br /&gt;
=Victory Conditions and World Control Points=&lt;br /&gt;
* Each Territory and Island held is worth &amp;#039;&amp;#039;&amp;#039;3 WCP&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Each Theater held is worth as per the above table.&lt;br /&gt;
&lt;br /&gt;
An army can achieve victory in three ways: &lt;br /&gt;
# By gaining control of at least 70% of the World Control Points and remaining at or above 70% WCP through the opposing army&amp;#039;s next attack turn. &lt;br /&gt;
# By forcing the opposing army to surrender.&lt;br /&gt;
&lt;br /&gt;
*An army may surrender by announcing its decision to the Tournament Admins at any time. &lt;br /&gt;
&lt;br /&gt;
*Any army with consistently low attendance over the span of a minimum of three weeks will risk automatic forfeit of the campaign. Execution of this forfeit will be determined on a case-by-case basis by the Tournament Admins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--------------------&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;Campaign system and rules are subject to change during campaign. Changes, if necessary, will be announced in the forums, and come in effect instantly. This page is the final authority on campaign system and rules information.&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>Gwynzer</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_2_System&amp;diff=1071</id>
		<title>BF4 Campaign 2 System</title>
		<link rel="alternate" type="text/html" href="http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_2_System&amp;diff=1071"/>
				<updated>2014-04-29T20:11:06Z</updated>
		
		<summary type="html">&lt;p&gt;Gwynzer: /* Risk Rules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Introduction=&lt;br /&gt;
==Preamble==&lt;br /&gt;
Battlefield 4 is a tactical first-person shooter set in the modern era, and is developed and distributed by EA Games. &lt;br /&gt;
&lt;br /&gt;
At Global Conflict the multi-player aspects of the game are utilized to simulate a conflict between two organized armies. Members join a side and agree to abide by the rules of that army and to participate in the campaign as outlined in the Campaign System that follows. The Campaign is played out using original (vanilla) BF4, China Rising, Second Assault, and Naval Strike.&lt;br /&gt;
&lt;br /&gt;
Each army is headed by a High Command (HC) that will be comprised of well known and respected members, selected prior to the start each new campaign. The HC is responsible for the smooth running of their army. The HC will accomplish this through the delegation of authority in a manner of their choosing. This authority will not extend to breaching the Rules of Global Conflict and in any case will not supercede the authority of the Tournament Admins or of the Executive. &lt;br /&gt;
&lt;br /&gt;
The guiding principle of the campaign shall be an attitude and display of gentlemanly and sportsmanlike conduct. If any rule in its interpretation or implementation should breach these generally accepted principles then this rule must be adapted to comply. If any rule is unclear in its interpretation then it must be applied with this guiding principle determining its intent and outcome.&lt;br /&gt;
&lt;br /&gt;
The rules behind this campaign are based in part from borrowed elements of the board game ‘Risk’ and other rules developed by our community. The goal of the Campaign is to gain control of 70% of the territories and capitals available on the Campaign Map or to force the other side into surrender. The Campaign Map will be illustrated and hosted on the home page of Global-Conflict.org. As the campaign progresses the campaign map will be updated to reflect the ebb and flow of each army&amp;#039;s territories.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Definitions== &lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;BFI&amp;#039;&amp;#039;&amp;#039; - Battle for Initiative, first Campaign Match after the draft to decide which army gets the first attack.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Army:&amp;#039;&amp;#039;&amp;#039; One of two factions competing for world domination on the campaign map. &lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Map&amp;#039;&amp;#039;&amp;#039;: a Battlefield 4 map in a specific game mode and size, e.g. &amp;quot;Caspian Border 32 Vehicles&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Territory:&amp;#039;&amp;#039;&amp;#039; A tile on the campaign map, corresponding to one Battlefield 4 map.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Net Worth, WCP:&amp;#039;&amp;#039;&amp;#039; Net worth represents the total financial and military power of An army. Net Worth is measured in &amp;#039;&amp;#039;&amp;#039;W&amp;#039;&amp;#039;&amp;#039;orld &amp;#039;&amp;#039;&amp;#039;C&amp;#039;&amp;#039;&amp;#039;ontrol &amp;#039;&amp;#039;&amp;#039;P&amp;#039;&amp;#039;&amp;#039;oints. Each territory is worth 3 WCP. Each capital city is worth 2 WCP.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;General, HC:&amp;#039;&amp;#039;&amp;#039; Leaders of each army are traditionally referred to as &amp;#039;&amp;#039;&amp;#039;generals&amp;#039;&amp;#039;&amp;#039;. The highest-ranked officers in each army are referred to as the &amp;#039;&amp;#039;&amp;#039;high command (HC)&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;TA:&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;&amp;#039;T&amp;#039;&amp;#039;&amp;#039;ournament &amp;#039;&amp;#039;&amp;#039;A&amp;#039;&amp;#039;&amp;#039;dministrators are a group of dedicated GC veterans who run the day-to-day functioning of the campaign. They are the &amp;quot;referees&amp;quot; who police the fairplay rules and administer all aspects of the tournament.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Executive Senate&amp;#039;&amp;#039;&amp;#039;: The Executive Senate (sometimes called &amp;quot;execs&amp;quot; or &amp;quot;senators&amp;quot;) is Global Conflict&amp;#039;s highest governing body, made up of veterans who have been active in the community for years. Whereas the TA&amp;#039;s run the tournament itself, the Executive Senate is responsible for the overall health of the community. Its members select the TA&amp;#039;s and generals, and have the final say in all disputes.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;SBT:&amp;#039;&amp;#039;&amp;#039; Standard Battle Time is the time at which the main Saturday battle day will begin. This is currently 18:00 UTC but will be adjusted this campaign for the end of day lights saving.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Campaign Initialization==&lt;br /&gt;
Before a campaign begins, the Executive Senate will select volunteers from the community to serve as Generals and Tournament Administrators. From here, the TA&amp;#039;s and HC&amp;#039;s will set a timeline for the following steps&lt;br /&gt;
&lt;br /&gt;
# Selecting territories&lt;br /&gt;
# Selecting maps&lt;br /&gt;
# Drafting officers&lt;br /&gt;
# Drafting players&lt;br /&gt;
# Initial campaign map placements&lt;br /&gt;
&lt;br /&gt;
===Territory Selection Process===&lt;br /&gt;
To set the initial owners of territories on the campaign map, the TA&amp;#039;s will meet with both HC&amp;#039;s for the &amp;#039;&amp;#039;&amp;#039;territory draft&amp;#039;&amp;#039;&amp;#039;. &lt;br /&gt;
&lt;br /&gt;
A coin toss will determine first pick, and each HC will alternate picking one territory at a time until all available territories are claimed.&lt;br /&gt;
&lt;br /&gt;
*Islands are not able to be drafted by either army. They will be neutral upon campaign inclusion. (See Risk Rules below)&lt;br /&gt;
&lt;br /&gt;
===Map Selection Process===&lt;br /&gt;
It is up to each HC to choose a BF4 map corresponding to each territory on the campaign map.&lt;br /&gt;
&lt;br /&gt;
The TA&amp;#039;s will create an official maplist for the campaign. This list must specify a game mode/size for each map, and a map may be duplicated.&lt;br /&gt;
&lt;br /&gt;
Once the list is created, and after the territory draft, a &amp;#039;&amp;#039;&amp;#039;map draft&amp;#039;&amp;#039;&amp;#039; will be held. First pick will go to the loser of the coin toss from the territory draft, and armies will alternate selecting maps from the list.&lt;br /&gt;
&lt;br /&gt;
*Maps will be assigned to Islands by the Tournament Administrators a reasonable time after the Naval Strike DLC has released to all players. Once maps are assigned to these territories, they are now &amp;quot;In Play&amp;quot; and can be attacked during battle days.&lt;br /&gt;
&lt;br /&gt;
===Campaign Map Placements===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Map Placement====&lt;br /&gt;
&lt;br /&gt;
*After the territories and maps have been selected, the HC’s will place their maps on their territories as they see fit.&lt;br /&gt;
*Maps will be assigned to Islands by the Tournament Administrators a reasonable time after the Naval Strike DLC has released to all players. Once maps are assigned to these territories, they are now &amp;quot;In Play&amp;quot; and can be attacked during battle days.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once map assignments are submitted to the tournament admins, &amp;#039;&amp;#039;&amp;#039;they can never be changed.&amp;#039;&amp;#039;&amp;#039; However, the TA&amp;#039;s may allow exceptions at their discretion, for example if new patches fundamentally change the balance of a map.&lt;br /&gt;
&lt;br /&gt;
With each map assignment, the HC must also announce &amp;#039;&amp;#039;&amp;#039;which in-game side it will defend from.&amp;#039;&amp;#039;&amp;#039; The defending side may be changed at any time, but there is a five day &amp;quot;relocation time.&amp;quot; &amp;#039;&amp;#039;&amp;#039;Side changes must be announced by Monday SBT in the Risk Forum before the battleday it will take effect.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
If the territory is attacked within that time, the defender will play from the original defending side.&lt;br /&gt;
&lt;br /&gt;
=Territory Battle Days=&lt;br /&gt;
==General Rules==&lt;br /&gt;
&lt;br /&gt;
===Timing===&lt;br /&gt;
*Territory battles begin every &amp;#039;&amp;#039;&amp;#039;Saturday at SBT&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
** TA&amp;#039;s and HC&amp;#039;s can agree to skip a Saturday for holidays or other reasons&lt;br /&gt;
** If an attack starts late because the attacker was not ready, this time is not refunded at the end&lt;br /&gt;
*** However, if the attack starts late for some other reason (e.g. server issues), the time is refunded at the end&lt;br /&gt;
** If the server crashes during a round, the TA&amp;#039;s will decide whether to&lt;br /&gt;
**# If many tickets remain or it&amp;#039;s very close, cancel the round and add time on at the end&lt;br /&gt;
**# Otherwise, declare the army that was ahead in tickets the winner of the round&lt;br /&gt;
**After &amp;#039;&amp;#039;&amp;#039;SBT+5:45&amp;#039;&amp;#039;&amp;#039;, no new round can begin, unless time is added on by the TAs due to earlier delays. Any round in progress can continue and still counts.&lt;br /&gt;
***If the attacks on a territory have not finished (eg only 1 round played before time ends), the attacking army will have the option to CONTINUE their attack on their next attack day, or to attack a totally new territory.&lt;br /&gt;
**The attacker must take a &amp;#039;&amp;#039;&amp;#039;30 minute break&amp;#039;&amp;#039;&amp;#039; between SBT+2.5 and SBT+3.5, but can decide where it falls in that time (but they&amp;#039;re encouraged to aim for SBT+2.75). After the break, we swap servers.&lt;br /&gt;
&lt;br /&gt;
*Each battleday has one &amp;#039;&amp;#039;&amp;#039;attacker&amp;#039;&amp;#039;&amp;#039;, who chooses which territories to assault, and one &amp;#039;&amp;#039;&amp;#039;defender&amp;#039;&amp;#039;&amp;#039;, who must protect territories for the whole battleday.&lt;br /&gt;
** The army with the &amp;#039;&amp;#039;&amp;#039;attack initiative&amp;#039;&amp;#039;&amp;#039; tries to attack as many territories as it can&lt;br /&gt;
** The defender tries to stall the attacks, limiting the damage.&lt;br /&gt;
** This means attackers &amp;#039;&amp;#039;&amp;#039;set the tempo.&amp;#039;&amp;#039;&amp;#039; They announce when a round should be live and can take as long or as little as they need to prepare.&lt;br /&gt;
** Defenders always get 30 minutes before the first map, and &amp;#039;&amp;#039;&amp;#039;5&amp;#039;&amp;#039;&amp;#039; minutes before each subsequent map, to prepare. After that, the attacker can request live at any time. Defenders may request extra time, but it will be granted only at TA discretion, and it will be added to the end of the battle-day.&lt;br /&gt;
*Should the battle day end prematurely due to a lack of numbers on the defensive side, then this side will be required to forfeit one round for every twenty (20) minutes lost before the scheduled end of the battle day. &lt;br /&gt;
**This forfeit will be rounded upwards. &lt;br /&gt;
&lt;br /&gt;
*The army with the attack initiative must announce their first attack by &amp;#039;&amp;#039;&amp;#039;Friday SBT&amp;#039;&amp;#039;&amp;#039; before the battleday.&lt;br /&gt;
** Defenders are never told the attack until SBT-30 min.&lt;br /&gt;
** If the attackers announce after SBT-30 min, defenders are entitled to 30min of setup time.&lt;br /&gt;
&lt;br /&gt;
*Every round will start with &amp;#039;&amp;#039;&amp;#039;a 120-second countdown.&amp;#039;&amp;#039;&amp;#039; To be counted as live, it must start with a TA announcing &amp;quot;LIVE LIVE LIVE&amp;quot; over all chat, and also over teamspeak.&lt;br /&gt;
** An attacker cannot cancel a live round partly through, but the TA&amp;#039;s can rule a &amp;quot;false start&amp;quot; if needed&lt;br /&gt;
&lt;br /&gt;
===Risk Rules===&lt;br /&gt;
*For each attack, attackers must announce the territory they are attacking from, and the territory being attacked.&lt;br /&gt;
**An army &amp;#039;&amp;#039;&amp;#039;cannot re-attack a territory&amp;#039;&amp;#039;&amp;#039; until their second attack turn following their initial attack on that territory. (ie, it is &amp;quot;blocked&amp;quot; for a week)&lt;br /&gt;
**Islands can be attacked at any time and do not need an origin location specified. The re-attack rule applies for &amp;quot;Owned&amp;quot; Islands, but NOT for &amp;quot;Neutral&amp;quot; Islands&lt;br /&gt;
*Territory battles will be conducted as follows: &lt;br /&gt;
*#The armies will play the same side for all rounds on a map, &amp;#039;&amp;#039;&amp;#039;they will not alternate sides.&amp;#039;&amp;#039;&amp;#039; The defender&amp;#039;s side will be chosen in the initial map placements.&lt;br /&gt;
*#*Obviously the exception to this is NEUTRAL Islands. Neutral Islands will play best 2/3 with DEFENDER choosing side. Upon victory the attacking army must declare which side they wish to defend from on the forums by Monday SBT&lt;br /&gt;
*#The number of winning rounds required for a successful outcome is best two out of three.&lt;br /&gt;
*#Maps will be played at 75% ticket count, but ticket counts may be modified based on agreements between TAs and HCs in the interests of fair and fun play.&lt;br /&gt;
*#* The bleed rate will be adjusted to 60%&lt;br /&gt;
&lt;br /&gt;
=Risk Cards=&lt;br /&gt;
&lt;br /&gt;
==Risk Card Draw Phase==&lt;br /&gt;
* Risk cards are drawn once a week by both armies&lt;br /&gt;
* Each army may only hold up to 2 cards in their hand at any time.&lt;br /&gt;
* If they have 2 cards going into the Risk Card Draw Phase, they may choose to discard as many as they wish.&lt;br /&gt;
** If they elect not to discard, they will skip the Risk Card Draw Phase.&lt;br /&gt;
* A maximum of 1 cards can be drawn during the Risk Card Draw Phase.&lt;br /&gt;
* Cards will be drawn by Tuesday SBT+2 and announced in your High Command Army Dashboard thread.&lt;br /&gt;
&lt;br /&gt;
==Playing a Risk Card==&lt;br /&gt;
# Select the card to be played and notify the TAs.&lt;br /&gt;
# When the card is played, it may take up to five minutes of TA processing time may pass before it takes effect.&lt;br /&gt;
* Examples: &lt;br /&gt;
** Paradrop has to be announced with your attack when you attack&lt;br /&gt;
** AA is a card that can be played as a counter to paradrop&lt;br /&gt;
** Modifier card must be played WITH your other card&lt;br /&gt;
&lt;br /&gt;
==Basic Card Details==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;1. Paradrop:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Allows you to &amp;quot;jump&amp;quot; one territory on your attack.&lt;br /&gt;
*Card is played as you announce your attack. You must state source and destination territory. &lt;br /&gt;
*Can be played only ONCE per battleday.&lt;br /&gt;
*Paradrop can not be used as your first attack for the day.&lt;br /&gt;
*Modifier: Allows paradrop &amp;quot;jump&amp;quot; two territories.&lt;br /&gt;
*Has a 45% Draw Chance&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2. Anti Air:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Played as a counter to &amp;quot;Paradrop&amp;quot;&lt;br /&gt;
*Card changes victory conditions. Attackers have to win 2/2 rounds instead of 2/3. If defenders win one round, they have defended the territory.&lt;br /&gt;
*Modifier: Completely destroys paradrop in all instances. Including a Modifier Enhanced Paradrop.&lt;br /&gt;
*Has a 35% Draw Chance&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;3. Modifier Card:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Played at the same time as other cards&lt;br /&gt;
*Provides a bonus to Paradrop and Anti Air Cards&lt;br /&gt;
*Does not combine with itself.&lt;br /&gt;
*Has a  20% Draw Chance&lt;br /&gt;
&lt;br /&gt;
=Theaters=&lt;br /&gt;
A &amp;#039;&amp;#039;&amp;#039;theater&amp;#039;&amp;#039;&amp;#039; is a group of five connected and geographically grouped territories.&lt;br /&gt;
&lt;br /&gt;
==Theater Bonuses==&lt;br /&gt;
* Capturing all territories in a theater grants a bonus to the controlling army, measured in world control points.&lt;br /&gt;
* Theaters will be scored using a stacking bonus. Consult the following table to see your WCP bonus:&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Theaters Owned:&amp;#039;&amp;#039;&amp;#039;|| 1	||2	 ||3	 ||4	 ||5	 ||6	 ||7	 ||8	 ||9&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Bonus:&amp;#039;&amp;#039;&amp;#039;|| 6	||15	 ||26	 ||37	 ||49	 ||61	 ||73	 ||85	 ||97&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Theaters:&lt;br /&gt;
** Canada&lt;br /&gt;
** North America&lt;br /&gt;
** South America&lt;br /&gt;
** Western Europe&lt;br /&gt;
** Eastern Europe&lt;br /&gt;
** Middle East&lt;br /&gt;
** Africa&lt;br /&gt;
** South Asia&lt;br /&gt;
** North Asia&lt;br /&gt;
** Australia&lt;br /&gt;
&lt;br /&gt;
*Theater bonuses do not go into effect until the attacker&amp;#039;s next attack turn after capturing all zones in the theater.&lt;br /&gt;
*Theater bonuses are terminated immediately after the opposing empire captures a territory located within the theater.&lt;br /&gt;
*The islands are not counted as a theatre&lt;br /&gt;
&lt;br /&gt;
=Victory Conditions and World Control Points=&lt;br /&gt;
* Each Territory and Island held is worth &amp;#039;&amp;#039;&amp;#039;3 WCP&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Each Theater held is worth as per the above table.&lt;br /&gt;
&lt;br /&gt;
An army can achieve victory in three ways: &lt;br /&gt;
# By gaining control of at least 70% of the World Control Points and remaining at or above 70% WCP through the opposing army&amp;#039;s next attack turn. &lt;br /&gt;
# By forcing the opposing army to surrender.&lt;br /&gt;
&lt;br /&gt;
*An army may surrender by announcing its decision to the Tournament Admins at any time. &lt;br /&gt;
&lt;br /&gt;
*Any army with consistently low attendance over the span of a minimum of three weeks will risk automatic forfeit of the campaign. Execution of this forfeit will be determined on a case-by-case basis by the Tournament Admins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--------------------&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;Campaign system and rules are subject to change during campaign. Changes, if necessary, will be announced in the forums, and come in effect instantly. This page is the final authority on campaign system and rules information.&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>Gwynzer</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_2_System&amp;diff=1070</id>
		<title>BF4 Campaign 2 System</title>
		<link rel="alternate" type="text/html" href="http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_2_System&amp;diff=1070"/>
				<updated>2014-04-27T00:20:01Z</updated>
		
		<summary type="html">&lt;p&gt;Gwynzer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Introduction=&lt;br /&gt;
==Preamble==&lt;br /&gt;
Battlefield 4 is a tactical first-person shooter set in the modern era, and is developed and distributed by EA Games. &lt;br /&gt;
&lt;br /&gt;
At Global Conflict the multi-player aspects of the game are utilized to simulate a conflict between two organized armies. Members join a side and agree to abide by the rules of that army and to participate in the campaign as outlined in the Campaign System that follows. The Campaign is played out using original (vanilla) BF4, China Rising, Second Assault, and Naval Strike.&lt;br /&gt;
&lt;br /&gt;
Each army is headed by a High Command (HC) that will be comprised of well known and respected members, selected prior to the start each new campaign. The HC is responsible for the smooth running of their army. The HC will accomplish this through the delegation of authority in a manner of their choosing. This authority will not extend to breaching the Rules of Global Conflict and in any case will not supercede the authority of the Tournament Admins or of the Executive. &lt;br /&gt;
&lt;br /&gt;
The guiding principle of the campaign shall be an attitude and display of gentlemanly and sportsmanlike conduct. If any rule in its interpretation or implementation should breach these generally accepted principles then this rule must be adapted to comply. If any rule is unclear in its interpretation then it must be applied with this guiding principle determining its intent and outcome.&lt;br /&gt;
&lt;br /&gt;
The rules behind this campaign are based in part from borrowed elements of the board game ‘Risk’ and other rules developed by our community. The goal of the Campaign is to gain control of 70% of the territories and capitals available on the Campaign Map or to force the other side into surrender. The Campaign Map will be illustrated and hosted on the home page of Global-Conflict.org. As the campaign progresses the campaign map will be updated to reflect the ebb and flow of each army&amp;#039;s territories.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Definitions== &lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;BFI&amp;#039;&amp;#039;&amp;#039; - Battle for Initiative, first Campaign Match after the draft to decide which army gets the first attack.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Army:&amp;#039;&amp;#039;&amp;#039; One of two factions competing for world domination on the campaign map. &lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Map&amp;#039;&amp;#039;&amp;#039;: a Battlefield 4 map in a specific game mode and size, e.g. &amp;quot;Caspian Border 32 Vehicles&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Territory:&amp;#039;&amp;#039;&amp;#039; A tile on the campaign map, corresponding to one Battlefield 4 map.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Net Worth, WCP:&amp;#039;&amp;#039;&amp;#039; Net worth represents the total financial and military power of An army. Net Worth is measured in &amp;#039;&amp;#039;&amp;#039;W&amp;#039;&amp;#039;&amp;#039;orld &amp;#039;&amp;#039;&amp;#039;C&amp;#039;&amp;#039;&amp;#039;ontrol &amp;#039;&amp;#039;&amp;#039;P&amp;#039;&amp;#039;&amp;#039;oints. Each territory is worth 3 WCP. Each capital city is worth 2 WCP.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;General, HC:&amp;#039;&amp;#039;&amp;#039; Leaders of each army are traditionally referred to as &amp;#039;&amp;#039;&amp;#039;generals&amp;#039;&amp;#039;&amp;#039;. The highest-ranked officers in each army are referred to as the &amp;#039;&amp;#039;&amp;#039;high command (HC)&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;TA:&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;&amp;#039;T&amp;#039;&amp;#039;&amp;#039;ournament &amp;#039;&amp;#039;&amp;#039;A&amp;#039;&amp;#039;&amp;#039;dministrators are a group of dedicated GC veterans who run the day-to-day functioning of the campaign. They are the &amp;quot;referees&amp;quot; who police the fairplay rules and administer all aspects of the tournament.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Executive Senate&amp;#039;&amp;#039;&amp;#039;: The Executive Senate (sometimes called &amp;quot;execs&amp;quot; or &amp;quot;senators&amp;quot;) is Global Conflict&amp;#039;s highest governing body, made up of veterans who have been active in the community for years. Whereas the TA&amp;#039;s run the tournament itself, the Executive Senate is responsible for the overall health of the community. Its members select the TA&amp;#039;s and generals, and have the final say in all disputes.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;SBT:&amp;#039;&amp;#039;&amp;#039; Standard Battle Time is the time at which the main Saturday battle day will begin. This is currently 18:00 UTC but will be adjusted this campaign for the end of day lights saving.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Campaign Initialization==&lt;br /&gt;
Before a campaign begins, the Executive Senate will select volunteers from the community to serve as Generals and Tournament Administrators. From here, the TA&amp;#039;s and HC&amp;#039;s will set a timeline for the following steps&lt;br /&gt;
&lt;br /&gt;
# Selecting territories&lt;br /&gt;
# Selecting maps&lt;br /&gt;
# Drafting officers&lt;br /&gt;
# Drafting players&lt;br /&gt;
# Initial campaign map placements&lt;br /&gt;
&lt;br /&gt;
===Territory Selection Process===&lt;br /&gt;
To set the initial owners of territories on the campaign map, the TA&amp;#039;s will meet with both HC&amp;#039;s for the &amp;#039;&amp;#039;&amp;#039;territory draft&amp;#039;&amp;#039;&amp;#039;. &lt;br /&gt;
&lt;br /&gt;
A coin toss will determine first pick, and each HC will alternate picking one territory at a time until all available territories are claimed.&lt;br /&gt;
&lt;br /&gt;
*Islands are not able to be drafted by either army. They will be neutral upon campaign inclusion. (See Risk Rules below)&lt;br /&gt;
&lt;br /&gt;
===Map Selection Process===&lt;br /&gt;
It is up to each HC to choose a BF4 map corresponding to each territory on the campaign map.&lt;br /&gt;
&lt;br /&gt;
The TA&amp;#039;s will create an official maplist for the campaign. This list must specify a game mode/size for each map, and a map may be duplicated.&lt;br /&gt;
&lt;br /&gt;
Once the list is created, and after the territory draft, a &amp;#039;&amp;#039;&amp;#039;map draft&amp;#039;&amp;#039;&amp;#039; will be held. First pick will go to the loser of the coin toss from the territory draft, and armies will alternate selecting maps from the list.&lt;br /&gt;
&lt;br /&gt;
*Maps will be assigned to Islands by the Tournament Administrators a reasonable time after the Naval Strike DLC has released to all players. Once maps are assigned to these territories, they are now &amp;quot;In Play&amp;quot; and can be attacked during battle days.&lt;br /&gt;
&lt;br /&gt;
===Campaign Map Placements===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Map Placement====&lt;br /&gt;
&lt;br /&gt;
*After the territories and maps have been selected, the HC’s will place their maps on their territories as they see fit.&lt;br /&gt;
*Maps will be assigned to Islands by the Tournament Administrators a reasonable time after the Naval Strike DLC has released to all players. Once maps are assigned to these territories, they are now &amp;quot;In Play&amp;quot; and can be attacked during battle days.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once map assignments are submitted to the tournament admins, &amp;#039;&amp;#039;&amp;#039;they can never be changed.&amp;#039;&amp;#039;&amp;#039; However, the TA&amp;#039;s may allow exceptions at their discretion, for example if new patches fundamentally change the balance of a map.&lt;br /&gt;
&lt;br /&gt;
With each map assignment, the HC must also announce &amp;#039;&amp;#039;&amp;#039;which in-game side it will defend from.&amp;#039;&amp;#039;&amp;#039; The defending side may be changed at any time, but there is a five day &amp;quot;relocation time.&amp;quot; &amp;#039;&amp;#039;&amp;#039;Side changes must be announced by Monday SBT in the Risk Forum before the battleday it will take effect.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
If the territory is attacked within that time, the defender will play from the original defending side.&lt;br /&gt;
&lt;br /&gt;
=Territory Battle Days=&lt;br /&gt;
==General Rules==&lt;br /&gt;
&lt;br /&gt;
===Timing===&lt;br /&gt;
*Territory battles begin every &amp;#039;&amp;#039;&amp;#039;Saturday at SBT&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
** TA&amp;#039;s and HC&amp;#039;s can agree to skip a Saturday for holidays or other reasons&lt;br /&gt;
** If an attack starts late because the attacker was not ready, this time is not refunded at the end&lt;br /&gt;
*** However, if the attack starts late for some other reason (e.g. server issues), the time is refunded at the end&lt;br /&gt;
** If the server crashes during a round, the TA&amp;#039;s will decide whether to&lt;br /&gt;
**# If many tickets remain or it&amp;#039;s very close, cancel the round and add time on at the end&lt;br /&gt;
**# Otherwise, declare the army that was ahead in tickets the winner of the round&lt;br /&gt;
**After &amp;#039;&amp;#039;&amp;#039;SBT+5:45&amp;#039;&amp;#039;&amp;#039;, no new round can begin, unless time is added on by the TAs due to earlier delays. Any round in progress can continue and still counts.&lt;br /&gt;
***If the attacks on a territory have not finished (eg only 1 round played before time ends), the attacking army will have the option to CONTINUE their attack on their next attack day, or to attack a totally new territory.&lt;br /&gt;
**The attacker must take a &amp;#039;&amp;#039;&amp;#039;30 minute break&amp;#039;&amp;#039;&amp;#039; between SBT+2.5 and SBT+3.5, but can decide where it falls in that time (but they&amp;#039;re encouraged to aim for SBT+2.75). After the break, we swap servers.&lt;br /&gt;
&lt;br /&gt;
*Each battleday has one &amp;#039;&amp;#039;&amp;#039;attacker&amp;#039;&amp;#039;&amp;#039;, who chooses which territories to assault, and one &amp;#039;&amp;#039;&amp;#039;defender&amp;#039;&amp;#039;&amp;#039;, who must protect territories for the whole battleday.&lt;br /&gt;
** The army with the &amp;#039;&amp;#039;&amp;#039;attack initiative&amp;#039;&amp;#039;&amp;#039; tries to attack as many territories as it can&lt;br /&gt;
** The defender tries to stall the attacks, limiting the damage.&lt;br /&gt;
** This means attackers &amp;#039;&amp;#039;&amp;#039;set the tempo.&amp;#039;&amp;#039;&amp;#039; They announce when a round should be live and can take as long or as little as they need to prepare.&lt;br /&gt;
** Defenders always get 30 minutes before the first map, and &amp;#039;&amp;#039;&amp;#039;5&amp;#039;&amp;#039;&amp;#039; minutes before each subsequent map, to prepare. After that, the attacker can request live at any time. Defenders may request extra time, but it will be granted only at TA discretion, and it will be added to the end of the battle-day.&lt;br /&gt;
*Should the battle day end prematurely due to a lack of numbers on the defensive side, then this side will be required to forfeit one round for every twenty (20) minutes lost before the scheduled end of the battle day. &lt;br /&gt;
**This forfeit will be rounded upwards. &lt;br /&gt;
&lt;br /&gt;
*The army with the attack initiative must announce their first attack by &amp;#039;&amp;#039;&amp;#039;Friday SBT&amp;#039;&amp;#039;&amp;#039; before the battleday.&lt;br /&gt;
** Defenders are never told the attack until SBT-30 min.&lt;br /&gt;
** If the attackers announce after SBT-30 min, defenders are entitled to 30min of setup time.&lt;br /&gt;
&lt;br /&gt;
*Every round will start with &amp;#039;&amp;#039;&amp;#039;a 120-second countdown.&amp;#039;&amp;#039;&amp;#039; To be counted as live, it must start with a TA announcing &amp;quot;LIVE LIVE LIVE&amp;quot; over all chat, and also over teamspeak.&lt;br /&gt;
** An attacker cannot cancel a live round partly through, but the TA&amp;#039;s can rule a &amp;quot;false start&amp;quot; if needed&lt;br /&gt;
&lt;br /&gt;
===Risk Rules===&lt;br /&gt;
*For each attack, attackers must announce the territory they are attacking from, and the territory being attacked.&lt;br /&gt;
**An army &amp;#039;&amp;#039;&amp;#039;cannot re-attack a territory&amp;#039;&amp;#039;&amp;#039; until their second attack turn following their initial attack on that territory. (ie, it is &amp;quot;blocked&amp;quot; for a week)&lt;br /&gt;
**Islands can be attacked at any time and do not need an origin location specified. The re-attack rule applies for &amp;quot;Owned&amp;quot; Islands, but NOT for &amp;quot;Neutral&amp;quot; Islands&lt;br /&gt;
*Territory battles will be conducted as follows: &lt;br /&gt;
*#The armies will play the same side for all rounds on a map, &amp;#039;&amp;#039;&amp;#039;they will not alternate sides.&amp;#039;&amp;#039;&amp;#039; The defender&amp;#039;s side will be chosen in the initial map placements.&lt;br /&gt;
*#*The exception to this is NEUTRAL Islands. Neutral Islands will play best 2/3 with ROTATING sides. The defending army will get to pick starting sides.&lt;br /&gt;
*#The number of winning rounds required for a successful outcome is best two out of three.&lt;br /&gt;
*#Maps will be played at 75% ticket count, but ticket counts may be modified based on agreements between TAs and HCs in the interests of fair and fun play.&lt;br /&gt;
*#* The bleed rate will be adjusted to 60%&lt;br /&gt;
&lt;br /&gt;
=Risk Cards=&lt;br /&gt;
&lt;br /&gt;
==Risk Card Draw Phase==&lt;br /&gt;
* Risk cards are drawn once a week by both armies&lt;br /&gt;
* Each army may only hold up to 2 cards in their hand at any time.&lt;br /&gt;
* If they have 2 cards going into the Risk Card Draw Phase, they may choose to discard as many as they wish.&lt;br /&gt;
** If they elect not to discard, they will skip the Risk Card Draw Phase.&lt;br /&gt;
* A maximum of 1 cards can be drawn during the Risk Card Draw Phase.&lt;br /&gt;
* Cards will be drawn by Tuesday SBT+2 and announced in your High Command Army Dashboard thread.&lt;br /&gt;
&lt;br /&gt;
==Playing a Risk Card==&lt;br /&gt;
# Select the card to be played and notify the TAs.&lt;br /&gt;
# When the card is played, it may take up to five minutes of TA processing time may pass before it takes effect.&lt;br /&gt;
* Examples: &lt;br /&gt;
** Paradrop has to be announced with your attack when you attack&lt;br /&gt;
** AA is a card that can be played as a counter to paradrop&lt;br /&gt;
** Modifier card must be played WITH your other card&lt;br /&gt;
&lt;br /&gt;
==Basic Card Details==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;1. Paradrop:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Allows you to &amp;quot;jump&amp;quot; one territory on your attack.&lt;br /&gt;
*Card is played as you announce your attack. You must state source and destination territory. &lt;br /&gt;
*Can be played only ONCE per battleday.&lt;br /&gt;
*Paradrop can not be used as your first attack for the day.&lt;br /&gt;
*Modifier: Allows paradrop &amp;quot;jump&amp;quot; two territories.&lt;br /&gt;
*Has a 45% Draw Chance&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2. Anti Air:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Played as a counter to &amp;quot;Paradrop&amp;quot;&lt;br /&gt;
*Card changes victory conditions. Attackers have to win 2/2 rounds instead of 2/3. If defenders win one round, they have defended the territory.&lt;br /&gt;
*Modifier: Completely destroys paradrop in all instances. Including a Modifier Enhanced Paradrop.&lt;br /&gt;
*Has a 35% Draw Chance&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;3. Modifier Card:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Played at the same time as other cards&lt;br /&gt;
*Provides a bonus to Paradrop and Anti Air Cards&lt;br /&gt;
*Does not combine with itself.&lt;br /&gt;
*Has a  20% Draw Chance&lt;br /&gt;
&lt;br /&gt;
=Theaters=&lt;br /&gt;
A &amp;#039;&amp;#039;&amp;#039;theater&amp;#039;&amp;#039;&amp;#039; is a group of five connected and geographically grouped territories.&lt;br /&gt;
&lt;br /&gt;
==Theater Bonuses==&lt;br /&gt;
* Capturing all territories in a theater grants a bonus to the controlling army, measured in world control points.&lt;br /&gt;
* Theaters will be scored using a stacking bonus. Consult the following table to see your WCP bonus:&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Theaters Owned:&amp;#039;&amp;#039;&amp;#039;|| 1	||2	 ||3	 ||4	 ||5	 ||6	 ||7	 ||8	 ||9&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Bonus:&amp;#039;&amp;#039;&amp;#039;|| 6	||15	 ||26	 ||37	 ||49	 ||61	 ||73	 ||85	 ||97&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Theaters:&lt;br /&gt;
** Canada&lt;br /&gt;
** North America&lt;br /&gt;
** South America&lt;br /&gt;
** Western Europe&lt;br /&gt;
** Eastern Europe&lt;br /&gt;
** Middle East&lt;br /&gt;
** Africa&lt;br /&gt;
** South Asia&lt;br /&gt;
** North Asia&lt;br /&gt;
** Australia&lt;br /&gt;
&lt;br /&gt;
*Theater bonuses do not go into effect until the attacker&amp;#039;s next attack turn after capturing all zones in the theater.&lt;br /&gt;
*Theater bonuses are terminated immediately after the opposing empire captures a territory located within the theater.&lt;br /&gt;
*The islands are not counted as a theatre&lt;br /&gt;
&lt;br /&gt;
=Victory Conditions and World Control Points=&lt;br /&gt;
* Each Territory and Island held is worth &amp;#039;&amp;#039;&amp;#039;3 WCP&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Each Theater held is worth as per the above table.&lt;br /&gt;
&lt;br /&gt;
An army can achieve victory in three ways: &lt;br /&gt;
# By gaining control of at least 70% of the World Control Points and remaining at or above 70% WCP through the opposing army&amp;#039;s next attack turn. &lt;br /&gt;
# By forcing the opposing army to surrender.&lt;br /&gt;
&lt;br /&gt;
*An army may surrender by announcing its decision to the Tournament Admins at any time. &lt;br /&gt;
&lt;br /&gt;
*Any army with consistently low attendance over the span of a minimum of three weeks will risk automatic forfeit of the campaign. Execution of this forfeit will be determined on a case-by-case basis by the Tournament Admins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--------------------&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;Campaign system and rules are subject to change during campaign. Changes, if necessary, will be announced in the forums, and come in effect instantly. This page is the final authority on campaign system and rules information.&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>Gwynzer</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_2_System&amp;diff=1069</id>
		<title>BF4 Campaign 2 System</title>
		<link rel="alternate" type="text/html" href="http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_2_System&amp;diff=1069"/>
				<updated>2014-04-27T00:18:31Z</updated>
		
		<summary type="html">&lt;p&gt;Gwynzer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Introduction=&lt;br /&gt;
==Preamble==&lt;br /&gt;
Battlefield 4 is a tactical first-person shooter set in the modern era, and is developed and distributed by EA Games. &lt;br /&gt;
&lt;br /&gt;
At Global Conflict the multi-player aspects of the game are utilized to simulate a conflict between two organized armies. Members join a side and agree to abide by the rules of that army and to participate in the campaign as outlined in the Campaign System that follows. The Campaign is played out using original (vanilla) BF4, China Rising, Second Assault, and Naval Strike.&lt;br /&gt;
&lt;br /&gt;
Each army is headed by a High Command (HC) that will be comprised of well known and respected members, selected prior to the start each new campaign. The HC is responsible for the smooth running of their army. The HC will accomplish this through the delegation of authority in a manner of their choosing. This authority will not extend to breaching the Rules of Global Conflict and in any case will not supercede the authority of the Tournament Admins or of the Executive. &lt;br /&gt;
&lt;br /&gt;
The guiding principle of the campaign shall be an attitude and display of gentlemanly and sportsmanlike conduct. If any rule in its interpretation or implementation should breach these generally accepted principles then this rule must be adapted to comply. If any rule is unclear in its interpretation then it must be applied with this guiding principle determining its intent and outcome.&lt;br /&gt;
&lt;br /&gt;
The rules behind this campaign are based in part from borrowed elements of the board game ‘Risk’ and other rules developed by our community. The goal of the Campaign is to gain control of 70% of the territories and capitals available on the Campaign Map or to force the other side into surrender. The Campaign Map will be illustrated and hosted on the home page of Global-Conflict.org. As the campaign progresses the campaign map will be updated to reflect the ebb and flow of each army&amp;#039;s territories.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Definitions== &lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;BFI&amp;#039;&amp;#039;&amp;#039; - Battle for Initiative, first Campaign Match after the draft to decide which army gets the first attack.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Army:&amp;#039;&amp;#039;&amp;#039; One of two factions competing for world domination on the campaign map. &lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Map&amp;#039;&amp;#039;&amp;#039;: a Battlefield 4 map in a specific game mode and size, e.g. &amp;quot;Caspian Border 32 Vehicles&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Territory:&amp;#039;&amp;#039;&amp;#039; A tile on the campaign map, corresponding to one Battlefield 4 map.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Net Worth, WCP:&amp;#039;&amp;#039;&amp;#039; Net worth represents the total financial and military power of An army. Net Worth is measured in &amp;#039;&amp;#039;&amp;#039;W&amp;#039;&amp;#039;&amp;#039;orld &amp;#039;&amp;#039;&amp;#039;C&amp;#039;&amp;#039;&amp;#039;ontrol &amp;#039;&amp;#039;&amp;#039;P&amp;#039;&amp;#039;&amp;#039;oints. Each territory is worth 3 WCP. Each capital city is worth 2 WCP.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;General, HC:&amp;#039;&amp;#039;&amp;#039; Leaders of each army are traditionally referred to as &amp;#039;&amp;#039;&amp;#039;generals&amp;#039;&amp;#039;&amp;#039;. The highest-ranked officers in each army are referred to as the &amp;#039;&amp;#039;&amp;#039;high command (HC)&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;TA:&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;&amp;#039;T&amp;#039;&amp;#039;&amp;#039;ournament &amp;#039;&amp;#039;&amp;#039;A&amp;#039;&amp;#039;&amp;#039;dministrators are a group of dedicated GC veterans who run the day-to-day functioning of the campaign. They are the &amp;quot;referees&amp;quot; who police the fairplay rules and administer all aspects of the tournament.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Executive Senate&amp;#039;&amp;#039;&amp;#039;: The Executive Senate (sometimes called &amp;quot;execs&amp;quot; or &amp;quot;senators&amp;quot;) is Global Conflict&amp;#039;s highest governing body, made up of veterans who have been active in the community for years. Whereas the TA&amp;#039;s run the tournament itself, the Executive Senate is responsible for the overall health of the community. Its members select the TA&amp;#039;s and generals, and have the final say in all disputes.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;SBT:&amp;#039;&amp;#039;&amp;#039; Standard Battle Time is the time at which the main Saturday battle day will begin. This is currently 17:00 UTC but will be adjusted this campaign for the end of day lights saving.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Campaign Initialization==&lt;br /&gt;
Before a campaign begins, the Executive Senate will select volunteers from the community to serve as Generals and Tournament Administrators. From here, the TA&amp;#039;s and HC&amp;#039;s will set a timeline for the following steps&lt;br /&gt;
&lt;br /&gt;
# Selecting territories&lt;br /&gt;
# Selecting maps&lt;br /&gt;
# Drafting officers&lt;br /&gt;
# Drafting players&lt;br /&gt;
# Initial campaign map placements&lt;br /&gt;
&lt;br /&gt;
===Territory Selection Process===&lt;br /&gt;
To set the initial owners of territories on the campaign map, the TA&amp;#039;s will meet with both HC&amp;#039;s for the &amp;#039;&amp;#039;&amp;#039;territory draft&amp;#039;&amp;#039;&amp;#039;. &lt;br /&gt;
&lt;br /&gt;
A coin toss will determine first pick, and each HC will alternate picking one territory at a time until all available territories are claimed.&lt;br /&gt;
&lt;br /&gt;
*Islands are not able to be drafted by either army. They will be neutral upon campaign inclusion. (See Risk Rules below)&lt;br /&gt;
&lt;br /&gt;
===Map Selection Process===&lt;br /&gt;
It is up to each HC to choose a BF4 map corresponding to each territory on the campaign map.&lt;br /&gt;
&lt;br /&gt;
The TA&amp;#039;s will create an official maplist for the campaign. This list must specify a game mode/size for each map, and a map may be duplicated.&lt;br /&gt;
&lt;br /&gt;
Once the list is created, and after the territory draft, a &amp;#039;&amp;#039;&amp;#039;map draft&amp;#039;&amp;#039;&amp;#039; will be held. First pick will go to the loser of the coin toss from the territory draft, and armies will alternate selecting maps from the list.&lt;br /&gt;
&lt;br /&gt;
*Maps will be assigned to Islands by the Tournament Administrators a reasonable time after the Naval Strike DLC has released to all players. Once maps are assigned to these territories, they are now &amp;quot;In Play&amp;quot; and can be attacked during battle days.&lt;br /&gt;
&lt;br /&gt;
===Campaign Map Placements===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Map Placement====&lt;br /&gt;
&lt;br /&gt;
*After the territories and maps have been selected, the HC’s will place their maps on their territories as they see fit.&lt;br /&gt;
*Maps will be assigned to Islands by the Tournament Administrators a reasonable time after the Naval Strike DLC has released to all players. Once maps are assigned to these territories, they are now &amp;quot;In Play&amp;quot; and can be attacked during battle days.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once map assignments are submitted to the tournament admins, &amp;#039;&amp;#039;&amp;#039;they can never be changed.&amp;#039;&amp;#039;&amp;#039; However, the TA&amp;#039;s may allow exceptions at their discretion, for example if new patches fundamentally change the balance of a map.&lt;br /&gt;
&lt;br /&gt;
With each map assignment, the HC must also announce &amp;#039;&amp;#039;&amp;#039;which in-game side it will defend from.&amp;#039;&amp;#039;&amp;#039; The defending side may be changed at any time, but there is a five day &amp;quot;relocation time.&amp;quot; &amp;#039;&amp;#039;&amp;#039;Side changes must be announced by Monday SBT in the Risk Forum before the battleday it will take effect.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
If the territory is attacked within that time, the defender will play from the original defending side.&lt;br /&gt;
&lt;br /&gt;
=Territory Battle Days=&lt;br /&gt;
==General Rules==&lt;br /&gt;
&lt;br /&gt;
===Timing===&lt;br /&gt;
*Territory battles begin every &amp;#039;&amp;#039;&amp;#039;Saturday at SBT&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
** TA&amp;#039;s and HC&amp;#039;s can agree to skip a Saturday for holidays or other reasons&lt;br /&gt;
** If an attack starts late because the attacker was not ready, this time is not refunded at the end&lt;br /&gt;
*** However, if the attack starts late for some other reason (e.g. server issues), the time is refunded at the end&lt;br /&gt;
** If the server crashes during a round, the TA&amp;#039;s will decide whether to&lt;br /&gt;
**# If many tickets remain or it&amp;#039;s very close, cancel the round and add time on at the end&lt;br /&gt;
**# Otherwise, declare the army that was ahead in tickets the winner of the round&lt;br /&gt;
**After &amp;#039;&amp;#039;&amp;#039;SBT+5:45&amp;#039;&amp;#039;&amp;#039;, no new round can begin, unless time is added on by the TAs due to earlier delays. Any round in progress can continue and still counts.&lt;br /&gt;
***If the attacks on a territory have not finished (eg only 1 round played before time ends), the attacking army will have the option to CONTINUE their attack on their next attack day, or to attack a totally new territory.&lt;br /&gt;
**The attacker must take a &amp;#039;&amp;#039;&amp;#039;30 minute break&amp;#039;&amp;#039;&amp;#039; between SBT+2.5 and SBT+3.5, but can decide where it falls in that time (but they&amp;#039;re encouraged to aim for SBT+2.75). After the break, we swap servers.&lt;br /&gt;
&lt;br /&gt;
*Each battleday has one &amp;#039;&amp;#039;&amp;#039;attacker&amp;#039;&amp;#039;&amp;#039;, who chooses which territories to assault, and one &amp;#039;&amp;#039;&amp;#039;defender&amp;#039;&amp;#039;&amp;#039;, who must protect territories for the whole battleday.&lt;br /&gt;
** The army with the &amp;#039;&amp;#039;&amp;#039;attack initiative&amp;#039;&amp;#039;&amp;#039; tries to attack as many territories as it can&lt;br /&gt;
** The defender tries to stall the attacks, limiting the damage.&lt;br /&gt;
** This means attackers &amp;#039;&amp;#039;&amp;#039;set the tempo.&amp;#039;&amp;#039;&amp;#039; They announce when a round should be live and can take as long or as little as they need to prepare.&lt;br /&gt;
** Defenders always get 30 minutes before the first map, and &amp;#039;&amp;#039;&amp;#039;5&amp;#039;&amp;#039;&amp;#039; minutes before each subsequent map, to prepare. After that, the attacker can request live at any time. Defenders may request extra time, but it will be granted only at TA discretion, and it will be added to the end of the battle-day.&lt;br /&gt;
*Should the battle day end prematurely due to a lack of numbers on the defensive side, then this side will be required to forfeit one round for every twenty (20) minutes lost before the scheduled end of the battle day. &lt;br /&gt;
**This forfeit will be rounded upwards. &lt;br /&gt;
&lt;br /&gt;
*The army with the attack initiative must announce their first attack by &amp;#039;&amp;#039;&amp;#039;Friday SBT&amp;#039;&amp;#039;&amp;#039; before the battleday.&lt;br /&gt;
** Defenders are never told the attack until SBT-30 min.&lt;br /&gt;
** If the attackers announce after SBT-30 min, defenders are entitled to 30min of setup time.&lt;br /&gt;
&lt;br /&gt;
*Every round will start with &amp;#039;&amp;#039;&amp;#039;a 120-second countdown.&amp;#039;&amp;#039;&amp;#039; To be counted as live, it must start with a TA announcing &amp;quot;LIVE LIVE LIVE&amp;quot; over all chat, and also over teamspeak.&lt;br /&gt;
** An attacker cannot cancel a live round partly through, but the TA&amp;#039;s can rule a &amp;quot;false start&amp;quot; if needed&lt;br /&gt;
&lt;br /&gt;
===Risk Rules===&lt;br /&gt;
*For each attack, attackers must announce the territory they are attacking from, and the territory being attacked.&lt;br /&gt;
**An army &amp;#039;&amp;#039;&amp;#039;cannot re-attack a territory&amp;#039;&amp;#039;&amp;#039; until their second attack turn following their initial attack on that territory. (ie, it is &amp;quot;blocked&amp;quot; for a week)&lt;br /&gt;
**Islands can be attacked at any time and do not need an origin location specified. The re-attack rule applies for &amp;quot;Owned&amp;quot; Islands, but NOT for &amp;quot;Neutral&amp;quot; Islands&lt;br /&gt;
*Territory battles will be conducted as follows: &lt;br /&gt;
*#The armies will play the same side for all rounds on a map, &amp;#039;&amp;#039;&amp;#039;they will not alternate sides.&amp;#039;&amp;#039;&amp;#039; The defender&amp;#039;s side will be chosen in the initial map placements.&lt;br /&gt;
*#*The exception to this is NEUTRAL Islands. Neutral Islands will play best 2/3 with ROTATING sides. The defending army will get to pick starting sides.&lt;br /&gt;
*#The number of winning rounds required for a successful outcome is best two out of three.&lt;br /&gt;
*#Maps will be played at 75% ticket count, but ticket counts may be modified based on agreements between TAs and HCs in the interests of fair and fun play.&lt;br /&gt;
*#* The bleed rate will be adjusted to 60%&lt;br /&gt;
&lt;br /&gt;
=Risk Cards=&lt;br /&gt;
&lt;br /&gt;
==Risk Card Draw Phase==&lt;br /&gt;
* Risk cards are drawn once a week by both armies&lt;br /&gt;
* Each army may only hold up to 2 cards in their hand at any time.&lt;br /&gt;
* If they have 2 cards going into the Risk Card Draw Phase, they may choose to discard as many as they wish.&lt;br /&gt;
** If they elect not to discard, they will skip the Risk Card Draw Phase.&lt;br /&gt;
* A maximum of 1 cards can be drawn during the Risk Card Draw Phase.&lt;br /&gt;
* Cards will be drawn by Tuesday SBT+2 and announced in your High Command Army Dashboard thread.&lt;br /&gt;
&lt;br /&gt;
==Playing a Risk Card==&lt;br /&gt;
# Select the card to be played and notify the TAs.&lt;br /&gt;
# When the card is played, it may take up to five minutes of TA processing time may pass before it takes effect.&lt;br /&gt;
* Examples: &lt;br /&gt;
** Paradrop has to be announced with your attack when you attack&lt;br /&gt;
** AA is a card that can be played as a counter to paradrop&lt;br /&gt;
** Modifier card must be played WITH your other card&lt;br /&gt;
&lt;br /&gt;
==Basic Card Details==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;1. Paradrop:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Allows you to &amp;quot;jump&amp;quot; one territory on your attack.&lt;br /&gt;
*Card is played as you announce your attack. You must state source and destination territory. &lt;br /&gt;
*Can be played only ONCE per battleday.&lt;br /&gt;
*Paradrop can not be used as your first attack for the day.&lt;br /&gt;
*Modifier: Allows paradrop &amp;quot;jump&amp;quot; two territories.&lt;br /&gt;
*Has a 45% Draw Chance&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2. Anti Air:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Played as a counter to &amp;quot;Paradrop&amp;quot;&lt;br /&gt;
*Card changes victory conditions. Attackers have to win 2/2 rounds instead of 2/3. If defenders win one round, they have defended the territory.&lt;br /&gt;
*Modifier: Completely destroys paradrop in all instances. Including a Modifier Enhanced Paradrop.&lt;br /&gt;
*Has a 35% Draw Chance&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;3. Modifier Card:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Played at the same time as other cards&lt;br /&gt;
*Provides a bonus to Paradrop and Anti Air Cards&lt;br /&gt;
*Does not combine with itself.&lt;br /&gt;
*Has a  20% Draw Chance&lt;br /&gt;
&lt;br /&gt;
=Theaters=&lt;br /&gt;
A &amp;#039;&amp;#039;&amp;#039;theater&amp;#039;&amp;#039;&amp;#039; is a group of five connected and geographically grouped territories.&lt;br /&gt;
&lt;br /&gt;
==Theater Bonuses==&lt;br /&gt;
* Capturing all territories in a theater grants a bonus to the controlling army, measured in world control points.&lt;br /&gt;
* Theaters will be scored using a stacking bonus. Consult the following table to see your WCP bonus:&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Theaters Owned:&amp;#039;&amp;#039;&amp;#039;|| 1	||2	 ||3	 ||4	 ||5	 ||6	 ||7	 ||8	 ||9&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Bonus:&amp;#039;&amp;#039;&amp;#039;|| 6	||15	 ||26	 ||37	 ||49	 ||61	 ||73	 ||85	 ||97&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Theaters:&lt;br /&gt;
** Canada&lt;br /&gt;
** North America&lt;br /&gt;
** South America&lt;br /&gt;
** Western Europe&lt;br /&gt;
** Eastern Europe&lt;br /&gt;
** Middle East&lt;br /&gt;
** Africa&lt;br /&gt;
** South Asia&lt;br /&gt;
** North Asia&lt;br /&gt;
** Australia&lt;br /&gt;
&lt;br /&gt;
*Theater bonuses do not go into effect until the attacker&amp;#039;s next attack turn after capturing all zones in the theater.&lt;br /&gt;
*Theater bonuses are terminated immediately after the opposing empire captures a territory located within the theater.&lt;br /&gt;
*The islands are not counted as a theatre&lt;br /&gt;
&lt;br /&gt;
=Victory Conditions and World Control Points=&lt;br /&gt;
* Each Territory and Island held is worth &amp;#039;&amp;#039;&amp;#039;3 WCP&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Each Theater held is worth as per the above table.&lt;br /&gt;
&lt;br /&gt;
An army can achieve victory in three ways: &lt;br /&gt;
# By gaining control of at least 70% of the World Control Points and remaining at or above 70% WCP through the opposing army&amp;#039;s next attack turn. &lt;br /&gt;
# By forcing the opposing army to surrender.&lt;br /&gt;
&lt;br /&gt;
*An army may surrender by announcing its decision to the Tournament Admins at any time. &lt;br /&gt;
&lt;br /&gt;
*Any army with consistently low attendance over the span of a minimum of three weeks will risk automatic forfeit of the campaign. Execution of this forfeit will be determined on a case-by-case basis by the Tournament Admins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--------------------&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;Campaign system and rules are subject to change during campaign. Changes, if necessary, will be announced in the forums, and come in effect instantly. This page is the final authority on campaign system and rules information.&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>Gwynzer</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_2_System&amp;diff=1068</id>
		<title>BF4 Campaign 2 System</title>
		<link rel="alternate" type="text/html" href="http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_2_System&amp;diff=1068"/>
				<updated>2014-04-27T00:15:48Z</updated>
		
		<summary type="html">&lt;p&gt;Gwynzer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Introduction=&lt;br /&gt;
==Preamble==&lt;br /&gt;
Battlefield 4 is a tactical first-person shooter set in the modern era, and is developed and distributed by EA Games. &lt;br /&gt;
&lt;br /&gt;
At Global Conflict the multi-player aspects of the game are utilized to simulate a conflict between two organized armies. Members join a side and agree to abide by the rules of that army and to participate in the campaign as outlined in the Campaign System that follows. The Campaign is played out using original (vanilla) BF4, China Rising, Second Assault, and Naval Strike.&lt;br /&gt;
&lt;br /&gt;
Each army is headed by a High Command (HC) that will be comprised of well known and respected members, selected prior to the start each new campaign. The HC is responsible for the smooth running of their army. The HC will accomplish this through the delegation of authority in a manner of their choosing. This authority will not extend to breaching the Rules of Global Conflict and in any case will not supercede the authority of the Tournament Admins or of the Executive. &lt;br /&gt;
&lt;br /&gt;
The guiding principle of the campaign shall be an attitude and display of gentlemanly and sportsmanlike conduct. If any rule in its interpretation or implementation should breach these generally accepted principles then this rule must be adapted to comply. If any rule is unclear in its interpretation then it must be applied with this guiding principle determining its intent and outcome.&lt;br /&gt;
&lt;br /&gt;
The rules behind this campaign are based in part from borrowed elements of the board game ‘Risk’ and other rules developed by our community. The goal of the Campaign is to gain control of 70% of the territories and capitals available on the Campaign Map or to force the other side into surrender. The Campaign Map will be illustrated and hosted on the home page of Global-Conflict.org. As the campaign progresses the campaign map will be updated to reflect the ebb and flow of each army&amp;#039;s territories.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Definitions== &lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;BFI&amp;#039;&amp;#039;&amp;#039; - Battle for Initiative, first Campaign Match after the draft to decide which army gets the first attack.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Army:&amp;#039;&amp;#039;&amp;#039; One of two factions competing for world domination on the campaign map. &lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Map&amp;#039;&amp;#039;&amp;#039;: a Battlefield 4 map in a specific game mode and size, e.g. &amp;quot;Caspian Border 32 Vehicles&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Territory:&amp;#039;&amp;#039;&amp;#039; A tile on the campaign map, corresponding to one Battlefield 3 map.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Net Worth, WCP:&amp;#039;&amp;#039;&amp;#039; Net worth represents the total financial and military power of An army. Net Worth is measured in &amp;#039;&amp;#039;&amp;#039;W&amp;#039;&amp;#039;&amp;#039;orld &amp;#039;&amp;#039;&amp;#039;C&amp;#039;&amp;#039;&amp;#039;ontrol &amp;#039;&amp;#039;&amp;#039;P&amp;#039;&amp;#039;&amp;#039;oints. Each territory is worth 3 WCP. Each capital city is worth 2 WCP.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;General, HC:&amp;#039;&amp;#039;&amp;#039; Leaders of each army are traditionally referred to as &amp;#039;&amp;#039;&amp;#039;generals&amp;#039;&amp;#039;&amp;#039;. The highest-ranked officers in each army are referred to as the &amp;#039;&amp;#039;&amp;#039;high command (HC)&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;TA:&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;&amp;#039;T&amp;#039;&amp;#039;&amp;#039;ournament &amp;#039;&amp;#039;&amp;#039;A&amp;#039;&amp;#039;&amp;#039;dministrators are a group of dedicated GC veterans who run the day-to-day functioning of the campaign. They are the &amp;quot;referees&amp;quot; who police the fairplay rules and administer all aspects of the tournament.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Executive Senate&amp;#039;&amp;#039;&amp;#039;: The Executive Senate (sometimes called &amp;quot;execs&amp;quot; or &amp;quot;senators&amp;quot;) is Global Conflict&amp;#039;s highest governing body, made up of veterans who have been active in the community for years. Whereas the TA&amp;#039;s run the tournament itself, the Executive Senate is responsible for the overall health of the community. Its members select the TA&amp;#039;s and generals, and have the final say in all disputes.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;SBT:&amp;#039;&amp;#039;&amp;#039; Standard Battle Time is the time at which the main Saturday battle day will begin. This is currently 17:00 UTC but will be adjusted this campaign for the end of day lights saving.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Campaign Initialization==&lt;br /&gt;
Before a campaign begins, the Executive Senate will select volunteers from the community to serve as Generals and Tournament Administrators. From here, the TA&amp;#039;s and HC&amp;#039;s will set a timeline for the following steps&lt;br /&gt;
&lt;br /&gt;
# Selecting territories&lt;br /&gt;
# Selecting maps&lt;br /&gt;
# Drafting officers&lt;br /&gt;
# Drafting players&lt;br /&gt;
# Initial campaign map placements&lt;br /&gt;
&lt;br /&gt;
===Territory Selection Process===&lt;br /&gt;
To set the initial owners of territories on the campaign map, the TA&amp;#039;s will meet with both HC&amp;#039;s for the &amp;#039;&amp;#039;&amp;#039;territory draft&amp;#039;&amp;#039;&amp;#039;. &lt;br /&gt;
&lt;br /&gt;
A coin toss will determine first pick, and each HC will alternate picking one territory at a time until all available territories are claimed.&lt;br /&gt;
&lt;br /&gt;
*Islands are not able to be drafted by either army. They will be neutral upon campaign inclusion. (See Risk Rules below)&lt;br /&gt;
&lt;br /&gt;
===Map Selection Process===&lt;br /&gt;
It is up to each HC to choose a BF4 map corresponding to each territory on the campaign map.&lt;br /&gt;
&lt;br /&gt;
The TA&amp;#039;s will create an official maplist for the campaign. This list must specify a game mode/size for each map, and a map may be duplicated.&lt;br /&gt;
&lt;br /&gt;
Once the list is created, and after the territory draft, a &amp;#039;&amp;#039;&amp;#039;map draft&amp;#039;&amp;#039;&amp;#039; will be held. First pick will go to the loser of the coin toss from the territory draft, and armies will alternate selecting maps from the list.&lt;br /&gt;
&lt;br /&gt;
*Maps will be assigned to Islands by the Tournament Administrators a reasonable time after the Naval Strike DLC has released to all players. Once maps are assigned to these territories, they are now &amp;quot;In Play&amp;quot; and can be attacked during battle days.&lt;br /&gt;
&lt;br /&gt;
===Campaign Map Placements===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Map Placement====&lt;br /&gt;
&lt;br /&gt;
*After the territories and maps have been selected, the HC’s will place their maps on their territories as they see fit.&lt;br /&gt;
*Maps will be assigned to Islands by the Tournament Administrators a reasonable time after the Naval Strike DLC has released to all players. Once maps are assigned to these territories, they are now &amp;quot;In Play&amp;quot; and can be attacked during battle days.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once map assignments are submitted to the tournament admins, &amp;#039;&amp;#039;&amp;#039;they can never be changed.&amp;#039;&amp;#039;&amp;#039; However, the TA&amp;#039;s may allow exceptions at their discretion, for example if new patches fundamentally change the balance of a map.&lt;br /&gt;
&lt;br /&gt;
With each map assignment, the HC must also announce &amp;#039;&amp;#039;&amp;#039;which in-game side it will defend from.&amp;#039;&amp;#039;&amp;#039; The defending side may be changed at any time, but there is a five day &amp;quot;relocation time.&amp;quot; &amp;#039;&amp;#039;&amp;#039;Side changes must be announced by Monday SBT in the Risk Forum before the battleday it will take effect.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
If the territory is attacked within that time, the defender will play from the original defending side.&lt;br /&gt;
&lt;br /&gt;
=Territory Battle Days=&lt;br /&gt;
==General Rules==&lt;br /&gt;
&lt;br /&gt;
===Timing===&lt;br /&gt;
*Territory battles begin every &amp;#039;&amp;#039;&amp;#039;Saturday at SBT&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
** TA&amp;#039;s and HC&amp;#039;s can agree to skip a Saturday for holidays or other reasons&lt;br /&gt;
** If an attack starts late because the attacker was not ready, this time is not refunded at the end&lt;br /&gt;
*** However, if the attack starts late for some other reason (e.g. server issues), the time is refunded at the end&lt;br /&gt;
** If the server crashes during a round, the TA&amp;#039;s will decide whether to&lt;br /&gt;
**# If many tickets remain or it&amp;#039;s very close, cancel the round and add time on at the end&lt;br /&gt;
**# Otherwise, declare the army that was ahead in tickets the winner of the round&lt;br /&gt;
**After &amp;#039;&amp;#039;&amp;#039;SBT+5:45&amp;#039;&amp;#039;&amp;#039;, no new round can begin, unless time is added on by the TAs due to earlier delays. Any round in progress can continue and still counts.&lt;br /&gt;
***If the attacks on a territory have not finished (eg only 1 round played before time ends), the attacking army will have the option to CONTINUE their attack on their next attack day, or to attack a totally new territory.&lt;br /&gt;
**The attacker must take a &amp;#039;&amp;#039;&amp;#039;30 minute break&amp;#039;&amp;#039;&amp;#039; between SBT+2.5 and SBT+3.5, but can decide where it falls in that time (but they&amp;#039;re encouraged to aim for SBT+2.75). After the break, we swap servers.&lt;br /&gt;
&lt;br /&gt;
*Each battleday has one &amp;#039;&amp;#039;&amp;#039;attacker&amp;#039;&amp;#039;&amp;#039;, who chooses which territories to assault, and one &amp;#039;&amp;#039;&amp;#039;defender&amp;#039;&amp;#039;&amp;#039;, who must protect territories for the whole battleday.&lt;br /&gt;
** The army with the &amp;#039;&amp;#039;&amp;#039;attack initiative&amp;#039;&amp;#039;&amp;#039; tries to attack as many territories as it can&lt;br /&gt;
** The defender tries to stall the attacks, limiting the damage.&lt;br /&gt;
** This means attackers &amp;#039;&amp;#039;&amp;#039;set the tempo.&amp;#039;&amp;#039;&amp;#039; They announce when a round should be live and can take as long or as little as they need to prepare.&lt;br /&gt;
** Defenders always get 30 minutes before the first map, and &amp;#039;&amp;#039;&amp;#039;5&amp;#039;&amp;#039;&amp;#039; minutes before each subsequent map, to prepare. After that, the attacker can request live at any time. Defenders may request extra time, but it will be granted only at TA discretion, and it will be added to the end of the battle-day.&lt;br /&gt;
*Should the battle day end prematurely due to a lack of numbers on the defensive side, then this side will be required to forfeit one round for every twenty (20) minutes lost before the scheduled end of the battle day. &lt;br /&gt;
**This forfeit will be rounded upwards. &lt;br /&gt;
&lt;br /&gt;
*The army with the attack initiative must announce their first attack by &amp;#039;&amp;#039;&amp;#039;Friday SBT&amp;#039;&amp;#039;&amp;#039; before the battleday.&lt;br /&gt;
** Defenders are never told the attack until SBT-30 min.&lt;br /&gt;
** If the attackers announce after SBT-30 min, defenders are entitled to 30min of setup time.&lt;br /&gt;
&lt;br /&gt;
*Every round will start with &amp;#039;&amp;#039;&amp;#039;a 120-second countdown.&amp;#039;&amp;#039;&amp;#039; To be counted as live, it must start with a TA announcing &amp;quot;LIVE LIVE LIVE&amp;quot; over all chat, and also over teamspeak.&lt;br /&gt;
** An attacker cannot cancel a live round partly through, but the TA&amp;#039;s can rule a &amp;quot;false start&amp;quot; if needed&lt;br /&gt;
&lt;br /&gt;
===Risk Rules===&lt;br /&gt;
*For each attack, attackers must announce the territory they are attacking from, and the territory being attacked.&lt;br /&gt;
**An army &amp;#039;&amp;#039;&amp;#039;cannot re-attack a territory&amp;#039;&amp;#039;&amp;#039; until their second attack turn following their initial attack on that territory. (ie, it is &amp;quot;blocked&amp;quot; for a week)&lt;br /&gt;
**Islands can be attacked at any time and do not need an origin location specified. The re-attack rule applies for &amp;quot;Owned&amp;quot; Islands, but NOT for &amp;quot;Neutral&amp;quot; Islands&lt;br /&gt;
*Territory battles will be conducted as follows: &lt;br /&gt;
*#The armies will play the same side for all rounds on a map, &amp;#039;&amp;#039;&amp;#039;they will not alternate sides.&amp;#039;&amp;#039;&amp;#039; The defender&amp;#039;s side will be chosen in the initial map placements.&lt;br /&gt;
*#*The exception to this is NEUTRAL Islands. Neutral Islands will play best 2/3 with ROTATING sides. The defending army will get to pick starting sides.&lt;br /&gt;
*#The number of winning rounds required for a successful outcome is best two out of three.&lt;br /&gt;
*#Maps will be played at 75% ticket count, but ticket counts may be modified based on agreements between TAs and HCs in the interests of fair and fun play.&lt;br /&gt;
*#* The bleed rate will be adjusted to 60%&lt;br /&gt;
&lt;br /&gt;
=Risk Cards=&lt;br /&gt;
&lt;br /&gt;
==Risk Card Draw Phase==&lt;br /&gt;
* Risk cards are drawn once a week by both armies&lt;br /&gt;
* Each army may only hold up to 2 cards in their hand at any time.&lt;br /&gt;
* If they have 2 cards going into the Risk Card Draw Phase, they may choose to discard as many as they wish.&lt;br /&gt;
** If they elect not to discard, they will skip the Risk Card Draw Phase.&lt;br /&gt;
* A maximum of 1 cards can be drawn during the Risk Card Draw Phase.&lt;br /&gt;
* Cards will be drawn by Tuesday SBT+2 and announced in your High Command Army Dashboard thread.&lt;br /&gt;
&lt;br /&gt;
==Playing a Risk Card==&lt;br /&gt;
# Select the card to be played and notify the TAs.&lt;br /&gt;
# When the card is played, it may take up to five minutes of TA processing time may pass before it takes effect.&lt;br /&gt;
* Examples: &lt;br /&gt;
** Paradrop has to be announced with your attack when you attack&lt;br /&gt;
** AA is a card that can be played as a counter to paradrop&lt;br /&gt;
** Modifier card must be played WITH your other card&lt;br /&gt;
&lt;br /&gt;
==Basic Card Details==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;1. Paradrop:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Allows you to &amp;quot;jump&amp;quot; one territory on your attack.&lt;br /&gt;
*Card is played as you announce your attack. You must state source and destination territory. &lt;br /&gt;
*Can be played only ONCE per battleday.&lt;br /&gt;
*Paradrop can not be used as your first attack for the day.&lt;br /&gt;
*Modifier: Allows paradrop &amp;quot;jump&amp;quot; two territories.&lt;br /&gt;
*Has a 45% Draw Chance&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2. Anti Air:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Played as a counter to &amp;quot;Paradrop&amp;quot;&lt;br /&gt;
*Card changes victory conditions. Attackers have to win 2/2 rounds instead of 2/3. If defenders win one round, they have defended the territory.&lt;br /&gt;
*Modifier: Completely destroys paradrop in all instances. Including a Modifier Enhanced Paradrop.&lt;br /&gt;
*Has a 35% Draw Chance&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;3. Modifier Card:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Played at the same time as other cards&lt;br /&gt;
*Provides a bonus to Paradrop and Anti Air Cards&lt;br /&gt;
*Does not combine with itself.&lt;br /&gt;
*Has a  20% Draw Chance&lt;br /&gt;
&lt;br /&gt;
=Theaters=&lt;br /&gt;
A &amp;#039;&amp;#039;&amp;#039;theater&amp;#039;&amp;#039;&amp;#039; is a group of five connected and geographically grouped territories.&lt;br /&gt;
&lt;br /&gt;
==Theater Bonuses==&lt;br /&gt;
* Capturing all territories in a theater grants a bonus to the controlling army, measured in world control points.&lt;br /&gt;
* Theaters will be scored using a stacking bonus. Consult the following table to see your WCP bonus:&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Theaters Owned:&amp;#039;&amp;#039;&amp;#039;|| 1	||2	 ||3	 ||4	 ||5	 ||6	 ||7	 ||8	 ||9&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Bonus:&amp;#039;&amp;#039;&amp;#039;|| 6	||15	 ||26	 ||37	 ||49	 ||61	 ||73	 ||85	 ||97&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Theaters:&lt;br /&gt;
** Canada&lt;br /&gt;
** North America&lt;br /&gt;
** South America&lt;br /&gt;
** Western Europe&lt;br /&gt;
** Eastern Europe&lt;br /&gt;
** Middle East&lt;br /&gt;
** Africa&lt;br /&gt;
** South Asia&lt;br /&gt;
** North Asia&lt;br /&gt;
** Australia&lt;br /&gt;
&lt;br /&gt;
*Theater bonuses do not go into effect until the attacker&amp;#039;s next attack turn after capturing all zones in the theater.&lt;br /&gt;
*Theater bonuses are terminated immediately after the opposing empire captures a territory located within the theater.&lt;br /&gt;
*The islands are not counted as a theatre&lt;br /&gt;
&lt;br /&gt;
=Victory Conditions and World Control Points=&lt;br /&gt;
* Each Territory and Island held is worth &amp;#039;&amp;#039;&amp;#039;3 WCP&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Each Theater held is worth as per the above table.&lt;br /&gt;
&lt;br /&gt;
An army can achieve victory in three ways: &lt;br /&gt;
# By gaining control of at least 70% of the World Control Points and remaining at or above 70% WCP through the opposing army&amp;#039;s next attack turn. &lt;br /&gt;
# By forcing the opposing army to surrender.&lt;br /&gt;
&lt;br /&gt;
*An army may surrender by announcing its decision to the Tournament Admins at any time. &lt;br /&gt;
&lt;br /&gt;
*Any army with consistently low attendance over the span of a minimum of three weeks will risk automatic forfeit of the campaign. Execution of this forfeit will be determined on a case-by-case basis by the Tournament Admins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--------------------&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;Campaign system and rules are subject to change during campaign. Changes, if necessary, will be announced in the forums, and come in effect instantly. This page is the final authority on campaign system and rules information.&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>Gwynzer</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=Campaign_6_server_settings&amp;diff=1067</id>
		<title>Campaign 6 server settings</title>
		<link rel="alternate" type="text/html" href="http://www.global-conflict.org/wiki/index.php?title=Campaign_6_server_settings&amp;diff=1067"/>
				<updated>2014-04-15T21:32:01Z</updated>
		
		<summary type="html">&lt;p&gt;Gwynzer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*Friendly Fire - On&lt;br /&gt;
*Regenerate Health - Off&lt;br /&gt;
*Kill Cam - Off&lt;br /&gt;
*Mini Map - On&lt;br /&gt;
*HUD - On&lt;br /&gt;
*Cross Hair - On&lt;br /&gt;
*3d Spotting - Off&lt;br /&gt;
*Mini Map Spotting - On&lt;br /&gt;
*Name Tag - On&lt;br /&gt;
*3P Cam - On&lt;br /&gt;
*Vehicle Spawn Allowed - On&lt;br /&gt;
*Vehicle Spawn Delay - 100% &lt;br /&gt;
*Soldier Health - 100% &lt;br /&gt;
*Player Respawn Timer - 100%&lt;br /&gt;
*Bullet Damage - 100%&lt;br /&gt;
*Squad Leader Only Spawn - On&lt;br /&gt;
*Game Length (number of tickets) - 75%&lt;br /&gt;
*Game Length (Bleed rate) - 60%&lt;br /&gt;
*Weapons - Taken from battlelog unlocks&lt;/div&gt;</summary>
		<author><name>Gwynzer</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_2_System&amp;diff=1066</id>
		<title>BF4 Campaign 2 System</title>
		<link rel="alternate" type="text/html" href="http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_2_System&amp;diff=1066"/>
				<updated>2014-04-15T21:31:38Z</updated>
		
		<summary type="html">&lt;p&gt;Gwynzer: /* Playing a Risk Card */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Introduction=&lt;br /&gt;
==Preamble==&lt;br /&gt;
Battlefield 4 is a tactical first-person shooter set in the modern era, and is developed and distributed by EA Games. &lt;br /&gt;
&lt;br /&gt;
At Global Conflict the multi-player aspects of the game are utilized to simulate a conflict between two organized armies. Members join a side and agree to abide by the rules of that army and to participate in the campaign as outlined in the Campaign System that follows. The Campaign is played out using original (vanilla) BF3, Back to Karkand, Armored Kill, Aftermath and End Game maps.&lt;br /&gt;
&lt;br /&gt;
Each army is headed by a High Command (HC) that will be comprised of well known and respected members, selected prior to the start each new campaign. The HC is responsible for the smooth running of their army. The HC will accomplish this through the delegation of authority in a manner of their choosing. This authority will not extend to breaching the Rules of Global Conflict and in any case will not supercede the authority of the Tournament Admins or of the Executive. &lt;br /&gt;
&lt;br /&gt;
The guiding principle of the campaign shall be an attitude and display of gentlemanly and sportsmanlike conduct. If any rule in its interpretation or implementation should breach these generally accepted principles then this rule must be adapted to comply. If any rule is unclear in its interpretation then it must be applied with this guiding principle determining its intent and outcome.&lt;br /&gt;
&lt;br /&gt;
The rules behind this campaign are based in part from borrowed elements of the board game ‘Risk’ and other rules developed by our community. The goal of the Campaign is to gain control of 70% of the territories and capitals available on the Campaign Map or to force the other side into surrender. The Campaign Map will be illustrated and hosted on the home page of Global-Conflict.org. As the campaign progresses the campaign map will be updated to reflect the ebb and flow of each army&amp;#039;s territories.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Definitions== &lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;BFI&amp;#039;&amp;#039;&amp;#039; - Battle for Initiative, first Campaign Match after the draft to decide which army gets the first attack.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Army:&amp;#039;&amp;#039;&amp;#039; One of two factions competing for world domination on the campaign map. &lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Map&amp;#039;&amp;#039;&amp;#039;: a Battlefield 4 map in a specific game mode and size, e.g. &amp;quot;Caspian Border 32 Vehicles&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Territory:&amp;#039;&amp;#039;&amp;#039; A tile on the campaign map, corresponding to one Battlefield 3 map.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Net Worth, WCP:&amp;#039;&amp;#039;&amp;#039; Net worth represents the total financial and military power of An army. Net Worth is measured in &amp;#039;&amp;#039;&amp;#039;W&amp;#039;&amp;#039;&amp;#039;orld &amp;#039;&amp;#039;&amp;#039;C&amp;#039;&amp;#039;&amp;#039;ontrol &amp;#039;&amp;#039;&amp;#039;P&amp;#039;&amp;#039;&amp;#039;oints. Each territory is worth 3 WCP. Each capital city is worth 2 WCP.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;General, HC:&amp;#039;&amp;#039;&amp;#039; Leaders of each army are traditionally referred to as &amp;#039;&amp;#039;&amp;#039;generals&amp;#039;&amp;#039;&amp;#039;. The highest-ranked officers in each army are referred to as the &amp;#039;&amp;#039;&amp;#039;high command (HC)&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;TA:&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;&amp;#039;T&amp;#039;&amp;#039;&amp;#039;ournament &amp;#039;&amp;#039;&amp;#039;A&amp;#039;&amp;#039;&amp;#039;dministrators are a group of dedicated GC veterans who run the day-to-day functioning of the campaign. They are the &amp;quot;referees&amp;quot; who police the fairplay rules and administer all aspects of the tournament.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Executive Senate&amp;#039;&amp;#039;&amp;#039;: The Executive Senate (sometimes called &amp;quot;execs&amp;quot; or &amp;quot;senators&amp;quot;) is Global Conflict&amp;#039;s highest governing body, made up of veterans who have been active in the community for years. Whereas the TA&amp;#039;s run the tournament itself, the Executive Senate is responsible for the overall health of the community. Its members select the TA&amp;#039;s and generals, and have the final say in all disputes.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;SBT:&amp;#039;&amp;#039;&amp;#039; Standard Battle Time is the time at which the main Saturday battle day will begin. This is currently 17:00 UTC but will be adjusted this campaign for the end of day lights saving.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Campaign Initialization==&lt;br /&gt;
Before a campaign begins, the Executive Senate will select volunteers from the community to serve as Generals and Tournament Administrators. From here, the TA&amp;#039;s and HC&amp;#039;s will set a timeline for the following steps&lt;br /&gt;
&lt;br /&gt;
# Selecting territories&lt;br /&gt;
# Selecting maps&lt;br /&gt;
# Drafting officers&lt;br /&gt;
# Drafting players&lt;br /&gt;
# Initial campaign map placements&lt;br /&gt;
&lt;br /&gt;
===Territory Selection Process===&lt;br /&gt;
To set the initial owners of territories on the campaign map, the TA&amp;#039;s will meet with both HC&amp;#039;s for the &amp;#039;&amp;#039;&amp;#039;territory draft&amp;#039;&amp;#039;&amp;#039;. &lt;br /&gt;
&lt;br /&gt;
A coin toss will determine first pick, and each HC will alternate picking one territory at a time until all available territories are claimed.&lt;br /&gt;
&lt;br /&gt;
*Islands are not able to be drafted by either army. They will be neutral upon campaign inclusion. (See Risk Rules below)&lt;br /&gt;
&lt;br /&gt;
===Map Selection Process===&lt;br /&gt;
It is up to each HC to choose a BF4 map corresponding to each territory on the campaign map.&lt;br /&gt;
&lt;br /&gt;
The TA&amp;#039;s will create an official maplist for the campaign. This list must specify a game mode/size for each map, and a map may be duplicated.&lt;br /&gt;
&lt;br /&gt;
Once the list is created, and after the territory draft, a &amp;#039;&amp;#039;&amp;#039;map draft&amp;#039;&amp;#039;&amp;#039; will be held. First pick will go to the loser of the coin toss from the territory draft, and armies will alternate selecting maps from the list.&lt;br /&gt;
&lt;br /&gt;
*Maps will be assigned to Islands by the Tournament Administrators a reasonable time after the Naval Strike DLC has released to all players. Once maps are assigned to these territories, they are now &amp;quot;In Play&amp;quot; and can be attacked during battle days.&lt;br /&gt;
&lt;br /&gt;
===Campaign Map Placements===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Map Placement====&lt;br /&gt;
&lt;br /&gt;
*After the territories and maps have been selected, the HC’s will place their maps on their territories as they see fit.&lt;br /&gt;
*Maps will be assigned to Islands by the Tournament Administrators a reasonable time after the Naval Strike DLC has released to all players. Once maps are assigned to these territories, they are now &amp;quot;In Play&amp;quot; and can be attacked during battle days.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once map assignments are submitted to the tournament admins, &amp;#039;&amp;#039;&amp;#039;they can never be changed.&amp;#039;&amp;#039;&amp;#039; However, the TA&amp;#039;s may allow exceptions at their discretion, for example if new patches fundamentally change the balance of a map.&lt;br /&gt;
&lt;br /&gt;
With each map assignment, the HC must also announce &amp;#039;&amp;#039;&amp;#039;which in-game side it will defend from.&amp;#039;&amp;#039;&amp;#039; The defending side may be changed at any time, but there is a five day &amp;quot;relocation time.&amp;quot; &amp;#039;&amp;#039;&amp;#039;Side changes must be announced by Monday SBT in the Risk Forum before the battleday it will take effect.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
If the territory is attacked within that time, the defender will play from the original defending side.&lt;br /&gt;
&lt;br /&gt;
=Territory Battle Days=&lt;br /&gt;
==General Rules==&lt;br /&gt;
&lt;br /&gt;
===Timing===&lt;br /&gt;
*Territory battles begin every &amp;#039;&amp;#039;&amp;#039;Saturday at SBT&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
** TA&amp;#039;s and HC&amp;#039;s can agree to skip a Saturday for holidays or other reasons&lt;br /&gt;
** If an attack starts late because the attacker was not ready, this time is not refunded at the end&lt;br /&gt;
*** However, if the attack starts late for some other reason (e.g. server issues), the time is refunded at the end&lt;br /&gt;
** If the server crashes during a round, the TA&amp;#039;s will decide whether to&lt;br /&gt;
**# If many tickets remain or it&amp;#039;s very close, cancel the round and add time on at the end&lt;br /&gt;
**# Otherwise, declare the army that was ahead in tickets the winner of the round&lt;br /&gt;
**After &amp;#039;&amp;#039;&amp;#039;SBT+5:45&amp;#039;&amp;#039;&amp;#039;, no new round can begin, unless time is added on by the TAs due to earlier delays. Any round in progress can continue and still counts.&lt;br /&gt;
***If the attacks on a territory have not finished (eg only 1 round played before time ends), the attacking army will have the option to CONTINUE their attack on their next attack day, or to attack a totally new territory.&lt;br /&gt;
**The attacker must take a &amp;#039;&amp;#039;&amp;#039;30 minute break&amp;#039;&amp;#039;&amp;#039; between SBT+2.5 and SBT+3.5, but can decide where it falls in that time (but they&amp;#039;re encouraged to aim for SBT+2.75). After the break, we swap servers.&lt;br /&gt;
&lt;br /&gt;
*Each battleday has one &amp;#039;&amp;#039;&amp;#039;attacker&amp;#039;&amp;#039;&amp;#039;, who chooses which territories to assault, and one &amp;#039;&amp;#039;&amp;#039;defender&amp;#039;&amp;#039;&amp;#039;, who must protect territories for the whole battleday.&lt;br /&gt;
** The army with the &amp;#039;&amp;#039;&amp;#039;attack initiative&amp;#039;&amp;#039;&amp;#039; tries to attack as many territories as it can&lt;br /&gt;
** The defender tries to stall the attacks, limiting the damage.&lt;br /&gt;
** This means attackers &amp;#039;&amp;#039;&amp;#039;set the tempo.&amp;#039;&amp;#039;&amp;#039; They announce when a round should be live and can take as long or as little as they need to prepare.&lt;br /&gt;
** Defenders always get 30 minutes before the first map, and &amp;#039;&amp;#039;&amp;#039;5&amp;#039;&amp;#039;&amp;#039; minutes before each subsequent map, to prepare. After that, the attacker can request live at any time. Defenders may request extra time, but it will be granted only at TA discretion, and it will be added to the end of the battle-day.&lt;br /&gt;
*Should the battle day end prematurely due to a lack of numbers on the defensive side, then this side will be required to forfeit one round for every twenty (20) minutes lost before the scheduled end of the battle day. &lt;br /&gt;
**This forfeit will be rounded upwards. &lt;br /&gt;
&lt;br /&gt;
*The army with the attack initiative must announce their first attack by &amp;#039;&amp;#039;&amp;#039;Friday SBT&amp;#039;&amp;#039;&amp;#039; before the battleday.&lt;br /&gt;
** Defenders are never told the attack until SBT-30 min.&lt;br /&gt;
** If the attackers announce after SBT-30 min, defenders are entitled to 30min of setup time.&lt;br /&gt;
&lt;br /&gt;
*Every round will start with &amp;#039;&amp;#039;&amp;#039;a 120-second countdown.&amp;#039;&amp;#039;&amp;#039; To be counted as live, it must start with a TA announcing &amp;quot;LIVE LIVE LIVE&amp;quot; over all chat, and also over teamspeak.&lt;br /&gt;
** An attacker cannot cancel a live round partly through, but the TA&amp;#039;s can rule a &amp;quot;false start&amp;quot; if needed&lt;br /&gt;
&lt;br /&gt;
===Risk Rules===&lt;br /&gt;
*For each attack, attackers must announce the territory they are attacking from, and the territory being attacked.&lt;br /&gt;
**An army &amp;#039;&amp;#039;&amp;#039;cannot re-attack a territory&amp;#039;&amp;#039;&amp;#039; until their second attack turn following their initial attack on that territory. (ie, it is &amp;quot;blocked&amp;quot; for a week)&lt;br /&gt;
**Islands can be attacked at any time and do not need an origin location specified. The re-attack rule applies for &amp;quot;Owned&amp;quot; Islands, but NOT for &amp;quot;Neutral&amp;quot; Islands&lt;br /&gt;
*Territory battles will be conducted as follows: &lt;br /&gt;
*#The armies will play the same side for all rounds on a map, &amp;#039;&amp;#039;&amp;#039;they will not alternate sides.&amp;#039;&amp;#039;&amp;#039; The defender&amp;#039;s side will be chosen in the initial map placements.&lt;br /&gt;
*#*The exception to this is NEUTRAL Islands. Neutral Islands will play best 2/3 with ROTATING sides. The defending army will get to pick starting sides.&lt;br /&gt;
*#The number of winning rounds required for a successful outcome is best two out of three.&lt;br /&gt;
*#Maps will be played at 75% ticket count, but ticket counts may be modified based on agreements between TAs and HCs in the interests of fair and fun play.&lt;br /&gt;
*#* The bleed rate will be adjusted to 60%&lt;br /&gt;
&lt;br /&gt;
=Risk Cards=&lt;br /&gt;
&lt;br /&gt;
==Risk Card Draw Phase==&lt;br /&gt;
* Risk cards are drawn once a week by both armies&lt;br /&gt;
* Each army may only hold up to 2 cards in their hand at any time.&lt;br /&gt;
* If they have 2 cards going into the Risk Card Draw Phase, they may choose to discard as many as they wish.&lt;br /&gt;
** If they elect not to discard, they will skip the Risk Card Draw Phase.&lt;br /&gt;
* A maximum of 1 cards can be drawn during the Risk Card Draw Phase.&lt;br /&gt;
* Cards will be drawn by Tuesday SBT+2 and announced in your High Command Army Dashboard thread.&lt;br /&gt;
&lt;br /&gt;
==Playing a Risk Card==&lt;br /&gt;
# Select the card to be played and notify the TAs.&lt;br /&gt;
# When the card is played, it may take up to five minutes of TA processing time may pass before it takes effect.&lt;br /&gt;
* Examples: &lt;br /&gt;
** Paradrop has to be announced with your attack when you attack&lt;br /&gt;
** AA is a card that can be played as a counter to paradrop&lt;br /&gt;
** Modifier card must be played WITH your other card&lt;br /&gt;
&lt;br /&gt;
==Basic Card Details==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;1. Paradrop:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Allows you to &amp;quot;jump&amp;quot; one territory on your attack.&lt;br /&gt;
*Card is played as you announce your attack. You must state source and destination territory. &lt;br /&gt;
*Can be played only ONCE per battleday.&lt;br /&gt;
*Paradrop can not be used as your first attack for the day.&lt;br /&gt;
*Modifier: Allows paradrop &amp;quot;jump&amp;quot; two territories.&lt;br /&gt;
*Has a 45% Draw Chance&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2. Anti Air:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Played as a counter to &amp;quot;Paradrop&amp;quot;&lt;br /&gt;
*Card changes victory conditions. Attackers have to win 2/2 rounds instead of 2/3. If defenders win one round, they have defended the territory.&lt;br /&gt;
*Modifier: Completely destroys paradrop in all instances. Including a Modifier Enhanced Paradrop.&lt;br /&gt;
*Has a 35% Draw Chance&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;3. Modifier Card:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Played at the same time as other cards&lt;br /&gt;
*Provides a bonus to Paradrop and Anti Air Cards&lt;br /&gt;
*Does not combine with itself.&lt;br /&gt;
*Has a  20% Draw Chance&lt;br /&gt;
&lt;br /&gt;
=Theaters=&lt;br /&gt;
A &amp;#039;&amp;#039;&amp;#039;theater&amp;#039;&amp;#039;&amp;#039; is a group of five connected and geographically grouped territories.&lt;br /&gt;
&lt;br /&gt;
==Theater Bonuses==&lt;br /&gt;
* Capturing all territories in a theater grants a bonus to the controlling army, measured in world control points.&lt;br /&gt;
* Theaters will be scored using a stacking bonus. Consult the following table to see your WCP bonus:&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Theaters Owned:&amp;#039;&amp;#039;&amp;#039;|| 1	||2	 ||3	 ||4	 ||5	 ||6	 ||7	 ||8	 ||9&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Bonus:&amp;#039;&amp;#039;&amp;#039;|| 6	||15	 ||26	 ||37	 ||49	 ||61	 ||73	 ||85	 ||97&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Theaters:&lt;br /&gt;
** Canada&lt;br /&gt;
** North America&lt;br /&gt;
** South America&lt;br /&gt;
** Western Europe&lt;br /&gt;
** Eastern Europe&lt;br /&gt;
** Middle East&lt;br /&gt;
** Africa&lt;br /&gt;
** South Asia&lt;br /&gt;
** North Asia&lt;br /&gt;
** Australia&lt;br /&gt;
&lt;br /&gt;
*Theater bonuses do not go into effect until the attacker&amp;#039;s next attack turn after capturing all zones in the theater.&lt;br /&gt;
*Theater bonuses are terminated immediately after the opposing empire captures a territory located within the theater.&lt;br /&gt;
*The islands are not counted as a theatre&lt;br /&gt;
&lt;br /&gt;
=Victory Conditions and World Control Points=&lt;br /&gt;
* Each Territory and Island held is worth &amp;#039;&amp;#039;&amp;#039;3 WCP&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Each Theater held is worth as per the above table.&lt;br /&gt;
&lt;br /&gt;
An army can achieve victory in three ways: &lt;br /&gt;
# By gaining control of at least 70% of the World Control Points and remaining at or above 70% WCP through the opposing army&amp;#039;s next attack turn. &lt;br /&gt;
# By forcing the opposing army to surrender.&lt;br /&gt;
&lt;br /&gt;
*An army may surrender by announcing its decision to the Tournament Admins at any time. &lt;br /&gt;
&lt;br /&gt;
*Any army with consistently low attendance over the span of a minimum of three weeks will risk automatic forfeit of the campaign. Execution of this forfeit will be determined on a case-by-case basis by the Tournament Admins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--------------------&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;Campaign system and rules are subject to change during campaign. Changes, if necessary, will be announced in the forums, and come in effect instantly. This page is the final authority on campaign system and rules information.&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>Gwynzer</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_2_System&amp;diff=1065</id>
		<title>BF4 Campaign 2 System</title>
		<link rel="alternate" type="text/html" href="http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_2_System&amp;diff=1065"/>
				<updated>2014-04-15T21:30:10Z</updated>
		
		<summary type="html">&lt;p&gt;Gwynzer: /* Risk Rules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Introduction=&lt;br /&gt;
==Preamble==&lt;br /&gt;
Battlefield 4 is a tactical first-person shooter set in the modern era, and is developed and distributed by EA Games. &lt;br /&gt;
&lt;br /&gt;
At Global Conflict the multi-player aspects of the game are utilized to simulate a conflict between two organized armies. Members join a side and agree to abide by the rules of that army and to participate in the campaign as outlined in the Campaign System that follows. The Campaign is played out using original (vanilla) BF3, Back to Karkand, Armored Kill, Aftermath and End Game maps.&lt;br /&gt;
&lt;br /&gt;
Each army is headed by a High Command (HC) that will be comprised of well known and respected members, selected prior to the start each new campaign. The HC is responsible for the smooth running of their army. The HC will accomplish this through the delegation of authority in a manner of their choosing. This authority will not extend to breaching the Rules of Global Conflict and in any case will not supercede the authority of the Tournament Admins or of the Executive. &lt;br /&gt;
&lt;br /&gt;
The guiding principle of the campaign shall be an attitude and display of gentlemanly and sportsmanlike conduct. If any rule in its interpretation or implementation should breach these generally accepted principles then this rule must be adapted to comply. If any rule is unclear in its interpretation then it must be applied with this guiding principle determining its intent and outcome.&lt;br /&gt;
&lt;br /&gt;
The rules behind this campaign are based in part from borrowed elements of the board game ‘Risk’ and other rules developed by our community. The goal of the Campaign is to gain control of 70% of the territories and capitals available on the Campaign Map or to force the other side into surrender. The Campaign Map will be illustrated and hosted on the home page of Global-Conflict.org. As the campaign progresses the campaign map will be updated to reflect the ebb and flow of each army&amp;#039;s territories.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Definitions== &lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;BFI&amp;#039;&amp;#039;&amp;#039; - Battle for Initiative, first Campaign Match after the draft to decide which army gets the first attack.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Army:&amp;#039;&amp;#039;&amp;#039; One of two factions competing for world domination on the campaign map. &lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Map&amp;#039;&amp;#039;&amp;#039;: a Battlefield 4 map in a specific game mode and size, e.g. &amp;quot;Caspian Border 32 Vehicles&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Territory:&amp;#039;&amp;#039;&amp;#039; A tile on the campaign map, corresponding to one Battlefield 3 map.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Net Worth, WCP:&amp;#039;&amp;#039;&amp;#039; Net worth represents the total financial and military power of An army. Net Worth is measured in &amp;#039;&amp;#039;&amp;#039;W&amp;#039;&amp;#039;&amp;#039;orld &amp;#039;&amp;#039;&amp;#039;C&amp;#039;&amp;#039;&amp;#039;ontrol &amp;#039;&amp;#039;&amp;#039;P&amp;#039;&amp;#039;&amp;#039;oints. Each territory is worth 3 WCP. Each capital city is worth 2 WCP.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;General, HC:&amp;#039;&amp;#039;&amp;#039; Leaders of each army are traditionally referred to as &amp;#039;&amp;#039;&amp;#039;generals&amp;#039;&amp;#039;&amp;#039;. The highest-ranked officers in each army are referred to as the &amp;#039;&amp;#039;&amp;#039;high command (HC)&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;TA:&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;&amp;#039;T&amp;#039;&amp;#039;&amp;#039;ournament &amp;#039;&amp;#039;&amp;#039;A&amp;#039;&amp;#039;&amp;#039;dministrators are a group of dedicated GC veterans who run the day-to-day functioning of the campaign. They are the &amp;quot;referees&amp;quot; who police the fairplay rules and administer all aspects of the tournament.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Executive Senate&amp;#039;&amp;#039;&amp;#039;: The Executive Senate (sometimes called &amp;quot;execs&amp;quot; or &amp;quot;senators&amp;quot;) is Global Conflict&amp;#039;s highest governing body, made up of veterans who have been active in the community for years. Whereas the TA&amp;#039;s run the tournament itself, the Executive Senate is responsible for the overall health of the community. Its members select the TA&amp;#039;s and generals, and have the final say in all disputes.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;SBT:&amp;#039;&amp;#039;&amp;#039; Standard Battle Time is the time at which the main Saturday battle day will begin. This is currently 17:00 UTC but will be adjusted this campaign for the end of day lights saving.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Campaign Initialization==&lt;br /&gt;
Before a campaign begins, the Executive Senate will select volunteers from the community to serve as Generals and Tournament Administrators. From here, the TA&amp;#039;s and HC&amp;#039;s will set a timeline for the following steps&lt;br /&gt;
&lt;br /&gt;
# Selecting territories&lt;br /&gt;
# Selecting maps&lt;br /&gt;
# Drafting officers&lt;br /&gt;
# Drafting players&lt;br /&gt;
# Initial campaign map placements&lt;br /&gt;
&lt;br /&gt;
===Territory Selection Process===&lt;br /&gt;
To set the initial owners of territories on the campaign map, the TA&amp;#039;s will meet with both HC&amp;#039;s for the &amp;#039;&amp;#039;&amp;#039;territory draft&amp;#039;&amp;#039;&amp;#039;. &lt;br /&gt;
&lt;br /&gt;
A coin toss will determine first pick, and each HC will alternate picking one territory at a time until all available territories are claimed.&lt;br /&gt;
&lt;br /&gt;
*Islands are not able to be drafted by either army. They will be neutral upon campaign inclusion. (See Risk Rules below)&lt;br /&gt;
&lt;br /&gt;
===Map Selection Process===&lt;br /&gt;
It is up to each HC to choose a BF4 map corresponding to each territory on the campaign map.&lt;br /&gt;
&lt;br /&gt;
The TA&amp;#039;s will create an official maplist for the campaign. This list must specify a game mode/size for each map, and a map may be duplicated.&lt;br /&gt;
&lt;br /&gt;
Once the list is created, and after the territory draft, a &amp;#039;&amp;#039;&amp;#039;map draft&amp;#039;&amp;#039;&amp;#039; will be held. First pick will go to the loser of the coin toss from the territory draft, and armies will alternate selecting maps from the list.&lt;br /&gt;
&lt;br /&gt;
*Maps will be assigned to Islands by the Tournament Administrators a reasonable time after the Naval Strike DLC has released to all players. Once maps are assigned to these territories, they are now &amp;quot;In Play&amp;quot; and can be attacked during battle days.&lt;br /&gt;
&lt;br /&gt;
===Campaign Map Placements===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Map Placement====&lt;br /&gt;
&lt;br /&gt;
*After the territories and maps have been selected, the HC’s will place their maps on their territories as they see fit.&lt;br /&gt;
*Maps will be assigned to Islands by the Tournament Administrators a reasonable time after the Naval Strike DLC has released to all players. Once maps are assigned to these territories, they are now &amp;quot;In Play&amp;quot; and can be attacked during battle days.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once map assignments are submitted to the tournament admins, &amp;#039;&amp;#039;&amp;#039;they can never be changed.&amp;#039;&amp;#039;&amp;#039; However, the TA&amp;#039;s may allow exceptions at their discretion, for example if new patches fundamentally change the balance of a map.&lt;br /&gt;
&lt;br /&gt;
With each map assignment, the HC must also announce &amp;#039;&amp;#039;&amp;#039;which in-game side it will defend from.&amp;#039;&amp;#039;&amp;#039; The defending side may be changed at any time, but there is a five day &amp;quot;relocation time.&amp;quot; &amp;#039;&amp;#039;&amp;#039;Side changes must be announced by Monday SBT in the Risk Forum before the battleday it will take effect.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
If the territory is attacked within that time, the defender will play from the original defending side.&lt;br /&gt;
&lt;br /&gt;
=Territory Battle Days=&lt;br /&gt;
==General Rules==&lt;br /&gt;
&lt;br /&gt;
===Timing===&lt;br /&gt;
*Territory battles begin every &amp;#039;&amp;#039;&amp;#039;Saturday at SBT&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
** TA&amp;#039;s and HC&amp;#039;s can agree to skip a Saturday for holidays or other reasons&lt;br /&gt;
** If an attack starts late because the attacker was not ready, this time is not refunded at the end&lt;br /&gt;
*** However, if the attack starts late for some other reason (e.g. server issues), the time is refunded at the end&lt;br /&gt;
** If the server crashes during a round, the TA&amp;#039;s will decide whether to&lt;br /&gt;
**# If many tickets remain or it&amp;#039;s very close, cancel the round and add time on at the end&lt;br /&gt;
**# Otherwise, declare the army that was ahead in tickets the winner of the round&lt;br /&gt;
**After &amp;#039;&amp;#039;&amp;#039;SBT+5:45&amp;#039;&amp;#039;&amp;#039;, no new round can begin, unless time is added on by the TAs due to earlier delays. Any round in progress can continue and still counts.&lt;br /&gt;
***If the attacks on a territory have not finished (eg only 1 round played before time ends), the attacking army will have the option to CONTINUE their attack on their next attack day, or to attack a totally new territory.&lt;br /&gt;
**The attacker must take a &amp;#039;&amp;#039;&amp;#039;30 minute break&amp;#039;&amp;#039;&amp;#039; between SBT+2.5 and SBT+3.5, but can decide where it falls in that time (but they&amp;#039;re encouraged to aim for SBT+2.75). After the break, we swap servers.&lt;br /&gt;
&lt;br /&gt;
*Each battleday has one &amp;#039;&amp;#039;&amp;#039;attacker&amp;#039;&amp;#039;&amp;#039;, who chooses which territories to assault, and one &amp;#039;&amp;#039;&amp;#039;defender&amp;#039;&amp;#039;&amp;#039;, who must protect territories for the whole battleday.&lt;br /&gt;
** The army with the &amp;#039;&amp;#039;&amp;#039;attack initiative&amp;#039;&amp;#039;&amp;#039; tries to attack as many territories as it can&lt;br /&gt;
** The defender tries to stall the attacks, limiting the damage.&lt;br /&gt;
** This means attackers &amp;#039;&amp;#039;&amp;#039;set the tempo.&amp;#039;&amp;#039;&amp;#039; They announce when a round should be live and can take as long or as little as they need to prepare.&lt;br /&gt;
** Defenders always get 30 minutes before the first map, and &amp;#039;&amp;#039;&amp;#039;5&amp;#039;&amp;#039;&amp;#039; minutes before each subsequent map, to prepare. After that, the attacker can request live at any time. Defenders may request extra time, but it will be granted only at TA discretion, and it will be added to the end of the battle-day.&lt;br /&gt;
*Should the battle day end prematurely due to a lack of numbers on the defensive side, then this side will be required to forfeit one round for every twenty (20) minutes lost before the scheduled end of the battle day. &lt;br /&gt;
**This forfeit will be rounded upwards. &lt;br /&gt;
&lt;br /&gt;
*The army with the attack initiative must announce their first attack by &amp;#039;&amp;#039;&amp;#039;Friday SBT&amp;#039;&amp;#039;&amp;#039; before the battleday.&lt;br /&gt;
** Defenders are never told the attack until SBT-30 min.&lt;br /&gt;
** If the attackers announce after SBT-30 min, defenders are entitled to 30min of setup time.&lt;br /&gt;
&lt;br /&gt;
*Every round will start with &amp;#039;&amp;#039;&amp;#039;a 120-second countdown.&amp;#039;&amp;#039;&amp;#039; To be counted as live, it must start with a TA announcing &amp;quot;LIVE LIVE LIVE&amp;quot; over all chat, and also over teamspeak.&lt;br /&gt;
** An attacker cannot cancel a live round partly through, but the TA&amp;#039;s can rule a &amp;quot;false start&amp;quot; if needed&lt;br /&gt;
&lt;br /&gt;
===Risk Rules===&lt;br /&gt;
*For each attack, attackers must announce the territory they are attacking from, and the territory being attacked.&lt;br /&gt;
**An army &amp;#039;&amp;#039;&amp;#039;cannot re-attack a territory&amp;#039;&amp;#039;&amp;#039; until their second attack turn following their initial attack on that territory. (ie, it is &amp;quot;blocked&amp;quot; for a week)&lt;br /&gt;
**Islands can be attacked at any time and do not need an origin location specified. The re-attack rule applies for &amp;quot;Owned&amp;quot; Islands, but NOT for &amp;quot;Neutral&amp;quot; Islands&lt;br /&gt;
*Territory battles will be conducted as follows: &lt;br /&gt;
*#The armies will play the same side for all rounds on a map, &amp;#039;&amp;#039;&amp;#039;they will not alternate sides.&amp;#039;&amp;#039;&amp;#039; The defender&amp;#039;s side will be chosen in the initial map placements.&lt;br /&gt;
*#*The exception to this is NEUTRAL Islands. Neutral Islands will play best 2/3 with ROTATING sides. The defending army will get to pick starting sides.&lt;br /&gt;
*#The number of winning rounds required for a successful outcome is best two out of three.&lt;br /&gt;
*#Maps will be played at 75% ticket count, but ticket counts may be modified based on agreements between TAs and HCs in the interests of fair and fun play.&lt;br /&gt;
*#* The bleed rate will be adjusted to 60%&lt;br /&gt;
&lt;br /&gt;
=Risk Cards=&lt;br /&gt;
&lt;br /&gt;
==Risk Card Draw Phase==&lt;br /&gt;
* Risk cards are drawn once a week by both armies&lt;br /&gt;
* Each army may only hold up to 2 cards in their hand at any time.&lt;br /&gt;
* If they have 2 cards going into the Risk Card Draw Phase, they may choose to discard as many as they wish.&lt;br /&gt;
** If they elect not to discard, they will skip the Risk Card Draw Phase.&lt;br /&gt;
* A maximum of 1 cards can be drawn during the Risk Card Draw Phase.&lt;br /&gt;
* Cards will be drawn by Tuesday SBT+2 and announced in your High Command Army Dashboard thread.&lt;br /&gt;
&lt;br /&gt;
==Playing a Risk Card==&lt;br /&gt;
# Select the card to be played and notify the TAs.&lt;br /&gt;
# If a card is played on the battleday, up to five minutes of TA processing time may pass before it takes effect.&lt;br /&gt;
* Examples: &lt;br /&gt;
** Paradrop has to be announced with your attack when you attack&lt;br /&gt;
** AA is a card that can be played as a counter to paradrop&lt;br /&gt;
** Modifier card must be played WITH your other card&lt;br /&gt;
&lt;br /&gt;
==Basic Card Details==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;1. Paradrop:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Allows you to &amp;quot;jump&amp;quot; one territory on your attack.&lt;br /&gt;
*Card is played as you announce your attack. You must state source and destination territory. &lt;br /&gt;
*Can be played only ONCE per battleday.&lt;br /&gt;
*Paradrop can not be used as your first attack for the day.&lt;br /&gt;
*Modifier: Allows paradrop &amp;quot;jump&amp;quot; two territories.&lt;br /&gt;
*Has a 45% Draw Chance&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2. Anti Air:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Played as a counter to &amp;quot;Paradrop&amp;quot;&lt;br /&gt;
*Card changes victory conditions. Attackers have to win 2/2 rounds instead of 2/3. If defenders win one round, they have defended the territory.&lt;br /&gt;
*Modifier: Completely destroys paradrop in all instances. Including a Modifier Enhanced Paradrop.&lt;br /&gt;
*Has a 35% Draw Chance&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;3. Modifier Card:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Played at the same time as other cards&lt;br /&gt;
*Provides a bonus to Paradrop and Anti Air Cards&lt;br /&gt;
*Does not combine with itself.&lt;br /&gt;
*Has a  20% Draw Chance&lt;br /&gt;
&lt;br /&gt;
=Theaters=&lt;br /&gt;
A &amp;#039;&amp;#039;&amp;#039;theater&amp;#039;&amp;#039;&amp;#039; is a group of five connected and geographically grouped territories.&lt;br /&gt;
&lt;br /&gt;
==Theater Bonuses==&lt;br /&gt;
* Capturing all territories in a theater grants a bonus to the controlling army, measured in world control points.&lt;br /&gt;
* Theaters will be scored using a stacking bonus. Consult the following table to see your WCP bonus:&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Theaters Owned:&amp;#039;&amp;#039;&amp;#039;|| 1	||2	 ||3	 ||4	 ||5	 ||6	 ||7	 ||8	 ||9&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Bonus:&amp;#039;&amp;#039;&amp;#039;|| 6	||15	 ||26	 ||37	 ||49	 ||61	 ||73	 ||85	 ||97&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Theaters:&lt;br /&gt;
** Canada&lt;br /&gt;
** North America&lt;br /&gt;
** South America&lt;br /&gt;
** Western Europe&lt;br /&gt;
** Eastern Europe&lt;br /&gt;
** Middle East&lt;br /&gt;
** Africa&lt;br /&gt;
** South Asia&lt;br /&gt;
** North Asia&lt;br /&gt;
** Australia&lt;br /&gt;
&lt;br /&gt;
*Theater bonuses do not go into effect until the attacker&amp;#039;s next attack turn after capturing all zones in the theater.&lt;br /&gt;
*Theater bonuses are terminated immediately after the opposing empire captures a territory located within the theater.&lt;br /&gt;
*The islands are not counted as a theatre&lt;br /&gt;
&lt;br /&gt;
=Victory Conditions and World Control Points=&lt;br /&gt;
* Each Territory and Island held is worth &amp;#039;&amp;#039;&amp;#039;3 WCP&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Each Theater held is worth as per the above table.&lt;br /&gt;
&lt;br /&gt;
An army can achieve victory in three ways: &lt;br /&gt;
# By gaining control of at least 70% of the World Control Points and remaining at or above 70% WCP through the opposing army&amp;#039;s next attack turn. &lt;br /&gt;
# By forcing the opposing army to surrender.&lt;br /&gt;
&lt;br /&gt;
*An army may surrender by announcing its decision to the Tournament Admins at any time. &lt;br /&gt;
&lt;br /&gt;
*Any army with consistently low attendance over the span of a minimum of three weeks will risk automatic forfeit of the campaign. Execution of this forfeit will be determined on a case-by-case basis by the Tournament Admins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--------------------&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;Campaign system and rules are subject to change during campaign. Changes, if necessary, will be announced in the forums, and come in effect instantly. This page is the final authority on campaign system and rules information.&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>Gwynzer</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_2_System&amp;diff=1064</id>
		<title>BF4 Campaign 2 System</title>
		<link rel="alternate" type="text/html" href="http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_2_System&amp;diff=1064"/>
				<updated>2014-04-15T21:26:53Z</updated>
		
		<summary type="html">&lt;p&gt;Gwynzer: /* Campaign Initialization */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Introduction=&lt;br /&gt;
==Preamble==&lt;br /&gt;
Battlefield 4 is a tactical first-person shooter set in the modern era, and is developed and distributed by EA Games. &lt;br /&gt;
&lt;br /&gt;
At Global Conflict the multi-player aspects of the game are utilized to simulate a conflict between two organized armies. Members join a side and agree to abide by the rules of that army and to participate in the campaign as outlined in the Campaign System that follows. The Campaign is played out using original (vanilla) BF3, Back to Karkand, Armored Kill, Aftermath and End Game maps.&lt;br /&gt;
&lt;br /&gt;
Each army is headed by a High Command (HC) that will be comprised of well known and respected members, selected prior to the start each new campaign. The HC is responsible for the smooth running of their army. The HC will accomplish this through the delegation of authority in a manner of their choosing. This authority will not extend to breaching the Rules of Global Conflict and in any case will not supercede the authority of the Tournament Admins or of the Executive. &lt;br /&gt;
&lt;br /&gt;
The guiding principle of the campaign shall be an attitude and display of gentlemanly and sportsmanlike conduct. If any rule in its interpretation or implementation should breach these generally accepted principles then this rule must be adapted to comply. If any rule is unclear in its interpretation then it must be applied with this guiding principle determining its intent and outcome.&lt;br /&gt;
&lt;br /&gt;
The rules behind this campaign are based in part from borrowed elements of the board game ‘Risk’ and other rules developed by our community. The goal of the Campaign is to gain control of 70% of the territories and capitals available on the Campaign Map or to force the other side into surrender. The Campaign Map will be illustrated and hosted on the home page of Global-Conflict.org. As the campaign progresses the campaign map will be updated to reflect the ebb and flow of each army&amp;#039;s territories.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Definitions== &lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;BFI&amp;#039;&amp;#039;&amp;#039; - Battle for Initiative, first Campaign Match after the draft to decide which army gets the first attack.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Army:&amp;#039;&amp;#039;&amp;#039; One of two factions competing for world domination on the campaign map. &lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Map&amp;#039;&amp;#039;&amp;#039;: a Battlefield 4 map in a specific game mode and size, e.g. &amp;quot;Caspian Border 32 Vehicles&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Territory:&amp;#039;&amp;#039;&amp;#039; A tile on the campaign map, corresponding to one Battlefield 3 map.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Net Worth, WCP:&amp;#039;&amp;#039;&amp;#039; Net worth represents the total financial and military power of An army. Net Worth is measured in &amp;#039;&amp;#039;&amp;#039;W&amp;#039;&amp;#039;&amp;#039;orld &amp;#039;&amp;#039;&amp;#039;C&amp;#039;&amp;#039;&amp;#039;ontrol &amp;#039;&amp;#039;&amp;#039;P&amp;#039;&amp;#039;&amp;#039;oints. Each territory is worth 3 WCP. Each capital city is worth 2 WCP.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;General, HC:&amp;#039;&amp;#039;&amp;#039; Leaders of each army are traditionally referred to as &amp;#039;&amp;#039;&amp;#039;generals&amp;#039;&amp;#039;&amp;#039;. The highest-ranked officers in each army are referred to as the &amp;#039;&amp;#039;&amp;#039;high command (HC)&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;TA:&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;&amp;#039;T&amp;#039;&amp;#039;&amp;#039;ournament &amp;#039;&amp;#039;&amp;#039;A&amp;#039;&amp;#039;&amp;#039;dministrators are a group of dedicated GC veterans who run the day-to-day functioning of the campaign. They are the &amp;quot;referees&amp;quot; who police the fairplay rules and administer all aspects of the tournament.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Executive Senate&amp;#039;&amp;#039;&amp;#039;: The Executive Senate (sometimes called &amp;quot;execs&amp;quot; or &amp;quot;senators&amp;quot;) is Global Conflict&amp;#039;s highest governing body, made up of veterans who have been active in the community for years. Whereas the TA&amp;#039;s run the tournament itself, the Executive Senate is responsible for the overall health of the community. Its members select the TA&amp;#039;s and generals, and have the final say in all disputes.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;SBT:&amp;#039;&amp;#039;&amp;#039; Standard Battle Time is the time at which the main Saturday battle day will begin. This is currently 17:00 UTC but will be adjusted this campaign for the end of day lights saving.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Campaign Initialization==&lt;br /&gt;
Before a campaign begins, the Executive Senate will select volunteers from the community to serve as Generals and Tournament Administrators. From here, the TA&amp;#039;s and HC&amp;#039;s will set a timeline for the following steps&lt;br /&gt;
&lt;br /&gt;
# Selecting territories&lt;br /&gt;
# Selecting maps&lt;br /&gt;
# Drafting officers&lt;br /&gt;
# Drafting players&lt;br /&gt;
# Initial campaign map placements&lt;br /&gt;
&lt;br /&gt;
===Territory Selection Process===&lt;br /&gt;
To set the initial owners of territories on the campaign map, the TA&amp;#039;s will meet with both HC&amp;#039;s for the &amp;#039;&amp;#039;&amp;#039;territory draft&amp;#039;&amp;#039;&amp;#039;. &lt;br /&gt;
&lt;br /&gt;
A coin toss will determine first pick, and each HC will alternate picking one territory at a time until all available territories are claimed.&lt;br /&gt;
&lt;br /&gt;
*Islands are not able to be drafted by either army. They will be neutral upon campaign inclusion. (See Risk Rules below)&lt;br /&gt;
&lt;br /&gt;
===Map Selection Process===&lt;br /&gt;
It is up to each HC to choose a BF4 map corresponding to each territory on the campaign map.&lt;br /&gt;
&lt;br /&gt;
The TA&amp;#039;s will create an official maplist for the campaign. This list must specify a game mode/size for each map, and a map may be duplicated.&lt;br /&gt;
&lt;br /&gt;
Once the list is created, and after the territory draft, a &amp;#039;&amp;#039;&amp;#039;map draft&amp;#039;&amp;#039;&amp;#039; will be held. First pick will go to the loser of the coin toss from the territory draft, and armies will alternate selecting maps from the list.&lt;br /&gt;
&lt;br /&gt;
*Maps will be assigned to Islands by the Tournament Administrators a reasonable time after the Naval Strike DLC has released to all players. Once maps are assigned to these territories, they are now &amp;quot;In Play&amp;quot; and can be attacked during battle days.&lt;br /&gt;
&lt;br /&gt;
===Campaign Map Placements===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Map Placement====&lt;br /&gt;
&lt;br /&gt;
*After the territories and maps have been selected, the HC’s will place their maps on their territories as they see fit.&lt;br /&gt;
*Maps will be assigned to Islands by the Tournament Administrators a reasonable time after the Naval Strike DLC has released to all players. Once maps are assigned to these territories, they are now &amp;quot;In Play&amp;quot; and can be attacked during battle days.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once map assignments are submitted to the tournament admins, &amp;#039;&amp;#039;&amp;#039;they can never be changed.&amp;#039;&amp;#039;&amp;#039; However, the TA&amp;#039;s may allow exceptions at their discretion, for example if new patches fundamentally change the balance of a map.&lt;br /&gt;
&lt;br /&gt;
With each map assignment, the HC must also announce &amp;#039;&amp;#039;&amp;#039;which in-game side it will defend from.&amp;#039;&amp;#039;&amp;#039; The defending side may be changed at any time, but there is a five day &amp;quot;relocation time.&amp;quot; &amp;#039;&amp;#039;&amp;#039;Side changes must be announced by Monday SBT in the Risk Forum before the battleday it will take effect.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
If the territory is attacked within that time, the defender will play from the original defending side.&lt;br /&gt;
&lt;br /&gt;
=Territory Battle Days=&lt;br /&gt;
==General Rules==&lt;br /&gt;
&lt;br /&gt;
===Timing===&lt;br /&gt;
*Territory battles begin every &amp;#039;&amp;#039;&amp;#039;Saturday at SBT&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
** TA&amp;#039;s and HC&amp;#039;s can agree to skip a Saturday for holidays or other reasons&lt;br /&gt;
** If an attack starts late because the attacker was not ready, this time is not refunded at the end&lt;br /&gt;
*** However, if the attack starts late for some other reason (e.g. server issues), the time is refunded at the end&lt;br /&gt;
** If the server crashes during a round, the TA&amp;#039;s will decide whether to&lt;br /&gt;
**# If many tickets remain or it&amp;#039;s very close, cancel the round and add time on at the end&lt;br /&gt;
**# Otherwise, declare the army that was ahead in tickets the winner of the round&lt;br /&gt;
**After &amp;#039;&amp;#039;&amp;#039;SBT+5:45&amp;#039;&amp;#039;&amp;#039;, no new round can begin, unless time is added on by the TAs due to earlier delays. Any round in progress can continue and still counts.&lt;br /&gt;
***If the attacks on a territory have not finished (eg only 1 round played before time ends), the attacking army will have the option to CONTINUE their attack on their next attack day, or to attack a totally new territory.&lt;br /&gt;
**The attacker must take a &amp;#039;&amp;#039;&amp;#039;30 minute break&amp;#039;&amp;#039;&amp;#039; between SBT+2.5 and SBT+3.5, but can decide where it falls in that time (but they&amp;#039;re encouraged to aim for SBT+2.75). After the break, we swap servers.&lt;br /&gt;
&lt;br /&gt;
*Each battleday has one &amp;#039;&amp;#039;&amp;#039;attacker&amp;#039;&amp;#039;&amp;#039;, who chooses which territories to assault, and one &amp;#039;&amp;#039;&amp;#039;defender&amp;#039;&amp;#039;&amp;#039;, who must protect territories for the whole battleday.&lt;br /&gt;
** The army with the &amp;#039;&amp;#039;&amp;#039;attack initiative&amp;#039;&amp;#039;&amp;#039; tries to attack as many territories as it can&lt;br /&gt;
** The defender tries to stall the attacks, limiting the damage.&lt;br /&gt;
** This means attackers &amp;#039;&amp;#039;&amp;#039;set the tempo.&amp;#039;&amp;#039;&amp;#039; They announce when a round should be live and can take as long or as little as they need to prepare.&lt;br /&gt;
** Defenders always get 30 minutes before the first map, and &amp;#039;&amp;#039;&amp;#039;5&amp;#039;&amp;#039;&amp;#039; minutes before each subsequent map, to prepare. After that, the attacker can request live at any time. Defenders may request extra time, but it will be granted only at TA discretion, and it will be added to the end of the battle-day.&lt;br /&gt;
*Should the battle day end prematurely due to a lack of numbers on the defensive side, then this side will be required to forfeit one round for every twenty (20) minutes lost before the scheduled end of the battle day. &lt;br /&gt;
**This forfeit will be rounded upwards. &lt;br /&gt;
&lt;br /&gt;
*The army with the attack initiative must announce their first attack by &amp;#039;&amp;#039;&amp;#039;Friday SBT&amp;#039;&amp;#039;&amp;#039; before the battleday.&lt;br /&gt;
** Defenders are never told the attack until SBT-30 min.&lt;br /&gt;
** If the attackers announce after SBT-30 min, defenders are entitled to 30min of setup time.&lt;br /&gt;
&lt;br /&gt;
*Every round will start with &amp;#039;&amp;#039;&amp;#039;a 120-second countdown.&amp;#039;&amp;#039;&amp;#039; To be counted as live, it must start with a TA announcing &amp;quot;LIVE LIVE LIVE&amp;quot; over all chat, and also over teamspeak.&lt;br /&gt;
** An attacker cannot cancel a live round partly through, but the TA&amp;#039;s can rule a &amp;quot;false start&amp;quot; if needed&lt;br /&gt;
&lt;br /&gt;
===Risk Rules===&lt;br /&gt;
*For each attack, attackers must announce the territory they are attacking from, and the territory being attacked.&lt;br /&gt;
**An army &amp;#039;&amp;#039;&amp;#039;cannot re-attack a territory&amp;#039;&amp;#039;&amp;#039; until their second attack turn following their initial attack on that territory. (ie, it is &amp;quot;blocked&amp;quot; for a week)&lt;br /&gt;
**Islands can be attacked at any time and do not need an origin location specified. The re-attack rule applies for &amp;quot;Owned&amp;quot; Islands, but NOT for &amp;quot;Neutral&amp;quot; Islands&lt;br /&gt;
*Territory battles will be conducted as follows: &lt;br /&gt;
*#The armies will play the same side for all rounds on a map, &amp;#039;&amp;#039;&amp;#039;they will not alternate sides.&amp;#039;&amp;#039;&amp;#039; The defender&amp;#039;s side will be chosen in the initial map placements.&lt;br /&gt;
*#*The exception to this is NEUTRAL Islands. Neutral Islands will play best 2/3 with ROTATING sides. The defending army will get to pick starting sides.&lt;br /&gt;
*#The number of winning rounds required for a successful outcome is best two out of three.&lt;br /&gt;
*#Maps will be played at 75% ticket count, but ticket counts may be modified based on agreements between TAs and HCs in the interests of fair and fun play.&lt;br /&gt;
*#* The bleed rate will be adjusted to 50%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Risk Cards=&lt;br /&gt;
&lt;br /&gt;
==Risk Card Draw Phase==&lt;br /&gt;
* Risk cards are drawn once a week by both armies&lt;br /&gt;
* Each army may only hold up to 2 cards in their hand at any time.&lt;br /&gt;
* If they have 2 cards going into the Risk Card Draw Phase, they may choose to discard as many as they wish.&lt;br /&gt;
** If they elect not to discard, they will skip the Risk Card Draw Phase.&lt;br /&gt;
* A maximum of 1 cards can be drawn during the Risk Card Draw Phase.&lt;br /&gt;
* Cards will be drawn by Tuesday SBT+2 and announced in your High Command Army Dashboard thread.&lt;br /&gt;
&lt;br /&gt;
==Playing a Risk Card==&lt;br /&gt;
# Select the card to be played and notify the TAs.&lt;br /&gt;
# If a card is played on the battleday, up to five minutes of TA processing time may pass before it takes effect.&lt;br /&gt;
* Examples: &lt;br /&gt;
** Paradrop has to be announced with your attack when you attack&lt;br /&gt;
** AA is a card that can be played as a counter to paradrop&lt;br /&gt;
** Modifier card must be played WITH your other card&lt;br /&gt;
&lt;br /&gt;
==Basic Card Details==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;1. Paradrop:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Allows you to &amp;quot;jump&amp;quot; one territory on your attack.&lt;br /&gt;
*Card is played as you announce your attack. You must state source and destination territory. &lt;br /&gt;
*Can be played only ONCE per battleday.&lt;br /&gt;
*Paradrop can not be used as your first attack for the day.&lt;br /&gt;
*Modifier: Allows paradrop &amp;quot;jump&amp;quot; two territories.&lt;br /&gt;
*Has a 45% Draw Chance&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2. Anti Air:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Played as a counter to &amp;quot;Paradrop&amp;quot;&lt;br /&gt;
*Card changes victory conditions. Attackers have to win 2/2 rounds instead of 2/3. If defenders win one round, they have defended the territory.&lt;br /&gt;
*Modifier: Completely destroys paradrop in all instances. Including a Modifier Enhanced Paradrop.&lt;br /&gt;
*Has a 35% Draw Chance&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;3. Modifier Card:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Played at the same time as other cards&lt;br /&gt;
*Provides a bonus to Paradrop and Anti Air Cards&lt;br /&gt;
*Does not combine with itself.&lt;br /&gt;
*Has a  20% Draw Chance&lt;br /&gt;
&lt;br /&gt;
=Theaters=&lt;br /&gt;
A &amp;#039;&amp;#039;&amp;#039;theater&amp;#039;&amp;#039;&amp;#039; is a group of five connected and geographically grouped territories.&lt;br /&gt;
&lt;br /&gt;
==Theater Bonuses==&lt;br /&gt;
* Capturing all territories in a theater grants a bonus to the controlling army, measured in world control points.&lt;br /&gt;
* Theaters will be scored using a stacking bonus. Consult the following table to see your WCP bonus:&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Theaters Owned:&amp;#039;&amp;#039;&amp;#039;|| 1	||2	 ||3	 ||4	 ||5	 ||6	 ||7	 ||8	 ||9&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Bonus:&amp;#039;&amp;#039;&amp;#039;|| 6	||15	 ||26	 ||37	 ||49	 ||61	 ||73	 ||85	 ||97&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Theaters:&lt;br /&gt;
** Canada&lt;br /&gt;
** North America&lt;br /&gt;
** South America&lt;br /&gt;
** Western Europe&lt;br /&gt;
** Eastern Europe&lt;br /&gt;
** Middle East&lt;br /&gt;
** Africa&lt;br /&gt;
** South Asia&lt;br /&gt;
** North Asia&lt;br /&gt;
** Australia&lt;br /&gt;
&lt;br /&gt;
*Theater bonuses do not go into effect until the attacker&amp;#039;s next attack turn after capturing all zones in the theater.&lt;br /&gt;
*Theater bonuses are terminated immediately after the opposing empire captures a territory located within the theater.&lt;br /&gt;
*The islands are not counted as a theatre&lt;br /&gt;
&lt;br /&gt;
=Victory Conditions and World Control Points=&lt;br /&gt;
* Each Territory and Island held is worth &amp;#039;&amp;#039;&amp;#039;3 WCP&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Each Theater held is worth as per the above table.&lt;br /&gt;
&lt;br /&gt;
An army can achieve victory in three ways: &lt;br /&gt;
# By gaining control of at least 70% of the World Control Points and remaining at or above 70% WCP through the opposing army&amp;#039;s next attack turn. &lt;br /&gt;
# By forcing the opposing army to surrender.&lt;br /&gt;
&lt;br /&gt;
*An army may surrender by announcing its decision to the Tournament Admins at any time. &lt;br /&gt;
&lt;br /&gt;
*Any army with consistently low attendance over the span of a minimum of three weeks will risk automatic forfeit of the campaign. Execution of this forfeit will be determined on a case-by-case basis by the Tournament Admins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--------------------&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;Campaign system and rules are subject to change during campaign. Changes, if necessary, will be announced in the forums, and come in effect instantly. This page is the final authority on campaign system and rules information.&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>Gwynzer</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_2_System&amp;diff=1063</id>
		<title>BF4 Campaign 2 System</title>
		<link rel="alternate" type="text/html" href="http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_2_System&amp;diff=1063"/>
				<updated>2014-04-15T21:25:30Z</updated>
		
		<summary type="html">&lt;p&gt;Gwynzer: /* Map Selection Process */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Introduction=&lt;br /&gt;
==Preamble==&lt;br /&gt;
Battlefield 4 is a tactical first-person shooter set in the modern era, and is developed and distributed by EA Games. &lt;br /&gt;
&lt;br /&gt;
At Global Conflict the multi-player aspects of the game are utilized to simulate a conflict between two organized armies. Members join a side and agree to abide by the rules of that army and to participate in the campaign as outlined in the Campaign System that follows. The Campaign is played out using original (vanilla) BF3, Back to Karkand, Armored Kill, Aftermath and End Game maps.&lt;br /&gt;
&lt;br /&gt;
Each army is headed by a High Command (HC) that will be comprised of well known and respected members, selected prior to the start each new campaign. The HC is responsible for the smooth running of their army. The HC will accomplish this through the delegation of authority in a manner of their choosing. This authority will not extend to breaching the Rules of Global Conflict and in any case will not supercede the authority of the Tournament Admins or of the Executive. &lt;br /&gt;
&lt;br /&gt;
The guiding principle of the campaign shall be an attitude and display of gentlemanly and sportsmanlike conduct. If any rule in its interpretation or implementation should breach these generally accepted principles then this rule must be adapted to comply. If any rule is unclear in its interpretation then it must be applied with this guiding principle determining its intent and outcome.&lt;br /&gt;
&lt;br /&gt;
The rules behind this campaign are based in part from borrowed elements of the board game ‘Risk’ and other rules developed by our community. The goal of the Campaign is to gain control of 70% of the territories and capitals available on the Campaign Map or to force the other side into surrender. The Campaign Map will be illustrated and hosted on the home page of Global-Conflict.org. As the campaign progresses the campaign map will be updated to reflect the ebb and flow of each army&amp;#039;s territories.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Definitions== &lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;BFI&amp;#039;&amp;#039;&amp;#039; - Battle for Initiative, first Campaign Match after the draft to decide which army gets the first attack.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Army:&amp;#039;&amp;#039;&amp;#039; One of two factions competing for world domination on the campaign map. &lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Map&amp;#039;&amp;#039;&amp;#039;: a Battlefield 4 map in a specific game mode and size, e.g. &amp;quot;Caspian Border 32 Vehicles&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Territory:&amp;#039;&amp;#039;&amp;#039; A tile on the campaign map, corresponding to one Battlefield 3 map.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Net Worth, WCP:&amp;#039;&amp;#039;&amp;#039; Net worth represents the total financial and military power of An army. Net Worth is measured in &amp;#039;&amp;#039;&amp;#039;W&amp;#039;&amp;#039;&amp;#039;orld &amp;#039;&amp;#039;&amp;#039;C&amp;#039;&amp;#039;&amp;#039;ontrol &amp;#039;&amp;#039;&amp;#039;P&amp;#039;&amp;#039;&amp;#039;oints. Each territory is worth 3 WCP. Each capital city is worth 2 WCP.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;General, HC:&amp;#039;&amp;#039;&amp;#039; Leaders of each army are traditionally referred to as &amp;#039;&amp;#039;&amp;#039;generals&amp;#039;&amp;#039;&amp;#039;. The highest-ranked officers in each army are referred to as the &amp;#039;&amp;#039;&amp;#039;high command (HC)&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;TA:&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;&amp;#039;T&amp;#039;&amp;#039;&amp;#039;ournament &amp;#039;&amp;#039;&amp;#039;A&amp;#039;&amp;#039;&amp;#039;dministrators are a group of dedicated GC veterans who run the day-to-day functioning of the campaign. They are the &amp;quot;referees&amp;quot; who police the fairplay rules and administer all aspects of the tournament.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Executive Senate&amp;#039;&amp;#039;&amp;#039;: The Executive Senate (sometimes called &amp;quot;execs&amp;quot; or &amp;quot;senators&amp;quot;) is Global Conflict&amp;#039;s highest governing body, made up of veterans who have been active in the community for years. Whereas the TA&amp;#039;s run the tournament itself, the Executive Senate is responsible for the overall health of the community. Its members select the TA&amp;#039;s and generals, and have the final say in all disputes.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;SBT:&amp;#039;&amp;#039;&amp;#039; Standard Battle Time is the time at which the main Saturday battle day will begin. This is currently 17:00 UTC but will be adjusted this campaign for the end of day lights saving.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Campaign Initialization==&lt;br /&gt;
Before a campaign begins, the Executive Senate will select volunteers from the community to serve as Generals and Tournament Administrators. From here, the TA&amp;#039;s and HC&amp;#039;s will set a timeline for the following steps&lt;br /&gt;
&lt;br /&gt;
# Selecting territories&lt;br /&gt;
# Selecting maps&lt;br /&gt;
# Drafting officers&lt;br /&gt;
# Drafting players&lt;br /&gt;
# Initial campaign map placements&lt;br /&gt;
&lt;br /&gt;
===Territory Selection Process===&lt;br /&gt;
To set the initial owners of territories on the campaign map, the TA&amp;#039;s will meet with both HC&amp;#039;s for the &amp;#039;&amp;#039;&amp;#039;territory draft&amp;#039;&amp;#039;&amp;#039;. &lt;br /&gt;
&lt;br /&gt;
A coin toss will determine first pick, and each HC will alternate picking one territory at a time until all available territories are claimed.&lt;br /&gt;
&lt;br /&gt;
*Islands are not able to be drafted by either army. They will be neutral upon campaign inclusion. (See Risk Rules below)&lt;br /&gt;
&lt;br /&gt;
===Map Selection Process===&lt;br /&gt;
It is up to each HC to choose a BF4 map corresponding to each territory on the campaign map.&lt;br /&gt;
&lt;br /&gt;
The TA&amp;#039;s will create an official maplist for the campaign. This list must specify a game mode/size for each map, and a map may be duplicated.&lt;br /&gt;
&lt;br /&gt;
Once the list is created, and after the territory draft, a &amp;#039;&amp;#039;&amp;#039;map draft&amp;#039;&amp;#039;&amp;#039; will be held. First pick will go to the loser of the coin toss from the territory draft, and armies will alternate selecting maps from the list.&lt;br /&gt;
&lt;br /&gt;
*Maps will be assigned to Islands by the Tournament Administrators a reasonable time after the Naval Strike DLC has released to all players. Once maps are assigned to these territories, they are now &amp;quot;In Play&amp;quot; and can be attacked during battle days.&lt;br /&gt;
&lt;br /&gt;
===Campaign Map Placements===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Map Placement====&lt;br /&gt;
&lt;br /&gt;
*After the territories and maps have been selected, the HC’s will place their maps on their territories as they see fit.&lt;br /&gt;
&lt;br /&gt;
Once map assignments are submitted to the tournament admins, &amp;#039;&amp;#039;&amp;#039;they can never be changed.&amp;#039;&amp;#039;&amp;#039; However, the TA&amp;#039;s may allow exceptions at their discretion, for example if new patches fundamentally change the balance of a map.&lt;br /&gt;
&lt;br /&gt;
With each map assignment, the HC must also announce &amp;#039;&amp;#039;&amp;#039;which in-game side it will defend from.&amp;#039;&amp;#039;&amp;#039; The defending side may be changed at any time, but there is a five day &amp;quot;relocation time.&amp;quot; &amp;#039;&amp;#039;&amp;#039;Side changes must be announced by Monday SBT in the Risk Forum before the battleday it will take effect.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
If the territory is attacked within that time, the defender will play from the original defending side.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Territory Battle Days=&lt;br /&gt;
==General Rules==&lt;br /&gt;
&lt;br /&gt;
===Timing===&lt;br /&gt;
*Territory battles begin every &amp;#039;&amp;#039;&amp;#039;Saturday at SBT&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
** TA&amp;#039;s and HC&amp;#039;s can agree to skip a Saturday for holidays or other reasons&lt;br /&gt;
** If an attack starts late because the attacker was not ready, this time is not refunded at the end&lt;br /&gt;
*** However, if the attack starts late for some other reason (e.g. server issues), the time is refunded at the end&lt;br /&gt;
** If the server crashes during a round, the TA&amp;#039;s will decide whether to&lt;br /&gt;
**# If many tickets remain or it&amp;#039;s very close, cancel the round and add time on at the end&lt;br /&gt;
**# Otherwise, declare the army that was ahead in tickets the winner of the round&lt;br /&gt;
**After &amp;#039;&amp;#039;&amp;#039;SBT+5:45&amp;#039;&amp;#039;&amp;#039;, no new round can begin, unless time is added on by the TAs due to earlier delays. Any round in progress can continue and still counts.&lt;br /&gt;
***If the attacks on a territory have not finished (eg only 1 round played before time ends), the attacking army will have the option to CONTINUE their attack on their next attack day, or to attack a totally new territory.&lt;br /&gt;
**The attacker must take a &amp;#039;&amp;#039;&amp;#039;30 minute break&amp;#039;&amp;#039;&amp;#039; between SBT+2.5 and SBT+3.5, but can decide where it falls in that time (but they&amp;#039;re encouraged to aim for SBT+2.75). After the break, we swap servers.&lt;br /&gt;
&lt;br /&gt;
*Each battleday has one &amp;#039;&amp;#039;&amp;#039;attacker&amp;#039;&amp;#039;&amp;#039;, who chooses which territories to assault, and one &amp;#039;&amp;#039;&amp;#039;defender&amp;#039;&amp;#039;&amp;#039;, who must protect territories for the whole battleday.&lt;br /&gt;
** The army with the &amp;#039;&amp;#039;&amp;#039;attack initiative&amp;#039;&amp;#039;&amp;#039; tries to attack as many territories as it can&lt;br /&gt;
** The defender tries to stall the attacks, limiting the damage.&lt;br /&gt;
** This means attackers &amp;#039;&amp;#039;&amp;#039;set the tempo.&amp;#039;&amp;#039;&amp;#039; They announce when a round should be live and can take as long or as little as they need to prepare.&lt;br /&gt;
** Defenders always get 30 minutes before the first map, and &amp;#039;&amp;#039;&amp;#039;5&amp;#039;&amp;#039;&amp;#039; minutes before each subsequent map, to prepare. After that, the attacker can request live at any time. Defenders may request extra time, but it will be granted only at TA discretion, and it will be added to the end of the battle-day.&lt;br /&gt;
*Should the battle day end prematurely due to a lack of numbers on the defensive side, then this side will be required to forfeit one round for every twenty (20) minutes lost before the scheduled end of the battle day. &lt;br /&gt;
**This forfeit will be rounded upwards. &lt;br /&gt;
&lt;br /&gt;
*The army with the attack initiative must announce their first attack by &amp;#039;&amp;#039;&amp;#039;Friday SBT&amp;#039;&amp;#039;&amp;#039; before the battleday.&lt;br /&gt;
** Defenders are never told the attack until SBT-30 min.&lt;br /&gt;
** If the attackers announce after SBT-30 min, defenders are entitled to 30min of setup time.&lt;br /&gt;
&lt;br /&gt;
*Every round will start with &amp;#039;&amp;#039;&amp;#039;a 120-second countdown.&amp;#039;&amp;#039;&amp;#039; To be counted as live, it must start with a TA announcing &amp;quot;LIVE LIVE LIVE&amp;quot; over all chat, and also over teamspeak.&lt;br /&gt;
** An attacker cannot cancel a live round partly through, but the TA&amp;#039;s can rule a &amp;quot;false start&amp;quot; if needed&lt;br /&gt;
&lt;br /&gt;
===Risk Rules===&lt;br /&gt;
*For each attack, attackers must announce the territory they are attacking from, and the territory being attacked.&lt;br /&gt;
**An army &amp;#039;&amp;#039;&amp;#039;cannot re-attack a territory&amp;#039;&amp;#039;&amp;#039; until their second attack turn following their initial attack on that territory. (ie, it is &amp;quot;blocked&amp;quot; for a week)&lt;br /&gt;
**Islands can be attacked at any time and do not need an origin location specified. The re-attack rule applies for &amp;quot;Owned&amp;quot; Islands, but NOT for &amp;quot;Neutral&amp;quot; Islands&lt;br /&gt;
*Territory battles will be conducted as follows: &lt;br /&gt;
*#The armies will play the same side for all rounds on a map, &amp;#039;&amp;#039;&amp;#039;they will not alternate sides.&amp;#039;&amp;#039;&amp;#039; The defender&amp;#039;s side will be chosen in the initial map placements.&lt;br /&gt;
*#*The exception to this is NEUTRAL Islands. Neutral Islands will play best 2/3 with ROTATING sides. The defending army will get to pick starting sides.&lt;br /&gt;
*#The number of winning rounds required for a successful outcome is best two out of three.&lt;br /&gt;
*#Maps will be played at 75% ticket count, but ticket counts may be modified based on agreements between TAs and HCs in the interests of fair and fun play.&lt;br /&gt;
*#* The bleed rate will be adjusted to 50%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Risk Cards=&lt;br /&gt;
&lt;br /&gt;
==Risk Card Draw Phase==&lt;br /&gt;
* Risk cards are drawn once a week by both armies&lt;br /&gt;
* Each army may only hold up to 2 cards in their hand at any time.&lt;br /&gt;
* If they have 2 cards going into the Risk Card Draw Phase, they may choose to discard as many as they wish.&lt;br /&gt;
** If they elect not to discard, they will skip the Risk Card Draw Phase.&lt;br /&gt;
* A maximum of 1 cards can be drawn during the Risk Card Draw Phase.&lt;br /&gt;
* Cards will be drawn by Tuesday SBT+2 and announced in your High Command Army Dashboard thread.&lt;br /&gt;
&lt;br /&gt;
==Playing a Risk Card==&lt;br /&gt;
# Select the card to be played and notify the TAs.&lt;br /&gt;
# If a card is played on the battleday, up to five minutes of TA processing time may pass before it takes effect.&lt;br /&gt;
* Examples: &lt;br /&gt;
** Paradrop has to be announced with your attack when you attack&lt;br /&gt;
** AA is a card that can be played as a counter to paradrop&lt;br /&gt;
** Modifier card must be played WITH your other card&lt;br /&gt;
&lt;br /&gt;
==Basic Card Details==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;1. Paradrop:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Allows you to &amp;quot;jump&amp;quot; one territory on your attack.&lt;br /&gt;
*Card is played as you announce your attack. You must state source and destination territory. &lt;br /&gt;
*Can be played only ONCE per battleday.&lt;br /&gt;
*Paradrop can not be used as your first attack for the day.&lt;br /&gt;
*Modifier: Allows paradrop &amp;quot;jump&amp;quot; two territories.&lt;br /&gt;
*Has a 45% Draw Chance&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2. Anti Air:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Played as a counter to &amp;quot;Paradrop&amp;quot;&lt;br /&gt;
*Card changes victory conditions. Attackers have to win 2/2 rounds instead of 2/3. If defenders win one round, they have defended the territory.&lt;br /&gt;
*Modifier: Completely destroys paradrop in all instances. Including a Modifier Enhanced Paradrop.&lt;br /&gt;
*Has a 35% Draw Chance&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;3. Modifier Card:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Played at the same time as other cards&lt;br /&gt;
*Provides a bonus to Paradrop and Anti Air Cards&lt;br /&gt;
*Does not combine with itself.&lt;br /&gt;
*Has a  20% Draw Chance&lt;br /&gt;
&lt;br /&gt;
=Theaters=&lt;br /&gt;
A &amp;#039;&amp;#039;&amp;#039;theater&amp;#039;&amp;#039;&amp;#039; is a group of five connected and geographically grouped territories.&lt;br /&gt;
&lt;br /&gt;
==Theater Bonuses==&lt;br /&gt;
* Capturing all territories in a theater grants a bonus to the controlling army, measured in world control points.&lt;br /&gt;
* Theaters will be scored using a stacking bonus. Consult the following table to see your WCP bonus:&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Theaters Owned:&amp;#039;&amp;#039;&amp;#039;|| 1	||2	 ||3	 ||4	 ||5	 ||6	 ||7	 ||8	 ||9&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Bonus:&amp;#039;&amp;#039;&amp;#039;|| 6	||15	 ||26	 ||37	 ||49	 ||61	 ||73	 ||85	 ||97&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Theaters:&lt;br /&gt;
** Canada&lt;br /&gt;
** North America&lt;br /&gt;
** South America&lt;br /&gt;
** Western Europe&lt;br /&gt;
** Eastern Europe&lt;br /&gt;
** Middle East&lt;br /&gt;
** Africa&lt;br /&gt;
** South Asia&lt;br /&gt;
** North Asia&lt;br /&gt;
** Australia&lt;br /&gt;
&lt;br /&gt;
*Theater bonuses do not go into effect until the attacker&amp;#039;s next attack turn after capturing all zones in the theater.&lt;br /&gt;
*Theater bonuses are terminated immediately after the opposing empire captures a territory located within the theater.&lt;br /&gt;
*The islands are not counted as a theatre&lt;br /&gt;
&lt;br /&gt;
=Victory Conditions and World Control Points=&lt;br /&gt;
* Each Territory and Island held is worth &amp;#039;&amp;#039;&amp;#039;3 WCP&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Each Theater held is worth as per the above table.&lt;br /&gt;
&lt;br /&gt;
An army can achieve victory in three ways: &lt;br /&gt;
# By gaining control of at least 70% of the World Control Points and remaining at or above 70% WCP through the opposing army&amp;#039;s next attack turn. &lt;br /&gt;
# By forcing the opposing army to surrender.&lt;br /&gt;
&lt;br /&gt;
*An army may surrender by announcing its decision to the Tournament Admins at any time. &lt;br /&gt;
&lt;br /&gt;
*Any army with consistently low attendance over the span of a minimum of three weeks will risk automatic forfeit of the campaign. Execution of this forfeit will be determined on a case-by-case basis by the Tournament Admins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--------------------&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;Campaign system and rules are subject to change during campaign. Changes, if necessary, will be announced in the forums, and come in effect instantly. This page is the final authority on campaign system and rules information.&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>Gwynzer</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_2_System&amp;diff=1062</id>
		<title>BF4 Campaign 2 System</title>
		<link rel="alternate" type="text/html" href="http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_2_System&amp;diff=1062"/>
				<updated>2014-04-15T21:24:27Z</updated>
		
		<summary type="html">&lt;p&gt;Gwynzer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Introduction=&lt;br /&gt;
==Preamble==&lt;br /&gt;
Battlefield 4 is a tactical first-person shooter set in the modern era, and is developed and distributed by EA Games. &lt;br /&gt;
&lt;br /&gt;
At Global Conflict the multi-player aspects of the game are utilized to simulate a conflict between two organized armies. Members join a side and agree to abide by the rules of that army and to participate in the campaign as outlined in the Campaign System that follows. The Campaign is played out using original (vanilla) BF3, Back to Karkand, Armored Kill, Aftermath and End Game maps.&lt;br /&gt;
&lt;br /&gt;
Each army is headed by a High Command (HC) that will be comprised of well known and respected members, selected prior to the start each new campaign. The HC is responsible for the smooth running of their army. The HC will accomplish this through the delegation of authority in a manner of their choosing. This authority will not extend to breaching the Rules of Global Conflict and in any case will not supercede the authority of the Tournament Admins or of the Executive. &lt;br /&gt;
&lt;br /&gt;
The guiding principle of the campaign shall be an attitude and display of gentlemanly and sportsmanlike conduct. If any rule in its interpretation or implementation should breach these generally accepted principles then this rule must be adapted to comply. If any rule is unclear in its interpretation then it must be applied with this guiding principle determining its intent and outcome.&lt;br /&gt;
&lt;br /&gt;
The rules behind this campaign are based in part from borrowed elements of the board game ‘Risk’ and other rules developed by our community. The goal of the Campaign is to gain control of 70% of the territories and capitals available on the Campaign Map or to force the other side into surrender. The Campaign Map will be illustrated and hosted on the home page of Global-Conflict.org. As the campaign progresses the campaign map will be updated to reflect the ebb and flow of each army&amp;#039;s territories.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Definitions== &lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;BFI&amp;#039;&amp;#039;&amp;#039; - Battle for Initiative, first Campaign Match after the draft to decide which army gets the first attack.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Army:&amp;#039;&amp;#039;&amp;#039; One of two factions competing for world domination on the campaign map. &lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Map&amp;#039;&amp;#039;&amp;#039;: a Battlefield 4 map in a specific game mode and size, e.g. &amp;quot;Caspian Border 32 Vehicles&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Territory:&amp;#039;&amp;#039;&amp;#039; A tile on the campaign map, corresponding to one Battlefield 3 map.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Net Worth, WCP:&amp;#039;&amp;#039;&amp;#039; Net worth represents the total financial and military power of An army. Net Worth is measured in &amp;#039;&amp;#039;&amp;#039;W&amp;#039;&amp;#039;&amp;#039;orld &amp;#039;&amp;#039;&amp;#039;C&amp;#039;&amp;#039;&amp;#039;ontrol &amp;#039;&amp;#039;&amp;#039;P&amp;#039;&amp;#039;&amp;#039;oints. Each territory is worth 3 WCP. Each capital city is worth 2 WCP.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;General, HC:&amp;#039;&amp;#039;&amp;#039; Leaders of each army are traditionally referred to as &amp;#039;&amp;#039;&amp;#039;generals&amp;#039;&amp;#039;&amp;#039;. The highest-ranked officers in each army are referred to as the &amp;#039;&amp;#039;&amp;#039;high command (HC)&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;TA:&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;&amp;#039;T&amp;#039;&amp;#039;&amp;#039;ournament &amp;#039;&amp;#039;&amp;#039;A&amp;#039;&amp;#039;&amp;#039;dministrators are a group of dedicated GC veterans who run the day-to-day functioning of the campaign. They are the &amp;quot;referees&amp;quot; who police the fairplay rules and administer all aspects of the tournament.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Executive Senate&amp;#039;&amp;#039;&amp;#039;: The Executive Senate (sometimes called &amp;quot;execs&amp;quot; or &amp;quot;senators&amp;quot;) is Global Conflict&amp;#039;s highest governing body, made up of veterans who have been active in the community for years. Whereas the TA&amp;#039;s run the tournament itself, the Executive Senate is responsible for the overall health of the community. Its members select the TA&amp;#039;s and generals, and have the final say in all disputes.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;SBT:&amp;#039;&amp;#039;&amp;#039; Standard Battle Time is the time at which the main Saturday battle day will begin. This is currently 17:00 UTC but will be adjusted this campaign for the end of day lights saving.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Campaign Initialization==&lt;br /&gt;
Before a campaign begins, the Executive Senate will select volunteers from the community to serve as Generals and Tournament Administrators. From here, the TA&amp;#039;s and HC&amp;#039;s will set a timeline for the following steps&lt;br /&gt;
&lt;br /&gt;
# Selecting territories&lt;br /&gt;
# Selecting maps&lt;br /&gt;
# Drafting officers&lt;br /&gt;
# Drafting players&lt;br /&gt;
# Initial campaign map placements&lt;br /&gt;
&lt;br /&gt;
===Territory Selection Process===&lt;br /&gt;
To set the initial owners of territories on the campaign map, the TA&amp;#039;s will meet with both HC&amp;#039;s for the &amp;#039;&amp;#039;&amp;#039;territory draft&amp;#039;&amp;#039;&amp;#039;. &lt;br /&gt;
&lt;br /&gt;
A coin toss will determine first pick, and each HC will alternate picking one territory at a time until all available territories are claimed.&lt;br /&gt;
&lt;br /&gt;
*Islands are not able to be drafted by either army. They will be neutral upon campaign inclusion. (See Risk Rules below)&lt;br /&gt;
&lt;br /&gt;
===Map Selection Process===&lt;br /&gt;
It is up to each HC to choose a BF4 map corresponding to each territory on the campaign map.&lt;br /&gt;
&lt;br /&gt;
The TA&amp;#039;s will create an official maplist for the campaign. This list must specify a game mode/size for each map, and a map may be duplicated.&lt;br /&gt;
&lt;br /&gt;
Once the list is created, and after the territory draft, a &amp;#039;&amp;#039;&amp;#039;map draft&amp;#039;&amp;#039;&amp;#039; will be held. First pick will go to the loser of the coin toss from the territory draft, and armies will alternate selecting maps from the list.&lt;br /&gt;
&lt;br /&gt;
*Maps will be assigned to Islands by the Tournament Administrators.&lt;br /&gt;
&lt;br /&gt;
===Campaign Map Placements===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Map Placement====&lt;br /&gt;
&lt;br /&gt;
*After the territories and maps have been selected, the HC’s will place their maps on their territories as they see fit.&lt;br /&gt;
&lt;br /&gt;
Once map assignments are submitted to the tournament admins, &amp;#039;&amp;#039;&amp;#039;they can never be changed.&amp;#039;&amp;#039;&amp;#039; However, the TA&amp;#039;s may allow exceptions at their discretion, for example if new patches fundamentally change the balance of a map.&lt;br /&gt;
&lt;br /&gt;
With each map assignment, the HC must also announce &amp;#039;&amp;#039;&amp;#039;which in-game side it will defend from.&amp;#039;&amp;#039;&amp;#039; The defending side may be changed at any time, but there is a five day &amp;quot;relocation time.&amp;quot; &amp;#039;&amp;#039;&amp;#039;Side changes must be announced by Monday SBT in the Risk Forum before the battleday it will take effect.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
If the territory is attacked within that time, the defender will play from the original defending side.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Territory Battle Days=&lt;br /&gt;
==General Rules==&lt;br /&gt;
&lt;br /&gt;
===Timing===&lt;br /&gt;
*Territory battles begin every &amp;#039;&amp;#039;&amp;#039;Saturday at SBT&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
** TA&amp;#039;s and HC&amp;#039;s can agree to skip a Saturday for holidays or other reasons&lt;br /&gt;
** If an attack starts late because the attacker was not ready, this time is not refunded at the end&lt;br /&gt;
*** However, if the attack starts late for some other reason (e.g. server issues), the time is refunded at the end&lt;br /&gt;
** If the server crashes during a round, the TA&amp;#039;s will decide whether to&lt;br /&gt;
**# If many tickets remain or it&amp;#039;s very close, cancel the round and add time on at the end&lt;br /&gt;
**# Otherwise, declare the army that was ahead in tickets the winner of the round&lt;br /&gt;
**After &amp;#039;&amp;#039;&amp;#039;SBT+5:45&amp;#039;&amp;#039;&amp;#039;, no new round can begin, unless time is added on by the TAs due to earlier delays. Any round in progress can continue and still counts.&lt;br /&gt;
***If the attacks on a territory have not finished (eg only 1 round played before time ends), the attacking army will have the option to CONTINUE their attack on their next attack day, or to attack a totally new territory.&lt;br /&gt;
**The attacker must take a &amp;#039;&amp;#039;&amp;#039;30 minute break&amp;#039;&amp;#039;&amp;#039; between SBT+2.5 and SBT+3.5, but can decide where it falls in that time (but they&amp;#039;re encouraged to aim for SBT+2.75). After the break, we swap servers.&lt;br /&gt;
&lt;br /&gt;
*Each battleday has one &amp;#039;&amp;#039;&amp;#039;attacker&amp;#039;&amp;#039;&amp;#039;, who chooses which territories to assault, and one &amp;#039;&amp;#039;&amp;#039;defender&amp;#039;&amp;#039;&amp;#039;, who must protect territories for the whole battleday.&lt;br /&gt;
** The army with the &amp;#039;&amp;#039;&amp;#039;attack initiative&amp;#039;&amp;#039;&amp;#039; tries to attack as many territories as it can&lt;br /&gt;
** The defender tries to stall the attacks, limiting the damage.&lt;br /&gt;
** This means attackers &amp;#039;&amp;#039;&amp;#039;set the tempo.&amp;#039;&amp;#039;&amp;#039; They announce when a round should be live and can take as long or as little as they need to prepare.&lt;br /&gt;
** Defenders always get 30 minutes before the first map, and &amp;#039;&amp;#039;&amp;#039;5&amp;#039;&amp;#039;&amp;#039; minutes before each subsequent map, to prepare. After that, the attacker can request live at any time. Defenders may request extra time, but it will be granted only at TA discretion, and it will be added to the end of the battle-day.&lt;br /&gt;
*Should the battle day end prematurely due to a lack of numbers on the defensive side, then this side will be required to forfeit one round for every twenty (20) minutes lost before the scheduled end of the battle day. &lt;br /&gt;
**This forfeit will be rounded upwards. &lt;br /&gt;
&lt;br /&gt;
*The army with the attack initiative must announce their first attack by &amp;#039;&amp;#039;&amp;#039;Friday SBT&amp;#039;&amp;#039;&amp;#039; before the battleday.&lt;br /&gt;
** Defenders are never told the attack until SBT-30 min.&lt;br /&gt;
** If the attackers announce after SBT-30 min, defenders are entitled to 30min of setup time.&lt;br /&gt;
&lt;br /&gt;
*Every round will start with &amp;#039;&amp;#039;&amp;#039;a 120-second countdown.&amp;#039;&amp;#039;&amp;#039; To be counted as live, it must start with a TA announcing &amp;quot;LIVE LIVE LIVE&amp;quot; over all chat, and also over teamspeak.&lt;br /&gt;
** An attacker cannot cancel a live round partly through, but the TA&amp;#039;s can rule a &amp;quot;false start&amp;quot; if needed&lt;br /&gt;
&lt;br /&gt;
===Risk Rules===&lt;br /&gt;
*For each attack, attackers must announce the territory they are attacking from, and the territory being attacked.&lt;br /&gt;
**An army &amp;#039;&amp;#039;&amp;#039;cannot re-attack a territory&amp;#039;&amp;#039;&amp;#039; until their second attack turn following their initial attack on that territory. (ie, it is &amp;quot;blocked&amp;quot; for a week)&lt;br /&gt;
**Islands can be attacked at any time and do not need an origin location specified. The re-attack rule applies for &amp;quot;Owned&amp;quot; Islands, but NOT for &amp;quot;Neutral&amp;quot; Islands&lt;br /&gt;
*Territory battles will be conducted as follows: &lt;br /&gt;
*#The armies will play the same side for all rounds on a map, &amp;#039;&amp;#039;&amp;#039;they will not alternate sides.&amp;#039;&amp;#039;&amp;#039; The defender&amp;#039;s side will be chosen in the initial map placements.&lt;br /&gt;
*#*The exception to this is NEUTRAL Islands. Neutral Islands will play best 2/3 with ROTATING sides. The defending army will get to pick starting sides.&lt;br /&gt;
*#The number of winning rounds required for a successful outcome is best two out of three.&lt;br /&gt;
*#Maps will be played at 75% ticket count, but ticket counts may be modified based on agreements between TAs and HCs in the interests of fair and fun play.&lt;br /&gt;
*#* The bleed rate will be adjusted to 50%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Risk Cards=&lt;br /&gt;
&lt;br /&gt;
==Risk Card Draw Phase==&lt;br /&gt;
* Risk cards are drawn once a week by both armies&lt;br /&gt;
* Each army may only hold up to 2 cards in their hand at any time.&lt;br /&gt;
* If they have 2 cards going into the Risk Card Draw Phase, they may choose to discard as many as they wish.&lt;br /&gt;
** If they elect not to discard, they will skip the Risk Card Draw Phase.&lt;br /&gt;
* A maximum of 1 cards can be drawn during the Risk Card Draw Phase.&lt;br /&gt;
* Cards will be drawn by Tuesday SBT+2 and announced in your High Command Army Dashboard thread.&lt;br /&gt;
&lt;br /&gt;
==Playing a Risk Card==&lt;br /&gt;
# Select the card to be played and notify the TAs.&lt;br /&gt;
# If a card is played on the battleday, up to five minutes of TA processing time may pass before it takes effect.&lt;br /&gt;
* Examples: &lt;br /&gt;
** Paradrop has to be announced with your attack when you attack&lt;br /&gt;
** AA is a card that can be played as a counter to paradrop&lt;br /&gt;
** Modifier card must be played WITH your other card&lt;br /&gt;
&lt;br /&gt;
==Basic Card Details==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;1. Paradrop:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Allows you to &amp;quot;jump&amp;quot; one territory on your attack.&lt;br /&gt;
*Card is played as you announce your attack. You must state source and destination territory. &lt;br /&gt;
*Can be played only ONCE per battleday.&lt;br /&gt;
*Paradrop can not be used as your first attack for the day.&lt;br /&gt;
*Modifier: Allows paradrop &amp;quot;jump&amp;quot; two territories.&lt;br /&gt;
*Has a 45% Draw Chance&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2. Anti Air:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Played as a counter to &amp;quot;Paradrop&amp;quot;&lt;br /&gt;
*Card changes victory conditions. Attackers have to win 2/2 rounds instead of 2/3. If defenders win one round, they have defended the territory.&lt;br /&gt;
*Modifier: Completely destroys paradrop in all instances. Including a Modifier Enhanced Paradrop.&lt;br /&gt;
*Has a 35% Draw Chance&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;3. Modifier Card:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Played at the same time as other cards&lt;br /&gt;
*Provides a bonus to Paradrop and Anti Air Cards&lt;br /&gt;
*Does not combine with itself.&lt;br /&gt;
*Has a  20% Draw Chance&lt;br /&gt;
&lt;br /&gt;
=Theaters=&lt;br /&gt;
A &amp;#039;&amp;#039;&amp;#039;theater&amp;#039;&amp;#039;&amp;#039; is a group of five connected and geographically grouped territories.&lt;br /&gt;
&lt;br /&gt;
==Theater Bonuses==&lt;br /&gt;
* Capturing all territories in a theater grants a bonus to the controlling army, measured in world control points.&lt;br /&gt;
* Theaters will be scored using a stacking bonus. Consult the following table to see your WCP bonus:&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Theaters Owned:&amp;#039;&amp;#039;&amp;#039;|| 1	||2	 ||3	 ||4	 ||5	 ||6	 ||7	 ||8	 ||9&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Bonus:&amp;#039;&amp;#039;&amp;#039;|| 6	||15	 ||26	 ||37	 ||49	 ||61	 ||73	 ||85	 ||97&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Theaters:&lt;br /&gt;
** Canada&lt;br /&gt;
** North America&lt;br /&gt;
** South America&lt;br /&gt;
** Western Europe&lt;br /&gt;
** Eastern Europe&lt;br /&gt;
** Middle East&lt;br /&gt;
** Africa&lt;br /&gt;
** South Asia&lt;br /&gt;
** North Asia&lt;br /&gt;
** Australia&lt;br /&gt;
&lt;br /&gt;
*Theater bonuses do not go into effect until the attacker&amp;#039;s next attack turn after capturing all zones in the theater.&lt;br /&gt;
*Theater bonuses are terminated immediately after the opposing empire captures a territory located within the theater.&lt;br /&gt;
*The islands are not counted as a theatre&lt;br /&gt;
&lt;br /&gt;
=Victory Conditions and World Control Points=&lt;br /&gt;
* Each Territory and Island held is worth &amp;#039;&amp;#039;&amp;#039;3 WCP&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Each Theater held is worth as per the above table.&lt;br /&gt;
&lt;br /&gt;
An army can achieve victory in three ways: &lt;br /&gt;
# By gaining control of at least 70% of the World Control Points and remaining at or above 70% WCP through the opposing army&amp;#039;s next attack turn. &lt;br /&gt;
# By forcing the opposing army to surrender.&lt;br /&gt;
&lt;br /&gt;
*An army may surrender by announcing its decision to the Tournament Admins at any time. &lt;br /&gt;
&lt;br /&gt;
*Any army with consistently low attendance over the span of a minimum of three weeks will risk automatic forfeit of the campaign. Execution of this forfeit will be determined on a case-by-case basis by the Tournament Admins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--------------------&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;Campaign system and rules are subject to change during campaign. Changes, if necessary, will be announced in the forums, and come in effect instantly. This page is the final authority on campaign system and rules information.&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>Gwynzer</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_2_System&amp;diff=1061</id>
		<title>BF4 Campaign 2 System</title>
		<link rel="alternate" type="text/html" href="http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_2_System&amp;diff=1061"/>
				<updated>2014-04-15T21:12:05Z</updated>
		
		<summary type="html">&lt;p&gt;Gwynzer: /* Basic Card Details */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Introduction=&lt;br /&gt;
==Preamble==&lt;br /&gt;
Battlefield 4 is a tactical first-person shooter set in the modern era, and is developed and distributed by EA Games. &lt;br /&gt;
&lt;br /&gt;
At Global Conflict the multi-player aspects of the game are utilized to simulate a conflict between two organized armies. Members join a side and agree to abide by the rules of that army and to participate in the campaign as outlined in the Campaign System that follows. The Campaign is played out using original (vanilla) BF3, Back to Karkand, Armored Kill, Aftermath and End Game maps.&lt;br /&gt;
&lt;br /&gt;
Each army is headed by a High Command (HC) that will be comprised of well known and respected members, selected prior to the start each new campaign. The HC is responsible for the smooth running of their army. The HC will accomplish this through the delegation of authority in a manner of their choosing. This authority will not extend to breaching the Rules of Global Conflict and in any case will not supercede the authority of the Tournament Admins or of the Executive. &lt;br /&gt;
&lt;br /&gt;
The guiding principle of the campaign shall be an attitude and display of gentlemanly and sportsmanlike conduct. If any rule in its interpretation or implementation should breach these generally accepted principles then this rule must be adapted to comply. If any rule is unclear in its interpretation then it must be applied with this guiding principle determining its intent and outcome.&lt;br /&gt;
&lt;br /&gt;
The rules behind this campaign are based in part from borrowed elements of the board game ‘Risk’ and other rules developed by our community. The goal of the Campaign is to gain control of 70% of the territories and capitals available on the Campaign Map or to force the other side into surrender. The Campaign Map will be illustrated and hosted on the home page of Global-Conflict.org. As the campaign progresses the campaign map will be updated to reflect the ebb and flow of each army&amp;#039;s territories.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Definitions== &lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;BFI&amp;#039;&amp;#039;&amp;#039; - Battle for Initiative, first Campaign Match after the draft to decide which army gets the first attack.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Army:&amp;#039;&amp;#039;&amp;#039; One of two factions competing for world domination on the campaign map. &lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Map&amp;#039;&amp;#039;&amp;#039;: a Battlefield 4 map in a specific game mode and size, e.g. &amp;quot;Caspian Border 32 Vehicles&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Territory:&amp;#039;&amp;#039;&amp;#039; A tile on the campaign map, corresponding to one Battlefield 3 map.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Net Worth, WCP:&amp;#039;&amp;#039;&amp;#039; Net worth represents the total financial and military power of An army. Net Worth is measured in &amp;#039;&amp;#039;&amp;#039;W&amp;#039;&amp;#039;&amp;#039;orld &amp;#039;&amp;#039;&amp;#039;C&amp;#039;&amp;#039;&amp;#039;ontrol &amp;#039;&amp;#039;&amp;#039;P&amp;#039;&amp;#039;&amp;#039;oints. Each territory is worth 3 WCP. Each capital city is worth 2 WCP.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;General, HC:&amp;#039;&amp;#039;&amp;#039; Leaders of each army are traditionally referred to as &amp;#039;&amp;#039;&amp;#039;generals&amp;#039;&amp;#039;&amp;#039;. The highest-ranked officers in each army are referred to as the &amp;#039;&amp;#039;&amp;#039;high command (HC)&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;TA:&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;&amp;#039;T&amp;#039;&amp;#039;&amp;#039;ournament &amp;#039;&amp;#039;&amp;#039;A&amp;#039;&amp;#039;&amp;#039;dministrators are a group of dedicated GC veterans who run the day-to-day functioning of the campaign. They are the &amp;quot;referees&amp;quot; who police the fairplay rules and administer all aspects of the tournament.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Executive Senate&amp;#039;&amp;#039;&amp;#039;: The Executive Senate (sometimes called &amp;quot;execs&amp;quot; or &amp;quot;senators&amp;quot;) is Global Conflict&amp;#039;s highest governing body, made up of veterans who have been active in the community for years. Whereas the TA&amp;#039;s run the tournament itself, the Executive Senate is responsible for the overall health of the community. Its members select the TA&amp;#039;s and generals, and have the final say in all disputes.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;SBT:&amp;#039;&amp;#039;&amp;#039; Standard Battle Time is the time at which the main Saturday battle day will begin. This is currently 17:00 UTC but will be adjusted this campaign for the end of day lights saving.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Campaign Initialization==&lt;br /&gt;
Before a campaign begins, the Executive Senate will select volunteers from the community to serve as Generals and Tournament Administrators. From here, the TA&amp;#039;s and HC&amp;#039;s will set a timeline for the following steps&lt;br /&gt;
&lt;br /&gt;
# Selecting territories&lt;br /&gt;
# Selecting maps&lt;br /&gt;
# Drafting officers&lt;br /&gt;
# Drafting players&lt;br /&gt;
# Initial campaign map placements&lt;br /&gt;
&lt;br /&gt;
===Territory Selection Process===&lt;br /&gt;
To set the initial owners of territories on the campaign map, the TA&amp;#039;s will meet with both HC&amp;#039;s for the &amp;#039;&amp;#039;&amp;#039;territory draft&amp;#039;&amp;#039;&amp;#039;. &lt;br /&gt;
&lt;br /&gt;
A coin toss will determine first pick, and each HC will alternate picking one territory at a time until all available territories are claimed.&lt;br /&gt;
&lt;br /&gt;
===Map Selection Process===&lt;br /&gt;
It is up to each HC to choose a BF4 map corresponding to each territory on the campaign map.&lt;br /&gt;
&lt;br /&gt;
The TA&amp;#039;s will create an official maplist for the campaign. This list must specify a game mode/size for each map, and a map may be duplicated.&lt;br /&gt;
&lt;br /&gt;
Once the list is created, and after the territory draft, a &amp;#039;&amp;#039;&amp;#039;map draft&amp;#039;&amp;#039;&amp;#039; will be held. First pick will go to the loser of the coin toss from the territory draft, and armies will alternate selecting maps from the list.&lt;br /&gt;
&lt;br /&gt;
===Campaign Map Placements===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Map Placement====&lt;br /&gt;
&lt;br /&gt;
*After the territories and maps have been selected, the HC’s will place their maps on their territories as they see fit.&lt;br /&gt;
&lt;br /&gt;
Once map assignments are submitted to the tournament admins, &amp;#039;&amp;#039;&amp;#039;they can never be changed.&amp;#039;&amp;#039;&amp;#039; However, the TA&amp;#039;s may allow exceptions at their discretion, for example if new patches fundamentally change the balance of a map.&lt;br /&gt;
&lt;br /&gt;
With each map assignment, the HC must also announce &amp;#039;&amp;#039;&amp;#039;which in-game side it will defend from.&amp;#039;&amp;#039;&amp;#039; The defending side may be changed at any time, but there is a five day &amp;quot;relocation time.&amp;quot; &amp;#039;&amp;#039;&amp;#039;Side changes must be announced by Monday SBT in the Risk Forum before the battleday it will take effect.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
If the territory is attacked within that time, the defender will play from the original defending side.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Territory Battle Days=&lt;br /&gt;
==General Rules==&lt;br /&gt;
&lt;br /&gt;
===Timing===&lt;br /&gt;
*Territory battles begin every &amp;#039;&amp;#039;&amp;#039;Saturday at SBT&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
** TA&amp;#039;s and HC&amp;#039;s can agree to skip a Saturday for holidays or other reasons&lt;br /&gt;
** If an attack starts late because the attacker was not ready, this time is not refunded at the end&lt;br /&gt;
*** However, if the attack starts late for some other reason (e.g. server issues), the time is refunded at the end&lt;br /&gt;
** If the server crashes during a round, the TA&amp;#039;s will decide whether to&lt;br /&gt;
**# If many tickets remain or it&amp;#039;s very close, cancel the round and add time on at the end&lt;br /&gt;
**# Otherwise, declare the army that was ahead in tickets the winner of the round&lt;br /&gt;
**After &amp;#039;&amp;#039;&amp;#039;SBT+5:45&amp;#039;&amp;#039;&amp;#039;, no new round can begin, unless time is added on by the TAs due to earlier delays. Any round in progress can continue and still counts.&lt;br /&gt;
***If the attacks on a territory have not finished (eg only 1 round played before time ends), the attacking army will have the option to CONTINUE their attack on their next attack day, or to attack a totally new territory.&lt;br /&gt;
**The attacker must take a &amp;#039;&amp;#039;&amp;#039;30 minute break&amp;#039;&amp;#039;&amp;#039; between SBT+2.5 and SBT+3.5, but can decide where it falls in that time (but they&amp;#039;re encouraged to aim for SBT+2.75). After the break, we swap servers.&lt;br /&gt;
&lt;br /&gt;
*Each battleday has one &amp;#039;&amp;#039;&amp;#039;attacker&amp;#039;&amp;#039;&amp;#039;, who chooses which territories to assault, and one &amp;#039;&amp;#039;&amp;#039;defender&amp;#039;&amp;#039;&amp;#039;, who must protect territories for the whole battleday.&lt;br /&gt;
** The army with the &amp;#039;&amp;#039;&amp;#039;attack initiative&amp;#039;&amp;#039;&amp;#039; tries to attack as many territories as it can&lt;br /&gt;
** The defender tries to stall the attacks, limiting the damage.&lt;br /&gt;
** This means attackers &amp;#039;&amp;#039;&amp;#039;set the tempo.&amp;#039;&amp;#039;&amp;#039; They announce when a round should be live and can take as long or as little as they need to prepare.&lt;br /&gt;
** Defenders always get 30 minutes before the first map, and &amp;#039;&amp;#039;&amp;#039;5&amp;#039;&amp;#039;&amp;#039; minutes before each subsequent map, to prepare. After that, the attacker can request live at any time. Defenders may request extra time, but it will be granted only at TA discretion, and it will be added to the end of the battle-day.&lt;br /&gt;
*Should the battle day end prematurely due to a lack of numbers on the defensive side, then this side will be required to forfeit one round for every twenty (20) minutes lost before the scheduled end of the battle day. &lt;br /&gt;
**This forfeit will be rounded upwards. &lt;br /&gt;
&lt;br /&gt;
*The army with the attack initiative must announce their first attack by &amp;#039;&amp;#039;&amp;#039;Friday SBT&amp;#039;&amp;#039;&amp;#039; before the battleday.&lt;br /&gt;
** Defenders are never told the attack until SBT-30 min.&lt;br /&gt;
** If the attackers announce after SBT-30 min, defenders are entitled to 30min of setup time.&lt;br /&gt;
&lt;br /&gt;
*Every round will start with &amp;#039;&amp;#039;&amp;#039;a 120-second countdown.&amp;#039;&amp;#039;&amp;#039; To be counted as live, it must start with a TA announcing &amp;quot;LIVE LIVE LIVE&amp;quot; over all chat, and also over teamspeak.&lt;br /&gt;
** An attacker cannot cancel a live round partly through, but the TA&amp;#039;s can rule a &amp;quot;false start&amp;quot; if needed&lt;br /&gt;
&lt;br /&gt;
===Risk Rules===&lt;br /&gt;
*For each attack, attackers must announce the territory they are attacking from, and the territory being attacked.&lt;br /&gt;
**An army &amp;#039;&amp;#039;&amp;#039;cannot re-attack a territory&amp;#039;&amp;#039;&amp;#039; until their second attack turn following their initial attack on that territory. (ie, it is &amp;quot;blocked&amp;quot; for a week)&lt;br /&gt;
*Territory battles will be conducted as follows: &lt;br /&gt;
*#The armies will play the same side for all rounds on a map, &amp;#039;&amp;#039;&amp;#039;they will not alternate sides.&amp;#039;&amp;#039;&amp;#039; The defender&amp;#039;s side will be chosen in the initial map placements.&lt;br /&gt;
*#The number of winning rounds required for a successful outcome is best two out of three.&lt;br /&gt;
*#Maps will be played at 75% ticket count, but ticket counts may be modified based on agreements between TAs and HCs in the interests of fair and fun play.&lt;br /&gt;
*#* The bleed rate will be adjusted to 50%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Risk Cards=&lt;br /&gt;
&lt;br /&gt;
==Risk Card Draw Phase==&lt;br /&gt;
* Risk cards are drawn once a week by both armies&lt;br /&gt;
* Each army may only hold up to 2 cards in their hand at any time.&lt;br /&gt;
* If they have 2 cards going into the Risk Card Draw Phase, they may choose to discard as many as they wish.&lt;br /&gt;
** If they elect not to discard, they will skip the Risk Card Draw Phase.&lt;br /&gt;
* A maximum of 1 cards can be drawn during the Risk Card Draw Phase.&lt;br /&gt;
* Cards will be drawn by Tuesday SBT+2 and announced in your High Command Army Dashboard thread.&lt;br /&gt;
&lt;br /&gt;
==Playing a Risk Card==&lt;br /&gt;
# Select the card to be played and notify the TAs.&lt;br /&gt;
# If a card is played on the battleday, up to five minutes of TA processing time may pass before it takes effect.&lt;br /&gt;
* Examples: &lt;br /&gt;
** Paradrop has to be announced with your attack when you attack&lt;br /&gt;
** AA is a card that can be played as a counter to paradrop&lt;br /&gt;
** Modifier card must be played WITH your other card&lt;br /&gt;
&lt;br /&gt;
==Basic Card Details==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;1. Paradrop:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Allows you to &amp;quot;jump&amp;quot; one territory on your attack.&lt;br /&gt;
*Card is played as you announce your attack. You must state source and destination territory. &lt;br /&gt;
*Can be played only ONCE per battleday.&lt;br /&gt;
*Paradrop can not be used as your first attack for the day.&lt;br /&gt;
*Modifier: Allows paradrop &amp;quot;jump&amp;quot; two territories.&lt;br /&gt;
*Has a 45% Draw Chance&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2. Anti Air:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Played as a counter to &amp;quot;Paradrop&amp;quot;&lt;br /&gt;
*Card changes victory conditions. Attackers have to win 2/2 rounds instead of 2/3. If defenders win one round, they have defended the territory.&lt;br /&gt;
*Modifier: Completely destroys paradrop in all instances. Including a Modifier Enhanced Paradrop.&lt;br /&gt;
*Has a 35% Draw Chance&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;3. Modifier Card:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Played at the same time as other cards&lt;br /&gt;
*Provides a bonus to Paradrop and Anti Air Cards&lt;br /&gt;
*Does not combine with itself.&lt;br /&gt;
*Has a  20% Draw Chance&lt;br /&gt;
&lt;br /&gt;
=Theaters=&lt;br /&gt;
A &amp;#039;&amp;#039;&amp;#039;theater&amp;#039;&amp;#039;&amp;#039; is a group of five connected and geographically grouped territories.&lt;br /&gt;
&lt;br /&gt;
==Theater Bonuses==&lt;br /&gt;
* Capturing all territories in a theater grants a bonus to the controlling army, measured in world control points.&lt;br /&gt;
* Theaters will be scored using a stacking bonus. Consult the following table to see your WCP bonus:&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Theaters Owned:&amp;#039;&amp;#039;&amp;#039;|| 1	||2	 ||3	 ||4	 ||5	 ||6	 ||7	 ||8	 ||9&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Bonus:&amp;#039;&amp;#039;&amp;#039;|| 6	||15	 ||26	 ||37	 ||49	 ||61	 ||73	 ||85	 ||97&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Theaters:&lt;br /&gt;
** Canada&lt;br /&gt;
** North America&lt;br /&gt;
** South America&lt;br /&gt;
** Western Europe&lt;br /&gt;
** Eastern Europe&lt;br /&gt;
** Middle East&lt;br /&gt;
** Africa&lt;br /&gt;
** South Asia&lt;br /&gt;
** North Asia&lt;br /&gt;
** Australia&lt;br /&gt;
&lt;br /&gt;
*Theater bonuses do not go into effect until the attacker&amp;#039;s next attack turn after capturing all zones in the theater.&lt;br /&gt;
*Theater bonuses are terminated immediately after the opposing empire captures a territory located within the theater.&lt;br /&gt;
*The islands are not counted as a theatre&lt;br /&gt;
&lt;br /&gt;
=Victory Conditions and World Control Points=&lt;br /&gt;
* Each Territory and Island held is worth &amp;#039;&amp;#039;&amp;#039;3 WCP&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Each Theater held is worth as per the above table.&lt;br /&gt;
&lt;br /&gt;
An army can achieve victory in three ways: &lt;br /&gt;
# By gaining control of at least 70% of the World Control Points and remaining at or above 70% WCP through the opposing army&amp;#039;s next attack turn. &lt;br /&gt;
# By forcing the opposing army to surrender.&lt;br /&gt;
&lt;br /&gt;
*An army may surrender by announcing its decision to the Tournament Admins at any time. &lt;br /&gt;
&lt;br /&gt;
*Any army with consistently low attendance over the span of a minimum of three weeks will risk automatic forfeit of the campaign. Execution of this forfeit will be determined on a case-by-case basis by the Tournament Admins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--------------------&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;Campaign system and rules are subject to change during campaign. Changes, if necessary, will be announced in the forums, and come in effect instantly. This page is the final authority on campaign system and rules information.&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>Gwynzer</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_2_System&amp;diff=1060</id>
		<title>BF4 Campaign 2 System</title>
		<link rel="alternate" type="text/html" href="http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_2_System&amp;diff=1060"/>
				<updated>2014-04-15T21:08:51Z</updated>
		
		<summary type="html">&lt;p&gt;Gwynzer: /* Risk Card Draw Phase */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Introduction=&lt;br /&gt;
==Preamble==&lt;br /&gt;
Battlefield 4 is a tactical first-person shooter set in the modern era, and is developed and distributed by EA Games. &lt;br /&gt;
&lt;br /&gt;
At Global Conflict the multi-player aspects of the game are utilized to simulate a conflict between two organized armies. Members join a side and agree to abide by the rules of that army and to participate in the campaign as outlined in the Campaign System that follows. The Campaign is played out using original (vanilla) BF3, Back to Karkand, Armored Kill, Aftermath and End Game maps.&lt;br /&gt;
&lt;br /&gt;
Each army is headed by a High Command (HC) that will be comprised of well known and respected members, selected prior to the start each new campaign. The HC is responsible for the smooth running of their army. The HC will accomplish this through the delegation of authority in a manner of their choosing. This authority will not extend to breaching the Rules of Global Conflict and in any case will not supercede the authority of the Tournament Admins or of the Executive. &lt;br /&gt;
&lt;br /&gt;
The guiding principle of the campaign shall be an attitude and display of gentlemanly and sportsmanlike conduct. If any rule in its interpretation or implementation should breach these generally accepted principles then this rule must be adapted to comply. If any rule is unclear in its interpretation then it must be applied with this guiding principle determining its intent and outcome.&lt;br /&gt;
&lt;br /&gt;
The rules behind this campaign are based in part from borrowed elements of the board game ‘Risk’ and other rules developed by our community. The goal of the Campaign is to gain control of 70% of the territories and capitals available on the Campaign Map or to force the other side into surrender. The Campaign Map will be illustrated and hosted on the home page of Global-Conflict.org. As the campaign progresses the campaign map will be updated to reflect the ebb and flow of each army&amp;#039;s territories.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Definitions== &lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;BFI&amp;#039;&amp;#039;&amp;#039; - Battle for Initiative, first Campaign Match after the draft to decide which army gets the first attack.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Army:&amp;#039;&amp;#039;&amp;#039; One of two factions competing for world domination on the campaign map. &lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Map&amp;#039;&amp;#039;&amp;#039;: a Battlefield 4 map in a specific game mode and size, e.g. &amp;quot;Caspian Border 32 Vehicles&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Territory:&amp;#039;&amp;#039;&amp;#039; A tile on the campaign map, corresponding to one Battlefield 3 map.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Net Worth, WCP:&amp;#039;&amp;#039;&amp;#039; Net worth represents the total financial and military power of An army. Net Worth is measured in &amp;#039;&amp;#039;&amp;#039;W&amp;#039;&amp;#039;&amp;#039;orld &amp;#039;&amp;#039;&amp;#039;C&amp;#039;&amp;#039;&amp;#039;ontrol &amp;#039;&amp;#039;&amp;#039;P&amp;#039;&amp;#039;&amp;#039;oints. Each territory is worth 3 WCP. Each capital city is worth 2 WCP.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;General, HC:&amp;#039;&amp;#039;&amp;#039; Leaders of each army are traditionally referred to as &amp;#039;&amp;#039;&amp;#039;generals&amp;#039;&amp;#039;&amp;#039;. The highest-ranked officers in each army are referred to as the &amp;#039;&amp;#039;&amp;#039;high command (HC)&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;TA:&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;&amp;#039;T&amp;#039;&amp;#039;&amp;#039;ournament &amp;#039;&amp;#039;&amp;#039;A&amp;#039;&amp;#039;&amp;#039;dministrators are a group of dedicated GC veterans who run the day-to-day functioning of the campaign. They are the &amp;quot;referees&amp;quot; who police the fairplay rules and administer all aspects of the tournament.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Executive Senate&amp;#039;&amp;#039;&amp;#039;: The Executive Senate (sometimes called &amp;quot;execs&amp;quot; or &amp;quot;senators&amp;quot;) is Global Conflict&amp;#039;s highest governing body, made up of veterans who have been active in the community for years. Whereas the TA&amp;#039;s run the tournament itself, the Executive Senate is responsible for the overall health of the community. Its members select the TA&amp;#039;s and generals, and have the final say in all disputes.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;SBT:&amp;#039;&amp;#039;&amp;#039; Standard Battle Time is the time at which the main Saturday battle day will begin. This is currently 17:00 UTC but will be adjusted this campaign for the end of day lights saving.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Campaign Initialization==&lt;br /&gt;
Before a campaign begins, the Executive Senate will select volunteers from the community to serve as Generals and Tournament Administrators. From here, the TA&amp;#039;s and HC&amp;#039;s will set a timeline for the following steps&lt;br /&gt;
&lt;br /&gt;
# Selecting territories&lt;br /&gt;
# Selecting maps&lt;br /&gt;
# Drafting officers&lt;br /&gt;
# Drafting players&lt;br /&gt;
# Initial campaign map placements&lt;br /&gt;
&lt;br /&gt;
===Territory Selection Process===&lt;br /&gt;
To set the initial owners of territories on the campaign map, the TA&amp;#039;s will meet with both HC&amp;#039;s for the &amp;#039;&amp;#039;&amp;#039;territory draft&amp;#039;&amp;#039;&amp;#039;. &lt;br /&gt;
&lt;br /&gt;
A coin toss will determine first pick, and each HC will alternate picking one territory at a time until all available territories are claimed.&lt;br /&gt;
&lt;br /&gt;
===Map Selection Process===&lt;br /&gt;
It is up to each HC to choose a BF4 map corresponding to each territory on the campaign map.&lt;br /&gt;
&lt;br /&gt;
The TA&amp;#039;s will create an official maplist for the campaign. This list must specify a game mode/size for each map, and a map may be duplicated.&lt;br /&gt;
&lt;br /&gt;
Once the list is created, and after the territory draft, a &amp;#039;&amp;#039;&amp;#039;map draft&amp;#039;&amp;#039;&amp;#039; will be held. First pick will go to the loser of the coin toss from the territory draft, and armies will alternate selecting maps from the list.&lt;br /&gt;
&lt;br /&gt;
===Campaign Map Placements===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Map Placement====&lt;br /&gt;
&lt;br /&gt;
*After the territories and maps have been selected, the HC’s will place their maps on their territories as they see fit.&lt;br /&gt;
&lt;br /&gt;
Once map assignments are submitted to the tournament admins, &amp;#039;&amp;#039;&amp;#039;they can never be changed.&amp;#039;&amp;#039;&amp;#039; However, the TA&amp;#039;s may allow exceptions at their discretion, for example if new patches fundamentally change the balance of a map.&lt;br /&gt;
&lt;br /&gt;
With each map assignment, the HC must also announce &amp;#039;&amp;#039;&amp;#039;which in-game side it will defend from.&amp;#039;&amp;#039;&amp;#039; The defending side may be changed at any time, but there is a five day &amp;quot;relocation time.&amp;quot; &amp;#039;&amp;#039;&amp;#039;Side changes must be announced by Monday SBT in the Risk Forum before the battleday it will take effect.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
If the territory is attacked within that time, the defender will play from the original defending side.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Territory Battle Days=&lt;br /&gt;
==General Rules==&lt;br /&gt;
&lt;br /&gt;
===Timing===&lt;br /&gt;
*Territory battles begin every &amp;#039;&amp;#039;&amp;#039;Saturday at SBT&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
** TA&amp;#039;s and HC&amp;#039;s can agree to skip a Saturday for holidays or other reasons&lt;br /&gt;
** If an attack starts late because the attacker was not ready, this time is not refunded at the end&lt;br /&gt;
*** However, if the attack starts late for some other reason (e.g. server issues), the time is refunded at the end&lt;br /&gt;
** If the server crashes during a round, the TA&amp;#039;s will decide whether to&lt;br /&gt;
**# If many tickets remain or it&amp;#039;s very close, cancel the round and add time on at the end&lt;br /&gt;
**# Otherwise, declare the army that was ahead in tickets the winner of the round&lt;br /&gt;
**After &amp;#039;&amp;#039;&amp;#039;SBT+5:45&amp;#039;&amp;#039;&amp;#039;, no new round can begin, unless time is added on by the TAs due to earlier delays. Any round in progress can continue and still counts.&lt;br /&gt;
***If the attacks on a territory have not finished (eg only 1 round played before time ends), the attacking army will have the option to CONTINUE their attack on their next attack day, or to attack a totally new territory.&lt;br /&gt;
**The attacker must take a &amp;#039;&amp;#039;&amp;#039;30 minute break&amp;#039;&amp;#039;&amp;#039; between SBT+2.5 and SBT+3.5, but can decide where it falls in that time (but they&amp;#039;re encouraged to aim for SBT+2.75). After the break, we swap servers.&lt;br /&gt;
&lt;br /&gt;
*Each battleday has one &amp;#039;&amp;#039;&amp;#039;attacker&amp;#039;&amp;#039;&amp;#039;, who chooses which territories to assault, and one &amp;#039;&amp;#039;&amp;#039;defender&amp;#039;&amp;#039;&amp;#039;, who must protect territories for the whole battleday.&lt;br /&gt;
** The army with the &amp;#039;&amp;#039;&amp;#039;attack initiative&amp;#039;&amp;#039;&amp;#039; tries to attack as many territories as it can&lt;br /&gt;
** The defender tries to stall the attacks, limiting the damage.&lt;br /&gt;
** This means attackers &amp;#039;&amp;#039;&amp;#039;set the tempo.&amp;#039;&amp;#039;&amp;#039; They announce when a round should be live and can take as long or as little as they need to prepare.&lt;br /&gt;
** Defenders always get 30 minutes before the first map, and &amp;#039;&amp;#039;&amp;#039;5&amp;#039;&amp;#039;&amp;#039; minutes before each subsequent map, to prepare. After that, the attacker can request live at any time. Defenders may request extra time, but it will be granted only at TA discretion, and it will be added to the end of the battle-day.&lt;br /&gt;
*Should the battle day end prematurely due to a lack of numbers on the defensive side, then this side will be required to forfeit one round for every twenty (20) minutes lost before the scheduled end of the battle day. &lt;br /&gt;
**This forfeit will be rounded upwards. &lt;br /&gt;
&lt;br /&gt;
*The army with the attack initiative must announce their first attack by &amp;#039;&amp;#039;&amp;#039;Friday SBT&amp;#039;&amp;#039;&amp;#039; before the battleday.&lt;br /&gt;
** Defenders are never told the attack until SBT-30 min.&lt;br /&gt;
** If the attackers announce after SBT-30 min, defenders are entitled to 30min of setup time.&lt;br /&gt;
&lt;br /&gt;
*Every round will start with &amp;#039;&amp;#039;&amp;#039;a 120-second countdown.&amp;#039;&amp;#039;&amp;#039; To be counted as live, it must start with a TA announcing &amp;quot;LIVE LIVE LIVE&amp;quot; over all chat, and also over teamspeak.&lt;br /&gt;
** An attacker cannot cancel a live round partly through, but the TA&amp;#039;s can rule a &amp;quot;false start&amp;quot; if needed&lt;br /&gt;
&lt;br /&gt;
===Risk Rules===&lt;br /&gt;
*For each attack, attackers must announce the territory they are attacking from, and the territory being attacked.&lt;br /&gt;
**An army &amp;#039;&amp;#039;&amp;#039;cannot re-attack a territory&amp;#039;&amp;#039;&amp;#039; until their second attack turn following their initial attack on that territory. (ie, it is &amp;quot;blocked&amp;quot; for a week)&lt;br /&gt;
*Territory battles will be conducted as follows: &lt;br /&gt;
*#The armies will play the same side for all rounds on a map, &amp;#039;&amp;#039;&amp;#039;they will not alternate sides.&amp;#039;&amp;#039;&amp;#039; The defender&amp;#039;s side will be chosen in the initial map placements.&lt;br /&gt;
*#The number of winning rounds required for a successful outcome is best two out of three.&lt;br /&gt;
*#Maps will be played at 75% ticket count, but ticket counts may be modified based on agreements between TAs and HCs in the interests of fair and fun play.&lt;br /&gt;
*#* The bleed rate will be adjusted to 50%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Risk Cards=&lt;br /&gt;
&lt;br /&gt;
==Risk Card Draw Phase==&lt;br /&gt;
* Risk cards are drawn once a week by both armies&lt;br /&gt;
* Each army may only hold up to 2 cards in their hand at any time.&lt;br /&gt;
* If they have 2 cards going into the Risk Card Draw Phase, they may choose to discard as many as they wish.&lt;br /&gt;
** If they elect not to discard, they will skip the Risk Card Draw Phase.&lt;br /&gt;
* A maximum of 1 cards can be drawn during the Risk Card Draw Phase.&lt;br /&gt;
* Cards will be drawn by Tuesday SBT+2 and announced in your High Command Army Dashboard thread.&lt;br /&gt;
&lt;br /&gt;
==Playing a Risk Card==&lt;br /&gt;
# Select the card to be played and notify the TAs.&lt;br /&gt;
# If a card is played on the battleday, up to five minutes of TA processing time may pass before it takes effect.&lt;br /&gt;
* Examples: &lt;br /&gt;
** Paradrop has to be announced with your attack when you attack&lt;br /&gt;
** AA is a card that can be played as a counter to paradrop&lt;br /&gt;
** Modifier card must be played WITH your other card&lt;br /&gt;
&lt;br /&gt;
==Basic Card Details==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;1. Paradrop:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Allows you to &amp;quot;jump&amp;quot; one territory on your attack.&lt;br /&gt;
*Card is played as you announce your attack. You must state source and destination territory. &lt;br /&gt;
*Can be played only ONCE per battleday.&lt;br /&gt;
*Paradrop can not be used as your first attack for the day.&lt;br /&gt;
*Modifier: Allows paradrop &amp;quot;jump&amp;quot; two territories.&lt;br /&gt;
*Has a 45% Draw Chance&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2. Anti Air:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Played as a counter to &amp;quot;Paradrop&amp;quot;&lt;br /&gt;
*Card changes victory conditions. Attackers have to win 2/2 rounds instead of 2/3. If defenders win one round, they have defended the territory.&lt;br /&gt;
*Modifier: Completely destroys paradrop in all instances. Including a Modifier Paradrop.&lt;br /&gt;
*Has a 35% Draw Chance&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;3. Modifier Card:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Played at the same time as other cards&lt;br /&gt;
*Provides a bonus to Paradrop and Anti Air Cards&lt;br /&gt;
*Does not combine with itself.&lt;br /&gt;
*Has a  20% Draw Chance&lt;br /&gt;
&lt;br /&gt;
=Theaters=&lt;br /&gt;
A &amp;#039;&amp;#039;&amp;#039;theater&amp;#039;&amp;#039;&amp;#039; is a group of five connected and geographically grouped territories.&lt;br /&gt;
&lt;br /&gt;
==Theater Bonuses==&lt;br /&gt;
* Capturing all territories in a theater grants a bonus to the controlling army, measured in world control points.&lt;br /&gt;
* Theaters will be scored using a stacking bonus. Consult the following table to see your WCP bonus:&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Theaters Owned:&amp;#039;&amp;#039;&amp;#039;|| 1	||2	 ||3	 ||4	 ||5	 ||6	 ||7	 ||8	 ||9&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Bonus:&amp;#039;&amp;#039;&amp;#039;|| 6	||15	 ||26	 ||37	 ||49	 ||61	 ||73	 ||85	 ||97&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Theaters:&lt;br /&gt;
** Canada&lt;br /&gt;
** North America&lt;br /&gt;
** South America&lt;br /&gt;
** Western Europe&lt;br /&gt;
** Eastern Europe&lt;br /&gt;
** Middle East&lt;br /&gt;
** Africa&lt;br /&gt;
** South Asia&lt;br /&gt;
** North Asia&lt;br /&gt;
** Australia&lt;br /&gt;
&lt;br /&gt;
*Theater bonuses do not go into effect until the attacker&amp;#039;s next attack turn after capturing all zones in the theater.&lt;br /&gt;
*Theater bonuses are terminated immediately after the opposing empire captures a territory located within the theater.&lt;br /&gt;
*The islands are not counted as a theatre&lt;br /&gt;
&lt;br /&gt;
=Victory Conditions and World Control Points=&lt;br /&gt;
* Each Territory and Island held is worth &amp;#039;&amp;#039;&amp;#039;3 WCP&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Each Theater held is worth as per the above table.&lt;br /&gt;
&lt;br /&gt;
An army can achieve victory in three ways: &lt;br /&gt;
# By gaining control of at least 70% of the World Control Points and remaining at or above 70% WCP through the opposing army&amp;#039;s next attack turn. &lt;br /&gt;
# By forcing the opposing army to surrender.&lt;br /&gt;
&lt;br /&gt;
*An army may surrender by announcing its decision to the Tournament Admins at any time. &lt;br /&gt;
&lt;br /&gt;
*Any army with consistently low attendance over the span of a minimum of three weeks will risk automatic forfeit of the campaign. Execution of this forfeit will be determined on a case-by-case basis by the Tournament Admins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--------------------&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;Campaign system and rules are subject to change during campaign. Changes, if necessary, will be announced in the forums, and come in effect instantly. This page is the final authority on campaign system and rules information.&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>Gwynzer</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_2_System&amp;diff=1059</id>
		<title>BF4 Campaign 2 System</title>
		<link rel="alternate" type="text/html" href="http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_2_System&amp;diff=1059"/>
				<updated>2014-04-15T21:08:18Z</updated>
		
		<summary type="html">&lt;p&gt;Gwynzer: /* Playing a Risk Card */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Introduction=&lt;br /&gt;
==Preamble==&lt;br /&gt;
Battlefield 4 is a tactical first-person shooter set in the modern era, and is developed and distributed by EA Games. &lt;br /&gt;
&lt;br /&gt;
At Global Conflict the multi-player aspects of the game are utilized to simulate a conflict between two organized armies. Members join a side and agree to abide by the rules of that army and to participate in the campaign as outlined in the Campaign System that follows. The Campaign is played out using original (vanilla) BF3, Back to Karkand, Armored Kill, Aftermath and End Game maps.&lt;br /&gt;
&lt;br /&gt;
Each army is headed by a High Command (HC) that will be comprised of well known and respected members, selected prior to the start each new campaign. The HC is responsible for the smooth running of their army. The HC will accomplish this through the delegation of authority in a manner of their choosing. This authority will not extend to breaching the Rules of Global Conflict and in any case will not supercede the authority of the Tournament Admins or of the Executive. &lt;br /&gt;
&lt;br /&gt;
The guiding principle of the campaign shall be an attitude and display of gentlemanly and sportsmanlike conduct. If any rule in its interpretation or implementation should breach these generally accepted principles then this rule must be adapted to comply. If any rule is unclear in its interpretation then it must be applied with this guiding principle determining its intent and outcome.&lt;br /&gt;
&lt;br /&gt;
The rules behind this campaign are based in part from borrowed elements of the board game ‘Risk’ and other rules developed by our community. The goal of the Campaign is to gain control of 70% of the territories and capitals available on the Campaign Map or to force the other side into surrender. The Campaign Map will be illustrated and hosted on the home page of Global-Conflict.org. As the campaign progresses the campaign map will be updated to reflect the ebb and flow of each army&amp;#039;s territories.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Definitions== &lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;BFI&amp;#039;&amp;#039;&amp;#039; - Battle for Initiative, first Campaign Match after the draft to decide which army gets the first attack.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Army:&amp;#039;&amp;#039;&amp;#039; One of two factions competing for world domination on the campaign map. &lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Map&amp;#039;&amp;#039;&amp;#039;: a Battlefield 4 map in a specific game mode and size, e.g. &amp;quot;Caspian Border 32 Vehicles&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Territory:&amp;#039;&amp;#039;&amp;#039; A tile on the campaign map, corresponding to one Battlefield 3 map.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Net Worth, WCP:&amp;#039;&amp;#039;&amp;#039; Net worth represents the total financial and military power of An army. Net Worth is measured in &amp;#039;&amp;#039;&amp;#039;W&amp;#039;&amp;#039;&amp;#039;orld &amp;#039;&amp;#039;&amp;#039;C&amp;#039;&amp;#039;&amp;#039;ontrol &amp;#039;&amp;#039;&amp;#039;P&amp;#039;&amp;#039;&amp;#039;oints. Each territory is worth 3 WCP. Each capital city is worth 2 WCP.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;General, HC:&amp;#039;&amp;#039;&amp;#039; Leaders of each army are traditionally referred to as &amp;#039;&amp;#039;&amp;#039;generals&amp;#039;&amp;#039;&amp;#039;. The highest-ranked officers in each army are referred to as the &amp;#039;&amp;#039;&amp;#039;high command (HC)&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;TA:&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;&amp;#039;T&amp;#039;&amp;#039;&amp;#039;ournament &amp;#039;&amp;#039;&amp;#039;A&amp;#039;&amp;#039;&amp;#039;dministrators are a group of dedicated GC veterans who run the day-to-day functioning of the campaign. They are the &amp;quot;referees&amp;quot; who police the fairplay rules and administer all aspects of the tournament.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Executive Senate&amp;#039;&amp;#039;&amp;#039;: The Executive Senate (sometimes called &amp;quot;execs&amp;quot; or &amp;quot;senators&amp;quot;) is Global Conflict&amp;#039;s highest governing body, made up of veterans who have been active in the community for years. Whereas the TA&amp;#039;s run the tournament itself, the Executive Senate is responsible for the overall health of the community. Its members select the TA&amp;#039;s and generals, and have the final say in all disputes.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;SBT:&amp;#039;&amp;#039;&amp;#039; Standard Battle Time is the time at which the main Saturday battle day will begin. This is currently 17:00 UTC but will be adjusted this campaign for the end of day lights saving.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Campaign Initialization==&lt;br /&gt;
Before a campaign begins, the Executive Senate will select volunteers from the community to serve as Generals and Tournament Administrators. From here, the TA&amp;#039;s and HC&amp;#039;s will set a timeline for the following steps&lt;br /&gt;
&lt;br /&gt;
# Selecting territories&lt;br /&gt;
# Selecting maps&lt;br /&gt;
# Drafting officers&lt;br /&gt;
# Drafting players&lt;br /&gt;
# Initial campaign map placements&lt;br /&gt;
&lt;br /&gt;
===Territory Selection Process===&lt;br /&gt;
To set the initial owners of territories on the campaign map, the TA&amp;#039;s will meet with both HC&amp;#039;s for the &amp;#039;&amp;#039;&amp;#039;territory draft&amp;#039;&amp;#039;&amp;#039;. &lt;br /&gt;
&lt;br /&gt;
A coin toss will determine first pick, and each HC will alternate picking one territory at a time until all available territories are claimed.&lt;br /&gt;
&lt;br /&gt;
===Map Selection Process===&lt;br /&gt;
It is up to each HC to choose a BF4 map corresponding to each territory on the campaign map.&lt;br /&gt;
&lt;br /&gt;
The TA&amp;#039;s will create an official maplist for the campaign. This list must specify a game mode/size for each map, and a map may be duplicated.&lt;br /&gt;
&lt;br /&gt;
Once the list is created, and after the territory draft, a &amp;#039;&amp;#039;&amp;#039;map draft&amp;#039;&amp;#039;&amp;#039; will be held. First pick will go to the loser of the coin toss from the territory draft, and armies will alternate selecting maps from the list.&lt;br /&gt;
&lt;br /&gt;
===Campaign Map Placements===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Map Placement====&lt;br /&gt;
&lt;br /&gt;
*After the territories and maps have been selected, the HC’s will place their maps on their territories as they see fit.&lt;br /&gt;
&lt;br /&gt;
Once map assignments are submitted to the tournament admins, &amp;#039;&amp;#039;&amp;#039;they can never be changed.&amp;#039;&amp;#039;&amp;#039; However, the TA&amp;#039;s may allow exceptions at their discretion, for example if new patches fundamentally change the balance of a map.&lt;br /&gt;
&lt;br /&gt;
With each map assignment, the HC must also announce &amp;#039;&amp;#039;&amp;#039;which in-game side it will defend from.&amp;#039;&amp;#039;&amp;#039; The defending side may be changed at any time, but there is a five day &amp;quot;relocation time.&amp;quot; &amp;#039;&amp;#039;&amp;#039;Side changes must be announced by Monday SBT in the Risk Forum before the battleday it will take effect.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
If the territory is attacked within that time, the defender will play from the original defending side.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Territory Battle Days=&lt;br /&gt;
==General Rules==&lt;br /&gt;
&lt;br /&gt;
===Timing===&lt;br /&gt;
*Territory battles begin every &amp;#039;&amp;#039;&amp;#039;Saturday at SBT&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
** TA&amp;#039;s and HC&amp;#039;s can agree to skip a Saturday for holidays or other reasons&lt;br /&gt;
** If an attack starts late because the attacker was not ready, this time is not refunded at the end&lt;br /&gt;
*** However, if the attack starts late for some other reason (e.g. server issues), the time is refunded at the end&lt;br /&gt;
** If the server crashes during a round, the TA&amp;#039;s will decide whether to&lt;br /&gt;
**# If many tickets remain or it&amp;#039;s very close, cancel the round and add time on at the end&lt;br /&gt;
**# Otherwise, declare the army that was ahead in tickets the winner of the round&lt;br /&gt;
**After &amp;#039;&amp;#039;&amp;#039;SBT+5:45&amp;#039;&amp;#039;&amp;#039;, no new round can begin, unless time is added on by the TAs due to earlier delays. Any round in progress can continue and still counts.&lt;br /&gt;
***If the attacks on a territory have not finished (eg only 1 round played before time ends), the attacking army will have the option to CONTINUE their attack on their next attack day, or to attack a totally new territory.&lt;br /&gt;
**The attacker must take a &amp;#039;&amp;#039;&amp;#039;30 minute break&amp;#039;&amp;#039;&amp;#039; between SBT+2.5 and SBT+3.5, but can decide where it falls in that time (but they&amp;#039;re encouraged to aim for SBT+2.75). After the break, we swap servers.&lt;br /&gt;
&lt;br /&gt;
*Each battleday has one &amp;#039;&amp;#039;&amp;#039;attacker&amp;#039;&amp;#039;&amp;#039;, who chooses which territories to assault, and one &amp;#039;&amp;#039;&amp;#039;defender&amp;#039;&amp;#039;&amp;#039;, who must protect territories for the whole battleday.&lt;br /&gt;
** The army with the &amp;#039;&amp;#039;&amp;#039;attack initiative&amp;#039;&amp;#039;&amp;#039; tries to attack as many territories as it can&lt;br /&gt;
** The defender tries to stall the attacks, limiting the damage.&lt;br /&gt;
** This means attackers &amp;#039;&amp;#039;&amp;#039;set the tempo.&amp;#039;&amp;#039;&amp;#039; They announce when a round should be live and can take as long or as little as they need to prepare.&lt;br /&gt;
** Defenders always get 30 minutes before the first map, and &amp;#039;&amp;#039;&amp;#039;5&amp;#039;&amp;#039;&amp;#039; minutes before each subsequent map, to prepare. After that, the attacker can request live at any time. Defenders may request extra time, but it will be granted only at TA discretion, and it will be added to the end of the battle-day.&lt;br /&gt;
*Should the battle day end prematurely due to a lack of numbers on the defensive side, then this side will be required to forfeit one round for every twenty (20) minutes lost before the scheduled end of the battle day. &lt;br /&gt;
**This forfeit will be rounded upwards. &lt;br /&gt;
&lt;br /&gt;
*The army with the attack initiative must announce their first attack by &amp;#039;&amp;#039;&amp;#039;Friday SBT&amp;#039;&amp;#039;&amp;#039; before the battleday.&lt;br /&gt;
** Defenders are never told the attack until SBT-30 min.&lt;br /&gt;
** If the attackers announce after SBT-30 min, defenders are entitled to 30min of setup time.&lt;br /&gt;
&lt;br /&gt;
*Every round will start with &amp;#039;&amp;#039;&amp;#039;a 120-second countdown.&amp;#039;&amp;#039;&amp;#039; To be counted as live, it must start with a TA announcing &amp;quot;LIVE LIVE LIVE&amp;quot; over all chat, and also over teamspeak.&lt;br /&gt;
** An attacker cannot cancel a live round partly through, but the TA&amp;#039;s can rule a &amp;quot;false start&amp;quot; if needed&lt;br /&gt;
&lt;br /&gt;
===Risk Rules===&lt;br /&gt;
*For each attack, attackers must announce the territory they are attacking from, and the territory being attacked.&lt;br /&gt;
**An army &amp;#039;&amp;#039;&amp;#039;cannot re-attack a territory&amp;#039;&amp;#039;&amp;#039; until their second attack turn following their initial attack on that territory. (ie, it is &amp;quot;blocked&amp;quot; for a week)&lt;br /&gt;
*Territory battles will be conducted as follows: &lt;br /&gt;
*#The armies will play the same side for all rounds on a map, &amp;#039;&amp;#039;&amp;#039;they will not alternate sides.&amp;#039;&amp;#039;&amp;#039; The defender&amp;#039;s side will be chosen in the initial map placements.&lt;br /&gt;
*#The number of winning rounds required for a successful outcome is best two out of three.&lt;br /&gt;
*#Maps will be played at 75% ticket count, but ticket counts may be modified based on agreements between TAs and HCs in the interests of fair and fun play.&lt;br /&gt;
*#* The bleed rate will be adjusted to 50%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Risk Cards=&lt;br /&gt;
&lt;br /&gt;
==Risk Card Draw Phase==&lt;br /&gt;
&lt;br /&gt;
TBC&lt;br /&gt;
&lt;br /&gt;
* Risk cards are drawn once a week by both armies&lt;br /&gt;
* Each army may only hold up to 2 cards in their hand at any time.&lt;br /&gt;
* If they have 2 cards going into the Risk Card Draw Phase, they may choose to discard as many as they wish.&lt;br /&gt;
** If they elect not to discard, they will skip the Risk Card Draw Phase.&lt;br /&gt;
* A maximum of 1 cards can be drawn during the Risk Card Draw Phase.&lt;br /&gt;
* Cards will be drawn by Tuesday SBT+2 and announced in your High Command Army Dashboard thread.&lt;br /&gt;
&lt;br /&gt;
==Playing a Risk Card==&lt;br /&gt;
# Select the card to be played and notify the TAs.&lt;br /&gt;
# If a card is played on the battleday, up to five minutes of TA processing time may pass before it takes effect.&lt;br /&gt;
* Examples: &lt;br /&gt;
** Paradrop has to be announced with your attack when you attack&lt;br /&gt;
** AA is a card that can be played as a counter to paradrop&lt;br /&gt;
** Modifier card must be played WITH your other card&lt;br /&gt;
&lt;br /&gt;
==Basic Card Details==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;1. Paradrop:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Allows you to &amp;quot;jump&amp;quot; one territory on your attack.&lt;br /&gt;
*Card is played as you announce your attack. You must state source and destination territory. &lt;br /&gt;
*Can be played only ONCE per battleday.&lt;br /&gt;
*Paradrop can not be used as your first attack for the day.&lt;br /&gt;
*Modifier: Allows paradrop &amp;quot;jump&amp;quot; two territories.&lt;br /&gt;
*Has a 45% Draw Chance&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2. Anti Air:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Played as a counter to &amp;quot;Paradrop&amp;quot;&lt;br /&gt;
*Card changes victory conditions. Attackers have to win 2/2 rounds instead of 2/3. If defenders win one round, they have defended the territory.&lt;br /&gt;
*Modifier: Completely destroys paradrop in all instances. Including a Modifier Paradrop.&lt;br /&gt;
*Has a 35% Draw Chance&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;3. Modifier Card:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Played at the same time as other cards&lt;br /&gt;
*Provides a bonus to Paradrop and Anti Air Cards&lt;br /&gt;
*Does not combine with itself.&lt;br /&gt;
*Has a  20% Draw Chance&lt;br /&gt;
&lt;br /&gt;
=Theaters=&lt;br /&gt;
A &amp;#039;&amp;#039;&amp;#039;theater&amp;#039;&amp;#039;&amp;#039; is a group of five connected and geographically grouped territories.&lt;br /&gt;
&lt;br /&gt;
==Theater Bonuses==&lt;br /&gt;
* Capturing all territories in a theater grants a bonus to the controlling army, measured in world control points.&lt;br /&gt;
* Theaters will be scored using a stacking bonus. Consult the following table to see your WCP bonus:&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Theaters Owned:&amp;#039;&amp;#039;&amp;#039;|| 1	||2	 ||3	 ||4	 ||5	 ||6	 ||7	 ||8	 ||9&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Bonus:&amp;#039;&amp;#039;&amp;#039;|| 6	||15	 ||26	 ||37	 ||49	 ||61	 ||73	 ||85	 ||97&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Theaters:&lt;br /&gt;
** Canada&lt;br /&gt;
** North America&lt;br /&gt;
** South America&lt;br /&gt;
** Western Europe&lt;br /&gt;
** Eastern Europe&lt;br /&gt;
** Middle East&lt;br /&gt;
** Africa&lt;br /&gt;
** South Asia&lt;br /&gt;
** North Asia&lt;br /&gt;
** Australia&lt;br /&gt;
&lt;br /&gt;
*Theater bonuses do not go into effect until the attacker&amp;#039;s next attack turn after capturing all zones in the theater.&lt;br /&gt;
*Theater bonuses are terminated immediately after the opposing empire captures a territory located within the theater.&lt;br /&gt;
*The islands are not counted as a theatre&lt;br /&gt;
&lt;br /&gt;
=Victory Conditions and World Control Points=&lt;br /&gt;
* Each Territory and Island held is worth &amp;#039;&amp;#039;&amp;#039;3 WCP&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Each Theater held is worth as per the above table.&lt;br /&gt;
&lt;br /&gt;
An army can achieve victory in three ways: &lt;br /&gt;
# By gaining control of at least 70% of the World Control Points and remaining at or above 70% WCP through the opposing army&amp;#039;s next attack turn. &lt;br /&gt;
# By forcing the opposing army to surrender.&lt;br /&gt;
&lt;br /&gt;
*An army may surrender by announcing its decision to the Tournament Admins at any time. &lt;br /&gt;
&lt;br /&gt;
*Any army with consistently low attendance over the span of a minimum of three weeks will risk automatic forfeit of the campaign. Execution of this forfeit will be determined on a case-by-case basis by the Tournament Admins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--------------------&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;Campaign system and rules are subject to change during campaign. Changes, if necessary, will be announced in the forums, and come in effect instantly. This page is the final authority on campaign system and rules information.&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>Gwynzer</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_2_System&amp;diff=1058</id>
		<title>BF4 Campaign 2 System</title>
		<link rel="alternate" type="text/html" href="http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_2_System&amp;diff=1058"/>
				<updated>2014-04-15T21:07:53Z</updated>
		
		<summary type="html">&lt;p&gt;Gwynzer: /* Risk Card Draw Phase */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Introduction=&lt;br /&gt;
==Preamble==&lt;br /&gt;
Battlefield 4 is a tactical first-person shooter set in the modern era, and is developed and distributed by EA Games. &lt;br /&gt;
&lt;br /&gt;
At Global Conflict the multi-player aspects of the game are utilized to simulate a conflict between two organized armies. Members join a side and agree to abide by the rules of that army and to participate in the campaign as outlined in the Campaign System that follows. The Campaign is played out using original (vanilla) BF3, Back to Karkand, Armored Kill, Aftermath and End Game maps.&lt;br /&gt;
&lt;br /&gt;
Each army is headed by a High Command (HC) that will be comprised of well known and respected members, selected prior to the start each new campaign. The HC is responsible for the smooth running of their army. The HC will accomplish this through the delegation of authority in a manner of their choosing. This authority will not extend to breaching the Rules of Global Conflict and in any case will not supercede the authority of the Tournament Admins or of the Executive. &lt;br /&gt;
&lt;br /&gt;
The guiding principle of the campaign shall be an attitude and display of gentlemanly and sportsmanlike conduct. If any rule in its interpretation or implementation should breach these generally accepted principles then this rule must be adapted to comply. If any rule is unclear in its interpretation then it must be applied with this guiding principle determining its intent and outcome.&lt;br /&gt;
&lt;br /&gt;
The rules behind this campaign are based in part from borrowed elements of the board game ‘Risk’ and other rules developed by our community. The goal of the Campaign is to gain control of 70% of the territories and capitals available on the Campaign Map or to force the other side into surrender. The Campaign Map will be illustrated and hosted on the home page of Global-Conflict.org. As the campaign progresses the campaign map will be updated to reflect the ebb and flow of each army&amp;#039;s territories.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Definitions== &lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;BFI&amp;#039;&amp;#039;&amp;#039; - Battle for Initiative, first Campaign Match after the draft to decide which army gets the first attack.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Army:&amp;#039;&amp;#039;&amp;#039; One of two factions competing for world domination on the campaign map. &lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Map&amp;#039;&amp;#039;&amp;#039;: a Battlefield 4 map in a specific game mode and size, e.g. &amp;quot;Caspian Border 32 Vehicles&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Territory:&amp;#039;&amp;#039;&amp;#039; A tile on the campaign map, corresponding to one Battlefield 3 map.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Net Worth, WCP:&amp;#039;&amp;#039;&amp;#039; Net worth represents the total financial and military power of An army. Net Worth is measured in &amp;#039;&amp;#039;&amp;#039;W&amp;#039;&amp;#039;&amp;#039;orld &amp;#039;&amp;#039;&amp;#039;C&amp;#039;&amp;#039;&amp;#039;ontrol &amp;#039;&amp;#039;&amp;#039;P&amp;#039;&amp;#039;&amp;#039;oints. Each territory is worth 3 WCP. Each capital city is worth 2 WCP.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;General, HC:&amp;#039;&amp;#039;&amp;#039; Leaders of each army are traditionally referred to as &amp;#039;&amp;#039;&amp;#039;generals&amp;#039;&amp;#039;&amp;#039;. The highest-ranked officers in each army are referred to as the &amp;#039;&amp;#039;&amp;#039;high command (HC)&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;TA:&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;&amp;#039;T&amp;#039;&amp;#039;&amp;#039;ournament &amp;#039;&amp;#039;&amp;#039;A&amp;#039;&amp;#039;&amp;#039;dministrators are a group of dedicated GC veterans who run the day-to-day functioning of the campaign. They are the &amp;quot;referees&amp;quot; who police the fairplay rules and administer all aspects of the tournament.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Executive Senate&amp;#039;&amp;#039;&amp;#039;: The Executive Senate (sometimes called &amp;quot;execs&amp;quot; or &amp;quot;senators&amp;quot;) is Global Conflict&amp;#039;s highest governing body, made up of veterans who have been active in the community for years. Whereas the TA&amp;#039;s run the tournament itself, the Executive Senate is responsible for the overall health of the community. Its members select the TA&amp;#039;s and generals, and have the final say in all disputes.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;SBT:&amp;#039;&amp;#039;&amp;#039; Standard Battle Time is the time at which the main Saturday battle day will begin. This is currently 17:00 UTC but will be adjusted this campaign for the end of day lights saving.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Campaign Initialization==&lt;br /&gt;
Before a campaign begins, the Executive Senate will select volunteers from the community to serve as Generals and Tournament Administrators. From here, the TA&amp;#039;s and HC&amp;#039;s will set a timeline for the following steps&lt;br /&gt;
&lt;br /&gt;
# Selecting territories&lt;br /&gt;
# Selecting maps&lt;br /&gt;
# Drafting officers&lt;br /&gt;
# Drafting players&lt;br /&gt;
# Initial campaign map placements&lt;br /&gt;
&lt;br /&gt;
===Territory Selection Process===&lt;br /&gt;
To set the initial owners of territories on the campaign map, the TA&amp;#039;s will meet with both HC&amp;#039;s for the &amp;#039;&amp;#039;&amp;#039;territory draft&amp;#039;&amp;#039;&amp;#039;. &lt;br /&gt;
&lt;br /&gt;
A coin toss will determine first pick, and each HC will alternate picking one territory at a time until all available territories are claimed.&lt;br /&gt;
&lt;br /&gt;
===Map Selection Process===&lt;br /&gt;
It is up to each HC to choose a BF4 map corresponding to each territory on the campaign map.&lt;br /&gt;
&lt;br /&gt;
The TA&amp;#039;s will create an official maplist for the campaign. This list must specify a game mode/size for each map, and a map may be duplicated.&lt;br /&gt;
&lt;br /&gt;
Once the list is created, and after the territory draft, a &amp;#039;&amp;#039;&amp;#039;map draft&amp;#039;&amp;#039;&amp;#039; will be held. First pick will go to the loser of the coin toss from the territory draft, and armies will alternate selecting maps from the list.&lt;br /&gt;
&lt;br /&gt;
===Campaign Map Placements===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Map Placement====&lt;br /&gt;
&lt;br /&gt;
*After the territories and maps have been selected, the HC’s will place their maps on their territories as they see fit.&lt;br /&gt;
&lt;br /&gt;
Once map assignments are submitted to the tournament admins, &amp;#039;&amp;#039;&amp;#039;they can never be changed.&amp;#039;&amp;#039;&amp;#039; However, the TA&amp;#039;s may allow exceptions at their discretion, for example if new patches fundamentally change the balance of a map.&lt;br /&gt;
&lt;br /&gt;
With each map assignment, the HC must also announce &amp;#039;&amp;#039;&amp;#039;which in-game side it will defend from.&amp;#039;&amp;#039;&amp;#039; The defending side may be changed at any time, but there is a five day &amp;quot;relocation time.&amp;quot; &amp;#039;&amp;#039;&amp;#039;Side changes must be announced by Monday SBT in the Risk Forum before the battleday it will take effect.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
If the territory is attacked within that time, the defender will play from the original defending side.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Territory Battle Days=&lt;br /&gt;
==General Rules==&lt;br /&gt;
&lt;br /&gt;
===Timing===&lt;br /&gt;
*Territory battles begin every &amp;#039;&amp;#039;&amp;#039;Saturday at SBT&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
** TA&amp;#039;s and HC&amp;#039;s can agree to skip a Saturday for holidays or other reasons&lt;br /&gt;
** If an attack starts late because the attacker was not ready, this time is not refunded at the end&lt;br /&gt;
*** However, if the attack starts late for some other reason (e.g. server issues), the time is refunded at the end&lt;br /&gt;
** If the server crashes during a round, the TA&amp;#039;s will decide whether to&lt;br /&gt;
**# If many tickets remain or it&amp;#039;s very close, cancel the round and add time on at the end&lt;br /&gt;
**# Otherwise, declare the army that was ahead in tickets the winner of the round&lt;br /&gt;
**After &amp;#039;&amp;#039;&amp;#039;SBT+5:45&amp;#039;&amp;#039;&amp;#039;, no new round can begin, unless time is added on by the TAs due to earlier delays. Any round in progress can continue and still counts.&lt;br /&gt;
***If the attacks on a territory have not finished (eg only 1 round played before time ends), the attacking army will have the option to CONTINUE their attack on their next attack day, or to attack a totally new territory.&lt;br /&gt;
**The attacker must take a &amp;#039;&amp;#039;&amp;#039;30 minute break&amp;#039;&amp;#039;&amp;#039; between SBT+2.5 and SBT+3.5, but can decide where it falls in that time (but they&amp;#039;re encouraged to aim for SBT+2.75). After the break, we swap servers.&lt;br /&gt;
&lt;br /&gt;
*Each battleday has one &amp;#039;&amp;#039;&amp;#039;attacker&amp;#039;&amp;#039;&amp;#039;, who chooses which territories to assault, and one &amp;#039;&amp;#039;&amp;#039;defender&amp;#039;&amp;#039;&amp;#039;, who must protect territories for the whole battleday.&lt;br /&gt;
** The army with the &amp;#039;&amp;#039;&amp;#039;attack initiative&amp;#039;&amp;#039;&amp;#039; tries to attack as many territories as it can&lt;br /&gt;
** The defender tries to stall the attacks, limiting the damage.&lt;br /&gt;
** This means attackers &amp;#039;&amp;#039;&amp;#039;set the tempo.&amp;#039;&amp;#039;&amp;#039; They announce when a round should be live and can take as long or as little as they need to prepare.&lt;br /&gt;
** Defenders always get 30 minutes before the first map, and &amp;#039;&amp;#039;&amp;#039;5&amp;#039;&amp;#039;&amp;#039; minutes before each subsequent map, to prepare. After that, the attacker can request live at any time. Defenders may request extra time, but it will be granted only at TA discretion, and it will be added to the end of the battle-day.&lt;br /&gt;
*Should the battle day end prematurely due to a lack of numbers on the defensive side, then this side will be required to forfeit one round for every twenty (20) minutes lost before the scheduled end of the battle day. &lt;br /&gt;
**This forfeit will be rounded upwards. &lt;br /&gt;
&lt;br /&gt;
*The army with the attack initiative must announce their first attack by &amp;#039;&amp;#039;&amp;#039;Friday SBT&amp;#039;&amp;#039;&amp;#039; before the battleday.&lt;br /&gt;
** Defenders are never told the attack until SBT-30 min.&lt;br /&gt;
** If the attackers announce after SBT-30 min, defenders are entitled to 30min of setup time.&lt;br /&gt;
&lt;br /&gt;
*Every round will start with &amp;#039;&amp;#039;&amp;#039;a 120-second countdown.&amp;#039;&amp;#039;&amp;#039; To be counted as live, it must start with a TA announcing &amp;quot;LIVE LIVE LIVE&amp;quot; over all chat, and also over teamspeak.&lt;br /&gt;
** An attacker cannot cancel a live round partly through, but the TA&amp;#039;s can rule a &amp;quot;false start&amp;quot; if needed&lt;br /&gt;
&lt;br /&gt;
===Risk Rules===&lt;br /&gt;
*For each attack, attackers must announce the territory they are attacking from, and the territory being attacked.&lt;br /&gt;
**An army &amp;#039;&amp;#039;&amp;#039;cannot re-attack a territory&amp;#039;&amp;#039;&amp;#039; until their second attack turn following their initial attack on that territory. (ie, it is &amp;quot;blocked&amp;quot; for a week)&lt;br /&gt;
*Territory battles will be conducted as follows: &lt;br /&gt;
*#The armies will play the same side for all rounds on a map, &amp;#039;&amp;#039;&amp;#039;they will not alternate sides.&amp;#039;&amp;#039;&amp;#039; The defender&amp;#039;s side will be chosen in the initial map placements.&lt;br /&gt;
*#The number of winning rounds required for a successful outcome is best two out of three.&lt;br /&gt;
*#Maps will be played at 75% ticket count, but ticket counts may be modified based on agreements between TAs and HCs in the interests of fair and fun play.&lt;br /&gt;
*#* The bleed rate will be adjusted to 50%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Risk Cards=&lt;br /&gt;
&lt;br /&gt;
==Risk Card Draw Phase==&lt;br /&gt;
&lt;br /&gt;
TBC&lt;br /&gt;
&lt;br /&gt;
* Risk cards are drawn once a week by both armies&lt;br /&gt;
* Each army may only hold up to 2 cards in their hand at any time.&lt;br /&gt;
* If they have 2 cards going into the Risk Card Draw Phase, they may choose to discard as many as they wish.&lt;br /&gt;
** If they elect not to discard, they will skip the Risk Card Draw Phase.&lt;br /&gt;
* A maximum of 1 cards can be drawn during the Risk Card Draw Phase.&lt;br /&gt;
* Cards will be drawn by Tuesday SBT+2 and announced in your High Command Army Dashboard thread.&lt;br /&gt;
&lt;br /&gt;
==Playing a Risk Card==&lt;br /&gt;
# Select the card to be played and notify the TAs.&lt;br /&gt;
# If a card is played on the battleday, up to five minutes of TA processing time may pass before it takes effect.&lt;br /&gt;
# If a card is played outside the battleday, please note the use of the card during your normal posting the appropriate phase, or, if the card does not apply to a phase, follow the instructions on the card and make a new post in the Risk Forum.&lt;br /&gt;
* Examples: &lt;br /&gt;
** Paradrop has to be announced with your attack when you attack&lt;br /&gt;
** AA is a card that can be played as a counter to paradrop&lt;br /&gt;
** Modifier card must be played WITH your other card&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Basic Card Details==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;1. Paradrop:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Allows you to &amp;quot;jump&amp;quot; one territory on your attack.&lt;br /&gt;
*Card is played as you announce your attack. You must state source and destination territory. &lt;br /&gt;
*Can be played only ONCE per battleday.&lt;br /&gt;
*Paradrop can not be used as your first attack for the day.&lt;br /&gt;
*Modifier: Allows paradrop &amp;quot;jump&amp;quot; two territories.&lt;br /&gt;
*Has a 45% Draw Chance&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2. Anti Air:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Played as a counter to &amp;quot;Paradrop&amp;quot;&lt;br /&gt;
*Card changes victory conditions. Attackers have to win 2/2 rounds instead of 2/3. If defenders win one round, they have defended the territory.&lt;br /&gt;
*Modifier: Completely destroys paradrop in all instances. Including a Modifier Paradrop.&lt;br /&gt;
*Has a 35% Draw Chance&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;3. Modifier Card:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Played at the same time as other cards&lt;br /&gt;
*Provides a bonus to Paradrop and Anti Air Cards&lt;br /&gt;
*Does not combine with itself.&lt;br /&gt;
*Has a  20% Draw Chance&lt;br /&gt;
&lt;br /&gt;
=Theaters=&lt;br /&gt;
A &amp;#039;&amp;#039;&amp;#039;theater&amp;#039;&amp;#039;&amp;#039; is a group of five connected and geographically grouped territories.&lt;br /&gt;
&lt;br /&gt;
==Theater Bonuses==&lt;br /&gt;
* Capturing all territories in a theater grants a bonus to the controlling army, measured in world control points.&lt;br /&gt;
* Theaters will be scored using a stacking bonus. Consult the following table to see your WCP bonus:&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Theaters Owned:&amp;#039;&amp;#039;&amp;#039;|| 1	||2	 ||3	 ||4	 ||5	 ||6	 ||7	 ||8	 ||9&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Bonus:&amp;#039;&amp;#039;&amp;#039;|| 6	||15	 ||26	 ||37	 ||49	 ||61	 ||73	 ||85	 ||97&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Theaters:&lt;br /&gt;
** Canada&lt;br /&gt;
** North America&lt;br /&gt;
** South America&lt;br /&gt;
** Western Europe&lt;br /&gt;
** Eastern Europe&lt;br /&gt;
** Middle East&lt;br /&gt;
** Africa&lt;br /&gt;
** South Asia&lt;br /&gt;
** North Asia&lt;br /&gt;
** Australia&lt;br /&gt;
&lt;br /&gt;
*Theater bonuses do not go into effect until the attacker&amp;#039;s next attack turn after capturing all zones in the theater.&lt;br /&gt;
*Theater bonuses are terminated immediately after the opposing empire captures a territory located within the theater.&lt;br /&gt;
*The islands are not counted as a theatre&lt;br /&gt;
&lt;br /&gt;
=Victory Conditions and World Control Points=&lt;br /&gt;
* Each Territory and Island held is worth &amp;#039;&amp;#039;&amp;#039;3 WCP&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Each Theater held is worth as per the above table.&lt;br /&gt;
&lt;br /&gt;
An army can achieve victory in three ways: &lt;br /&gt;
# By gaining control of at least 70% of the World Control Points and remaining at or above 70% WCP through the opposing army&amp;#039;s next attack turn. &lt;br /&gt;
# By forcing the opposing army to surrender.&lt;br /&gt;
&lt;br /&gt;
*An army may surrender by announcing its decision to the Tournament Admins at any time. &lt;br /&gt;
&lt;br /&gt;
*Any army with consistently low attendance over the span of a minimum of three weeks will risk automatic forfeit of the campaign. Execution of this forfeit will be determined on a case-by-case basis by the Tournament Admins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--------------------&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;Campaign system and rules are subject to change during campaign. Changes, if necessary, will be announced in the forums, and come in effect instantly. This page is the final authority on campaign system and rules information.&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>Gwynzer</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_2_System&amp;diff=1057</id>
		<title>BF4 Campaign 2 System</title>
		<link rel="alternate" type="text/html" href="http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_2_System&amp;diff=1057"/>
				<updated>2014-04-15T21:07:44Z</updated>
		
		<summary type="html">&lt;p&gt;Gwynzer: /* Risk Card Draw Phase */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Introduction=&lt;br /&gt;
==Preamble==&lt;br /&gt;
Battlefield 4 is a tactical first-person shooter set in the modern era, and is developed and distributed by EA Games. &lt;br /&gt;
&lt;br /&gt;
At Global Conflict the multi-player aspects of the game are utilized to simulate a conflict between two organized armies. Members join a side and agree to abide by the rules of that army and to participate in the campaign as outlined in the Campaign System that follows. The Campaign is played out using original (vanilla) BF3, Back to Karkand, Armored Kill, Aftermath and End Game maps.&lt;br /&gt;
&lt;br /&gt;
Each army is headed by a High Command (HC) that will be comprised of well known and respected members, selected prior to the start each new campaign. The HC is responsible for the smooth running of their army. The HC will accomplish this through the delegation of authority in a manner of their choosing. This authority will not extend to breaching the Rules of Global Conflict and in any case will not supercede the authority of the Tournament Admins or of the Executive. &lt;br /&gt;
&lt;br /&gt;
The guiding principle of the campaign shall be an attitude and display of gentlemanly and sportsmanlike conduct. If any rule in its interpretation or implementation should breach these generally accepted principles then this rule must be adapted to comply. If any rule is unclear in its interpretation then it must be applied with this guiding principle determining its intent and outcome.&lt;br /&gt;
&lt;br /&gt;
The rules behind this campaign are based in part from borrowed elements of the board game ‘Risk’ and other rules developed by our community. The goal of the Campaign is to gain control of 70% of the territories and capitals available on the Campaign Map or to force the other side into surrender. The Campaign Map will be illustrated and hosted on the home page of Global-Conflict.org. As the campaign progresses the campaign map will be updated to reflect the ebb and flow of each army&amp;#039;s territories.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Definitions== &lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;BFI&amp;#039;&amp;#039;&amp;#039; - Battle for Initiative, first Campaign Match after the draft to decide which army gets the first attack.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Army:&amp;#039;&amp;#039;&amp;#039; One of two factions competing for world domination on the campaign map. &lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Map&amp;#039;&amp;#039;&amp;#039;: a Battlefield 4 map in a specific game mode and size, e.g. &amp;quot;Caspian Border 32 Vehicles&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Territory:&amp;#039;&amp;#039;&amp;#039; A tile on the campaign map, corresponding to one Battlefield 3 map.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Net Worth, WCP:&amp;#039;&amp;#039;&amp;#039; Net worth represents the total financial and military power of An army. Net Worth is measured in &amp;#039;&amp;#039;&amp;#039;W&amp;#039;&amp;#039;&amp;#039;orld &amp;#039;&amp;#039;&amp;#039;C&amp;#039;&amp;#039;&amp;#039;ontrol &amp;#039;&amp;#039;&amp;#039;P&amp;#039;&amp;#039;&amp;#039;oints. Each territory is worth 3 WCP. Each capital city is worth 2 WCP.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;General, HC:&amp;#039;&amp;#039;&amp;#039; Leaders of each army are traditionally referred to as &amp;#039;&amp;#039;&amp;#039;generals&amp;#039;&amp;#039;&amp;#039;. The highest-ranked officers in each army are referred to as the &amp;#039;&amp;#039;&amp;#039;high command (HC)&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;TA:&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;&amp;#039;T&amp;#039;&amp;#039;&amp;#039;ournament &amp;#039;&amp;#039;&amp;#039;A&amp;#039;&amp;#039;&amp;#039;dministrators are a group of dedicated GC veterans who run the day-to-day functioning of the campaign. They are the &amp;quot;referees&amp;quot; who police the fairplay rules and administer all aspects of the tournament.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Executive Senate&amp;#039;&amp;#039;&amp;#039;: The Executive Senate (sometimes called &amp;quot;execs&amp;quot; or &amp;quot;senators&amp;quot;) is Global Conflict&amp;#039;s highest governing body, made up of veterans who have been active in the community for years. Whereas the TA&amp;#039;s run the tournament itself, the Executive Senate is responsible for the overall health of the community. Its members select the TA&amp;#039;s and generals, and have the final say in all disputes.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;SBT:&amp;#039;&amp;#039;&amp;#039; Standard Battle Time is the time at which the main Saturday battle day will begin. This is currently 17:00 UTC but will be adjusted this campaign for the end of day lights saving.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Campaign Initialization==&lt;br /&gt;
Before a campaign begins, the Executive Senate will select volunteers from the community to serve as Generals and Tournament Administrators. From here, the TA&amp;#039;s and HC&amp;#039;s will set a timeline for the following steps&lt;br /&gt;
&lt;br /&gt;
# Selecting territories&lt;br /&gt;
# Selecting maps&lt;br /&gt;
# Drafting officers&lt;br /&gt;
# Drafting players&lt;br /&gt;
# Initial campaign map placements&lt;br /&gt;
&lt;br /&gt;
===Territory Selection Process===&lt;br /&gt;
To set the initial owners of territories on the campaign map, the TA&amp;#039;s will meet with both HC&amp;#039;s for the &amp;#039;&amp;#039;&amp;#039;territory draft&amp;#039;&amp;#039;&amp;#039;. &lt;br /&gt;
&lt;br /&gt;
A coin toss will determine first pick, and each HC will alternate picking one territory at a time until all available territories are claimed.&lt;br /&gt;
&lt;br /&gt;
===Map Selection Process===&lt;br /&gt;
It is up to each HC to choose a BF4 map corresponding to each territory on the campaign map.&lt;br /&gt;
&lt;br /&gt;
The TA&amp;#039;s will create an official maplist for the campaign. This list must specify a game mode/size for each map, and a map may be duplicated.&lt;br /&gt;
&lt;br /&gt;
Once the list is created, and after the territory draft, a &amp;#039;&amp;#039;&amp;#039;map draft&amp;#039;&amp;#039;&amp;#039; will be held. First pick will go to the loser of the coin toss from the territory draft, and armies will alternate selecting maps from the list.&lt;br /&gt;
&lt;br /&gt;
===Campaign Map Placements===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Map Placement====&lt;br /&gt;
&lt;br /&gt;
*After the territories and maps have been selected, the HC’s will place their maps on their territories as they see fit.&lt;br /&gt;
&lt;br /&gt;
Once map assignments are submitted to the tournament admins, &amp;#039;&amp;#039;&amp;#039;they can never be changed.&amp;#039;&amp;#039;&amp;#039; However, the TA&amp;#039;s may allow exceptions at their discretion, for example if new patches fundamentally change the balance of a map.&lt;br /&gt;
&lt;br /&gt;
With each map assignment, the HC must also announce &amp;#039;&amp;#039;&amp;#039;which in-game side it will defend from.&amp;#039;&amp;#039;&amp;#039; The defending side may be changed at any time, but there is a five day &amp;quot;relocation time.&amp;quot; &amp;#039;&amp;#039;&amp;#039;Side changes must be announced by Monday SBT in the Risk Forum before the battleday it will take effect.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
If the territory is attacked within that time, the defender will play from the original defending side.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Territory Battle Days=&lt;br /&gt;
==General Rules==&lt;br /&gt;
&lt;br /&gt;
===Timing===&lt;br /&gt;
*Territory battles begin every &amp;#039;&amp;#039;&amp;#039;Saturday at SBT&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
** TA&amp;#039;s and HC&amp;#039;s can agree to skip a Saturday for holidays or other reasons&lt;br /&gt;
** If an attack starts late because the attacker was not ready, this time is not refunded at the end&lt;br /&gt;
*** However, if the attack starts late for some other reason (e.g. server issues), the time is refunded at the end&lt;br /&gt;
** If the server crashes during a round, the TA&amp;#039;s will decide whether to&lt;br /&gt;
**# If many tickets remain or it&amp;#039;s very close, cancel the round and add time on at the end&lt;br /&gt;
**# Otherwise, declare the army that was ahead in tickets the winner of the round&lt;br /&gt;
**After &amp;#039;&amp;#039;&amp;#039;SBT+5:45&amp;#039;&amp;#039;&amp;#039;, no new round can begin, unless time is added on by the TAs due to earlier delays. Any round in progress can continue and still counts.&lt;br /&gt;
***If the attacks on a territory have not finished (eg only 1 round played before time ends), the attacking army will have the option to CONTINUE their attack on their next attack day, or to attack a totally new territory.&lt;br /&gt;
**The attacker must take a &amp;#039;&amp;#039;&amp;#039;30 minute break&amp;#039;&amp;#039;&amp;#039; between SBT+2.5 and SBT+3.5, but can decide where it falls in that time (but they&amp;#039;re encouraged to aim for SBT+2.75). After the break, we swap servers.&lt;br /&gt;
&lt;br /&gt;
*Each battleday has one &amp;#039;&amp;#039;&amp;#039;attacker&amp;#039;&amp;#039;&amp;#039;, who chooses which territories to assault, and one &amp;#039;&amp;#039;&amp;#039;defender&amp;#039;&amp;#039;&amp;#039;, who must protect territories for the whole battleday.&lt;br /&gt;
** The army with the &amp;#039;&amp;#039;&amp;#039;attack initiative&amp;#039;&amp;#039;&amp;#039; tries to attack as many territories as it can&lt;br /&gt;
** The defender tries to stall the attacks, limiting the damage.&lt;br /&gt;
** This means attackers &amp;#039;&amp;#039;&amp;#039;set the tempo.&amp;#039;&amp;#039;&amp;#039; They announce when a round should be live and can take as long or as little as they need to prepare.&lt;br /&gt;
** Defenders always get 30 minutes before the first map, and &amp;#039;&amp;#039;&amp;#039;5&amp;#039;&amp;#039;&amp;#039; minutes before each subsequent map, to prepare. After that, the attacker can request live at any time. Defenders may request extra time, but it will be granted only at TA discretion, and it will be added to the end of the battle-day.&lt;br /&gt;
*Should the battle day end prematurely due to a lack of numbers on the defensive side, then this side will be required to forfeit one round for every twenty (20) minutes lost before the scheduled end of the battle day. &lt;br /&gt;
**This forfeit will be rounded upwards. &lt;br /&gt;
&lt;br /&gt;
*The army with the attack initiative must announce their first attack by &amp;#039;&amp;#039;&amp;#039;Friday SBT&amp;#039;&amp;#039;&amp;#039; before the battleday.&lt;br /&gt;
** Defenders are never told the attack until SBT-30 min.&lt;br /&gt;
** If the attackers announce after SBT-30 min, defenders are entitled to 30min of setup time.&lt;br /&gt;
&lt;br /&gt;
*Every round will start with &amp;#039;&amp;#039;&amp;#039;a 120-second countdown.&amp;#039;&amp;#039;&amp;#039; To be counted as live, it must start with a TA announcing &amp;quot;LIVE LIVE LIVE&amp;quot; over all chat, and also over teamspeak.&lt;br /&gt;
** An attacker cannot cancel a live round partly through, but the TA&amp;#039;s can rule a &amp;quot;false start&amp;quot; if needed&lt;br /&gt;
&lt;br /&gt;
===Risk Rules===&lt;br /&gt;
*For each attack, attackers must announce the territory they are attacking from, and the territory being attacked.&lt;br /&gt;
**An army &amp;#039;&amp;#039;&amp;#039;cannot re-attack a territory&amp;#039;&amp;#039;&amp;#039; until their second attack turn following their initial attack on that territory. (ie, it is &amp;quot;blocked&amp;quot; for a week)&lt;br /&gt;
*Territory battles will be conducted as follows: &lt;br /&gt;
*#The armies will play the same side for all rounds on a map, &amp;#039;&amp;#039;&amp;#039;they will not alternate sides.&amp;#039;&amp;#039;&amp;#039; The defender&amp;#039;s side will be chosen in the initial map placements.&lt;br /&gt;
*#The number of winning rounds required for a successful outcome is best two out of three.&lt;br /&gt;
*#Maps will be played at 75% ticket count, but ticket counts may be modified based on agreements between TAs and HCs in the interests of fair and fun play.&lt;br /&gt;
*#* The bleed rate will be adjusted to 50%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Risk Cards=&lt;br /&gt;
&lt;br /&gt;
==Risk Card Draw Phase==&lt;br /&gt;
&lt;br /&gt;
TBC&lt;br /&gt;
&lt;br /&gt;
* Risk cards are drawn once a week by both armies&lt;br /&gt;
* Each army may only hold up to 2 cards in their hand at any time.&lt;br /&gt;
* If they have 2 cards going into the Risk Card Draw Phase, they may choose to discard as many as they wish.&lt;br /&gt;
** If they elect not to discard, they will skip the Risk Card Draw Phase.&lt;br /&gt;
* A maximum of 1 cards can be drawn during the Risk Card Draw Phase.&lt;br /&gt;
* Cards will be drawn by Tuesday SBT and announced in your High Command Army Dashboard thread.&lt;br /&gt;
&lt;br /&gt;
==Playing a Risk Card==&lt;br /&gt;
# Select the card to be played and notify the TAs.&lt;br /&gt;
# If a card is played on the battleday, up to five minutes of TA processing time may pass before it takes effect.&lt;br /&gt;
# If a card is played outside the battleday, please note the use of the card during your normal posting the appropriate phase, or, if the card does not apply to a phase, follow the instructions on the card and make a new post in the Risk Forum.&lt;br /&gt;
* Examples: &lt;br /&gt;
** Paradrop has to be announced with your attack when you attack&lt;br /&gt;
** AA is a card that can be played as a counter to paradrop&lt;br /&gt;
** Modifier card must be played WITH your other card&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Basic Card Details==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;1. Paradrop:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Allows you to &amp;quot;jump&amp;quot; one territory on your attack.&lt;br /&gt;
*Card is played as you announce your attack. You must state source and destination territory. &lt;br /&gt;
*Can be played only ONCE per battleday.&lt;br /&gt;
*Paradrop can not be used as your first attack for the day.&lt;br /&gt;
*Modifier: Allows paradrop &amp;quot;jump&amp;quot; two territories.&lt;br /&gt;
*Has a 45% Draw Chance&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2. Anti Air:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Played as a counter to &amp;quot;Paradrop&amp;quot;&lt;br /&gt;
*Card changes victory conditions. Attackers have to win 2/2 rounds instead of 2/3. If defenders win one round, they have defended the territory.&lt;br /&gt;
*Modifier: Completely destroys paradrop in all instances. Including a Modifier Paradrop.&lt;br /&gt;
*Has a 35% Draw Chance&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;3. Modifier Card:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Played at the same time as other cards&lt;br /&gt;
*Provides a bonus to Paradrop and Anti Air Cards&lt;br /&gt;
*Does not combine with itself.&lt;br /&gt;
*Has a  20% Draw Chance&lt;br /&gt;
&lt;br /&gt;
=Theaters=&lt;br /&gt;
A &amp;#039;&amp;#039;&amp;#039;theater&amp;#039;&amp;#039;&amp;#039; is a group of five connected and geographically grouped territories.&lt;br /&gt;
&lt;br /&gt;
==Theater Bonuses==&lt;br /&gt;
* Capturing all territories in a theater grants a bonus to the controlling army, measured in world control points.&lt;br /&gt;
* Theaters will be scored using a stacking bonus. Consult the following table to see your WCP bonus:&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Theaters Owned:&amp;#039;&amp;#039;&amp;#039;|| 1	||2	 ||3	 ||4	 ||5	 ||6	 ||7	 ||8	 ||9&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Bonus:&amp;#039;&amp;#039;&amp;#039;|| 6	||15	 ||26	 ||37	 ||49	 ||61	 ||73	 ||85	 ||97&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Theaters:&lt;br /&gt;
** Canada&lt;br /&gt;
** North America&lt;br /&gt;
** South America&lt;br /&gt;
** Western Europe&lt;br /&gt;
** Eastern Europe&lt;br /&gt;
** Middle East&lt;br /&gt;
** Africa&lt;br /&gt;
** South Asia&lt;br /&gt;
** North Asia&lt;br /&gt;
** Australia&lt;br /&gt;
&lt;br /&gt;
*Theater bonuses do not go into effect until the attacker&amp;#039;s next attack turn after capturing all zones in the theater.&lt;br /&gt;
*Theater bonuses are terminated immediately after the opposing empire captures a territory located within the theater.&lt;br /&gt;
*The islands are not counted as a theatre&lt;br /&gt;
&lt;br /&gt;
=Victory Conditions and World Control Points=&lt;br /&gt;
* Each Territory and Island held is worth &amp;#039;&amp;#039;&amp;#039;3 WCP&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Each Theater held is worth as per the above table.&lt;br /&gt;
&lt;br /&gt;
An army can achieve victory in three ways: &lt;br /&gt;
# By gaining control of at least 70% of the World Control Points and remaining at or above 70% WCP through the opposing army&amp;#039;s next attack turn. &lt;br /&gt;
# By forcing the opposing army to surrender.&lt;br /&gt;
&lt;br /&gt;
*An army may surrender by announcing its decision to the Tournament Admins at any time. &lt;br /&gt;
&lt;br /&gt;
*Any army with consistently low attendance over the span of a minimum of three weeks will risk automatic forfeit of the campaign. Execution of this forfeit will be determined on a case-by-case basis by the Tournament Admins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--------------------&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;Campaign system and rules are subject to change during campaign. Changes, if necessary, will be announced in the forums, and come in effect instantly. This page is the final authority on campaign system and rules information.&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>Gwynzer</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_2_System&amp;diff=1056</id>
		<title>BF4 Campaign 2 System</title>
		<link rel="alternate" type="text/html" href="http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_2_System&amp;diff=1056"/>
				<updated>2014-04-15T21:07:21Z</updated>
		
		<summary type="html">&lt;p&gt;Gwynzer: /* Basic Card Details */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Introduction=&lt;br /&gt;
==Preamble==&lt;br /&gt;
Battlefield 4 is a tactical first-person shooter set in the modern era, and is developed and distributed by EA Games. &lt;br /&gt;
&lt;br /&gt;
At Global Conflict the multi-player aspects of the game are utilized to simulate a conflict between two organized armies. Members join a side and agree to abide by the rules of that army and to participate in the campaign as outlined in the Campaign System that follows. The Campaign is played out using original (vanilla) BF3, Back to Karkand, Armored Kill, Aftermath and End Game maps.&lt;br /&gt;
&lt;br /&gt;
Each army is headed by a High Command (HC) that will be comprised of well known and respected members, selected prior to the start each new campaign. The HC is responsible for the smooth running of their army. The HC will accomplish this through the delegation of authority in a manner of their choosing. This authority will not extend to breaching the Rules of Global Conflict and in any case will not supercede the authority of the Tournament Admins or of the Executive. &lt;br /&gt;
&lt;br /&gt;
The guiding principle of the campaign shall be an attitude and display of gentlemanly and sportsmanlike conduct. If any rule in its interpretation or implementation should breach these generally accepted principles then this rule must be adapted to comply. If any rule is unclear in its interpretation then it must be applied with this guiding principle determining its intent and outcome.&lt;br /&gt;
&lt;br /&gt;
The rules behind this campaign are based in part from borrowed elements of the board game ‘Risk’ and other rules developed by our community. The goal of the Campaign is to gain control of 70% of the territories and capitals available on the Campaign Map or to force the other side into surrender. The Campaign Map will be illustrated and hosted on the home page of Global-Conflict.org. As the campaign progresses the campaign map will be updated to reflect the ebb and flow of each army&amp;#039;s territories.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Definitions== &lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;BFI&amp;#039;&amp;#039;&amp;#039; - Battle for Initiative, first Campaign Match after the draft to decide which army gets the first attack.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Army:&amp;#039;&amp;#039;&amp;#039; One of two factions competing for world domination on the campaign map. &lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Map&amp;#039;&amp;#039;&amp;#039;: a Battlefield 4 map in a specific game mode and size, e.g. &amp;quot;Caspian Border 32 Vehicles&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Territory:&amp;#039;&amp;#039;&amp;#039; A tile on the campaign map, corresponding to one Battlefield 3 map.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Net Worth, WCP:&amp;#039;&amp;#039;&amp;#039; Net worth represents the total financial and military power of An army. Net Worth is measured in &amp;#039;&amp;#039;&amp;#039;W&amp;#039;&amp;#039;&amp;#039;orld &amp;#039;&amp;#039;&amp;#039;C&amp;#039;&amp;#039;&amp;#039;ontrol &amp;#039;&amp;#039;&amp;#039;P&amp;#039;&amp;#039;&amp;#039;oints. Each territory is worth 3 WCP. Each capital city is worth 2 WCP.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;General, HC:&amp;#039;&amp;#039;&amp;#039; Leaders of each army are traditionally referred to as &amp;#039;&amp;#039;&amp;#039;generals&amp;#039;&amp;#039;&amp;#039;. The highest-ranked officers in each army are referred to as the &amp;#039;&amp;#039;&amp;#039;high command (HC)&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;TA:&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;&amp;#039;T&amp;#039;&amp;#039;&amp;#039;ournament &amp;#039;&amp;#039;&amp;#039;A&amp;#039;&amp;#039;&amp;#039;dministrators are a group of dedicated GC veterans who run the day-to-day functioning of the campaign. They are the &amp;quot;referees&amp;quot; who police the fairplay rules and administer all aspects of the tournament.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Executive Senate&amp;#039;&amp;#039;&amp;#039;: The Executive Senate (sometimes called &amp;quot;execs&amp;quot; or &amp;quot;senators&amp;quot;) is Global Conflict&amp;#039;s highest governing body, made up of veterans who have been active in the community for years. Whereas the TA&amp;#039;s run the tournament itself, the Executive Senate is responsible for the overall health of the community. Its members select the TA&amp;#039;s and generals, and have the final say in all disputes.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;SBT:&amp;#039;&amp;#039;&amp;#039; Standard Battle Time is the time at which the main Saturday battle day will begin. This is currently 17:00 UTC but will be adjusted this campaign for the end of day lights saving.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Campaign Initialization==&lt;br /&gt;
Before a campaign begins, the Executive Senate will select volunteers from the community to serve as Generals and Tournament Administrators. From here, the TA&amp;#039;s and HC&amp;#039;s will set a timeline for the following steps&lt;br /&gt;
&lt;br /&gt;
# Selecting territories&lt;br /&gt;
# Selecting maps&lt;br /&gt;
# Drafting officers&lt;br /&gt;
# Drafting players&lt;br /&gt;
# Initial campaign map placements&lt;br /&gt;
&lt;br /&gt;
===Territory Selection Process===&lt;br /&gt;
To set the initial owners of territories on the campaign map, the TA&amp;#039;s will meet with both HC&amp;#039;s for the &amp;#039;&amp;#039;&amp;#039;territory draft&amp;#039;&amp;#039;&amp;#039;. &lt;br /&gt;
&lt;br /&gt;
A coin toss will determine first pick, and each HC will alternate picking one territory at a time until all available territories are claimed.&lt;br /&gt;
&lt;br /&gt;
===Map Selection Process===&lt;br /&gt;
It is up to each HC to choose a BF4 map corresponding to each territory on the campaign map.&lt;br /&gt;
&lt;br /&gt;
The TA&amp;#039;s will create an official maplist for the campaign. This list must specify a game mode/size for each map, and a map may be duplicated.&lt;br /&gt;
&lt;br /&gt;
Once the list is created, and after the territory draft, a &amp;#039;&amp;#039;&amp;#039;map draft&amp;#039;&amp;#039;&amp;#039; will be held. First pick will go to the loser of the coin toss from the territory draft, and armies will alternate selecting maps from the list.&lt;br /&gt;
&lt;br /&gt;
===Campaign Map Placements===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Map Placement====&lt;br /&gt;
&lt;br /&gt;
*After the territories and maps have been selected, the HC’s will place their maps on their territories as they see fit.&lt;br /&gt;
&lt;br /&gt;
Once map assignments are submitted to the tournament admins, &amp;#039;&amp;#039;&amp;#039;they can never be changed.&amp;#039;&amp;#039;&amp;#039; However, the TA&amp;#039;s may allow exceptions at their discretion, for example if new patches fundamentally change the balance of a map.&lt;br /&gt;
&lt;br /&gt;
With each map assignment, the HC must also announce &amp;#039;&amp;#039;&amp;#039;which in-game side it will defend from.&amp;#039;&amp;#039;&amp;#039; The defending side may be changed at any time, but there is a five day &amp;quot;relocation time.&amp;quot; &amp;#039;&amp;#039;&amp;#039;Side changes must be announced by Monday SBT in the Risk Forum before the battleday it will take effect.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
If the territory is attacked within that time, the defender will play from the original defending side.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Territory Battle Days=&lt;br /&gt;
==General Rules==&lt;br /&gt;
&lt;br /&gt;
===Timing===&lt;br /&gt;
*Territory battles begin every &amp;#039;&amp;#039;&amp;#039;Saturday at SBT&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
** TA&amp;#039;s and HC&amp;#039;s can agree to skip a Saturday for holidays or other reasons&lt;br /&gt;
** If an attack starts late because the attacker was not ready, this time is not refunded at the end&lt;br /&gt;
*** However, if the attack starts late for some other reason (e.g. server issues), the time is refunded at the end&lt;br /&gt;
** If the server crashes during a round, the TA&amp;#039;s will decide whether to&lt;br /&gt;
**# If many tickets remain or it&amp;#039;s very close, cancel the round and add time on at the end&lt;br /&gt;
**# Otherwise, declare the army that was ahead in tickets the winner of the round&lt;br /&gt;
**After &amp;#039;&amp;#039;&amp;#039;SBT+5:45&amp;#039;&amp;#039;&amp;#039;, no new round can begin, unless time is added on by the TAs due to earlier delays. Any round in progress can continue and still counts.&lt;br /&gt;
***If the attacks on a territory have not finished (eg only 1 round played before time ends), the attacking army will have the option to CONTINUE their attack on their next attack day, or to attack a totally new territory.&lt;br /&gt;
**The attacker must take a &amp;#039;&amp;#039;&amp;#039;30 minute break&amp;#039;&amp;#039;&amp;#039; between SBT+2.5 and SBT+3.5, but can decide where it falls in that time (but they&amp;#039;re encouraged to aim for SBT+2.75). After the break, we swap servers.&lt;br /&gt;
&lt;br /&gt;
*Each battleday has one &amp;#039;&amp;#039;&amp;#039;attacker&amp;#039;&amp;#039;&amp;#039;, who chooses which territories to assault, and one &amp;#039;&amp;#039;&amp;#039;defender&amp;#039;&amp;#039;&amp;#039;, who must protect territories for the whole battleday.&lt;br /&gt;
** The army with the &amp;#039;&amp;#039;&amp;#039;attack initiative&amp;#039;&amp;#039;&amp;#039; tries to attack as many territories as it can&lt;br /&gt;
** The defender tries to stall the attacks, limiting the damage.&lt;br /&gt;
** This means attackers &amp;#039;&amp;#039;&amp;#039;set the tempo.&amp;#039;&amp;#039;&amp;#039; They announce when a round should be live and can take as long or as little as they need to prepare.&lt;br /&gt;
** Defenders always get 30 minutes before the first map, and &amp;#039;&amp;#039;&amp;#039;5&amp;#039;&amp;#039;&amp;#039; minutes before each subsequent map, to prepare. After that, the attacker can request live at any time. Defenders may request extra time, but it will be granted only at TA discretion, and it will be added to the end of the battle-day.&lt;br /&gt;
*Should the battle day end prematurely due to a lack of numbers on the defensive side, then this side will be required to forfeit one round for every twenty (20) minutes lost before the scheduled end of the battle day. &lt;br /&gt;
**This forfeit will be rounded upwards. &lt;br /&gt;
&lt;br /&gt;
*The army with the attack initiative must announce their first attack by &amp;#039;&amp;#039;&amp;#039;Friday SBT&amp;#039;&amp;#039;&amp;#039; before the battleday.&lt;br /&gt;
** Defenders are never told the attack until SBT-30 min.&lt;br /&gt;
** If the attackers announce after SBT-30 min, defenders are entitled to 30min of setup time.&lt;br /&gt;
&lt;br /&gt;
*Every round will start with &amp;#039;&amp;#039;&amp;#039;a 120-second countdown.&amp;#039;&amp;#039;&amp;#039; To be counted as live, it must start with a TA announcing &amp;quot;LIVE LIVE LIVE&amp;quot; over all chat, and also over teamspeak.&lt;br /&gt;
** An attacker cannot cancel a live round partly through, but the TA&amp;#039;s can rule a &amp;quot;false start&amp;quot; if needed&lt;br /&gt;
&lt;br /&gt;
===Risk Rules===&lt;br /&gt;
*For each attack, attackers must announce the territory they are attacking from, and the territory being attacked.&lt;br /&gt;
**An army &amp;#039;&amp;#039;&amp;#039;cannot re-attack a territory&amp;#039;&amp;#039;&amp;#039; until their second attack turn following their initial attack on that territory. (ie, it is &amp;quot;blocked&amp;quot; for a week)&lt;br /&gt;
*Territory battles will be conducted as follows: &lt;br /&gt;
*#The armies will play the same side for all rounds on a map, &amp;#039;&amp;#039;&amp;#039;they will not alternate sides.&amp;#039;&amp;#039;&amp;#039; The defender&amp;#039;s side will be chosen in the initial map placements.&lt;br /&gt;
*#The number of winning rounds required for a successful outcome is best two out of three.&lt;br /&gt;
*#Maps will be played at 75% ticket count, but ticket counts may be modified based on agreements between TAs and HCs in the interests of fair and fun play.&lt;br /&gt;
*#* The bleed rate will be adjusted to 50%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Risk Cards=&lt;br /&gt;
&lt;br /&gt;
==Risk Card Draw Phase==&lt;br /&gt;
&lt;br /&gt;
TBC&lt;br /&gt;
&lt;br /&gt;
* Risk cards are drawn once a week by both armies&lt;br /&gt;
* Each army may only hold up to x cards in their hand at any time.&lt;br /&gt;
* If they have x cards going into the Risk Card Draw Phase, they may choose to discard as many as they wish.&lt;br /&gt;
** If they elect not to discard, they will skip the Risk Card Draw Phase.&lt;br /&gt;
* A maximum of y cards can be drawn during the Risk Card Draw Phase.&lt;br /&gt;
* Cards will be drawn by Tuesday SBT and announced in your High Command Army Dashboard thread.&lt;br /&gt;
&lt;br /&gt;
==Playing a Risk Card==&lt;br /&gt;
# Select the card to be played and notify the TAs.&lt;br /&gt;
# If a card is played on the battleday, up to five minutes of TA processing time may pass before it takes effect.&lt;br /&gt;
# If a card is played outside the battleday, please note the use of the card during your normal posting the appropriate phase, or, if the card does not apply to a phase, follow the instructions on the card and make a new post in the Risk Forum.&lt;br /&gt;
* Examples: &lt;br /&gt;
** Paradrop has to be announced with your attack when you attack&lt;br /&gt;
** AA is a card that can be played as a counter to paradrop&lt;br /&gt;
** Modifier card must be played WITH your other card&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Basic Card Details==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;1. Paradrop:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Allows you to &amp;quot;jump&amp;quot; one territory on your attack.&lt;br /&gt;
*Card is played as you announce your attack. You must state source and destination territory. &lt;br /&gt;
*Can be played only ONCE per battleday.&lt;br /&gt;
*Paradrop can not be used as your first attack for the day.&lt;br /&gt;
*Modifier: Allows paradrop &amp;quot;jump&amp;quot; two territories.&lt;br /&gt;
*Has a 45% Draw Chance&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2. Anti Air:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Played as a counter to &amp;quot;Paradrop&amp;quot;&lt;br /&gt;
*Card changes victory conditions. Attackers have to win 2/2 rounds instead of 2/3. If defenders win one round, they have defended the territory.&lt;br /&gt;
*Modifier: Completely destroys paradrop in all instances. Including a Modifier Paradrop.&lt;br /&gt;
*Has a 35% Draw Chance&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;3. Modifier Card:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Played at the same time as other cards&lt;br /&gt;
*Provides a bonus to Paradrop and Anti Air Cards&lt;br /&gt;
*Does not combine with itself.&lt;br /&gt;
*Has a  20% Draw Chance&lt;br /&gt;
&lt;br /&gt;
=Theaters=&lt;br /&gt;
A &amp;#039;&amp;#039;&amp;#039;theater&amp;#039;&amp;#039;&amp;#039; is a group of five connected and geographically grouped territories.&lt;br /&gt;
&lt;br /&gt;
==Theater Bonuses==&lt;br /&gt;
* Capturing all territories in a theater grants a bonus to the controlling army, measured in world control points.&lt;br /&gt;
* Theaters will be scored using a stacking bonus. Consult the following table to see your WCP bonus:&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Theaters Owned:&amp;#039;&amp;#039;&amp;#039;|| 1	||2	 ||3	 ||4	 ||5	 ||6	 ||7	 ||8	 ||9&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Bonus:&amp;#039;&amp;#039;&amp;#039;|| 6	||15	 ||26	 ||37	 ||49	 ||61	 ||73	 ||85	 ||97&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Theaters:&lt;br /&gt;
** Canada&lt;br /&gt;
** North America&lt;br /&gt;
** South America&lt;br /&gt;
** Western Europe&lt;br /&gt;
** Eastern Europe&lt;br /&gt;
** Middle East&lt;br /&gt;
** Africa&lt;br /&gt;
** South Asia&lt;br /&gt;
** North Asia&lt;br /&gt;
** Australia&lt;br /&gt;
&lt;br /&gt;
*Theater bonuses do not go into effect until the attacker&amp;#039;s next attack turn after capturing all zones in the theater.&lt;br /&gt;
*Theater bonuses are terminated immediately after the opposing empire captures a territory located within the theater.&lt;br /&gt;
*The islands are not counted as a theatre&lt;br /&gt;
&lt;br /&gt;
=Victory Conditions and World Control Points=&lt;br /&gt;
* Each Territory and Island held is worth &amp;#039;&amp;#039;&amp;#039;3 WCP&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Each Theater held is worth as per the above table.&lt;br /&gt;
&lt;br /&gt;
An army can achieve victory in three ways: &lt;br /&gt;
# By gaining control of at least 70% of the World Control Points and remaining at or above 70% WCP through the opposing army&amp;#039;s next attack turn. &lt;br /&gt;
# By forcing the opposing army to surrender.&lt;br /&gt;
&lt;br /&gt;
*An army may surrender by announcing its decision to the Tournament Admins at any time. &lt;br /&gt;
&lt;br /&gt;
*Any army with consistently low attendance over the span of a minimum of three weeks will risk automatic forfeit of the campaign. Execution of this forfeit will be determined on a case-by-case basis by the Tournament Admins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--------------------&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;Campaign system and rules are subject to change during campaign. Changes, if necessary, will be announced in the forums, and come in effect instantly. This page is the final authority on campaign system and rules information.&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>Gwynzer</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_2_System&amp;diff=1055</id>
		<title>BF4 Campaign 2 System</title>
		<link rel="alternate" type="text/html" href="http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_2_System&amp;diff=1055"/>
				<updated>2014-04-15T21:06:48Z</updated>
		
		<summary type="html">&lt;p&gt;Gwynzer: /* Basic Card Details */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Introduction=&lt;br /&gt;
==Preamble==&lt;br /&gt;
Battlefield 4 is a tactical first-person shooter set in the modern era, and is developed and distributed by EA Games. &lt;br /&gt;
&lt;br /&gt;
At Global Conflict the multi-player aspects of the game are utilized to simulate a conflict between two organized armies. Members join a side and agree to abide by the rules of that army and to participate in the campaign as outlined in the Campaign System that follows. The Campaign is played out using original (vanilla) BF3, Back to Karkand, Armored Kill, Aftermath and End Game maps.&lt;br /&gt;
&lt;br /&gt;
Each army is headed by a High Command (HC) that will be comprised of well known and respected members, selected prior to the start each new campaign. The HC is responsible for the smooth running of their army. The HC will accomplish this through the delegation of authority in a manner of their choosing. This authority will not extend to breaching the Rules of Global Conflict and in any case will not supercede the authority of the Tournament Admins or of the Executive. &lt;br /&gt;
&lt;br /&gt;
The guiding principle of the campaign shall be an attitude and display of gentlemanly and sportsmanlike conduct. If any rule in its interpretation or implementation should breach these generally accepted principles then this rule must be adapted to comply. If any rule is unclear in its interpretation then it must be applied with this guiding principle determining its intent and outcome.&lt;br /&gt;
&lt;br /&gt;
The rules behind this campaign are based in part from borrowed elements of the board game ‘Risk’ and other rules developed by our community. The goal of the Campaign is to gain control of 70% of the territories and capitals available on the Campaign Map or to force the other side into surrender. The Campaign Map will be illustrated and hosted on the home page of Global-Conflict.org. As the campaign progresses the campaign map will be updated to reflect the ebb and flow of each army&amp;#039;s territories.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Definitions== &lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;BFI&amp;#039;&amp;#039;&amp;#039; - Battle for Initiative, first Campaign Match after the draft to decide which army gets the first attack.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Army:&amp;#039;&amp;#039;&amp;#039; One of two factions competing for world domination on the campaign map. &lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Map&amp;#039;&amp;#039;&amp;#039;: a Battlefield 4 map in a specific game mode and size, e.g. &amp;quot;Caspian Border 32 Vehicles&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Territory:&amp;#039;&amp;#039;&amp;#039; A tile on the campaign map, corresponding to one Battlefield 3 map.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Net Worth, WCP:&amp;#039;&amp;#039;&amp;#039; Net worth represents the total financial and military power of An army. Net Worth is measured in &amp;#039;&amp;#039;&amp;#039;W&amp;#039;&amp;#039;&amp;#039;orld &amp;#039;&amp;#039;&amp;#039;C&amp;#039;&amp;#039;&amp;#039;ontrol &amp;#039;&amp;#039;&amp;#039;P&amp;#039;&amp;#039;&amp;#039;oints. Each territory is worth 3 WCP. Each capital city is worth 2 WCP.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;General, HC:&amp;#039;&amp;#039;&amp;#039; Leaders of each army are traditionally referred to as &amp;#039;&amp;#039;&amp;#039;generals&amp;#039;&amp;#039;&amp;#039;. The highest-ranked officers in each army are referred to as the &amp;#039;&amp;#039;&amp;#039;high command (HC)&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;TA:&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;&amp;#039;T&amp;#039;&amp;#039;&amp;#039;ournament &amp;#039;&amp;#039;&amp;#039;A&amp;#039;&amp;#039;&amp;#039;dministrators are a group of dedicated GC veterans who run the day-to-day functioning of the campaign. They are the &amp;quot;referees&amp;quot; who police the fairplay rules and administer all aspects of the tournament.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Executive Senate&amp;#039;&amp;#039;&amp;#039;: The Executive Senate (sometimes called &amp;quot;execs&amp;quot; or &amp;quot;senators&amp;quot;) is Global Conflict&amp;#039;s highest governing body, made up of veterans who have been active in the community for years. Whereas the TA&amp;#039;s run the tournament itself, the Executive Senate is responsible for the overall health of the community. Its members select the TA&amp;#039;s and generals, and have the final say in all disputes.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;SBT:&amp;#039;&amp;#039;&amp;#039; Standard Battle Time is the time at which the main Saturday battle day will begin. This is currently 17:00 UTC but will be adjusted this campaign for the end of day lights saving.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Campaign Initialization==&lt;br /&gt;
Before a campaign begins, the Executive Senate will select volunteers from the community to serve as Generals and Tournament Administrators. From here, the TA&amp;#039;s and HC&amp;#039;s will set a timeline for the following steps&lt;br /&gt;
&lt;br /&gt;
# Selecting territories&lt;br /&gt;
# Selecting maps&lt;br /&gt;
# Drafting officers&lt;br /&gt;
# Drafting players&lt;br /&gt;
# Initial campaign map placements&lt;br /&gt;
&lt;br /&gt;
===Territory Selection Process===&lt;br /&gt;
To set the initial owners of territories on the campaign map, the TA&amp;#039;s will meet with both HC&amp;#039;s for the &amp;#039;&amp;#039;&amp;#039;territory draft&amp;#039;&amp;#039;&amp;#039;. &lt;br /&gt;
&lt;br /&gt;
A coin toss will determine first pick, and each HC will alternate picking one territory at a time until all available territories are claimed.&lt;br /&gt;
&lt;br /&gt;
===Map Selection Process===&lt;br /&gt;
It is up to each HC to choose a BF4 map corresponding to each territory on the campaign map.&lt;br /&gt;
&lt;br /&gt;
The TA&amp;#039;s will create an official maplist for the campaign. This list must specify a game mode/size for each map, and a map may be duplicated.&lt;br /&gt;
&lt;br /&gt;
Once the list is created, and after the territory draft, a &amp;#039;&amp;#039;&amp;#039;map draft&amp;#039;&amp;#039;&amp;#039; will be held. First pick will go to the loser of the coin toss from the territory draft, and armies will alternate selecting maps from the list.&lt;br /&gt;
&lt;br /&gt;
===Campaign Map Placements===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Map Placement====&lt;br /&gt;
&lt;br /&gt;
*After the territories and maps have been selected, the HC’s will place their maps on their territories as they see fit.&lt;br /&gt;
&lt;br /&gt;
Once map assignments are submitted to the tournament admins, &amp;#039;&amp;#039;&amp;#039;they can never be changed.&amp;#039;&amp;#039;&amp;#039; However, the TA&amp;#039;s may allow exceptions at their discretion, for example if new patches fundamentally change the balance of a map.&lt;br /&gt;
&lt;br /&gt;
With each map assignment, the HC must also announce &amp;#039;&amp;#039;&amp;#039;which in-game side it will defend from.&amp;#039;&amp;#039;&amp;#039; The defending side may be changed at any time, but there is a five day &amp;quot;relocation time.&amp;quot; &amp;#039;&amp;#039;&amp;#039;Side changes must be announced by Monday SBT in the Risk Forum before the battleday it will take effect.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
If the territory is attacked within that time, the defender will play from the original defending side.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Territory Battle Days=&lt;br /&gt;
==General Rules==&lt;br /&gt;
&lt;br /&gt;
===Timing===&lt;br /&gt;
*Territory battles begin every &amp;#039;&amp;#039;&amp;#039;Saturday at SBT&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
** TA&amp;#039;s and HC&amp;#039;s can agree to skip a Saturday for holidays or other reasons&lt;br /&gt;
** If an attack starts late because the attacker was not ready, this time is not refunded at the end&lt;br /&gt;
*** However, if the attack starts late for some other reason (e.g. server issues), the time is refunded at the end&lt;br /&gt;
** If the server crashes during a round, the TA&amp;#039;s will decide whether to&lt;br /&gt;
**# If many tickets remain or it&amp;#039;s very close, cancel the round and add time on at the end&lt;br /&gt;
**# Otherwise, declare the army that was ahead in tickets the winner of the round&lt;br /&gt;
**After &amp;#039;&amp;#039;&amp;#039;SBT+5:45&amp;#039;&amp;#039;&amp;#039;, no new round can begin, unless time is added on by the TAs due to earlier delays. Any round in progress can continue and still counts.&lt;br /&gt;
***If the attacks on a territory have not finished (eg only 1 round played before time ends), the attacking army will have the option to CONTINUE their attack on their next attack day, or to attack a totally new territory.&lt;br /&gt;
**The attacker must take a &amp;#039;&amp;#039;&amp;#039;30 minute break&amp;#039;&amp;#039;&amp;#039; between SBT+2.5 and SBT+3.5, but can decide where it falls in that time (but they&amp;#039;re encouraged to aim for SBT+2.75). After the break, we swap servers.&lt;br /&gt;
&lt;br /&gt;
*Each battleday has one &amp;#039;&amp;#039;&amp;#039;attacker&amp;#039;&amp;#039;&amp;#039;, who chooses which territories to assault, and one &amp;#039;&amp;#039;&amp;#039;defender&amp;#039;&amp;#039;&amp;#039;, who must protect territories for the whole battleday.&lt;br /&gt;
** The army with the &amp;#039;&amp;#039;&amp;#039;attack initiative&amp;#039;&amp;#039;&amp;#039; tries to attack as many territories as it can&lt;br /&gt;
** The defender tries to stall the attacks, limiting the damage.&lt;br /&gt;
** This means attackers &amp;#039;&amp;#039;&amp;#039;set the tempo.&amp;#039;&amp;#039;&amp;#039; They announce when a round should be live and can take as long or as little as they need to prepare.&lt;br /&gt;
** Defenders always get 30 minutes before the first map, and &amp;#039;&amp;#039;&amp;#039;5&amp;#039;&amp;#039;&amp;#039; minutes before each subsequent map, to prepare. After that, the attacker can request live at any time. Defenders may request extra time, but it will be granted only at TA discretion, and it will be added to the end of the battle-day.&lt;br /&gt;
*Should the battle day end prematurely due to a lack of numbers on the defensive side, then this side will be required to forfeit one round for every twenty (20) minutes lost before the scheduled end of the battle day. &lt;br /&gt;
**This forfeit will be rounded upwards. &lt;br /&gt;
&lt;br /&gt;
*The army with the attack initiative must announce their first attack by &amp;#039;&amp;#039;&amp;#039;Friday SBT&amp;#039;&amp;#039;&amp;#039; before the battleday.&lt;br /&gt;
** Defenders are never told the attack until SBT-30 min.&lt;br /&gt;
** If the attackers announce after SBT-30 min, defenders are entitled to 30min of setup time.&lt;br /&gt;
&lt;br /&gt;
*Every round will start with &amp;#039;&amp;#039;&amp;#039;a 120-second countdown.&amp;#039;&amp;#039;&amp;#039; To be counted as live, it must start with a TA announcing &amp;quot;LIVE LIVE LIVE&amp;quot; over all chat, and also over teamspeak.&lt;br /&gt;
** An attacker cannot cancel a live round partly through, but the TA&amp;#039;s can rule a &amp;quot;false start&amp;quot; if needed&lt;br /&gt;
&lt;br /&gt;
===Risk Rules===&lt;br /&gt;
*For each attack, attackers must announce the territory they are attacking from, and the territory being attacked.&lt;br /&gt;
**An army &amp;#039;&amp;#039;&amp;#039;cannot re-attack a territory&amp;#039;&amp;#039;&amp;#039; until their second attack turn following their initial attack on that territory. (ie, it is &amp;quot;blocked&amp;quot; for a week)&lt;br /&gt;
*Territory battles will be conducted as follows: &lt;br /&gt;
*#The armies will play the same side for all rounds on a map, &amp;#039;&amp;#039;&amp;#039;they will not alternate sides.&amp;#039;&amp;#039;&amp;#039; The defender&amp;#039;s side will be chosen in the initial map placements.&lt;br /&gt;
*#The number of winning rounds required for a successful outcome is best two out of three.&lt;br /&gt;
*#Maps will be played at 75% ticket count, but ticket counts may be modified based on agreements between TAs and HCs in the interests of fair and fun play.&lt;br /&gt;
*#* The bleed rate will be adjusted to 50%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Risk Cards=&lt;br /&gt;
&lt;br /&gt;
==Risk Card Draw Phase==&lt;br /&gt;
&lt;br /&gt;
TBC&lt;br /&gt;
&lt;br /&gt;
* Risk cards are drawn once a week by both armies&lt;br /&gt;
* Each army may only hold up to x cards in their hand at any time.&lt;br /&gt;
* If they have x cards going into the Risk Card Draw Phase, they may choose to discard as many as they wish.&lt;br /&gt;
** If they elect not to discard, they will skip the Risk Card Draw Phase.&lt;br /&gt;
* A maximum of y cards can be drawn during the Risk Card Draw Phase.&lt;br /&gt;
* Cards will be drawn by Tuesday SBT and announced in your High Command Army Dashboard thread.&lt;br /&gt;
&lt;br /&gt;
==Playing a Risk Card==&lt;br /&gt;
# Select the card to be played and notify the TAs.&lt;br /&gt;
# If a card is played on the battleday, up to five minutes of TA processing time may pass before it takes effect.&lt;br /&gt;
# If a card is played outside the battleday, please note the use of the card during your normal posting the appropriate phase, or, if the card does not apply to a phase, follow the instructions on the card and make a new post in the Risk Forum.&lt;br /&gt;
* Examples: &lt;br /&gt;
** Paradrop has to be announced with your attack when you attack&lt;br /&gt;
** AA is a card that can be played as a counter to paradrop&lt;br /&gt;
** Modifier card must be played WITH your other card&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Basic Card Details==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;1. Paradrop:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Allows you to &amp;quot;jump&amp;quot; one territory on your attack.&lt;br /&gt;
*Card is played as you announce your attack. You must state source and destination territory. &lt;br /&gt;
*Can be played only ONCE per battleday.&lt;br /&gt;
*Paradrop can not be used as your first attack for the day.&lt;br /&gt;
*Modifier: Allows paradrop &amp;quot;jump&amp;quot; two territories.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2. Anti Air:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Played as a counter to &amp;quot;Paradrop&amp;quot;&lt;br /&gt;
*Card changes victory conditions. Attackers have to win 2/2 rounds instead of 2/3. If defenders win one round, they have defended the territory.&lt;br /&gt;
*Modifier: Completely destroys paradrop in all instances. Including a Modifier Paradrop.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;3. Modifier Card:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Played at the same time as other cards&lt;br /&gt;
*Provides a bonus to Paradrop and Anti Air Cards&lt;br /&gt;
*Does not combine with itself.&lt;br /&gt;
&lt;br /&gt;
=Theaters=&lt;br /&gt;
A &amp;#039;&amp;#039;&amp;#039;theater&amp;#039;&amp;#039;&amp;#039; is a group of five connected and geographically grouped territories.&lt;br /&gt;
&lt;br /&gt;
==Theater Bonuses==&lt;br /&gt;
* Capturing all territories in a theater grants a bonus to the controlling army, measured in world control points.&lt;br /&gt;
* Theaters will be scored using a stacking bonus. Consult the following table to see your WCP bonus:&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Theaters Owned:&amp;#039;&amp;#039;&amp;#039;|| 1	||2	 ||3	 ||4	 ||5	 ||6	 ||7	 ||8	 ||9&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Bonus:&amp;#039;&amp;#039;&amp;#039;|| 6	||15	 ||26	 ||37	 ||49	 ||61	 ||73	 ||85	 ||97&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Theaters:&lt;br /&gt;
** Canada&lt;br /&gt;
** North America&lt;br /&gt;
** South America&lt;br /&gt;
** Western Europe&lt;br /&gt;
** Eastern Europe&lt;br /&gt;
** Middle East&lt;br /&gt;
** Africa&lt;br /&gt;
** South Asia&lt;br /&gt;
** North Asia&lt;br /&gt;
** Australia&lt;br /&gt;
&lt;br /&gt;
*Theater bonuses do not go into effect until the attacker&amp;#039;s next attack turn after capturing all zones in the theater.&lt;br /&gt;
*Theater bonuses are terminated immediately after the opposing empire captures a territory located within the theater.&lt;br /&gt;
*The islands are not counted as a theatre&lt;br /&gt;
&lt;br /&gt;
=Victory Conditions and World Control Points=&lt;br /&gt;
* Each Territory and Island held is worth &amp;#039;&amp;#039;&amp;#039;3 WCP&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Each Theater held is worth as per the above table.&lt;br /&gt;
&lt;br /&gt;
An army can achieve victory in three ways: &lt;br /&gt;
# By gaining control of at least 70% of the World Control Points and remaining at or above 70% WCP through the opposing army&amp;#039;s next attack turn. &lt;br /&gt;
# By forcing the opposing army to surrender.&lt;br /&gt;
&lt;br /&gt;
*An army may surrender by announcing its decision to the Tournament Admins at any time. &lt;br /&gt;
&lt;br /&gt;
*Any army with consistently low attendance over the span of a minimum of three weeks will risk automatic forfeit of the campaign. Execution of this forfeit will be determined on a case-by-case basis by the Tournament Admins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--------------------&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;Campaign system and rules are subject to change during campaign. Changes, if necessary, will be announced in the forums, and come in effect instantly. This page is the final authority on campaign system and rules information.&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>Gwynzer</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_2_System&amp;diff=1054</id>
		<title>BF4 Campaign 2 System</title>
		<link rel="alternate" type="text/html" href="http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_2_System&amp;diff=1054"/>
				<updated>2014-04-13T00:04:17Z</updated>
		
		<summary type="html">&lt;p&gt;Gwynzer: /* Timing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Introduction=&lt;br /&gt;
==Preamble==&lt;br /&gt;
Battlefield 4 is a tactical first-person shooter set in the modern era, and is developed and distributed by EA Games. &lt;br /&gt;
&lt;br /&gt;
At Global Conflict the multi-player aspects of the game are utilized to simulate a conflict between two organized armies. Members join a side and agree to abide by the rules of that army and to participate in the campaign as outlined in the Campaign System that follows. The Campaign is played out using original (vanilla) BF3, Back to Karkand, Armored Kill, Aftermath and End Game maps.&lt;br /&gt;
&lt;br /&gt;
Each army is headed by a High Command (HC) that will be comprised of well known and respected members, selected prior to the start each new campaign. The HC is responsible for the smooth running of their army. The HC will accomplish this through the delegation of authority in a manner of their choosing. This authority will not extend to breaching the Rules of Global Conflict and in any case will not supercede the authority of the Tournament Admins or of the Executive. &lt;br /&gt;
&lt;br /&gt;
The guiding principle of the campaign shall be an attitude and display of gentlemanly and sportsmanlike conduct. If any rule in its interpretation or implementation should breach these generally accepted principles then this rule must be adapted to comply. If any rule is unclear in its interpretation then it must be applied with this guiding principle determining its intent and outcome.&lt;br /&gt;
&lt;br /&gt;
The rules behind this campaign are based in part from borrowed elements of the board game ‘Risk’ and other rules developed by our community. The goal of the Campaign is to gain control of 70% of the territories and capitals available on the Campaign Map or to force the other side into surrender. The Campaign Map will be illustrated and hosted on the home page of Global-Conflict.org. As the campaign progresses the campaign map will be updated to reflect the ebb and flow of each army&amp;#039;s territories.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Definitions== &lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;BFI&amp;#039;&amp;#039;&amp;#039; - Battle for Initiative, first Campaign Match after the draft to decide which army gets the first attack.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Army:&amp;#039;&amp;#039;&amp;#039; One of two factions competing for world domination on the campaign map. &lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Map&amp;#039;&amp;#039;&amp;#039;: a Battlefield 4 map in a specific game mode and size, e.g. &amp;quot;Caspian Border 32 Vehicles&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Territory:&amp;#039;&amp;#039;&amp;#039; A tile on the campaign map, corresponding to one Battlefield 3 map.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Net Worth, WCP:&amp;#039;&amp;#039;&amp;#039; Net worth represents the total financial and military power of An army. Net Worth is measured in &amp;#039;&amp;#039;&amp;#039;W&amp;#039;&amp;#039;&amp;#039;orld &amp;#039;&amp;#039;&amp;#039;C&amp;#039;&amp;#039;&amp;#039;ontrol &amp;#039;&amp;#039;&amp;#039;P&amp;#039;&amp;#039;&amp;#039;oints. Each territory is worth 3 WCP. Each capital city is worth 2 WCP.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;General, HC:&amp;#039;&amp;#039;&amp;#039; Leaders of each army are traditionally referred to as &amp;#039;&amp;#039;&amp;#039;generals&amp;#039;&amp;#039;&amp;#039;. The highest-ranked officers in each army are referred to as the &amp;#039;&amp;#039;&amp;#039;high command (HC)&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;TA:&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;&amp;#039;T&amp;#039;&amp;#039;&amp;#039;ournament &amp;#039;&amp;#039;&amp;#039;A&amp;#039;&amp;#039;&amp;#039;dministrators are a group of dedicated GC veterans who run the day-to-day functioning of the campaign. They are the &amp;quot;referees&amp;quot; who police the fairplay rules and administer all aspects of the tournament.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Executive Senate&amp;#039;&amp;#039;&amp;#039;: The Executive Senate (sometimes called &amp;quot;execs&amp;quot; or &amp;quot;senators&amp;quot;) is Global Conflict&amp;#039;s highest governing body, made up of veterans who have been active in the community for years. Whereas the TA&amp;#039;s run the tournament itself, the Executive Senate is responsible for the overall health of the community. Its members select the TA&amp;#039;s and generals, and have the final say in all disputes.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;SBT:&amp;#039;&amp;#039;&amp;#039; Standard Battle Time is the time at which the main Saturday battle day will begin. This is currently 17:00 UTC but will be adjusted this campaign for the end of day lights saving.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Campaign Initialization==&lt;br /&gt;
Before a campaign begins, the Executive Senate will select volunteers from the community to serve as Generals and Tournament Administrators. From here, the TA&amp;#039;s and HC&amp;#039;s will set a timeline for the following steps&lt;br /&gt;
&lt;br /&gt;
# Selecting territories&lt;br /&gt;
# Selecting maps&lt;br /&gt;
# Drafting officers&lt;br /&gt;
# Drafting players&lt;br /&gt;
# Initial campaign map placements&lt;br /&gt;
&lt;br /&gt;
===Territory Selection Process===&lt;br /&gt;
To set the initial owners of territories on the campaign map, the TA&amp;#039;s will meet with both HC&amp;#039;s for the &amp;#039;&amp;#039;&amp;#039;territory draft&amp;#039;&amp;#039;&amp;#039;. &lt;br /&gt;
&lt;br /&gt;
A coin toss will determine first pick, and each HC will alternate picking one territory at a time until all available territories are claimed.&lt;br /&gt;
&lt;br /&gt;
===Map Selection Process===&lt;br /&gt;
It is up to each HC to choose a BF4 map corresponding to each territory on the campaign map.&lt;br /&gt;
&lt;br /&gt;
The TA&amp;#039;s will create an official maplist for the campaign. This list must specify a game mode/size for each map, and a map may be duplicated.&lt;br /&gt;
&lt;br /&gt;
Once the list is created, and after the territory draft, a &amp;#039;&amp;#039;&amp;#039;map draft&amp;#039;&amp;#039;&amp;#039; will be held. First pick will go to the loser of the coin toss from the territory draft, and armies will alternate selecting maps from the list.&lt;br /&gt;
&lt;br /&gt;
===Campaign Map Placements===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Map Placement====&lt;br /&gt;
&lt;br /&gt;
*After the territories and maps have been selected, the HC’s will place their maps on their territories as they see fit.&lt;br /&gt;
&lt;br /&gt;
Once map assignments are submitted to the tournament admins, &amp;#039;&amp;#039;&amp;#039;they can never be changed.&amp;#039;&amp;#039;&amp;#039; However, the TA&amp;#039;s may allow exceptions at their discretion, for example if new patches fundamentally change the balance of a map.&lt;br /&gt;
&lt;br /&gt;
With each map assignment, the HC must also announce &amp;#039;&amp;#039;&amp;#039;which in-game side it will defend from.&amp;#039;&amp;#039;&amp;#039; The defending side may be changed at any time, but there is a five day &amp;quot;relocation time.&amp;quot; &amp;#039;&amp;#039;&amp;#039;Side changes must be announced by Monday SBT in the Risk Forum before the battleday it will take effect.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
If the territory is attacked within that time, the defender will play from the original defending side.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Territory Battle Days=&lt;br /&gt;
==General Rules==&lt;br /&gt;
&lt;br /&gt;
===Timing===&lt;br /&gt;
*Territory battles begin every &amp;#039;&amp;#039;&amp;#039;Saturday at SBT&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
** TA&amp;#039;s and HC&amp;#039;s can agree to skip a Saturday for holidays or other reasons&lt;br /&gt;
** If an attack starts late because the attacker was not ready, this time is not refunded at the end&lt;br /&gt;
*** However, if the attack starts late for some other reason (e.g. server issues), the time is refunded at the end&lt;br /&gt;
** If the server crashes during a round, the TA&amp;#039;s will decide whether to&lt;br /&gt;
**# If many tickets remain or it&amp;#039;s very close, cancel the round and add time on at the end&lt;br /&gt;
**# Otherwise, declare the army that was ahead in tickets the winner of the round&lt;br /&gt;
**After &amp;#039;&amp;#039;&amp;#039;SBT+5:45&amp;#039;&amp;#039;&amp;#039;, no new round can begin, unless time is added on by the TAs due to earlier delays. Any round in progress can continue and still counts.&lt;br /&gt;
***If the attacks on a territory have not finished (eg only 1 round played before time ends), the attacking army will have the option to CONTINUE their attack on their next attack day, or to attack a totally new territory.&lt;br /&gt;
**The attacker must take a &amp;#039;&amp;#039;&amp;#039;30 minute break&amp;#039;&amp;#039;&amp;#039; between SBT+2.5 and SBT+3.5, but can decide where it falls in that time (but they&amp;#039;re encouraged to aim for SBT+2.75). After the break, we swap servers.&lt;br /&gt;
&lt;br /&gt;
*Each battleday has one &amp;#039;&amp;#039;&amp;#039;attacker&amp;#039;&amp;#039;&amp;#039;, who chooses which territories to assault, and one &amp;#039;&amp;#039;&amp;#039;defender&amp;#039;&amp;#039;&amp;#039;, who must protect territories for the whole battleday.&lt;br /&gt;
** The army with the &amp;#039;&amp;#039;&amp;#039;attack initiative&amp;#039;&amp;#039;&amp;#039; tries to attack as many territories as it can&lt;br /&gt;
** The defender tries to stall the attacks, limiting the damage.&lt;br /&gt;
** This means attackers &amp;#039;&amp;#039;&amp;#039;set the tempo.&amp;#039;&amp;#039;&amp;#039; They announce when a round should be live and can take as long or as little as they need to prepare.&lt;br /&gt;
** Defenders always get 30 minutes before the first map, and &amp;#039;&amp;#039;&amp;#039;5&amp;#039;&amp;#039;&amp;#039; minutes before each subsequent map, to prepare. After that, the attacker can request live at any time. Defenders may request extra time, but it will be granted only at TA discretion, and it will be added to the end of the battle-day.&lt;br /&gt;
*Should the battle day end prematurely due to a lack of numbers on the defensive side, then this side will be required to forfeit one round for every twenty (20) minutes lost before the scheduled end of the battle day. &lt;br /&gt;
**This forfeit will be rounded upwards. &lt;br /&gt;
&lt;br /&gt;
*The army with the attack initiative must announce their first attack by &amp;#039;&amp;#039;&amp;#039;Friday SBT&amp;#039;&amp;#039;&amp;#039; before the battleday.&lt;br /&gt;
** Defenders are never told the attack until SBT-30 min.&lt;br /&gt;
** If the attackers announce after SBT-30 min, defenders are entitled to 30min of setup time.&lt;br /&gt;
&lt;br /&gt;
*Every round will start with &amp;#039;&amp;#039;&amp;#039;a 120-second countdown.&amp;#039;&amp;#039;&amp;#039; To be counted as live, it must start with a TA announcing &amp;quot;LIVE LIVE LIVE&amp;quot; over all chat, and also over teamspeak.&lt;br /&gt;
** An attacker cannot cancel a live round partly through, but the TA&amp;#039;s can rule a &amp;quot;false start&amp;quot; if needed&lt;br /&gt;
&lt;br /&gt;
===Risk Rules===&lt;br /&gt;
*For each attack, attackers must announce the territory they are attacking from, and the territory being attacked.&lt;br /&gt;
**An army &amp;#039;&amp;#039;&amp;#039;cannot re-attack a territory&amp;#039;&amp;#039;&amp;#039; until their second attack turn following their initial attack on that territory. (ie, it is &amp;quot;blocked&amp;quot; for a week)&lt;br /&gt;
*Territory battles will be conducted as follows: &lt;br /&gt;
*#The armies will play the same side for all rounds on a map, &amp;#039;&amp;#039;&amp;#039;they will not alternate sides.&amp;#039;&amp;#039;&amp;#039; The defender&amp;#039;s side will be chosen in the initial map placements.&lt;br /&gt;
*#The number of winning rounds required for a successful outcome is best two out of three.&lt;br /&gt;
*#Maps will be played at 75% ticket count, but ticket counts may be modified based on agreements between TAs and HCs in the interests of fair and fun play.&lt;br /&gt;
*#* The bleed rate will be adjusted to 50%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Risk Cards=&lt;br /&gt;
&lt;br /&gt;
==Risk Card Draw Phase==&lt;br /&gt;
&lt;br /&gt;
TBC&lt;br /&gt;
&lt;br /&gt;
* Risk cards are drawn once a week by both armies&lt;br /&gt;
* Each army may only hold up to x cards in their hand at any time.&lt;br /&gt;
* If they have x cards going into the Risk Card Draw Phase, they may choose to discard as many as they wish.&lt;br /&gt;
** If they elect not to discard, they will skip the Risk Card Draw Phase.&lt;br /&gt;
* A maximum of y cards can be drawn during the Risk Card Draw Phase.&lt;br /&gt;
* Cards will be drawn by Tuesday SBT and announced in your High Command Army Dashboard thread.&lt;br /&gt;
&lt;br /&gt;
==Playing a Risk Card==&lt;br /&gt;
# Select the card to be played and notify the TAs.&lt;br /&gt;
# If a card is played on the battleday, up to five minutes of TA processing time may pass before it takes effect.&lt;br /&gt;
# If a card is played outside the battleday, please note the use of the card during your normal posting the appropriate phase, or, if the card does not apply to a phase, follow the instructions on the card and make a new post in the Risk Forum.&lt;br /&gt;
* Examples: &lt;br /&gt;
** Paradrop has to be announced with your attack when you attack&lt;br /&gt;
** AA is a card that can be played as a counter to paradrop&lt;br /&gt;
** Modifier card must be played WITH your other card&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Basic Card Details==&lt;br /&gt;
STILL TBD&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;1. Paradrop:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Allows you to &amp;quot;jump&amp;quot; one territory on your attack.&lt;br /&gt;
*Card is played as you announce your attack. You must state source and destination territory. &lt;br /&gt;
*Can be played only ONCE per battleday.&lt;br /&gt;
*Paradrop can not be used as your first attack for the day.&lt;br /&gt;
*Modifier: Allows paradrop &amp;quot;jump&amp;quot; two territories.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2. Anti Air:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Played as a counter to &amp;quot;Paradrop&amp;quot;&lt;br /&gt;
*Card changes victory conditions. Attackers have to win 2/2 rounds instead of 2/3. If defenders win one round, they have defended the territory.&lt;br /&gt;
*Modifier: Completely destroys paradrop in all instances. Including a Modifier Paradrop.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;3. Modifier Card:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Played at the same time as other cards&lt;br /&gt;
*Provides a bonus to Paradrop and Anti Air Cards&lt;br /&gt;
*Does not combine with itself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Theaters=&lt;br /&gt;
A &amp;#039;&amp;#039;&amp;#039;theater&amp;#039;&amp;#039;&amp;#039; is a group of five connected and geographically grouped territories.&lt;br /&gt;
&lt;br /&gt;
==Theater Bonuses==&lt;br /&gt;
* Capturing all territories in a theater grants a bonus to the controlling army, measured in world control points.&lt;br /&gt;
* Theaters will be scored using a stacking bonus. Consult the following table to see your WCP bonus:&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Theaters Owned:&amp;#039;&amp;#039;&amp;#039;|| 1	||2	 ||3	 ||4	 ||5	 ||6	 ||7	 ||8	 ||9&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Bonus:&amp;#039;&amp;#039;&amp;#039;|| 6	||15	 ||26	 ||37	 ||49	 ||61	 ||73	 ||85	 ||97&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Theaters:&lt;br /&gt;
** Canada&lt;br /&gt;
** North America&lt;br /&gt;
** South America&lt;br /&gt;
** Western Europe&lt;br /&gt;
** Eastern Europe&lt;br /&gt;
** Middle East&lt;br /&gt;
** Africa&lt;br /&gt;
** South Asia&lt;br /&gt;
** North Asia&lt;br /&gt;
** Australia&lt;br /&gt;
&lt;br /&gt;
*Theater bonuses do not go into effect until the attacker&amp;#039;s next attack turn after capturing all zones in the theater.&lt;br /&gt;
*Theater bonuses are terminated immediately after the opposing empire captures a territory located within the theater.&lt;br /&gt;
*The islands are not counted as a theatre&lt;br /&gt;
&lt;br /&gt;
=Victory Conditions and World Control Points=&lt;br /&gt;
* Each Territory and Island held is worth &amp;#039;&amp;#039;&amp;#039;3 WCP&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Each Theater held is worth as per the above table.&lt;br /&gt;
&lt;br /&gt;
An army can achieve victory in three ways: &lt;br /&gt;
# By gaining control of at least 70% of the World Control Points and remaining at or above 70% WCP through the opposing army&amp;#039;s next attack turn. &lt;br /&gt;
# By forcing the opposing army to surrender.&lt;br /&gt;
&lt;br /&gt;
*An army may surrender by announcing its decision to the Tournament Admins at any time. &lt;br /&gt;
&lt;br /&gt;
*Any army with consistently low attendance over the span of a minimum of three weeks will risk automatic forfeit of the campaign. Execution of this forfeit will be determined on a case-by-case basis by the Tournament Admins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--------------------&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;Campaign system and rules are subject to change during campaign. Changes, if necessary, will be announced in the forums, and come in effect instantly. This page is the final authority on campaign system and rules information.&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>Gwynzer</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_2_System&amp;diff=1053</id>
		<title>BF4 Campaign 2 System</title>
		<link rel="alternate" type="text/html" href="http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_2_System&amp;diff=1053"/>
				<updated>2014-04-10T07:30:27Z</updated>
		
		<summary type="html">&lt;p&gt;Gwynzer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Introduction=&lt;br /&gt;
==Preamble==&lt;br /&gt;
Battlefield 4 is a tactical first-person shooter set in the modern era, and is developed and distributed by EA Games. &lt;br /&gt;
&lt;br /&gt;
At Global Conflict the multi-player aspects of the game are utilized to simulate a conflict between two organized armies. Members join a side and agree to abide by the rules of that army and to participate in the campaign as outlined in the Campaign System that follows. The Campaign is played out using original (vanilla) BF3, Back to Karkand, Armored Kill, Aftermath and End Game maps.&lt;br /&gt;
&lt;br /&gt;
Each army is headed by a High Command (HC) that will be comprised of well known and respected members, selected prior to the start each new campaign. The HC is responsible for the smooth running of their army. The HC will accomplish this through the delegation of authority in a manner of their choosing. This authority will not extend to breaching the Rules of Global Conflict and in any case will not supercede the authority of the Tournament Admins or of the Executive. &lt;br /&gt;
&lt;br /&gt;
The guiding principle of the campaign shall be an attitude and display of gentlemanly and sportsmanlike conduct. If any rule in its interpretation or implementation should breach these generally accepted principles then this rule must be adapted to comply. If any rule is unclear in its interpretation then it must be applied with this guiding principle determining its intent and outcome.&lt;br /&gt;
&lt;br /&gt;
The rules behind this campaign are based in part from borrowed elements of the board game ‘Risk’ and other rules developed by our community. The goal of the Campaign is to gain control of 70% of the territories and capitals available on the Campaign Map or to force the other side into surrender. The Campaign Map will be illustrated and hosted on the home page of Global-Conflict.org. As the campaign progresses the campaign map will be updated to reflect the ebb and flow of each army&amp;#039;s territories.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Definitions== &lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;BFI&amp;#039;&amp;#039;&amp;#039; - Battle for Initiative, first Campaign Match after the draft to decide which army gets the first attack.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Army:&amp;#039;&amp;#039;&amp;#039; One of two factions competing for world domination on the campaign map. &lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Map&amp;#039;&amp;#039;&amp;#039;: a Battlefield 4 map in a specific game mode and size, e.g. &amp;quot;Caspian Border 32 Vehicles&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Territory:&amp;#039;&amp;#039;&amp;#039; A tile on the campaign map, corresponding to one Battlefield 3 map.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Net Worth, WCP:&amp;#039;&amp;#039;&amp;#039; Net worth represents the total financial and military power of An army. Net Worth is measured in &amp;#039;&amp;#039;&amp;#039;W&amp;#039;&amp;#039;&amp;#039;orld &amp;#039;&amp;#039;&amp;#039;C&amp;#039;&amp;#039;&amp;#039;ontrol &amp;#039;&amp;#039;&amp;#039;P&amp;#039;&amp;#039;&amp;#039;oints. Each territory is worth 3 WCP. Each capital city is worth 2 WCP.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;General, HC:&amp;#039;&amp;#039;&amp;#039; Leaders of each army are traditionally referred to as &amp;#039;&amp;#039;&amp;#039;generals&amp;#039;&amp;#039;&amp;#039;. The highest-ranked officers in each army are referred to as the &amp;#039;&amp;#039;&amp;#039;high command (HC)&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;TA:&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;&amp;#039;T&amp;#039;&amp;#039;&amp;#039;ournament &amp;#039;&amp;#039;&amp;#039;A&amp;#039;&amp;#039;&amp;#039;dministrators are a group of dedicated GC veterans who run the day-to-day functioning of the campaign. They are the &amp;quot;referees&amp;quot; who police the fairplay rules and administer all aspects of the tournament.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Executive Senate&amp;#039;&amp;#039;&amp;#039;: The Executive Senate (sometimes called &amp;quot;execs&amp;quot; or &amp;quot;senators&amp;quot;) is Global Conflict&amp;#039;s highest governing body, made up of veterans who have been active in the community for years. Whereas the TA&amp;#039;s run the tournament itself, the Executive Senate is responsible for the overall health of the community. Its members select the TA&amp;#039;s and generals, and have the final say in all disputes.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;SBT:&amp;#039;&amp;#039;&amp;#039; Standard Battle Time is the time at which the main Saturday battle day will begin. This is currently 17:00 UTC but will be adjusted this campaign for the end of day lights saving.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Campaign Initialization==&lt;br /&gt;
Before a campaign begins, the Executive Senate will select volunteers from the community to serve as Generals and Tournament Administrators. From here, the TA&amp;#039;s and HC&amp;#039;s will set a timeline for the following steps&lt;br /&gt;
&lt;br /&gt;
# Selecting territories&lt;br /&gt;
# Selecting maps&lt;br /&gt;
# Drafting officers&lt;br /&gt;
# Drafting players&lt;br /&gt;
# Initial campaign map placements&lt;br /&gt;
&lt;br /&gt;
===Territory Selection Process===&lt;br /&gt;
To set the initial owners of territories on the campaign map, the TA&amp;#039;s will meet with both HC&amp;#039;s for the &amp;#039;&amp;#039;&amp;#039;territory draft&amp;#039;&amp;#039;&amp;#039;. &lt;br /&gt;
&lt;br /&gt;
A coin toss will determine first pick, and each HC will alternate picking one territory at a time until all available territories are claimed.&lt;br /&gt;
&lt;br /&gt;
===Map Selection Process===&lt;br /&gt;
It is up to each HC to choose a BF4 map corresponding to each territory on the campaign map.&lt;br /&gt;
&lt;br /&gt;
The TA&amp;#039;s will create an official maplist for the campaign. This list must specify a game mode/size for each map, and a map may be duplicated.&lt;br /&gt;
&lt;br /&gt;
Once the list is created, and after the territory draft, a &amp;#039;&amp;#039;&amp;#039;map draft&amp;#039;&amp;#039;&amp;#039; will be held. First pick will go to the loser of the coin toss from the territory draft, and armies will alternate selecting maps from the list.&lt;br /&gt;
&lt;br /&gt;
===Campaign Map Placements===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Map Placement====&lt;br /&gt;
&lt;br /&gt;
*After the territories and maps have been selected, the HC’s will place their maps on their territories as they see fit.&lt;br /&gt;
&lt;br /&gt;
Once map assignments are submitted to the tournament admins, &amp;#039;&amp;#039;&amp;#039;they can never be changed.&amp;#039;&amp;#039;&amp;#039; However, the TA&amp;#039;s may allow exceptions at their discretion, for example if new patches fundamentally change the balance of a map.&lt;br /&gt;
&lt;br /&gt;
With each map assignment, the HC must also announce &amp;#039;&amp;#039;&amp;#039;which in-game side it will defend from.&amp;#039;&amp;#039;&amp;#039; The defending side may be changed at any time, but there is a five day &amp;quot;relocation time.&amp;quot; &amp;#039;&amp;#039;&amp;#039;Side changes must be announced by Monday SBT in the Risk Forum before the battleday it will take effect.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
If the territory is attacked within that time, the defender will play from the original defending side.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Territory Battle Days=&lt;br /&gt;
==General Rules==&lt;br /&gt;
&lt;br /&gt;
===Timing===&lt;br /&gt;
*Territory battles begin every &amp;#039;&amp;#039;&amp;#039;Saturday at SBT&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
** TA&amp;#039;s and HC&amp;#039;s can agree to skip a Saturday for holidays or other reasons&lt;br /&gt;
** If an attack starts late because the attacker was not ready, this time is not refunded at the end&lt;br /&gt;
*** However, if the attack starts late for some other reason (e.g. server issues), the time is refunded at the end&lt;br /&gt;
** If the server crashes during a round, the TA&amp;#039;s will decide whether to&lt;br /&gt;
**# If many tickets remain or it&amp;#039;s very close, cancel the round and add time on at the end&lt;br /&gt;
**# Otherwise, declare the army that was ahead in tickets the winner of the round&lt;br /&gt;
**After &amp;#039;&amp;#039;&amp;#039;SBT+5:45&amp;#039;&amp;#039;&amp;#039;, no new round can begin, unless time is added on by the TAs due to earlier delays. Any round in progress can continue and still counts.&lt;br /&gt;
**The attacker must take a &amp;#039;&amp;#039;&amp;#039;30 minute break&amp;#039;&amp;#039;&amp;#039; between SBT+2.5 and SBT+3.5, but can decide where it falls in that time (but they&amp;#039;re encouraged to aim for SBT+2.75). After the break, we swap servers.&lt;br /&gt;
&lt;br /&gt;
*Each battleday has one &amp;#039;&amp;#039;&amp;#039;attacker&amp;#039;&amp;#039;&amp;#039;, who chooses which territories to assault, and one &amp;#039;&amp;#039;&amp;#039;defender&amp;#039;&amp;#039;&amp;#039;, who must protect territories for the whole battleday.&lt;br /&gt;
** The army with the &amp;#039;&amp;#039;&amp;#039;attack initiative&amp;#039;&amp;#039;&amp;#039; tries to attack as many territories as it can&lt;br /&gt;
** The defender tries to stall the attacks, limiting the damage.&lt;br /&gt;
** This means attackers &amp;#039;&amp;#039;&amp;#039;set the tempo.&amp;#039;&amp;#039;&amp;#039; They announce when a round should be live and can take as long or as little as they need to prepare.&lt;br /&gt;
** Defenders always get 30 minutes before the first map, and &amp;#039;&amp;#039;&amp;#039;5&amp;#039;&amp;#039;&amp;#039; minutes before each subsequent map, to prepare. After that, the attacker can request live at any time. Defenders may request extra time, but it will be granted only at TA discretion, and it will be added to the end of the battle-day.&lt;br /&gt;
*Should the battle day end prematurely due to a lack of numbers on the defensive side, then this side will be required to forfeit one round for every twenty (20) minutes lost before the scheduled end of the battle day. &lt;br /&gt;
**This forfeit will be rounded upwards. &lt;br /&gt;
&lt;br /&gt;
*The army with the attack initiative must announce their first attack by &amp;#039;&amp;#039;&amp;#039;Friday SBT&amp;#039;&amp;#039;&amp;#039; before the battleday.&lt;br /&gt;
** Defenders are never told the attack until SBT-30 min.&lt;br /&gt;
** If the attackers announce after SBT-30 min, defenders are entitled to 30min of setup time.&lt;br /&gt;
&lt;br /&gt;
*Every round will start with &amp;#039;&amp;#039;&amp;#039;a 120-second countdown.&amp;#039;&amp;#039;&amp;#039; To be counted as live, it must start with a TA announcing &amp;quot;LIVE LIVE LIVE&amp;quot; over all chat, and also over teamspeak.&lt;br /&gt;
** An attacker cannot cancel a live round partly through, but the TA&amp;#039;s can rule a &amp;quot;false start&amp;quot; if needed&lt;br /&gt;
&lt;br /&gt;
===Risk Rules===&lt;br /&gt;
*For each attack, attackers must announce the territory they are attacking from, and the territory being attacked.&lt;br /&gt;
**An army &amp;#039;&amp;#039;&amp;#039;cannot re-attack a territory&amp;#039;&amp;#039;&amp;#039; until their second attack turn following their initial attack on that territory. (ie, it is &amp;quot;blocked&amp;quot; for a week)&lt;br /&gt;
*Territory battles will be conducted as follows: &lt;br /&gt;
*#The armies will play the same side for all rounds on a map, &amp;#039;&amp;#039;&amp;#039;they will not alternate sides.&amp;#039;&amp;#039;&amp;#039; The defender&amp;#039;s side will be chosen in the initial map placements.&lt;br /&gt;
*#The number of winning rounds required for a successful outcome is best two out of three.&lt;br /&gt;
*#Maps will be played at 75% ticket count, but ticket counts may be modified based on agreements between TAs and HCs in the interests of fair and fun play.&lt;br /&gt;
*#* The bleed rate will be adjusted to 50%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Risk Cards=&lt;br /&gt;
&lt;br /&gt;
==Risk Card Draw Phase==&lt;br /&gt;
&lt;br /&gt;
TBC&lt;br /&gt;
&lt;br /&gt;
* Risk cards are drawn once a week by both armies&lt;br /&gt;
* Each army may only hold up to x cards in their hand at any time.&lt;br /&gt;
* If they have x cards going into the Risk Card Draw Phase, they may choose to discard as many as they wish.&lt;br /&gt;
** If they elect not to discard, they will skip the Risk Card Draw Phase.&lt;br /&gt;
* A maximum of y cards can be drawn during the Risk Card Draw Phase.&lt;br /&gt;
* Cards will be drawn by Tuesday SBT and announced in your High Command Army Dashboard thread.&lt;br /&gt;
&lt;br /&gt;
==Playing a Risk Card==&lt;br /&gt;
# Select the card to be played and notify the TAs.&lt;br /&gt;
# If a card is played on the battleday, up to five minutes of TA processing time may pass before it takes effect.&lt;br /&gt;
# If a card is played outside the battleday, please note the use of the card during your normal posting the appropriate phase, or, if the card does not apply to a phase, follow the instructions on the card and make a new post in the Risk Forum.&lt;br /&gt;
* Examples: &lt;br /&gt;
** Paradrop has to be announced with your attack when you attack&lt;br /&gt;
** AA is a card that can be played as a counter to paradrop&lt;br /&gt;
** Modifier card must be played WITH your other card&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Basic Card Details==&lt;br /&gt;
STILL TBD&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;1. Paradrop:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Allows you to &amp;quot;jump&amp;quot; one territory on your attack.&lt;br /&gt;
*Card is played as you announce your attack. You must state source and destination territory. &lt;br /&gt;
*Can be played only ONCE per battleday.&lt;br /&gt;
*Paradrop can not be used as your first attack for the day.&lt;br /&gt;
*Modifier: Allows paradrop &amp;quot;jump&amp;quot; two territories.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2. Anti Air:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Played as a counter to &amp;quot;Paradrop&amp;quot;&lt;br /&gt;
*Card changes victory conditions. Attackers have to win 2/2 rounds instead of 2/3. If defenders win one round, they have defended the territory.&lt;br /&gt;
*Modifier: Completely destroys paradrop in all instances. Including a Modifier Paradrop.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;3. Modifier Card:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Played at the same time as other cards&lt;br /&gt;
*Provides a bonus to Paradrop and Anti Air Cards&lt;br /&gt;
*Does not combine with itself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Theaters=&lt;br /&gt;
A &amp;#039;&amp;#039;&amp;#039;theater&amp;#039;&amp;#039;&amp;#039; is a group of five connected and geographically grouped territories.&lt;br /&gt;
&lt;br /&gt;
==Theater Bonuses==&lt;br /&gt;
* Capturing all territories in a theater grants a bonus to the controlling army, measured in world control points.&lt;br /&gt;
* Theaters will be scored using a stacking bonus. Consult the following table to see your WCP bonus:&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Theaters Owned:&amp;#039;&amp;#039;&amp;#039;|| 1	||2	 ||3	 ||4	 ||5	 ||6	 ||7	 ||8	 ||9&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Bonus:&amp;#039;&amp;#039;&amp;#039;|| 6	||15	 ||26	 ||37	 ||49	 ||61	 ||73	 ||85	 ||97&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Theaters:&lt;br /&gt;
** Canada&lt;br /&gt;
** North America&lt;br /&gt;
** South America&lt;br /&gt;
** Western Europe&lt;br /&gt;
** Eastern Europe&lt;br /&gt;
** Middle East&lt;br /&gt;
** Africa&lt;br /&gt;
** South Asia&lt;br /&gt;
** North Asia&lt;br /&gt;
** Australia&lt;br /&gt;
&lt;br /&gt;
*Theater bonuses do not go into effect until the attacker&amp;#039;s next attack turn after capturing all zones in the theater.&lt;br /&gt;
*Theater bonuses are terminated immediately after the opposing empire captures a territory located within the theater.&lt;br /&gt;
*The islands are not counted as a theatre&lt;br /&gt;
&lt;br /&gt;
=Victory Conditions and World Control Points=&lt;br /&gt;
* Each Territory and Island held is worth &amp;#039;&amp;#039;&amp;#039;3 WCP&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Each Theater held is worth as per the above table.&lt;br /&gt;
&lt;br /&gt;
An army can achieve victory in three ways: &lt;br /&gt;
# By gaining control of at least 70% of the World Control Points and remaining at or above 70% WCP through the opposing army&amp;#039;s next attack turn. &lt;br /&gt;
# By forcing the opposing army to surrender.&lt;br /&gt;
&lt;br /&gt;
*An army may surrender by announcing its decision to the Tournament Admins at any time. &lt;br /&gt;
&lt;br /&gt;
*Any army with consistently low attendance over the span of a minimum of three weeks will risk automatic forfeit of the campaign. Execution of this forfeit will be determined on a case-by-case basis by the Tournament Admins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--------------------&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;Campaign system and rules are subject to change during campaign. Changes, if necessary, will be announced in the forums, and come in effect instantly. This page is the final authority on campaign system and rules information.&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>Gwynzer</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_2_System&amp;diff=1052</id>
		<title>BF4 Campaign 2 System</title>
		<link rel="alternate" type="text/html" href="http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_2_System&amp;diff=1052"/>
				<updated>2014-04-02T20:45:35Z</updated>
		
		<summary type="html">&lt;p&gt;Gwynzer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Introduction=&lt;br /&gt;
==Preamble==&lt;br /&gt;
Battlefield 4 is a tactical first-person shooter set in the modern era, and is developed and distributed by EA Games. &lt;br /&gt;
&lt;br /&gt;
At Global Conflict the multi-player aspects of the game are utilized to simulate a conflict between two organized armies. Members join a side and agree to abide by the rules of that army and to participate in the campaign as outlined in the Campaign System that follows. The Campaign is played out using original (vanilla) BF3, Back to Karkand, Armored Kill, Aftermath and End Game maps.&lt;br /&gt;
&lt;br /&gt;
Each army is headed by a High Command (HC) that will be comprised of well known and respected members, selected prior to the start each new campaign. The HC is responsible for the smooth running of their army. The HC will accomplish this through the delegation of authority in a manner of their choosing. This authority will not extend to breaching the Rules of Global Conflict and in any case will not supercede the authority of the Tournament Admins or of the Executive. &lt;br /&gt;
&lt;br /&gt;
The guiding principle of the campaign shall be an attitude and display of gentlemanly and sportsmanlike conduct. If any rule in its interpretation or implementation should breach these generally accepted principles then this rule must be adapted to comply. If any rule is unclear in its interpretation then it must be applied with this guiding principle determining its intent and outcome.&lt;br /&gt;
&lt;br /&gt;
The rules behind this campaign are based in part from borrowed elements of the board game ‘Risk’ and other rules developed by our community. The goal of the Campaign is to gain control of 70% of the territories and capitals available on the Campaign Map or to force the other side into surrender. The Campaign Map will be illustrated and hosted on the home page of Global-Conflict.org. As the campaign progresses the campaign map will be updated to reflect the ebb and flow of each army&amp;#039;s territories.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Definitions== &lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;BFI&amp;#039;&amp;#039;&amp;#039; - Battle for Initiative, first Campaign Match after the draft to decide which army gets the first attack.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Army:&amp;#039;&amp;#039;&amp;#039; One of two factions competing for world domination on the campaign map. &lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Map&amp;#039;&amp;#039;&amp;#039;: a Battlefield 4 map in a specific game mode and size, e.g. &amp;quot;Caspian Border 32 Vehicles&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Territory:&amp;#039;&amp;#039;&amp;#039; A tile on the campaign map, corresponding to one Battlefield 3 map.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Net Worth, WCP:&amp;#039;&amp;#039;&amp;#039; Net worth represents the total financial and military power of An army. Net Worth is measured in &amp;#039;&amp;#039;&amp;#039;W&amp;#039;&amp;#039;&amp;#039;orld &amp;#039;&amp;#039;&amp;#039;C&amp;#039;&amp;#039;&amp;#039;ontrol &amp;#039;&amp;#039;&amp;#039;P&amp;#039;&amp;#039;&amp;#039;oints. Each territory is worth 3 WCP. Each capital city is worth 2 WCP.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;General, HC:&amp;#039;&amp;#039;&amp;#039; Leaders of each army are traditionally referred to as &amp;#039;&amp;#039;&amp;#039;generals&amp;#039;&amp;#039;&amp;#039;. The highest-ranked officers in each army are referred to as the &amp;#039;&amp;#039;&amp;#039;high command (HC)&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;TA:&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;&amp;#039;T&amp;#039;&amp;#039;&amp;#039;ournament &amp;#039;&amp;#039;&amp;#039;A&amp;#039;&amp;#039;&amp;#039;dministrators are a group of dedicated GC veterans who run the day-to-day functioning of the campaign. They are the &amp;quot;referees&amp;quot; who police the fairplay rules and administer all aspects of the tournament.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Executive Senate&amp;#039;&amp;#039;&amp;#039;: The Executive Senate (sometimes called &amp;quot;execs&amp;quot; or &amp;quot;senators&amp;quot;) is Global Conflict&amp;#039;s highest governing body, made up of veterans who have been active in the community for years. Whereas the TA&amp;#039;s run the tournament itself, the Executive Senate is responsible for the overall health of the community. Its members select the TA&amp;#039;s and generals, and have the final say in all disputes.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;SBT:&amp;#039;&amp;#039;&amp;#039; Standard Battle Time is the time at which the main Saturday battle day will begin. This is currently 17:00 UTC but will be adjusted this campaign for the end of day lights saving.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Campaign Initialization==&lt;br /&gt;
Before a campaign begins, the Executive Senate will select volunteers from the community to serve as Generals and Tournament Administrators. From here, the TA&amp;#039;s and HC&amp;#039;s will set a timeline for the following steps&lt;br /&gt;
&lt;br /&gt;
# Selecting territories&lt;br /&gt;
# Selecting maps&lt;br /&gt;
# Drafting officers&lt;br /&gt;
# Drafting players&lt;br /&gt;
# Initial campaign map placements&lt;br /&gt;
&lt;br /&gt;
===Territory Selection Process===&lt;br /&gt;
To set the initial owners of territories on the campaign map, the TA&amp;#039;s will meet with both HC&amp;#039;s for the &amp;#039;&amp;#039;&amp;#039;territory draft&amp;#039;&amp;#039;&amp;#039;. &lt;br /&gt;
&lt;br /&gt;
A coin toss will determine first pick, and each HC will alternate picking one territory at a time until all available territories are claimed.&lt;br /&gt;
&lt;br /&gt;
===Map Selection Process===&lt;br /&gt;
It is up to each HC to choose a BF4 map corresponding to each territory on the campaign map.&lt;br /&gt;
&lt;br /&gt;
The TA&amp;#039;s will create an official maplist for the campaign. This list must specify a game mode/size for each map, and a map may be duplicated.&lt;br /&gt;
&lt;br /&gt;
Once the list is created, and after the territory draft, a &amp;#039;&amp;#039;&amp;#039;map draft&amp;#039;&amp;#039;&amp;#039; will be held. First pick will go to the loser of the coin toss from the territory draft, and armies will alternate selecting maps from the list.&lt;br /&gt;
&lt;br /&gt;
===Campaign Map Placements===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Map Placement====&lt;br /&gt;
&lt;br /&gt;
*After the territories and maps have been selected, the HC’s will place their maps on their territories as they see fit.&lt;br /&gt;
&lt;br /&gt;
Once map assignments are submitted to the tournament admins, &amp;#039;&amp;#039;&amp;#039;they can never be changed.&amp;#039;&amp;#039;&amp;#039; However, the TA&amp;#039;s may allow exceptions at their discretion, for example if new patches fundamentally change the balance of a map.&lt;br /&gt;
&lt;br /&gt;
With each map assignment, the HC must also announce &amp;#039;&amp;#039;&amp;#039;which in-game side it will defend from.&amp;#039;&amp;#039;&amp;#039; The defending side may be changed at any time, but there is a five day &amp;quot;relocation time.&amp;quot; &amp;#039;&amp;#039;&amp;#039;Side changes must be announced by Monday SBT in the Risk Forum before the battleday it will take effect.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
If the territory is attacked within that time, the defender will play from the original defending side.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Territory Battle Days=&lt;br /&gt;
==General Rules==&lt;br /&gt;
&lt;br /&gt;
===Timing===&lt;br /&gt;
*Territory battles begin every &amp;#039;&amp;#039;&amp;#039;Saturday at SBT&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
** TA&amp;#039;s and HC&amp;#039;s can agree to skip a Saturday for holidays or other reasons&lt;br /&gt;
** If an attack starts late because the attacker was not ready, this time is not refunded at the end&lt;br /&gt;
*** However, if the attack starts late for some other reason (e.g. server issues), the time is refunded at the end&lt;br /&gt;
** If the server crashes during a round, the TA&amp;#039;s will decide whether to&lt;br /&gt;
**# If many tickets remain or it&amp;#039;s very close, cancel the round and add time on at the end&lt;br /&gt;
**# Otherwise, declare the army that was ahead in tickets the winner of the round&lt;br /&gt;
**After &amp;#039;&amp;#039;&amp;#039;SBT+5:45&amp;#039;&amp;#039;&amp;#039;, no new round can begin, unless time is added on by the TAs due to earlier delays. Any round in progress can continue and still counts.&lt;br /&gt;
**The attacker must take a &amp;#039;&amp;#039;&amp;#039;30 minute break&amp;#039;&amp;#039;&amp;#039; between SBT+2.5 and SBT+3.5, but can decide where it falls in that time (but they&amp;#039;re encouraged to aim for SBT+2.75). After the break, we swap servers.&lt;br /&gt;
&lt;br /&gt;
*Each battleday has one &amp;#039;&amp;#039;&amp;#039;attacker&amp;#039;&amp;#039;&amp;#039;, who chooses which territories to assault, and one &amp;#039;&amp;#039;&amp;#039;defender&amp;#039;&amp;#039;&amp;#039;, who must protect territories for the whole battleday.&lt;br /&gt;
** The army with the &amp;#039;&amp;#039;&amp;#039;attack initiative&amp;#039;&amp;#039;&amp;#039; tries to attack as many territories as it can&lt;br /&gt;
** The defender tries to stall the attacks, limiting the damage.&lt;br /&gt;
** This means attackers &amp;#039;&amp;#039;&amp;#039;set the tempo.&amp;#039;&amp;#039;&amp;#039; They announce when a round should be live and can take as long or as little as they need to prepare.&lt;br /&gt;
** Defenders always get 30 minutes before the first map, and &amp;#039;&amp;#039;&amp;#039;5&amp;#039;&amp;#039;&amp;#039; minutes before each subsequent map, to prepare. After that, the attacker can request live at any time. Defenders may request extra time, but it will be granted only at TA discretion, and it will be added to the end of the battle-day.&lt;br /&gt;
*Should the battle day end prematurely due to a lack of numbers on the defensive side, then this side will be required to forfeit one round for every twenty (20) minutes lost before the scheduled end of the battle day. &lt;br /&gt;
**This forfeit will be rounded upwards. &lt;br /&gt;
&lt;br /&gt;
*The army with the attack initiative must announce their first attack by &amp;#039;&amp;#039;&amp;#039;Friday SBT&amp;#039;&amp;#039;&amp;#039; before the battleday.&lt;br /&gt;
** Defenders are never told the attack until SBT-30 min.&lt;br /&gt;
** If the attackers announce after SBT-30 min, defenders are entitled to 30min of setup time.&lt;br /&gt;
&lt;br /&gt;
*Every round will start with &amp;#039;&amp;#039;&amp;#039;a 120-second countdown.&amp;#039;&amp;#039;&amp;#039; To be counted as live, it must start with a TA announcing &amp;quot;LIVE LIVE LIVE&amp;quot; over all chat, and also over teamspeak.&lt;br /&gt;
** An attacker cannot cancel a live round partly through, but the TA&amp;#039;s can rule a &amp;quot;false start&amp;quot; if needed&lt;br /&gt;
&lt;br /&gt;
===Risk Rules===&lt;br /&gt;
*For each attack, attackers must announce the territory they are attacking from, and the territory being attacked.&lt;br /&gt;
**An army &amp;#039;&amp;#039;&amp;#039;cannot re-attack a territory&amp;#039;&amp;#039;&amp;#039; until their second attack turn following their initial attack on that territory. (ie, it is &amp;quot;blocked&amp;quot; for a week)&lt;br /&gt;
*Territory battles will be conducted as follows: &lt;br /&gt;
*#The armies will play the same side for all rounds on a map, &amp;#039;&amp;#039;&amp;#039;they will not alternate sides.&amp;#039;&amp;#039;&amp;#039; The defender&amp;#039;s side will be chosen in the initial map placements.&lt;br /&gt;
*#The number of winning rounds required for a successful outcome is best two out of three.&lt;br /&gt;
*#Maps will be played at 75% ticket count, but ticket counts may be modified based on agreements between TAs and HCs in the interests of fair and fun play.&lt;br /&gt;
*#* The bleed rate will be adjusted to 50%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Risk Cards=&lt;br /&gt;
&lt;br /&gt;
==Risk Card Draw Phase==&lt;br /&gt;
&lt;br /&gt;
TBC&lt;br /&gt;
&lt;br /&gt;
* Risk cards are drawn once a week by both armies&lt;br /&gt;
* Each army may only hold up to x cards in their hand at any time.&lt;br /&gt;
* If they have x cards going into the Risk Card Draw Phase, they may choose to discard as many as they wish.&lt;br /&gt;
** If they elect not to discard, they will skip the Risk Card Draw Phase.&lt;br /&gt;
* A maximum of y cards can be drawn during the Risk Card Draw Phase.&lt;br /&gt;
* Cards will be drawn by Tuesday SBT and announced in your High Command Army Dashboard thread.&lt;br /&gt;
&lt;br /&gt;
==Playing a Risk Card==&lt;br /&gt;
# Select the card to be played and notify the TAs.&lt;br /&gt;
# If a card is played on the battleday, up to five minutes of TA processing time may pass before it takes effect.&lt;br /&gt;
# If a card is played outside the battleday, please note the use of the card during your normal posting the appropriate phase, or, if the card does not apply to a phase, follow the instructions on the card and make a new post in the Risk Forum.&lt;br /&gt;
* Examples: &lt;br /&gt;
** Paradrop has to be announced with your attack when you attack&lt;br /&gt;
** AA is a card that can be played as a counter to paradrop&lt;br /&gt;
** Modifier card must be played WITH your other card&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Basic Card Details==&lt;br /&gt;
STILL TBD&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;1. Paradrop:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Allows you to &amp;quot;jump&amp;quot; one territory on your attack.&lt;br /&gt;
*Card is played as you announce your attack. You must state source and destination territory. &lt;br /&gt;
*Can be played only ONCE per battleday.&lt;br /&gt;
*Paradrop can not be used as your first attack for the day.&lt;br /&gt;
*Modifier: Allows paradrop &amp;quot;jump&amp;quot; two territories.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2. Anti Air:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Played as a counter to &amp;quot;Paradrop&amp;quot;&lt;br /&gt;
*Card changes victory conditions. Attackers have to win 2/2 rounds instead of 2/3. If defenders with one round, they have defended the territory.&lt;br /&gt;
*Modifier: Completely destroys paradrop in all instances. Including a Modifier Paradrop.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;3. Modifier Card:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Played at the same time as other cards&lt;br /&gt;
*Provides a bonus to Paradrop and Anti Air Cards&lt;br /&gt;
*Does not combine with itself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Theaters=&lt;br /&gt;
A &amp;#039;&amp;#039;&amp;#039;theater&amp;#039;&amp;#039;&amp;#039; is a group of five connected and geographically grouped territories.&lt;br /&gt;
&lt;br /&gt;
==Theater Bonuses==&lt;br /&gt;
* Capturing all territories in a theater grants a bonus to the controlling army, measured in world control points.&lt;br /&gt;
* Theaters will be scored using a stacking bonus. Consult the following table to see your WCP bonus:&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Theaters Owned:&amp;#039;&amp;#039;&amp;#039;|| 1	||2	 ||3	 ||4	 ||5	 ||6	 ||7	 ||8	 ||9&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Bonus:&amp;#039;&amp;#039;&amp;#039;|| 6	||15	 ||26	 ||37	 ||49	 ||61	 ||73	 ||85	 ||97&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Theaters:&lt;br /&gt;
** Canada&lt;br /&gt;
** North America&lt;br /&gt;
** South America&lt;br /&gt;
** Western Europe&lt;br /&gt;
** Eastern Europe&lt;br /&gt;
** Middle East&lt;br /&gt;
** Africa&lt;br /&gt;
** South Asia&lt;br /&gt;
** North Asia&lt;br /&gt;
** Australia&lt;br /&gt;
&lt;br /&gt;
*Theater bonuses do not go into effect until the attacker&amp;#039;s next attack turn after capturing all zones in the theater.&lt;br /&gt;
*Theater bonuses are terminated immediately after the opposing empire captures a territory located within the theater.&lt;br /&gt;
*The islands are not counted as a theatre&lt;br /&gt;
&lt;br /&gt;
=Victory Conditions and World Control Points=&lt;br /&gt;
* Each Territory and Island held is worth &amp;#039;&amp;#039;&amp;#039;3 WCP&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Each Theater held is worth as per the above table.&lt;br /&gt;
&lt;br /&gt;
An army can achieve victory in three ways: &lt;br /&gt;
# By gaining control of at least 70% of the World Control Points and remaining at or above 70% WCP through the opposing army&amp;#039;s next attack turn. &lt;br /&gt;
# By forcing the opposing army to surrender.&lt;br /&gt;
&lt;br /&gt;
*An army may surrender by announcing its decision to the Tournament Admins at any time. &lt;br /&gt;
&lt;br /&gt;
*Any army with consistently low attendance over the span of a minimum of three weeks will risk automatic forfeit of the campaign. Execution of this forfeit will be determined on a case-by-case basis by the Tournament Admins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--------------------&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;Campaign system and rules are subject to change during campaign. Changes, if necessary, will be announced in the forums, and come in effect instantly. This page is the final authority on campaign system and rules information.&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>Gwynzer</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=User:Gwynzer&amp;diff=1051</id>
		<title>User:Gwynzer</title>
		<link rel="alternate" type="text/html" href="http://www.global-conflict.org/wiki/index.php?title=User:Gwynzer&amp;diff=1051"/>
				<updated>2014-04-02T18:36:01Z</updated>
		
		<summary type="html">&lt;p&gt;Gwynzer: Created page with &amp;quot; == About Me == Hello, I have been playing with GC since BF2C2 where I joined at the same time as the first Reddit Rush. I&amp;#039;m from Scotland and have previously been in charge o...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== About Me ==&lt;br /&gt;
Hello, I have been playing with GC since BF2C2 where I joined at the same time as the first Reddit Rush. I&amp;#039;m from Scotland and have previously been in charge of the GCW Wiki section (With a LOT of help from [[User:Necromancer|Necro]], he did most of the work), and in the BF4 era have been responsible for keeping the Campaign section of the wiki up to date. It seems that, depending on his activity levels at the time, I have inherited most of the Wiki responsibilities from [[User:.Sup|.Sup]] :(&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== My GC History ==&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Campaign&amp;#039;&amp;#039;&amp;#039;|| &amp;#039;&amp;#039;&amp;#039;Army&amp;#039;&amp;#039;&amp;#039;	||&amp;#039;&amp;#039;&amp;#039;Division&amp;#039;&amp;#039;&amp;#039;	 ||&amp;#039;&amp;#039;&amp;#039;Rank&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;BF3C2&amp;#039;&amp;#039;&amp;#039;|| Kinetic Influence	||Infantry	 ||Lead Operative&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;BF3C3&amp;#039;&amp;#039;&amp;#039;|| Dark	||Infantry	 ||Captain&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;BF3C4&amp;#039;&amp;#039;&amp;#039;|| Gladius	||Infantry	 ||Major&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;BF3C5&amp;#039;&amp;#039;&amp;#039;|| Legion of Doom	||Infantry	 ||Sergeant&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;BF3C6&amp;#039;&amp;#039;&amp;#039;|| United Nations Security Council 	||HC	 ||General&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;BF4C1&amp;#039;&amp;#039;&amp;#039;|| Soviets	||HC	 ||Komandir&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;BF3C2&amp;#039;&amp;#039;&amp;#039;|| Tournament Administrator	||TA	 ||TA&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Extra Activities ===&lt;br /&gt;
*The Globe (GC Weekly) Group Leader&lt;br /&gt;
**Held Editor In Chief role after .Sup and prior to InsanityRocks&lt;br /&gt;
*Welcome Committee Member&lt;br /&gt;
*Public Relations Member&lt;br /&gt;
**Regular Podcast Host/Member&lt;br /&gt;
**Backup Recorder (In the Absense of MrBlue)&lt;br /&gt;
*Arma 3 Dev Group Member&lt;/div&gt;</summary>
		<author><name>Gwynzer</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_2_System&amp;diff=1050</id>
		<title>BF4 Campaign 2 System</title>
		<link rel="alternate" type="text/html" href="http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_2_System&amp;diff=1050"/>
				<updated>2014-04-02T18:14:07Z</updated>
		
		<summary type="html">&lt;p&gt;Gwynzer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Introduction=&lt;br /&gt;
==Preamble==&lt;br /&gt;
Battlefield 4 is a tactical first-person shooter set in the modern era, and is developed and distributed by EA Games. &lt;br /&gt;
&lt;br /&gt;
At Global Conflict the multi-player aspects of the game are utilized to simulate a conflict between two organized armies. Members join a side and agree to abide by the rules of that army and to participate in the campaign as outlined in the Campaign System that follows. The Campaign is played out using original (vanilla) BF3, Back to Karkand, Armored Kill, Aftermath and End Game maps.&lt;br /&gt;
&lt;br /&gt;
Each army is headed by a High Command (HC) that will be comprised of well known and respected members, selected prior to the start each new campaign. The HC is responsible for the smooth running of their army. The HC will accomplish this through the delegation of authority in a manner of their choosing. This authority will not extend to breaching the Rules of Global Conflict and in any case will not supercede the authority of the Tournament Admins or of the Executive. &lt;br /&gt;
&lt;br /&gt;
The guiding principle of the campaign shall be an attitude and display of gentlemanly and sportsmanlike conduct. If any rule in its interpretation or implementation should breach these generally accepted principles then this rule must be adapted to comply. If any rule is unclear in its interpretation then it must be applied with this guiding principle determining its intent and outcome.&lt;br /&gt;
&lt;br /&gt;
The rules behind this campaign are based in part from borrowed elements of the board game ‘Risk’ and other rules developed by our community. The goal of the Campaign is to gain control of 70% of the territories and capitals available on the Campaign Map or to force the other side into surrender. The Campaign Map will be illustrated and hosted on the home page of Global-Conflict.org. As the campaign progresses the campaign map will be updated to reflect the ebb and flow of each army&amp;#039;s territories.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Definitions== &lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;BFI&amp;#039;&amp;#039;&amp;#039; - Battle for Initiative, first Campaign Match after the draft to decide which army gets the first attack.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Army:&amp;#039;&amp;#039;&amp;#039; One of two factions competing for world domination on the campaign map. &lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Map&amp;#039;&amp;#039;&amp;#039;: a Battlefield 3 map in a specific game mode and size, e.g. &amp;quot;Caspian Border 32 Vehicles&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Territory:&amp;#039;&amp;#039;&amp;#039; A tile on the campaign map, corresponding to one Battlefield 3 map.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Net Worth, WCP:&amp;#039;&amp;#039;&amp;#039; Net worth represents the total financial and military power of An army. Net Worth is measured in &amp;#039;&amp;#039;&amp;#039;W&amp;#039;&amp;#039;&amp;#039;orld &amp;#039;&amp;#039;&amp;#039;C&amp;#039;&amp;#039;&amp;#039;ontrol &amp;#039;&amp;#039;&amp;#039;P&amp;#039;&amp;#039;&amp;#039;oints. Each territory is worth 3 WCP. Each capital city is worth 2 WCP.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;General, HC:&amp;#039;&amp;#039;&amp;#039; Leaders of each army are traditionally referred to as &amp;#039;&amp;#039;&amp;#039;generals&amp;#039;&amp;#039;&amp;#039;. The highest-ranked officers in each army are referred to as the &amp;#039;&amp;#039;&amp;#039;high command (HC)&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;TA:&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;&amp;#039;T&amp;#039;&amp;#039;&amp;#039;ournament &amp;#039;&amp;#039;&amp;#039;A&amp;#039;&amp;#039;&amp;#039;dministrators are a group of dedicated GC veterans who run the day-to-day functioning of the campaign. They are the &amp;quot;referees&amp;quot; who police the fairplay rules and administer all aspects of the tournament.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Executive Senate&amp;#039;&amp;#039;&amp;#039;: The Executive Senate (sometimes called &amp;quot;execs&amp;quot; or &amp;quot;senators&amp;quot;) is Global Conflict&amp;#039;s highest governing body, made up of veterans who have been active in the community for years. Whereas the TA&amp;#039;s run the tournament itself, the Executive Senate is responsible for the overall health of the community. Its members select the TA&amp;#039;s and generals, and have the final say in all disputes.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;SBT:&amp;#039;&amp;#039;&amp;#039; Standard Battle Time is the time at which the main Saturday battle day will begin. This is currently 17:00 UTC but will be adjusted this campaign for the end of day lights saving.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Campaign Initialization==&lt;br /&gt;
Before a campaign begins, the Executive Senate will select volunteers from the community to serve as Generals and Tournament Administrators. From here, the TA&amp;#039;s and HC&amp;#039;s will set a timeline for the following steps&lt;br /&gt;
&lt;br /&gt;
# Selecting territories&lt;br /&gt;
# Selecting maps&lt;br /&gt;
# Drafting officers&lt;br /&gt;
# Drafting players&lt;br /&gt;
# Initial campaign map placements&lt;br /&gt;
&lt;br /&gt;
===Territory Selection Process===&lt;br /&gt;
To set the initial owners of territories on the campaign map, the TA&amp;#039;s will meet with both HC&amp;#039;s for the &amp;#039;&amp;#039;&amp;#039;territory draft&amp;#039;&amp;#039;&amp;#039;. &lt;br /&gt;
&lt;br /&gt;
A coin toss will determine first pick, and each HC will alternate picking one territory at a time until all available territories are claimed.&lt;br /&gt;
&lt;br /&gt;
===Map Selection Process===&lt;br /&gt;
It is up to each HC to choose a BF4 map corresponding to each territory on the campaign map.&lt;br /&gt;
&lt;br /&gt;
The TA&amp;#039;s will create an official maplist for the campaign. This list must specify a game mode/size for each map, and a map may be duplicated.&lt;br /&gt;
&lt;br /&gt;
Once the list is created, and after the territory draft, a &amp;#039;&amp;#039;&amp;#039;map draft&amp;#039;&amp;#039;&amp;#039; will be held. First pick will go to the loser of the coin toss from the territory draft, and armies will alternate selecting maps from the list.&lt;br /&gt;
&lt;br /&gt;
===Campaign Map Placements===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Map Placement====&lt;br /&gt;
&lt;br /&gt;
*After the territories and maps have been selected, the HC’s will place their maps on their territories as they see fit.&lt;br /&gt;
&lt;br /&gt;
Once map assignments are submitted to the tournament admins, &amp;#039;&amp;#039;&amp;#039;they can never be changed.&amp;#039;&amp;#039;&amp;#039; However, the TA&amp;#039;s may allow exceptions at their discretion, for example if new patches fundamentally change the balance of a map.&lt;br /&gt;
&lt;br /&gt;
With each map assignment, the HC must also announce &amp;#039;&amp;#039;&amp;#039;which in-game side it will defend from.&amp;#039;&amp;#039;&amp;#039; The defending side may be changed at any time, but there is a five day &amp;quot;relocation time.&amp;quot; &amp;#039;&amp;#039;&amp;#039;Side changes must be announced by Monday SBT in the Risk Forum before the battleday it will take effect.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
If the territory is attacked within that time, the defender will play from the original defending side.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Territory Battle Days=&lt;br /&gt;
==General Rules==&lt;br /&gt;
&lt;br /&gt;
===Timing===&lt;br /&gt;
*Territory battles begin every &amp;#039;&amp;#039;&amp;#039;Saturday at SBT&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
** TA&amp;#039;s and HC&amp;#039;s can agree to skip a Saturday for holidays or other reasons&lt;br /&gt;
** If an attack starts late because the attacker was not ready, this time is not refunded at the end&lt;br /&gt;
*** However, if the attack starts late for some other reason (e.g. server issues), the time is refunded at the end&lt;br /&gt;
** If the server crashes during a round, the TA&amp;#039;s will decide whether to&lt;br /&gt;
**# If many tickets remain or it&amp;#039;s very close, cancel the round and add time on at the end&lt;br /&gt;
**# Otherwise, declare the army that was ahead in tickets the winner of the round&lt;br /&gt;
**After &amp;#039;&amp;#039;&amp;#039;SBT+5:45&amp;#039;&amp;#039;&amp;#039;, no new round can begin, unless time is added on by the TAs due to earlier delays. Any round in progress can continue and still counts.&lt;br /&gt;
**The attacker must take a &amp;#039;&amp;#039;&amp;#039;30 minute break&amp;#039;&amp;#039;&amp;#039; between SBT+2.5 and SBT+3.5, but can decide where it falls in that time (but they&amp;#039;re encouraged to aim for SBT+2.75). After the break, we swap servers.&lt;br /&gt;
&lt;br /&gt;
*Each battleday has one &amp;#039;&amp;#039;&amp;#039;attacker&amp;#039;&amp;#039;&amp;#039;, who chooses which territories to assault, and one &amp;#039;&amp;#039;&amp;#039;defender&amp;#039;&amp;#039;&amp;#039;, who must protect territories for the whole battleday.&lt;br /&gt;
** The army with the &amp;#039;&amp;#039;&amp;#039;attack initiative&amp;#039;&amp;#039;&amp;#039; tries to attack as many territories as it can&lt;br /&gt;
** The defender tries to stall the attacks, limiting the damage.&lt;br /&gt;
** This means attackers &amp;#039;&amp;#039;&amp;#039;set the tempo.&amp;#039;&amp;#039;&amp;#039; They announce when a round should be live and can take as long or as little as they need to prepare.&lt;br /&gt;
** Defenders always get 30 minutes before the first map, and &amp;#039;&amp;#039;&amp;#039;5&amp;#039;&amp;#039;&amp;#039; minutes before each subsequent map, to prepare. After that, the attacker can request live at any time. Defenders may request extra time, but it will be granted only at TA discretion, and it will be added to the end of the battle-day.&lt;br /&gt;
*Should the battle day end prematurely due to a lack of numbers on the defensive side, then this side will be required to forfeit one round for every twenty (20) minutes lost before the scheduled end of the battle day. &lt;br /&gt;
**This forfeit will be rounded upwards. &lt;br /&gt;
&lt;br /&gt;
*The army with the attack initiative must announce their first attack by &amp;#039;&amp;#039;&amp;#039;Friday SBT&amp;#039;&amp;#039;&amp;#039; before the battleday.&lt;br /&gt;
** Defenders are never told the attack until SBT-30 min.&lt;br /&gt;
** If the attackers announce after SBT-30 min, defenders are entitled to 30min of setup time.&lt;br /&gt;
&lt;br /&gt;
*Every round will start with &amp;#039;&amp;#039;&amp;#039;a 120-second countdown.&amp;#039;&amp;#039;&amp;#039; To be counted as live, it must start with a TA announcing &amp;quot;LIVE LIVE LIVE&amp;quot; over all chat, and also over teamspeak.&lt;br /&gt;
** An attacker cannot cancel a live round partly through, but the TA&amp;#039;s can rule a &amp;quot;false start&amp;quot; if needed&lt;br /&gt;
&lt;br /&gt;
===Risk Rules===&lt;br /&gt;
*For each attack, attackers must announce the territory they are attacking from, and the territory being attacked.&lt;br /&gt;
**An army &amp;#039;&amp;#039;&amp;#039;cannot re-attack a territory&amp;#039;&amp;#039;&amp;#039; until their second attack turn following their initial attack on that territory. (ie, it is &amp;quot;blocked&amp;quot; for a week)&lt;br /&gt;
*Territory battles will be conducted as follows: &lt;br /&gt;
*#The armies will play the same side for all rounds on a map, &amp;#039;&amp;#039;&amp;#039;they will not alternate sides.&amp;#039;&amp;#039;&amp;#039; The defender&amp;#039;s side will be chosen in the initial map placements.&lt;br /&gt;
*#The number of winning rounds required for a successful outcome is best two out of three.&lt;br /&gt;
*#Maps will be played at 75% ticket count, but ticket counts may be modified based on agreements between TAs and HCs in the interests of fair and fun play.&lt;br /&gt;
*#* The bleed rate will be adjusted to 50%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Risk Cards=&lt;br /&gt;
&lt;br /&gt;
==Risk Card Draw Phase==&lt;br /&gt;
&lt;br /&gt;
TBC&lt;br /&gt;
&lt;br /&gt;
* Risk cards are drawn once a week by both armies&lt;br /&gt;
* Each army may only hold up to x cards in their hand at any time.&lt;br /&gt;
* If they have x cards going into the Risk Card Draw Phase, they may choose to discard as many as they wish.&lt;br /&gt;
** If they elect not to discard, they will skip the Risk Card Draw Phase.&lt;br /&gt;
* A maximum of y cards can be drawn during the Risk Card Draw Phase.&lt;br /&gt;
* Cards will be drawn by Tuesday SBT and announced in your High Command Army Dashboard thread.&lt;br /&gt;
&lt;br /&gt;
==Playing a Risk Card==&lt;br /&gt;
# Select the card to be played and notify the TAs.&lt;br /&gt;
# If a card is played on the battleday, up to five minutes of TA processing time may pass before it takes effect.&lt;br /&gt;
# If a card is played outside the battleday, please note the use of the card during your normal posting the appropriate phase, or, if the card does not apply to a phase, follow the instructions on the card and make a new post in the Risk Forum.&lt;br /&gt;
* Examples: &lt;br /&gt;
** Paradrop has to be announced with your attack when you attack&lt;br /&gt;
** AA is a card that can be played as a counter to paradrop&lt;br /&gt;
** Modifier card must be played WITH your other card&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Basic Card Details==&lt;br /&gt;
STILL TBD&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;1. Paradrop:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Allows you to &amp;quot;jump&amp;quot; one territory on your attack.&lt;br /&gt;
*Card is played as you announce your attack. You must state source and destination territory. &lt;br /&gt;
*Can be played only ONCE per battleday.&lt;br /&gt;
*Paradrop can not be used as your first attack for the day.&lt;br /&gt;
*Modifier: Allows paradrop &amp;quot;jump&amp;quot; two territories.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2. Anti Air:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Played as a counter to &amp;quot;Paradrop&amp;quot;&lt;br /&gt;
*Card changes victory conditions. Attackers have to win 2/2 rounds instead of 2/3. If defenders with one round, they have defended the territory.&lt;br /&gt;
*Modifier: Completely destroys paradrop in all instances. Including a Modifier Paradrop.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;3. Modifier Card:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Played at the same time as other cards&lt;br /&gt;
*Provides a bonus to Paradrop and Anti Air Cards&lt;br /&gt;
*Does not combine with itself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Theaters=&lt;br /&gt;
A &amp;#039;&amp;#039;&amp;#039;theater&amp;#039;&amp;#039;&amp;#039; is a group of five connected and geographically grouped territories.&lt;br /&gt;
&lt;br /&gt;
==Theater Bonuses==&lt;br /&gt;
* Capturing all territories in a theater grants a bonus to the controlling army, measured in world control points.&lt;br /&gt;
* Theaters will be scored using a stacking bonus. Consult the following table to see your WCP bonus:&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Theaters Owned:&amp;#039;&amp;#039;&amp;#039;|| 1	||2	 ||3	 ||4	 ||5	 ||6	 ||7	 ||8	 ||9&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Bonus:&amp;#039;&amp;#039;&amp;#039;|| 6	||15	 ||26	 ||37	 ||49	 ||61	 ||73	 ||85	 ||97&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Theaters:&lt;br /&gt;
** Canada&lt;br /&gt;
** North America&lt;br /&gt;
** South America&lt;br /&gt;
** Western Europe&lt;br /&gt;
** Eastern Europe&lt;br /&gt;
** Middle East&lt;br /&gt;
** Africa&lt;br /&gt;
** South Asia&lt;br /&gt;
** North Asia&lt;br /&gt;
** Australia&lt;br /&gt;
&lt;br /&gt;
*Theater bonuses do not go into effect until the attacker&amp;#039;s next attack turn after capturing all zones in the theater.&lt;br /&gt;
*Theater bonuses are terminated immediately after the opposing empire captures a territory located within the theater.&lt;br /&gt;
*The islands are not counted as a theatre&lt;br /&gt;
&lt;br /&gt;
=Victory Conditions and World Control Points=&lt;br /&gt;
* Each Territory and Island held is worth &amp;#039;&amp;#039;&amp;#039;3 WCP&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Each Theater held is worth as per the above table.&lt;br /&gt;
&lt;br /&gt;
An army can achieve victory in three ways: &lt;br /&gt;
# By gaining control of at least 70% of the World Control Points and remaining at or above 70% WCP through the opposing army&amp;#039;s next attack turn. &lt;br /&gt;
# By forcing the opposing army to surrender.&lt;br /&gt;
&lt;br /&gt;
*An army may surrender by announcing its decision to the Tournament Admins at any time. &lt;br /&gt;
&lt;br /&gt;
*Any army with consistently low attendance over the span of a minimum of three weeks will risk automatic forfeit of the campaign. Execution of this forfeit will be determined on a case-by-case basis by the Tournament Admins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--------------------&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;Campaign system and rules are subject to change during campaign. Changes, if necessary, will be announced in the forums, and come in effect instantly. This page is the final authority on campaign system and rules information.&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>Gwynzer</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_2_System&amp;diff=1043</id>
		<title>BF4 Campaign 2 System</title>
		<link rel="alternate" type="text/html" href="http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_2_System&amp;diff=1043"/>
				<updated>2014-03-31T23:11:18Z</updated>
		
		<summary type="html">&lt;p&gt;Gwynzer: /* Victory Conditions and World Control Points */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Introduction=&lt;br /&gt;
==Preamble==&lt;br /&gt;
Battlefield 4 is a tactical first-person shooter set in the modern era, and is developed and distributed by EA Games. &lt;br /&gt;
&lt;br /&gt;
At Global Conflict the multi-player aspects of the game are utilized to simulate a conflict between two organized armies. Members join a side and agree to abide by the rules of that army and to participate in the campaign as outlined in the Campaign System that follows. The Campaign is played out using original (vanilla) BF3, Back to Karkand, Armored Kill, Aftermath and End Game maps.&lt;br /&gt;
&lt;br /&gt;
Each army is headed by a High Command (HC) that will be comprised of well known and respected members, selected prior to the start each new campaign. The HC is responsible for the smooth running of their army. The HC will accomplish this through the delegation of authority in a manner of their choosing. This authority will not extend to breaching the Rules of Global Conflict and in any case will not supercede the authority of the Tournament Admins or of the Executive. &lt;br /&gt;
&lt;br /&gt;
The guiding principle of the campaign shall be an attitude and display of gentlemanly and sportsmanlike conduct. If any rule in its interpretation or implementation should breach these generally accepted principles then this rule must be adapted to comply. If any rule is unclear in its interpretation then it must be applied with this guiding principle determining its intent and outcome.&lt;br /&gt;
&lt;br /&gt;
The rules behind this campaign are based in part from borrowed elements of the board game ‘Risk’ and other rules developed by our community. The goal of the Campaign is to gain control of 70% of the territories and capitals available on the Campaign Map or to force the other side into surrender. The Campaign Map will be illustrated and hosted on the home page of Global-Conflict.org. As the campaign progresses the campaign map will be updated to reflect the ebb and flow of each army&amp;#039;s divisions and territories.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Definitions== &lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;BFI&amp;#039;&amp;#039;&amp;#039; - Battle for Initiative, first Campaign Match after the draft to decide which army gets the first attack.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Army:&amp;#039;&amp;#039;&amp;#039; One of two factions competing for world domination on the campaign map. &lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Map&amp;#039;&amp;#039;&amp;#039;: a Battlefield 3 map in a specific game mode and size, e.g. &amp;quot;Caspian Border 32 Vehicles&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Territory:&amp;#039;&amp;#039;&amp;#039; A tile on the campaign map, corresponding to one Battlefield 3 map.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Net Worth, WCP:&amp;#039;&amp;#039;&amp;#039; Net worth represents the total financial and military power of An army. Net Worth is measured in &amp;#039;&amp;#039;&amp;#039;W&amp;#039;&amp;#039;&amp;#039;orld &amp;#039;&amp;#039;&amp;#039;C&amp;#039;&amp;#039;&amp;#039;ontrol &amp;#039;&amp;#039;&amp;#039;P&amp;#039;&amp;#039;&amp;#039;oints. Each territory is worth 3 WCP. Each capital city is worth 2 WCP.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;General, HC:&amp;#039;&amp;#039;&amp;#039; Leaders of each army are traditionally referred to as &amp;#039;&amp;#039;&amp;#039;generals&amp;#039;&amp;#039;&amp;#039;. The highest-ranked officers in each army are referred to as the &amp;#039;&amp;#039;&amp;#039;high command (HC)&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;TA:&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;&amp;#039;T&amp;#039;&amp;#039;&amp;#039;ournament &amp;#039;&amp;#039;&amp;#039;A&amp;#039;&amp;#039;&amp;#039;dministrators are a group of dedicated GC veterans who run the day-to-day functioning of the campaign. They are the &amp;quot;referees&amp;quot; who police the fairplay rules and administer all aspects of the tournament.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Executive Senate&amp;#039;&amp;#039;&amp;#039;: The Executive Senate (sometimes called &amp;quot;execs&amp;quot; or &amp;quot;senators&amp;quot;) is Global Conflict&amp;#039;s highest governing body, made up of veterans who have been active in the community for years. Whereas the TA&amp;#039;s run the tournament itself, the Executive Senate is responsible for the overall health of the community. Its members select the TA&amp;#039;s and generals, and have the final say in all disputes.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;SBT:&amp;#039;&amp;#039;&amp;#039; Standard Battle Time is the time at which the main Saturday battle day will begin. This is currently 17:00 UTC but will be adjusted this campaign for the end of day lights saving.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Campaign Initialization==&lt;br /&gt;
Before a campaign begins, the Executive Senate will select volunteers from the community to serve as Generals and Tournament Administrators. From here, the TA&amp;#039;s and HC&amp;#039;s will set a timeline for the following steps&lt;br /&gt;
&lt;br /&gt;
# Selecting territories&lt;br /&gt;
# Selecting maps&lt;br /&gt;
# Drafting officers&lt;br /&gt;
# Drafting players&lt;br /&gt;
# Initial campaign map placements&lt;br /&gt;
&lt;br /&gt;
===Territory Selection Process===&lt;br /&gt;
To set the initial owners of territories on the campaign map, the TA&amp;#039;s will meet with both HC&amp;#039;s for the &amp;#039;&amp;#039;&amp;#039;territory draft&amp;#039;&amp;#039;&amp;#039;. &lt;br /&gt;
&lt;br /&gt;
A coin toss will determine first pick, and each HC will alternate picking one territory at a time until all available territories are claimed.&lt;br /&gt;
&lt;br /&gt;
===Map Selection Process===&lt;br /&gt;
It is up to each HC to choose a BF4 map corresponding to each territory on the campaign map.&lt;br /&gt;
&lt;br /&gt;
The TA&amp;#039;s will create an official maplist for the campaign. This list must specify a game mode/size for each map, and a map may be duplicated.&lt;br /&gt;
&lt;br /&gt;
Once the list is created, and after the territory draft, a &amp;#039;&amp;#039;&amp;#039;map draft&amp;#039;&amp;#039;&amp;#039; will be held. First pick will go to the loser of the coin toss from the territory draft, and armies will alternate selecting maps from the list.&lt;br /&gt;
&lt;br /&gt;
===Campaign Map Placements===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Map Placement====&lt;br /&gt;
&lt;br /&gt;
*After the territories and maps have been selected, the HC’s will place their maps on their territories as they see fit.&lt;br /&gt;
&lt;br /&gt;
Once map assignments are submitted to the tournament admins, &amp;#039;&amp;#039;&amp;#039;they can never be changed.&amp;#039;&amp;#039;&amp;#039; However, the TA&amp;#039;s may allow exceptions at their discretion, for example if new patches fundamentally change the balance of a map.&lt;br /&gt;
&lt;br /&gt;
With each map assignment, the HC must also announce &amp;#039;&amp;#039;&amp;#039;which in-game side it will defend from.&amp;#039;&amp;#039;&amp;#039; The defending side may be changed at any time, but there is a five day &amp;quot;relocation time.&amp;quot; &amp;#039;&amp;#039;&amp;#039;Side changes must be announced by Monday SBT in the Risk Forum before the battleday it will take effect.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
If the territory is attacked within that time, the defender will play from the original defending side.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Territory Battle Days=&lt;br /&gt;
==General Rules==&lt;br /&gt;
&lt;br /&gt;
===Timing===&lt;br /&gt;
*Territory battles begin every &amp;#039;&amp;#039;&amp;#039;Saturday at SBT&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
** TA&amp;#039;s and HC&amp;#039;s can agree to skip a Saturday for holidays or other reasons&lt;br /&gt;
** If an attack starts late because the attacker was not ready, this time is not refunded at the end&lt;br /&gt;
*** However, if the attack starts late for some other reason (e.g. server issues), the time is refunded at the end&lt;br /&gt;
** If the server crashes during a round, the TA&amp;#039;s will decide whether to&lt;br /&gt;
**# If many tickets remain or it&amp;#039;s very close, cancel the round and add time on at the end&lt;br /&gt;
**# Otherwise, declare the army that was ahead in tickets the winner of the round&lt;br /&gt;
**After &amp;#039;&amp;#039;&amp;#039;SBT+5:45&amp;#039;&amp;#039;&amp;#039;, no new round can begin, unless time is added on by the TAs due to earlier delays. Any round in progress can continue and still counts.&lt;br /&gt;
**The attacker must take a &amp;#039;&amp;#039;&amp;#039;30 minute break&amp;#039;&amp;#039;&amp;#039; between SBT+2.5 and SBT+3.5, but can decide where it falls in that time (but they&amp;#039;re encouraged to aim for SBT+2.75). After the break, we swap servers.&lt;br /&gt;
&lt;br /&gt;
*Each battleday has one &amp;#039;&amp;#039;&amp;#039;attacker&amp;#039;&amp;#039;&amp;#039;, who chooses which territories to assault, and one &amp;#039;&amp;#039;&amp;#039;defender&amp;#039;&amp;#039;&amp;#039;, who must protect territories for the whole battleday.&lt;br /&gt;
** The army with the &amp;#039;&amp;#039;&amp;#039;attack initiative&amp;#039;&amp;#039;&amp;#039; tries to attack as many territories as it can&lt;br /&gt;
** The defender tries to stall the attacks, limiting the damage.&lt;br /&gt;
** This means attackers &amp;#039;&amp;#039;&amp;#039;set the tempo.&amp;#039;&amp;#039;&amp;#039; They announce when a round should be live and can take as long or as little as they need to prepare.&lt;br /&gt;
** Defenders always get 30 minutes before the first map, and &amp;#039;&amp;#039;&amp;#039;5&amp;#039;&amp;#039;&amp;#039; minutes before each subsequent map, to prepare. After that, the attacker can request live at any time. Defenders may request extra time, but it will be granted only at TA discretion, and it will be added to the end of the battle-day.&lt;br /&gt;
*Should the battle day end prematurely due to a lack of numbers on the defensive side, then this side will be required to forfeit one round for every twenty (20) minutes lost before the scheduled end of the battle day. &lt;br /&gt;
**This forfeit will be rounded upwards. &lt;br /&gt;
**Should no attacking move be declared, the defensive side may choose which divisions to forfeit.&lt;br /&gt;
&lt;br /&gt;
*The army with the attack initiative must announce their first attack by &amp;#039;&amp;#039;&amp;#039;Friday SBT&amp;#039;&amp;#039;&amp;#039; before the battleday.&lt;br /&gt;
** Defenders are never told the attack until SBT-30 min.&lt;br /&gt;
** If the attackers announce after SBT-30 min, defenders are entitled to 30min of setup time.&lt;br /&gt;
&lt;br /&gt;
*Every round will start with &amp;#039;&amp;#039;&amp;#039;a 120-second countdown.&amp;#039;&amp;#039;&amp;#039; To be counted as live, it must start with a TA announcing &amp;quot;LIVE LIVE LIVE&amp;quot; over all chat, and also over teamspeak.&lt;br /&gt;
** An attacker cannot cancel a live round partly through, but the TA&amp;#039;s can rule a &amp;quot;false start&amp;quot; if needed&lt;br /&gt;
&lt;br /&gt;
===Risk Rules===&lt;br /&gt;
*For each attack, attackers must announce the territory they are attacking from, and the territory being attacked.&lt;br /&gt;
**An army &amp;#039;&amp;#039;&amp;#039;cannot re-attack a territory&amp;#039;&amp;#039;&amp;#039; until their second attack turn following their initial attack on that territory. (ie, it is &amp;quot;blocked&amp;quot; for a week)&lt;br /&gt;
*Territory battles will be conducted as follows: &lt;br /&gt;
*#The armies will play the same side for all rounds on a map, &amp;#039;&amp;#039;&amp;#039;they will not alternate sides.&amp;#039;&amp;#039;&amp;#039; The defender&amp;#039;s side will be chosen in the initial map placements.&lt;br /&gt;
*#The number of winning rounds required for a successful outcome is best two out of three.&lt;br /&gt;
*#Maps will be played at 75% ticket count, but ticket counts may be modified based on agreements between TAs and HCs in the interests of fair and fun play.&lt;br /&gt;
*#* The bleed rate will be adjusted to 50%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Risk Cards=&lt;br /&gt;
&lt;br /&gt;
==Risk Card Draw Phase==&lt;br /&gt;
&lt;br /&gt;
TBC&lt;br /&gt;
&lt;br /&gt;
* Risk cards are drawn once a week by both armies&lt;br /&gt;
* Each army may only hold up to x cards in their hand at any time.&lt;br /&gt;
* If they have x cards going into the Risk Card Draw Phase, they may choose to discard as many as they wish.&lt;br /&gt;
** If they elect not to discard, they will skip the Risk Card Draw Phase.&lt;br /&gt;
* A maximum of y cards can be drawn during the Risk Card Draw Phase.&lt;br /&gt;
* Cards will be drawn by Tuesday SBT and announced in your High Command Army Dashboard thread.&lt;br /&gt;
&lt;br /&gt;
==Playing a Risk Card==&lt;br /&gt;
# Select the card to be played and notify the TAs.&lt;br /&gt;
# If a card is played on the battleday, up to five minutes of TA processing time may pass before it takes effect.&lt;br /&gt;
# If a card is played outside the battleday, please note the use of the card during your normal posting the appropriate phase, or, if the card does not apply to a phase, follow the instructions on the card and make a new post in the Risk Forum.&lt;br /&gt;
* Examples: &lt;br /&gt;
** Paradrop has to be announced with your attack when you attack&lt;br /&gt;
** AA is a card that can be played as a counter to paradrop&lt;br /&gt;
** Modifier card must be played WITH your other card&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Basic Card Details==&lt;br /&gt;
STILL TBD&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;1. Paradrop:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Allows you to &amp;quot;jump&amp;quot; one territory on your attack.&lt;br /&gt;
*Card is played as you announce your attack. You must state source and destination territory. &lt;br /&gt;
*Can be played only ONCE per battleday.&lt;br /&gt;
*Paradrop can not be used as your first attack for the day.&lt;br /&gt;
*Modifier: Allows paradrop &amp;quot;jump&amp;quot; two territories.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2. Anti Air:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Played as a counter to &amp;quot;Paradrop&amp;quot;&lt;br /&gt;
*Card changes victory conditions. Attackers have to win 2/2 rounds instead of 2/3. If defenders with one round, they have defended the territory.&lt;br /&gt;
*Modifier: Completely destroys paradrop in all instances. Including a Modifier Paradrop.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;3. Modifier Card:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Played at the same time as other cards&lt;br /&gt;
*Provides a bonus to Paradrop and Anti Air Cards&lt;br /&gt;
*Does not combine with itself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Theaters=&lt;br /&gt;
A &amp;#039;&amp;#039;&amp;#039;theater&amp;#039;&amp;#039;&amp;#039; is a group of five connected and geographically grouped territories.&lt;br /&gt;
&lt;br /&gt;
==Theater Bonuses==&lt;br /&gt;
* Capturing all territories in a theater grants a bonus to the controlling army, measured in world control points. &amp;#039;&amp;#039;&amp;#039;Note: WCP is not the same as divisions. But they are part of the formula that determines how many divisions you get.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Theaters will be scored using a stacking bonus. Consult the following table to see your WCP bonus:&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Theaters Owned:&amp;#039;&amp;#039;&amp;#039;|| 1	||2	 ||3	 ||4	 ||5	 ||6	 ||7	 ||8	 ||9&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Bonus:&amp;#039;&amp;#039;&amp;#039;|| 5	||13	 ||22	 ||31	 ||42	 ||51	 ||61	 ||71	 ||81&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Bonus:&amp;#039;&amp;#039;&amp;#039;|| 6	||15	 ||26	 ||37	 ||42	 ||57	 ||71	 ||84	 ||96&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Theaters:&lt;br /&gt;
** Canada&lt;br /&gt;
** North America&lt;br /&gt;
** South America&lt;br /&gt;
** Western Europe&lt;br /&gt;
** Eastern Europe&lt;br /&gt;
** Middle East&lt;br /&gt;
** Africa&lt;br /&gt;
** South Asia&lt;br /&gt;
** North Asia&lt;br /&gt;
** Australia&lt;br /&gt;
&lt;br /&gt;
*Theater bonuses do not go into effect until the attacker&amp;#039;s next attack turn after capturing all zones in the theater.&lt;br /&gt;
*Theater bonuses are terminated immediately after the opposing empire captures a territory located within the theater.&lt;br /&gt;
*The islands are not counted as a theatre&lt;br /&gt;
&lt;br /&gt;
=Victory Conditions and World Control Points=&lt;br /&gt;
* Each Territory and Island held is worth &amp;#039;&amp;#039;&amp;#039;3 WCP&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Each Theater held is worth as per the above table.&lt;br /&gt;
&lt;br /&gt;
An army can achieve victory in three ways: &lt;br /&gt;
# By gaining control of at least 70% of the World Control Points and remaining at or above 70% WCP through the opposing army&amp;#039;s next attack turn. &lt;br /&gt;
# By forcing the opposing army to surrender.&lt;br /&gt;
&lt;br /&gt;
*An army may surrender by announcing its decision to the Tournament Admins at any time. &lt;br /&gt;
&lt;br /&gt;
*Any army with consistently low attendance over the span of a minimum of three weeks will risk automatic forfeit of the campaign. Execution of this forfeit will be determined on a case-by-case basis by the Tournament Admins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--------------------&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;Campaign system and rules are subject to change during campaign. Changes, if necessary, will be announced in the forums, and come in effect instantly. This page is the final authority on campaign system and rules information.&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>Gwynzer</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_2_System&amp;diff=1040</id>
		<title>BF4 Campaign 2 System</title>
		<link rel="alternate" type="text/html" href="http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_2_System&amp;diff=1040"/>
				<updated>2014-03-31T22:47:20Z</updated>
		
		<summary type="html">&lt;p&gt;Gwynzer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Introduction=&lt;br /&gt;
==Preamble==&lt;br /&gt;
Battlefield 4 is a tactical first-person shooter set in the modern era, and is developed and distributed by EA Games. &lt;br /&gt;
&lt;br /&gt;
At Global Conflict the multi-player aspects of the game are utilized to simulate a conflict between two organized armies. Members join a side and agree to abide by the rules of that army and to participate in the campaign as outlined in the Campaign System that follows. The Campaign is played out using original (vanilla) BF3, Back to Karkand, Armored Kill, Aftermath and End Game maps.&lt;br /&gt;
&lt;br /&gt;
Each army is headed by a High Command (HC) that will be comprised of well known and respected members, selected prior to the start each new campaign. The HC is responsible for the smooth running of their army. The HC will accomplish this through the delegation of authority in a manner of their choosing. This authority will not extend to breaching the Rules of Global Conflict and in any case will not supercede the authority of the Tournament Admins or of the Executive. &lt;br /&gt;
&lt;br /&gt;
The guiding principle of the campaign shall be an attitude and display of gentlemanly and sportsmanlike conduct. If any rule in its interpretation or implementation should breach these generally accepted principles then this rule must be adapted to comply. If any rule is unclear in its interpretation then it must be applied with this guiding principle determining its intent and outcome.&lt;br /&gt;
&lt;br /&gt;
The rules behind this campaign are based in part from borrowed elements of the board game ‘Risk’ and other rules developed by our community. The goal of the Campaign is to gain control of 70% of the territories and capitals available on the Campaign Map or to force the other side into surrender. The Campaign Map will be illustrated and hosted on the home page of Global-Conflict.org. As the campaign progresses the campaign map will be updated to reflect the ebb and flow of each army&amp;#039;s divisions and territories.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Definitions== &lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;BFI&amp;#039;&amp;#039;&amp;#039; - Battle for Initiative, first Campaign Match after the draft to decide which army gets the first attack.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Army:&amp;#039;&amp;#039;&amp;#039; One of two factions competing for world domination on the campaign map. &lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Map&amp;#039;&amp;#039;&amp;#039;: a Battlefield 3 map in a specific game mode and size, e.g. &amp;quot;Caspian Border 32 Vehicles&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Territory:&amp;#039;&amp;#039;&amp;#039; A tile on the campaign map, corresponding to one Battlefield 3 map.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Net Worth, WCP:&amp;#039;&amp;#039;&amp;#039; Net worth represents the total financial and military power of An army. Net Worth is measured in &amp;#039;&amp;#039;&amp;#039;W&amp;#039;&amp;#039;&amp;#039;orld &amp;#039;&amp;#039;&amp;#039;C&amp;#039;&amp;#039;&amp;#039;ontrol &amp;#039;&amp;#039;&amp;#039;P&amp;#039;&amp;#039;&amp;#039;oints. Each territory is worth 3 WCP. Each capital city is worth 2 WCP.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;General, HC:&amp;#039;&amp;#039;&amp;#039; Leaders of each army are traditionally referred to as &amp;#039;&amp;#039;&amp;#039;generals&amp;#039;&amp;#039;&amp;#039;. The highest-ranked officers in each army are referred to as the &amp;#039;&amp;#039;&amp;#039;high command (HC)&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;TA:&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;&amp;#039;T&amp;#039;&amp;#039;&amp;#039;ournament &amp;#039;&amp;#039;&amp;#039;A&amp;#039;&amp;#039;&amp;#039;dministrators are a group of dedicated GC veterans who run the day-to-day functioning of the campaign. They are the &amp;quot;referees&amp;quot; who police the fairplay rules and administer all aspects of the tournament.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Executive Senate&amp;#039;&amp;#039;&amp;#039;: The Executive Senate (sometimes called &amp;quot;execs&amp;quot; or &amp;quot;senators&amp;quot;) is Global Conflict&amp;#039;s highest governing body, made up of veterans who have been active in the community for years. Whereas the TA&amp;#039;s run the tournament itself, the Executive Senate is responsible for the overall health of the community. Its members select the TA&amp;#039;s and generals, and have the final say in all disputes.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;SBT:&amp;#039;&amp;#039;&amp;#039; Standard Battle Time is the time at which the main Saturday battle day will begin. This is currently 17:00 UTC but will be adjusted this campaign for the end of day lights saving.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Campaign Initialization==&lt;br /&gt;
Before a campaign begins, the Executive Senate will select volunteers from the community to serve as Generals and Tournament Administrators. From here, the TA&amp;#039;s and HC&amp;#039;s will set a timeline for the following steps&lt;br /&gt;
&lt;br /&gt;
# Selecting territories&lt;br /&gt;
# Selecting maps&lt;br /&gt;
# Drafting officers&lt;br /&gt;
# Drafting players&lt;br /&gt;
# Initial campaign map placements&lt;br /&gt;
&lt;br /&gt;
===Territory Selection Process===&lt;br /&gt;
To set the initial owners of territories on the campaign map, the TA&amp;#039;s will meet with both HC&amp;#039;s for the &amp;#039;&amp;#039;&amp;#039;territory draft&amp;#039;&amp;#039;&amp;#039;. &lt;br /&gt;
&lt;br /&gt;
A coin toss will determine first pick, and each HC will alternate picking one territory at a time until all available territories are claimed.&lt;br /&gt;
&lt;br /&gt;
===Map Selection Process===&lt;br /&gt;
It is up to each HC to choose a BF4 map corresponding to each territory on the campaign map.&lt;br /&gt;
&lt;br /&gt;
The TA&amp;#039;s will create an official maplist for the campaign. This list must specify a game mode/size for each map, and a map may be duplicated.&lt;br /&gt;
&lt;br /&gt;
Once the list is created, and after the territory draft, a &amp;#039;&amp;#039;&amp;#039;map draft&amp;#039;&amp;#039;&amp;#039; will be held. First pick will go to the loser of the coin toss from the territory draft, and armies will alternate selecting maps from the list.&lt;br /&gt;
&lt;br /&gt;
===Campaign Map Placements===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Map Placement====&lt;br /&gt;
&lt;br /&gt;
*After the territories and maps have been selected, the HC’s will place their maps on their territories as they see fit.&lt;br /&gt;
&lt;br /&gt;
Once map assignments are submitted to the tournament admins, &amp;#039;&amp;#039;&amp;#039;they can never be changed.&amp;#039;&amp;#039;&amp;#039; However, the TA&amp;#039;s may allow exceptions at their discretion, for example if new patches fundamentally change the balance of a map.&lt;br /&gt;
&lt;br /&gt;
With each map assignment, the HC must also announce &amp;#039;&amp;#039;&amp;#039;which in-game side it will defend from.&amp;#039;&amp;#039;&amp;#039; The defending side may be changed at any time, but there is a five day &amp;quot;relocation time.&amp;quot; &amp;#039;&amp;#039;&amp;#039;Side changes must be announced by Monday SBT in the Risk Forum before the battleday it will take effect.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
If the territory is attacked within that time, the defender will play from the original defending side.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Territory Battle Days=&lt;br /&gt;
==General Rules==&lt;br /&gt;
&lt;br /&gt;
===Timing===&lt;br /&gt;
*Territory battles begin every &amp;#039;&amp;#039;&amp;#039;Saturday at SBT&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
** TA&amp;#039;s and HC&amp;#039;s can agree to skip a Saturday for holidays or other reasons&lt;br /&gt;
** If an attack starts late because the attacker was not ready, this time is not refunded at the end&lt;br /&gt;
*** However, if the attack starts late for some other reason (e.g. server issues), the time is refunded at the end&lt;br /&gt;
** If the server crashes during a round, the TA&amp;#039;s will decide whether to&lt;br /&gt;
**# If many tickets remain or it&amp;#039;s very close, cancel the round and add time on at the end&lt;br /&gt;
**# Otherwise, declare the army that was ahead in tickets the winner of the round&lt;br /&gt;
**After &amp;#039;&amp;#039;&amp;#039;SBT+5:45&amp;#039;&amp;#039;&amp;#039;, no new round can begin, unless time is added on by the TAs due to earlier delays. Any round in progress can continue and still counts.&lt;br /&gt;
**The attacker must take a &amp;#039;&amp;#039;&amp;#039;30 minute break&amp;#039;&amp;#039;&amp;#039; between SBT+2.5 and SBT+3.5, but can decide where it falls in that time (but they&amp;#039;re encouraged to aim for SBT+2.75). After the break, we swap servers.&lt;br /&gt;
&lt;br /&gt;
*Each battleday has one &amp;#039;&amp;#039;&amp;#039;attacker&amp;#039;&amp;#039;&amp;#039;, who chooses which territories to assault, and one &amp;#039;&amp;#039;&amp;#039;defender&amp;#039;&amp;#039;&amp;#039;, who must protect territories for the whole battleday.&lt;br /&gt;
** The army with the &amp;#039;&amp;#039;&amp;#039;attack initiative&amp;#039;&amp;#039;&amp;#039; tries to attack as many territories as it can&lt;br /&gt;
** The defender tries to stall the attacks, limiting the damage.&lt;br /&gt;
** This means attackers &amp;#039;&amp;#039;&amp;#039;set the tempo.&amp;#039;&amp;#039;&amp;#039; They announce when a round should be live and can take as long or as little as they need to prepare.&lt;br /&gt;
** Defenders always get 30 minutes before the first map, and &amp;#039;&amp;#039;&amp;#039;5&amp;#039;&amp;#039;&amp;#039; minutes before each subsequent map, to prepare. After that, the attacker can request live at any time. Defenders may request extra time, but it will be granted only at TA discretion, and it will be added to the end of the battle-day.&lt;br /&gt;
*Should the battle day end prematurely due to a lack of numbers on the defensive side, then this side will be required to forfeit one round for every twenty (20) minutes lost before the scheduled end of the battle day. &lt;br /&gt;
**This forfeit will be rounded upwards. &lt;br /&gt;
**Should no attacking move be declared, the defensive side may choose which divisions to forfeit.&lt;br /&gt;
&lt;br /&gt;
*The army with the attack initiative must announce their first attack by &amp;#039;&amp;#039;&amp;#039;Friday SBT&amp;#039;&amp;#039;&amp;#039; before the battleday.&lt;br /&gt;
** Defenders are never told the attack until SBT-30 min.&lt;br /&gt;
** If the attackers announce after SBT-30 min, defenders are entitled to 30min of setup time.&lt;br /&gt;
&lt;br /&gt;
*Every round will start with &amp;#039;&amp;#039;&amp;#039;a 120-second countdown.&amp;#039;&amp;#039;&amp;#039; To be counted as live, it must start with a TA announcing &amp;quot;LIVE LIVE LIVE&amp;quot; over all chat, and also over teamspeak.&lt;br /&gt;
** An attacker cannot cancel a live round partly through, but the TA&amp;#039;s can rule a &amp;quot;false start&amp;quot; if needed&lt;br /&gt;
&lt;br /&gt;
===Risk Rules===&lt;br /&gt;
*For each attack, attackers must announce the territory they are attacking from, and the territory being attacked.&lt;br /&gt;
**An army &amp;#039;&amp;#039;&amp;#039;cannot re-attack a territory&amp;#039;&amp;#039;&amp;#039; until their second attack turn following their initial attack on that territory. (ie, it is &amp;quot;blocked&amp;quot; for a week)&lt;br /&gt;
*Territory battles will be conducted as follows: &lt;br /&gt;
*#The armies will play the same side for all rounds on a map, &amp;#039;&amp;#039;&amp;#039;they will not alternate sides.&amp;#039;&amp;#039;&amp;#039; The defender&amp;#039;s side will be chosen in the initial map placements.&lt;br /&gt;
*#The number of winning rounds required for a successful outcome is best two out of three.&lt;br /&gt;
*#Maps will be played at 75% ticket count, but ticket counts may be modified based on agreements between TAs and HCs in the interests of fair and fun play.&lt;br /&gt;
*#* The bleed rate will be adjusted to 50%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Risk Cards=&lt;br /&gt;
&lt;br /&gt;
==Risk Card Draw Phase==&lt;br /&gt;
&lt;br /&gt;
TBC&lt;br /&gt;
&lt;br /&gt;
* Risk cards are drawn once a week by both armies&lt;br /&gt;
* Each army may only hold up to x cards in their hand at any time.&lt;br /&gt;
* If they have x cards going into the Risk Card Draw Phase, they may choose to discard as many as they wish.&lt;br /&gt;
** If they elect not to discard, they will skip the Risk Card Draw Phase.&lt;br /&gt;
* A maximum of y cards can be drawn during the Risk Card Draw Phase.&lt;br /&gt;
* Cards will be drawn by Tuesday SBT and announced in your High Command Army Dashboard thread.&lt;br /&gt;
&lt;br /&gt;
==Playing a Risk Card==&lt;br /&gt;
# Select the card to be played and notify the TAs.&lt;br /&gt;
# If a card is played on the battleday, up to five minutes of TA processing time may pass before it takes effect.&lt;br /&gt;
# If a card is played outside the battleday, please note the use of the card during your normal posting the appropriate phase, or, if the card does not apply to a phase, follow the instructions on the card and make a new post in the Risk Forum.&lt;br /&gt;
* Examples: &lt;br /&gt;
** Paradrop has to be announced with your attack when you attack&lt;br /&gt;
** AA is a card that can be played as a counter to paradrop&lt;br /&gt;
** Modifier card must be played WITH your other card&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Basic Card Details==&lt;br /&gt;
STILL TBD&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;1. Paradrop:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Allows you to &amp;quot;jump&amp;quot; one territory on your attack.&lt;br /&gt;
*Card is played as you announce your attack. You must state source and destination territory. &lt;br /&gt;
*Can be played only ONCE per battleday.&lt;br /&gt;
*Paradrop can not be used as your first attack for the day.&lt;br /&gt;
*Modifier: Allows paradrop &amp;quot;jump&amp;quot; two territories.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2. Anti Air:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Played as a counter to &amp;quot;Paradrop&amp;quot;&lt;br /&gt;
*Card changes victory conditions. Attackers have to win 2/2 rounds instead of 2/3. If defenders with one round, they have defended the territory.&lt;br /&gt;
*Modifier: Completely destroys paradrop in all instances. Including a Modifier Paradrop.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;3. Modifier Card:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Played at the same time as other cards&lt;br /&gt;
*Provides a bonus to Paradrop and Anti Air Cards&lt;br /&gt;
*Does not combine with itself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Theaters=&lt;br /&gt;
A &amp;#039;&amp;#039;&amp;#039;theater&amp;#039;&amp;#039;&amp;#039; is a group of five connected and geographically grouped territories.&lt;br /&gt;
&lt;br /&gt;
==Theater Bonuses==&lt;br /&gt;
* Capturing all territories in a theater grants a bonus to the controlling army, measured in world control points. &amp;#039;&amp;#039;&amp;#039;Note: WCP is not the same as divisions. But they are part of the formula that determines how many divisions you get.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Theaters will all be worth 6 WCP bonus points.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Theaters:&lt;br /&gt;
** Canada&lt;br /&gt;
** North America&lt;br /&gt;
** South America&lt;br /&gt;
** Western Europe&lt;br /&gt;
** Eastern Europe&lt;br /&gt;
** Middle East&lt;br /&gt;
** Africa&lt;br /&gt;
** South Asia&lt;br /&gt;
** North Asia&lt;br /&gt;
** Australia&lt;br /&gt;
&lt;br /&gt;
*Theater bonuses do not go into effect until the attacker&amp;#039;s next attack turn after capturing all zones in the theater.&lt;br /&gt;
*Theater bonuses are terminated immediately after the opposing empire captures a territory located within the theater.&lt;br /&gt;
*The islands are not counted as a theatre&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Victory Conditions and World Control Points=&lt;br /&gt;
* Each Territory and Island held is worth &amp;#039;&amp;#039;&amp;#039;3 WCP&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Each Capital City held is worth &amp;#039;&amp;#039;&amp;#039;1 WCP&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Each Theater held is worth &amp;#039;&amp;#039;&amp;#039;6 WCP&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
An army can achieve victory in three ways: &lt;br /&gt;
# By gaining control of at least 70% of the World Control Points and remaining at or above 70% WCP through the opposing army&amp;#039;s next attack turn. &lt;br /&gt;
# By forcing the opposing army to surrender.&lt;br /&gt;
&lt;br /&gt;
*An army may surrender by announcing its decision to the Tournament Admins at any time. &lt;br /&gt;
&lt;br /&gt;
*Any army with consistently low attendance over the span of a minimum of three weeks will risk automatic forfeit of the campaign. Execution of this forfeit will be determined on a case-by-case basis by the Tournament Admins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--------------------&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;Campaign system and rules are subject to change during campaign. Changes, if necessary, will be announced in the forums, and come in effect instantly. This page is the final authority on campaign system and rules information.&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>Gwynzer</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_2_System&amp;diff=1039</id>
		<title>BF4 Campaign 2 System</title>
		<link rel="alternate" type="text/html" href="http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_2_System&amp;diff=1039"/>
				<updated>2014-03-31T22:15:02Z</updated>
		
		<summary type="html">&lt;p&gt;Gwynzer: /* Definitions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Introduction=&lt;br /&gt;
==Preamble==&lt;br /&gt;
Battlefield 4 is a tactical first-person shooter set in the modern era, and is developed and distributed by EA Games. &lt;br /&gt;
&lt;br /&gt;
At Global Conflict the multi-player aspects of the game are utilized to simulate a conflict between two organized armies. Members join a side and agree to abide by the rules of that army and to participate in the campaign as outlined in the Campaign System that follows. The Campaign is played out using original (vanilla) BF3, Back to Karkand, Armored Kill, Aftermath and End Game maps.&lt;br /&gt;
&lt;br /&gt;
Each army is headed by a High Command (HC) that will be comprised of well known and respected members, selected prior to the start each new campaign. The HC is responsible for the smooth running of their army. The HC will accomplish this through the delegation of authority in a manner of their choosing. This authority will not extend to breaching the Rules of Global Conflict and in any case will not supercede the authority of the Tournament Admins or of the Executive. &lt;br /&gt;
&lt;br /&gt;
The guiding principle of the campaign shall be an attitude and display of gentlemanly and sportsmanlike conduct. If any rule in its interpretation or implementation should breach these generally accepted principles then this rule must be adapted to comply. If any rule is unclear in its interpretation then it must be applied with this guiding principle determining its intent and outcome.&lt;br /&gt;
&lt;br /&gt;
The rules behind this campaign are based in part from borrowed elements of the board game ‘Risk’ and other rules developed by our community. The goal of the Campaign is to gain control of 70% of the territories and capitals available on the Campaign Map or to force the other side into surrender. The Campaign Map will be illustrated and hosted on the home page of Global-Conflict.org. As the campaign progresses the campaign map will be updated to reflect the ebb and flow of each army&amp;#039;s divisions and territories.&lt;br /&gt;
&lt;br /&gt;
==Definitions== &lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;BFI&amp;#039;&amp;#039;&amp;#039; - Battle for Initiative, first Campaign Match after the draft to decide which army gets the first attack.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Army:&amp;#039;&amp;#039;&amp;#039; One of two factions competing for world domination on the campaign map. &lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Map&amp;#039;&amp;#039;&amp;#039;: a Battlefield 3 map in a specific game mode and size, e.g. &amp;quot;Caspian Border 32 Vehicles&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Territory:&amp;#039;&amp;#039;&amp;#039; A tile on the campaign map, corresponding to one Battlefield 3 map.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Net Worth, WCP:&amp;#039;&amp;#039;&amp;#039; Net worth represents the total financial and military power of An army. Net Worth is measured in &amp;#039;&amp;#039;&amp;#039;W&amp;#039;&amp;#039;&amp;#039;orld &amp;#039;&amp;#039;&amp;#039;C&amp;#039;&amp;#039;&amp;#039;ontrol &amp;#039;&amp;#039;&amp;#039;P&amp;#039;&amp;#039;&amp;#039;oints. Each territory is worth 3 WCP. Each capital city is worth 2 WCP.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;General, HC:&amp;#039;&amp;#039;&amp;#039; Leaders of each army are traditionally referred to as &amp;#039;&amp;#039;&amp;#039;generals&amp;#039;&amp;#039;&amp;#039;. The highest-ranked officers in each army are referred to as the &amp;#039;&amp;#039;&amp;#039;high command (HC)&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;TA:&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;&amp;#039;T&amp;#039;&amp;#039;&amp;#039;ournament &amp;#039;&amp;#039;&amp;#039;A&amp;#039;&amp;#039;&amp;#039;dministrators are a group of dedicated GC veterans who run the day-to-day functioning of the campaign. They are the &amp;quot;referees&amp;quot; who police the fairplay rules and administer all aspects of the tournament.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Executive Senate&amp;#039;&amp;#039;&amp;#039;: The Executive Senate (sometimes called &amp;quot;execs&amp;quot; or &amp;quot;senators&amp;quot;) is Global Conflict&amp;#039;s highest governing body, made up of veterans who have been active in the community for years. Whereas the TA&amp;#039;s run the tournament itself, the Executive Senate is responsible for the overall health of the community. Its members select the TA&amp;#039;s and generals, and have the final say in all disputes.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;SBT:&amp;#039;&amp;#039;&amp;#039; Standard Battle Time is the time at which the main Saturday battle day will begin. This is currently 17:00 UTC but will be adjusted this campaign for the end of day lights saving.&lt;br /&gt;
&lt;br /&gt;
==Campaign Initialization==&lt;br /&gt;
Before a campaign begins, the Executive Senate will select volunteers from the community to serve as Generals and Tournament Administrators. From here, the TA&amp;#039;s and HC&amp;#039;s will set a timeline for the following steps&lt;br /&gt;
&lt;br /&gt;
# Selecting territories&lt;br /&gt;
# Selecting maps&lt;br /&gt;
# Drafting officers&lt;br /&gt;
# Drafting players&lt;br /&gt;
# Initial campaign map placements&lt;br /&gt;
&lt;br /&gt;
===Territory Selection Process===&lt;br /&gt;
To set the initial owners of territories on the campaign map, the TA&amp;#039;s will meet with both HC&amp;#039;s for the &amp;#039;&amp;#039;&amp;#039;territory draft&amp;#039;&amp;#039;&amp;#039;. &lt;br /&gt;
&lt;br /&gt;
A coin toss will determine first pick, and each HC will alternate picking one territory at a time until all available territories are claimed.&lt;br /&gt;
&lt;br /&gt;
Capital cities are initially granted to the army which picks the territory.&lt;br /&gt;
&lt;br /&gt;
===Map Selection Process===&lt;br /&gt;
It is up to each HC to choose a BF3 map corresponding to each territory on the campaign map.&lt;br /&gt;
&lt;br /&gt;
The TA&amp;#039;s will create an official maplist for the campaign. This list must specify a game mode/size for each map, and a map may be duplicated.&lt;br /&gt;
&lt;br /&gt;
Once the list is created, and after the territory draft, a &amp;#039;&amp;#039;&amp;#039;map draft&amp;#039;&amp;#039;&amp;#039; will be held. First pick will go to the loser of the coin toss from the territory draft, and armies will alternate selecting maps from the list.&lt;br /&gt;
&lt;br /&gt;
===Campaign Map Placements===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Map Placement====&lt;br /&gt;
&lt;br /&gt;
*After the territories and maps have been selected, the HC’s will place their maps on their territories as they see fit.&lt;br /&gt;
&lt;br /&gt;
Once map assignments are submitted to the tournament admins, &amp;#039;&amp;#039;&amp;#039;they can never be changed.&amp;#039;&amp;#039;&amp;#039; However, the TA&amp;#039;s may allow exceptions at their discretion, for example if new patches fundamentally change the balance of a map.&lt;br /&gt;
&lt;br /&gt;
With each map assignment, the HC must also announce &amp;#039;&amp;#039;&amp;#039;which in-game side it will defend from.&amp;#039;&amp;#039;&amp;#039; The defending side may be changed at any time, but there is a five day &amp;quot;relocation time.&amp;quot; &amp;#039;&amp;#039;&amp;#039;Side changes must be announced by Monday SBT in the Risk Forum before the battleday it will take effect.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
If the territory is attacked within that time, the defender will play from the original defending side.&lt;br /&gt;
&lt;br /&gt;
====Division Placement====&lt;br /&gt;
&lt;br /&gt;
* Each army will receive &amp;#039;&amp;#039;&amp;#039;55 divisons&amp;#039;&amp;#039;&amp;#039;. These divisions will be placed by the army&amp;#039;s HC. Every territory must be occupied by at least one division. Additional divisions are used to reinforce territories at the discretion of each HC. &lt;br /&gt;
&lt;br /&gt;
* Along with division placements, each army will place it&amp;#039;s two &amp;#039;&amp;#039;&amp;#039;headquarters&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
** Once placed, these headquarters can not be moved for the remainder of the campaign.&lt;br /&gt;
*** Should an army have no headquarters during the reinforcement phase they will be allowed to place one new headquarters on the map and immediately deploy troops from there.&lt;br /&gt;
*** Should an army have three (3) headquarters and capture any more, the newly captured headquarters are destroyed and permanently removed from the map as collateral damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Territory Battle Days=&lt;br /&gt;
==General Rules==&lt;br /&gt;
&lt;br /&gt;
===Timing===&lt;br /&gt;
*Territory battles begin every &amp;#039;&amp;#039;&amp;#039;Saturday at SBT&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
** TA&amp;#039;s and HC&amp;#039;s can agree to skip a Saturday for holidays or other reasons&lt;br /&gt;
** If an attack starts late because the attacker was not ready, this time is not refunded at the end&lt;br /&gt;
*** However, if the attack starts late for some other reason (e.g. server issues), the time is refunded at the end&lt;br /&gt;
** If the server crashes during a round, the TA&amp;#039;s will decide whether to&lt;br /&gt;
**# If many tickets remain or it&amp;#039;s very close, cancel the round and add time on at the end&lt;br /&gt;
**# Otherwise, declare the army that was ahead in tickets the winner of the round&lt;br /&gt;
**After &amp;#039;&amp;#039;&amp;#039;SBT+5:45&amp;#039;&amp;#039;&amp;#039;, no new round can begin, unless time is added on by the TAs due to earlier delays. Any round in progress can continue and still counts.&lt;br /&gt;
**The attacker must take a &amp;#039;&amp;#039;&amp;#039;30 minute break&amp;#039;&amp;#039;&amp;#039; between SBT+2.5 and SBT+3.5, but can decide where it falls in that time (but they&amp;#039;re encouraged to aim for SBT+2.75). After the break, we swap servers.&lt;br /&gt;
&lt;br /&gt;
*Each battleday has one &amp;#039;&amp;#039;&amp;#039;attacker&amp;#039;&amp;#039;&amp;#039;, who chooses which territories to assault, and one &amp;#039;&amp;#039;&amp;#039;defender&amp;#039;&amp;#039;&amp;#039;, who must protect territories for the whole battleday.&lt;br /&gt;
** The army with the &amp;#039;&amp;#039;&amp;#039;attack initiative&amp;#039;&amp;#039;&amp;#039; tries to attack as many territories as it can&lt;br /&gt;
** The defender tries to stall the attacks, limiting the damage.&lt;br /&gt;
** This means attackers &amp;#039;&amp;#039;&amp;#039;set the tempo.&amp;#039;&amp;#039;&amp;#039; They announce when a round should be live and can take as long or as little as they need to prepare.&lt;br /&gt;
** Defenders always get 30 minutes before the first map, and &amp;#039;&amp;#039;&amp;#039;5&amp;#039;&amp;#039;&amp;#039; minutes before each subsequent map, to prepare. After that, the attacker can request live at any time. Defenders may request extra time, but it will be granted only at TA discretion, and it will be added to the end of the battle-day.&lt;br /&gt;
*Should the battle day end prematurely due to a lack of numbers on the defensive side, then this side will be required to forfeit one round for every twenty (20) minutes lost before the scheduled end of the battle day. &lt;br /&gt;
**This forfeit will be rounded upwards. &lt;br /&gt;
**Should no attacking move be declared, the defensive side may choose which divisions to forfeit.&lt;br /&gt;
&lt;br /&gt;
*The army with the attack initiative must announce their first attack by &amp;#039;&amp;#039;&amp;#039;Thursday SBT&amp;#039;&amp;#039;&amp;#039; before the battleday.&lt;br /&gt;
** If attackers miss the 48-hour deadline, they will be told the map at SBT-30 min. &lt;br /&gt;
** Defenders are never told the attack until SBT-30 min.&lt;br /&gt;
** If the attackers announce after SBT-30 min, defenders are entitled to 30min of setup time. Attackers can sacrifice one division to play immediately at SBT.&lt;br /&gt;
&lt;br /&gt;
*Every round will start with &amp;#039;&amp;#039;&amp;#039;a 30-second countdown.&amp;#039;&amp;#039;&amp;#039; To be counted as live, it must start with a TA announcing &amp;quot;LIVE LIVE LIVE&amp;quot; over all chat.&lt;br /&gt;
** An attacker cannot cancel a live round partly through, but the TA&amp;#039;s can rule a &amp;quot;false start&amp;quot; if needed&lt;br /&gt;
&lt;br /&gt;
===Risk Rules===&lt;br /&gt;
*For each attack, attackers must announce the destination territory, the number of divisions being used, and the source territories.&lt;br /&gt;
**An army &amp;#039;&amp;#039;&amp;#039;cannot re-attack a territory&amp;#039;&amp;#039;&amp;#039; until their second attack turn following their initial attack on that territory.&lt;br /&gt;
**An attack can be amassed with divisions from &amp;#039;&amp;#039;&amp;#039;multiple territories&amp;#039;&amp;#039;&amp;#039;. These territories must be in direct contact with the territory to be attacked, unless a para-drop card is played.&lt;br /&gt;
**A territory can &amp;#039;&amp;#039;&amp;#039;never be left empty&amp;#039;&amp;#039;&amp;#039;. One division must always be left on it at all times.&lt;br /&gt;
*Division number limits&lt;br /&gt;
**The first attack of a battleday must use at least &amp;#039;&amp;#039;&amp;#039;3 divisions&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**Every territory has a &amp;#039;&amp;#039;&amp;#039;max attackers&amp;#039;&amp;#039;&amp;#039; limit of 3 divisions.&lt;br /&gt;
**Every territory has a &amp;#039;&amp;#039;&amp;#039;max defenders&amp;#039;&amp;#039;&amp;#039; limit, which is 3 divisions for most maps but can be set lower by TA&amp;#039;s for heavily defender-biased maps.&lt;br /&gt;
***It&amp;#039;s legal to have more than 3 defenders on a territory, but if this territory is attacked and 3 rounds are lost, all other divisions will also die.&lt;br /&gt;
*Territory battles will be conducted as follows: &lt;br /&gt;
*#The armies will play the same side for all rounds on a map, &amp;#039;&amp;#039;&amp;#039;they will not alternate sides.&amp;#039;&amp;#039;&amp;#039; The defender&amp;#039;s side will be chosen in the initial map placements.&lt;br /&gt;
*#The number of winning rounds required for a successful outcome is equal to the number of opposing army divisions in play. &lt;br /&gt;
*#Maps will be played at 175% ticket count, but ticket counts may be modified based on agreements between TAs and HCs in the interests of fair and fun play.&lt;br /&gt;
*#* Aftermath maps will be played at 125% ticket count.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Attack Sequence==&lt;br /&gt;
 THE ATTACK TURN FORMALLY BEGINS WHEN THE PREVIOUS TURN ENDS AT THE END OF SATURDAY&amp;#039;S BATTLE.&lt;br /&gt;
&lt;br /&gt;
===Step 1: Opening Moves===&lt;br /&gt;
&amp;#039;&amp;#039;This is the attacking army&amp;#039;s movement of divisions to amass them for attack.&amp;#039;&amp;#039;&lt;br /&gt;
*The attacking army can redistribute it&amp;#039;s divisions to any adjoining occupied territory. &lt;br /&gt;
**All territories must remain occupied at all times by at least one division. &lt;br /&gt;
**Each individual division can only move one territory in preparation to attack.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Opening moves for the attacker are due in the Risk forum on Thursday SBT. The first attack announcement to the TA&amp;#039;s is due in the HC&amp;#039;s private forum on Thursday SBT&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
===Step 2: Attacking===&lt;br /&gt;
&amp;#039;&amp;#039;This is the phase in which the attacking army moves its divisions into the defending army&amp;#039;s territory for the purpose of capturing it.&amp;#039;&amp;#039;&lt;br /&gt;
*The attacking army will state how many divisions it is attacking with. &lt;br /&gt;
*For each round played the loser of the round must remove one division and place it in the &amp;quot;refund&amp;quot; pool for later re-distribution. &lt;br /&gt;
*The attack will continue until one side has run out of divisions, or until the attacker calls for a retreat. &lt;br /&gt;
**The defender is obliged to defend to the best of its ability. There is no retreat option available to the defender. &lt;br /&gt;
*If the attack is successful, the remaining attacking divisions are moved into the territory and ownership of the territory is transferred to the attacking army. If the attack is unsuccessful no change is made other than the removal of lost divisions. &lt;br /&gt;
*An attacking army may continue to move on and attack any adjoining territory from the one just conquered and occupied. This is known as the Blitzkrieg Effect (aka &amp;quot;Blitz&amp;quot;). &lt;br /&gt;
*After the battleday, TAs will announce the number of refunded divisions as soon as possible.&lt;br /&gt;
*From this announcement, each army has 24 hours to announce its moves for steps 4 &amp;amp; 5.&lt;br /&gt;
&lt;br /&gt;
===Step 3: Defensive Moves===&lt;br /&gt;
&amp;#039;&amp;#039;This is the phase in which the attacker may reposition their forces at the end of a day&amp;#039;&amp;#039;&lt;br /&gt;
*The attacker may reposition its divisions following the conclusion of the Battle Day. &lt;br /&gt;
*The attacker can move its divisions to any adjoining occupied territory.&lt;br /&gt;
** However, each territory must always remain occupied by at least one division. &lt;br /&gt;
**Each division can move by one (1) territory. &lt;br /&gt;
* Due to battle fatigue, any division used in an attack cannot be moved until the next turn.&lt;br /&gt;
*A newly occupied territory may only be reinforced by up to 50% of the number of occupying divisions (rounding up)&lt;br /&gt;
** For example: the attacking army conquers a territory and only has 3 divisions remaining. The HC can re-enforce 1/2 that number (1.5 divisions) which when rounded up equals 2 divisions. So up to 2 divisions that were not already involved in an attack and are adjacent to the newly conquered territory, or fall within the Para-drop re-enforcement rules, can be moved there to fortify the territory against counter attack.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Defensive moves must be posted to the Risk forum by Monday SBT.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
===Step 4: Refunding===&lt;br /&gt;
&amp;#039;&amp;#039;This is the phase in which defeated divisions are redistributed between the two armies.&amp;#039;&amp;#039; &lt;br /&gt;
*Divisions lost by both armies during the battle day are put into the Refund Pool. At the end of the battle day, these lost divisions will be redistributed between the two sides. Each side&amp;#039;s refund is a function of its net worth. &lt;br /&gt;
*The divisions in the refund pool will be redistributed according to the following criteria: &lt;br /&gt;
** The army with the lower net worth will receive:&lt;br /&gt;
*** One (1) division for a net worth between 40% and 44.99%; &lt;br /&gt;
*** Two (2) divisions for a net worth between 35% and 39.99%; &lt;br /&gt;
*** Three (3) divisions for a net worth below 34.99%. &lt;br /&gt;
***&amp;#039;&amp;#039;(percentages are an indication of the side&amp;#039;s WCP score in relation to the total world score&lt;br /&gt;
** The remaining divisions will then be refunded based on the percentage of the WCP&amp;#039;s held, e.g. an army holding 75% of the WCPs will receive 75% of the divisions in the pool. &lt;br /&gt;
*The rounding of point values will always go in favor of the side with lower net worth. &lt;br /&gt;
*Refunded divisions can only be placed at a headquarters that has been controlled by an army for at least one full attack turn.&lt;br /&gt;
**The only exception to this is if a defender has no headquarters after the attacking phase. In this case the defender may immediately place a new headquarters on the map on any territory they own and place all reinforcements on this headquarters.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Refund placements must be posted in the Risk forum by Monday SBT.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
===Step 5: Placement of New Divisions===&lt;br /&gt;
&amp;#039;&amp;#039;This is the placing of the refunded divisions on each army&amp;#039;s military base of choice.&amp;#039;&amp;#039;&lt;br /&gt;
*Please note: This is the last thing that occurs during a turn and is the only post-battle day step a defending army participates in. &lt;br /&gt;
&lt;br /&gt;
*The locations of newly placed divisions must be turned in to the TAs within 24 hours of step 3.&lt;br /&gt;
&lt;br /&gt;
 THE ATTACK TURN IS NOW OVER.&lt;br /&gt;
&lt;br /&gt;
*The defending army will now become the attacker.&lt;br /&gt;
&lt;br /&gt;
==Attack Maneuevers==&lt;br /&gt;
&lt;br /&gt;
===Retreating===&lt;br /&gt;
*An army with the attack initiative may retreat from a territory. When a retreat is announced the attacking army shall either: &lt;br /&gt;
#Play one more round and retreat at its conclusion regardless of the outcome. &lt;br /&gt;
#Forfeit one division and retreat immediately. This forfeit refers to surrendering the division to the refund pool. &lt;br /&gt;
&lt;br /&gt;
*Retreats must be announced between rounds. A conquest game can never be stopped mid-round.&lt;br /&gt;
&lt;br /&gt;
*No more than half the divisions used in the attack can retreat. For example, if the attacker uses 5 divisions, they must wait until the second round to announce the retreat and play a third retreating round.&lt;br /&gt;
&lt;br /&gt;
*If the retreating attacker wins the retreat round the defender loses a division. &lt;br /&gt;
**In the event that no divisions remain on the attacked territory, the defender will be allowed to move a division into the territory to re-occupy. &lt;br /&gt;
**The attacker can not gain control of a territory on a retreat round. &lt;br /&gt;
&lt;br /&gt;
*A defending army cannot retreat, unless they play a card which allows them to do so.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Headquarters==&lt;br /&gt;
&lt;br /&gt;
*New divisions may only be placed at headquarters.&lt;br /&gt;
&lt;br /&gt;
*Headquarters can be acquired or re-acquired through conquest. If a HQ is re-acquired the controlling army must remain in possession for one week before new divisions can be placed there.&lt;br /&gt;
** The exception is if the newly captured HQ is that army&amp;#039;s only headquarters. In this case the new divisions can be placed immediately.&lt;br /&gt;
&lt;br /&gt;
===Forward Operating Base===&lt;br /&gt;
&lt;br /&gt;
* Can be acquired by playing a combination of Risk Cards &amp;#039;&amp;#039;(see Risk Cards)&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* Up to two (2) divisions may be placed on an FOB&amp;#039;s in any one week.&lt;br /&gt;
** You cannot place any divisions on a newly built FOB. FOBs become active one week after they are placed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Risk Cards=&lt;br /&gt;
&lt;br /&gt;
==Risk Card Draw Phase==&lt;br /&gt;
* Risk cards may only be drawn during the attacker&amp;#039;s refund phase.&lt;br /&gt;
* Each army may only hold up to 7 cards in their hand at any time.&lt;br /&gt;
* If they have 7 cards going into the Risk Card Draw Phase, they may choose to discard as many as they wish.&lt;br /&gt;
** If they elect not to discard, they will skip the Risk Card Draw Phase.&lt;br /&gt;
* A maximum of two cards can be drawn during the Risk Card Draw Phase.&lt;br /&gt;
* Each army may redeem Black Ops card points for Risk Cards at this time.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Card Draw Phase moves are posted along with your Refunds and Defensive Moves in the Risk Forum at Monday SBT&amp;#039;&amp;#039;&amp;#039;. &amp;#039;&amp;#039;(Discards, extra card purchases)&amp;#039;&amp;#039;&lt;br /&gt;
* Cards will be drawn by Tuesday SBT and announced in your High Command Army Dashboard thread.&lt;br /&gt;
&lt;br /&gt;
==Playing a Risk Card==&lt;br /&gt;
# Select the card to be played and notify the TAs.&lt;br /&gt;
# If a card is played on the battleday, up to five minutes of TA processing time may pass before it takes effect.&lt;br /&gt;
# If a card is played outside the battleday, please note the use of the card during your normal posting the appropriate phase, or, if the card does not apply to a phase, follow the instructions on the card and make a new post in the Risk Forum.&lt;br /&gt;
* Examples: &lt;br /&gt;
** You want to use a Paradrop to reinforce during your Defensive Moves. In your normal Defensive Moves post in the Risk forum, you note your intent to use a Paradrop card and the move the card applies to.&lt;br /&gt;
** You want to sabotage an FOB the enemy built on their last turn. You make a new thread in the Risk Forum entitled &amp;quot;Week X - Army plays Card&amp;quot;. You post the cards you are combining and your intent to Sabotage in the thread.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Basic Card Details==&lt;br /&gt;
&lt;br /&gt;
Each card has a title, a category and a &amp;quot;playable by&amp;quot; field. For example, Break Through is an Armor card, and is playable by the Attacking army on a battleday. Card categories only have a function when combining cards into [[#Three Card Abilities|Three Card Abilities]].&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;1. Break Through: [ARMOR / ATTACKER]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Card must be played before the attack (when attack is declared), and after a single round win, all remaining attacking armies attack another adjacent enemy territory. The breakthrough attack counts as an attack, and that territory will be locked out on your next attack day. All normal occupation rules apply. If this card is played and the round is won, the Attacker &amp;#039;&amp;#039;&amp;#039;must&amp;#039;&amp;#039;&amp;#039; move to a new territory with their remaining divisions.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Battleday play limit: No limit&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2. Paradrop: [AIR / ATTACKER]&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*3 armies without penalty may cross over 2 territories to attack (so they may “skip” two territories to attack the third). Can be used during defensive moves and on the battleday. Cannot be used on offensive moves to position armies for attack. Paradropping team must declare their flight path when playing the card.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Weekly play limit: Once on your battleday, once during your defensive move phase&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;3. Strategic Retreat: [INFANTRY/ATTACKER/DEFENDER]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Allows attacking team to retreat without playing a retreat round or losing an army. Can be played after any round during an attack. If played by defenders, they may retreat their divisions back by one territory and cede the attacked territory to the attackers.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Battleday play limit: 1&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;4. Assassination: [INFANTRY/ATTACKER]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Removes a division from the targeted territory. &amp;#039;&amp;#039;&amp;#039;Attacking team must declare their assassination by Friday SBT in the Risk Forum.&amp;#039;&amp;#039;&amp;#039;  Card cannot be played on or after the Battleday. Cannot assassinate a territory with only one division on it. The assassinated division is returned to the defender during their refund phase; it is not added to the general refund pool.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Battleday play limit: 1&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;5. Anti-Air: [ARMOR / DEFENDER]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Defending team may employ this card against Paradrop during the battleday, destroying one army in the paradrop process. Destroyed division enters the refund pool.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Battleday play limit: 1&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;6. Last Stand: [ARMOR / DEFENDER]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Defender may play this card while defending a territory where they also hold the capital city. The capital city then acts as an additional division during for the defense. If the defender loses the territory, they also lose the capital city. If they win with only the capital city remaining (having lost all other divisions), they must take one division from their refund pool and place it on the territory. &amp;#039;&amp;#039;&amp;#039;Note:&amp;#039;&amp;#039;&amp;#039; Last Stand cannot be played on a territory that has been targeted by Incite Rebellion.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Battleday play limit: 1&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;7. Aerial Refueling [AIR / ATTACKER]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*+1 range to a paradrop. Movement is still susceptible to anti-air.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Battleday play limit: 1&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;8. Flares [AIR / ATTACKER]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Played to counter an anti-air use by the other army. Must be declared immediately following the anti-air on the battleday.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Battleday play limit: 1&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;9. Capital Blitz [INFANTRY / ATTACKER]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Attacker may play this card to attack a capital city in a territory which they own and have at least two divisions. A single round would be played on the smaller version of the territory map (if available). Defender gets to chose the side they wish to play. If won, the attacker gains the capital. If lost, the defender retains the capital and the attacker loses a division.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Battleday play limit: 1&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Three Card Abilities==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;To use one of these abilities, you must have:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
1 of each category of card&lt;br /&gt;
&lt;br /&gt;
OR&lt;br /&gt;
&lt;br /&gt;
3 of one category&lt;br /&gt;
&lt;br /&gt;
You must discard all three cards used to achieve the three card combo after playing one of these abilities. Each ability may only be played once per week.&lt;br /&gt;
  &lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;1. Forward Operating Base:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
As part of your refund phase, you may purchase a Forward Operating Base (FOB) with your three card combination. Your FOB purchase must be announced by &amp;#039;&amp;#039;&amp;#039;Monday SBT&amp;#039;&amp;#039;&amp;#039; in the Risk Forum along with your Defensive Moves and Refunds.&lt;br /&gt;
&lt;br /&gt;
The FOB will function as a smaller HQ, allowing you to place up to 2 divisions on the territory where it resides during your refund phase. FOBs can not be used the turn they are played; you must wait a week before &amp;quot;construction finishes&amp;quot; and the building is ready. If the territory is captured, the FOB is destroyed.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2. Sabotage:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Destroys a Forward Operating Base. A Sabotage must be announced in the Risk Forum by &amp;#039;&amp;#039;&amp;#039;Friday SBT&amp;#039;&amp;#039;&amp;#039;. The FOB will be destroyed on &amp;#039;&amp;#039;&amp;#039;Friday SBT&amp;#039;&amp;#039;&amp;#039;; a sabotage announced on Saturday will take effect the next Friday.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;3. Incite Rebellion:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Must be played when attack is announced. Attacking Army takes the territory Capital upon taking the territory. &amp;#039;&amp;#039;&amp;#039;Note:&amp;#039;&amp;#039;&amp;#039; Last Stand cannot be played on a territory that has been targeted by Incite Rebellion.&lt;br /&gt;
&lt;br /&gt;
=Theaters=&lt;br /&gt;
A &amp;#039;&amp;#039;&amp;#039;theater&amp;#039;&amp;#039;&amp;#039; is a group of five connected and geographically grouped territories.&lt;br /&gt;
&lt;br /&gt;
==Theater Bonuses==&lt;br /&gt;
* Capturing all territories in a theater grants a bonus to the controlling army, measured in world control points. &amp;#039;&amp;#039;&amp;#039;Note: WCP is not the same as divisions. But they are part of the formula that determines how many divisions you get.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Theaters will all be worth 6 WCP bonus points.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Theaters:&lt;br /&gt;
** Canada&lt;br /&gt;
** North America&lt;br /&gt;
** South America&lt;br /&gt;
** Western Europe&lt;br /&gt;
** Eastern Europe&lt;br /&gt;
** Middle East&lt;br /&gt;
** Africa&lt;br /&gt;
** South Asia&lt;br /&gt;
** North Asia&lt;br /&gt;
** Australia&lt;br /&gt;
&lt;br /&gt;
*Theater bonuses do not go into effect until the attacker&amp;#039;s next attack turn after capturing all zones in the theater.&lt;br /&gt;
*Theater bonuses are terminated immediately after the opposing empire captures a territory located within the theater.&lt;br /&gt;
&lt;br /&gt;
=Victory Conditions and World Control Points=&lt;br /&gt;
* Each Territory held is worth &amp;#039;&amp;#039;&amp;#039;3 WCP&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Each Capital City held is worth &amp;#039;&amp;#039;&amp;#039;1 WCP&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Each Theater held is worth &amp;#039;&amp;#039;&amp;#039;6 WCP&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
An army can achieve victory in three ways: &lt;br /&gt;
# By gaining control of at least 70% of the World Control Points and remaining at or above 70% WCP through the opposing army&amp;#039;s next attack turn. &lt;br /&gt;
# By forcing the opposing army to surrender.&lt;br /&gt;
&lt;br /&gt;
*An army may surrender by announcing its decision to the Tournament Admins at any time. &lt;br /&gt;
&lt;br /&gt;
*Any army with consistently low attendance over the span of a minimum of three weeks will risk automatic forfeit of the campaign. Execution of this forfeit will be determined on a case-by-case basis by the Tournament Admins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--------------------&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;Campaign system and rules are subject to change during campaign. Changes, if necessary, will be announced in the forums, and come in effect instantly. This page is the final authority on campaign system and rules information.&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>Gwynzer</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_2_System&amp;diff=1038</id>
		<title>BF4 Campaign 2 System</title>
		<link rel="alternate" type="text/html" href="http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_2_System&amp;diff=1038"/>
				<updated>2014-03-31T22:00:25Z</updated>
		
		<summary type="html">&lt;p&gt;Gwynzer: /* Black Ops Battledays */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Introduction=&lt;br /&gt;
==Preamble==&lt;br /&gt;
Battlefield 4 is a tactical first-person shooter set in the modern era, and is developed and distributed by EA Games. &lt;br /&gt;
&lt;br /&gt;
At Global Conflict the multi-player aspects of the game are utilized to simulate a conflict between two organized armies. Members join a side and agree to abide by the rules of that army and to participate in the campaign as outlined in the Campaign System that follows. The Campaign is played out using original (vanilla) BF3, Back to Karkand, Armored Kill, Aftermath and End Game maps.&lt;br /&gt;
&lt;br /&gt;
Each army is headed by a High Command (HC) that will be comprised of well known and respected members, selected prior to the start each new campaign. The HC is responsible for the smooth running of their army. The HC will accomplish this through the delegation of authority in a manner of their choosing. This authority will not extend to breaching the Rules of Global Conflict and in any case will not supercede the authority of the Tournament Admins or of the Executive. &lt;br /&gt;
&lt;br /&gt;
The guiding principle of the campaign shall be an attitude and display of gentlemanly and sportsmanlike conduct. If any rule in its interpretation or implementation should breach these generally accepted principles then this rule must be adapted to comply. If any rule is unclear in its interpretation then it must be applied with this guiding principle determining its intent and outcome.&lt;br /&gt;
&lt;br /&gt;
The rules behind this campaign are based in part from borrowed elements of the board game ‘Risk’ and other rules developed by our community. The goal of the Campaign is to gain control of 70% of the territories and capitals available on the Campaign Map or to force the other side into surrender. The Campaign Map will be illustrated and hosted on the home page of Global-Conflict.org. As the campaign progresses the campaign map will be updated to reflect the ebb and flow of each army&amp;#039;s divisions and territories.&lt;br /&gt;
&lt;br /&gt;
==Definitions== &lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;BFI&amp;#039;&amp;#039;&amp;#039; - Battle for Initiative, first Campaign Match after the draft to decide which army gets the first attack.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Army:&amp;#039;&amp;#039;&amp;#039; One of two factions competing for world domination on the campaign map. &lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Map&amp;#039;&amp;#039;&amp;#039;: a Battlefield 3 map in a specific game mode and size, e.g. &amp;quot;Caspian Border 32 Vehicles&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Territory:&amp;#039;&amp;#039;&amp;#039; A tile on the campaign map, corresponding to one Battlefield 3 map.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Capital City:&amp;#039;&amp;#039;&amp;#039; Each territory has one capital city.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;HQ&amp;#039;&amp;#039;&amp;#039;: &amp;#039;&amp;#039;&amp;#039;H&amp;#039;&amp;#039;&amp;#039;ead&amp;#039;&amp;#039;&amp;#039;q&amp;#039;&amp;#039;&amp;#039;uarters are the supply center of An army. New divisions are trained at headquarters. Each army will have two HQ&amp;#039;s. &lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Division:&amp;#039;&amp;#039;&amp;#039; A game piece on the campaign map which represents the amount of military strength in a territory. Each division is represented by one round of play in game.  Divisions are sometimes referred to as &amp;quot;&amp;#039;&amp;#039;armies&amp;#039;&amp;#039;.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Net Worth, WCP:&amp;#039;&amp;#039;&amp;#039; Net worth represents the total financial and military power of An army. Net Worth is measured in &amp;#039;&amp;#039;&amp;#039;W&amp;#039;&amp;#039;&amp;#039;orld &amp;#039;&amp;#039;&amp;#039;C&amp;#039;&amp;#039;&amp;#039;ontrol &amp;#039;&amp;#039;&amp;#039;P&amp;#039;&amp;#039;&amp;#039;oints. Each territory is worth 3 WCP. Each capital city is worth 2 WCP.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;General, HC:&amp;#039;&amp;#039;&amp;#039; Leaders of each army are traditionally referred to as &amp;#039;&amp;#039;&amp;#039;generals&amp;#039;&amp;#039;&amp;#039;. The highest-ranked officers in each army are referred to as the &amp;#039;&amp;#039;&amp;#039;high command (HC)&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;TA:&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;&amp;#039;T&amp;#039;&amp;#039;&amp;#039;ournament &amp;#039;&amp;#039;&amp;#039;A&amp;#039;&amp;#039;&amp;#039;dministrators are a group of dedicated GC veterans who run the day-to-day functioning of the campaign. They are the &amp;quot;referees&amp;quot; who police the fairplay rules and administer all aspects of the tournament.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Executive Senate&amp;#039;&amp;#039;&amp;#039;: The Executive Senate (sometimes called &amp;quot;execs&amp;quot; or &amp;quot;senators&amp;quot;) is Global Conflict&amp;#039;s highest governing body, made up of veterans who have been active in the community for years. Whereas the TA&amp;#039;s run the tournament itself, the Executive Senate is responsible for the overall health of the community. Its members select the TA&amp;#039;s and generals, and have the final say in all disputes.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;SBT:&amp;#039;&amp;#039;&amp;#039; Standard Battle Time is the time at which the main Saturday battle day will begin. This is currently 17:00 UTC but will be adjusted this campaign for the end of day lights saving.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Campaign Initialization==&lt;br /&gt;
Before a campaign begins, the Executive Senate will select volunteers from the community to serve as Generals and Tournament Administrators. From here, the TA&amp;#039;s and HC&amp;#039;s will set a timeline for the following steps&lt;br /&gt;
&lt;br /&gt;
# Selecting territories&lt;br /&gt;
# Selecting maps&lt;br /&gt;
# Drafting officers&lt;br /&gt;
# Drafting players&lt;br /&gt;
# Initial campaign map placements&lt;br /&gt;
&lt;br /&gt;
===Territory Selection Process===&lt;br /&gt;
To set the initial owners of territories on the campaign map, the TA&amp;#039;s will meet with both HC&amp;#039;s for the &amp;#039;&amp;#039;&amp;#039;territory draft&amp;#039;&amp;#039;&amp;#039;. &lt;br /&gt;
&lt;br /&gt;
A coin toss will determine first pick, and each HC will alternate picking one territory at a time until all available territories are claimed.&lt;br /&gt;
&lt;br /&gt;
Capital cities are initially granted to the army which picks the territory.&lt;br /&gt;
&lt;br /&gt;
===Map Selection Process===&lt;br /&gt;
It is up to each HC to choose a BF3 map corresponding to each territory on the campaign map.&lt;br /&gt;
&lt;br /&gt;
The TA&amp;#039;s will create an official maplist for the campaign. This list must specify a game mode/size for each map, and a map may be duplicated.&lt;br /&gt;
&lt;br /&gt;
Once the list is created, and after the territory draft, a &amp;#039;&amp;#039;&amp;#039;map draft&amp;#039;&amp;#039;&amp;#039; will be held. First pick will go to the loser of the coin toss from the territory draft, and armies will alternate selecting maps from the list.&lt;br /&gt;
&lt;br /&gt;
===Campaign Map Placements===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Map Placement====&lt;br /&gt;
&lt;br /&gt;
*After the territories and maps have been selected, the HC’s will place their maps on their territories as they see fit.&lt;br /&gt;
&lt;br /&gt;
Once map assignments are submitted to the tournament admins, &amp;#039;&amp;#039;&amp;#039;they can never be changed.&amp;#039;&amp;#039;&amp;#039; However, the TA&amp;#039;s may allow exceptions at their discretion, for example if new patches fundamentally change the balance of a map.&lt;br /&gt;
&lt;br /&gt;
With each map assignment, the HC must also announce &amp;#039;&amp;#039;&amp;#039;which in-game side it will defend from.&amp;#039;&amp;#039;&amp;#039; The defending side may be changed at any time, but there is a five day &amp;quot;relocation time.&amp;quot; &amp;#039;&amp;#039;&amp;#039;Side changes must be announced by Monday SBT in the Risk Forum before the battleday it will take effect.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
If the territory is attacked within that time, the defender will play from the original defending side.&lt;br /&gt;
&lt;br /&gt;
====Division Placement====&lt;br /&gt;
&lt;br /&gt;
* Each army will receive &amp;#039;&amp;#039;&amp;#039;55 divisons&amp;#039;&amp;#039;&amp;#039;. These divisions will be placed by the army&amp;#039;s HC. Every territory must be occupied by at least one division. Additional divisions are used to reinforce territories at the discretion of each HC. &lt;br /&gt;
&lt;br /&gt;
* Along with division placements, each army will place it&amp;#039;s two &amp;#039;&amp;#039;&amp;#039;headquarters&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
** Once placed, these headquarters can not be moved for the remainder of the campaign.&lt;br /&gt;
*** Should an army have no headquarters during the reinforcement phase they will be allowed to place one new headquarters on the map and immediately deploy troops from there.&lt;br /&gt;
*** Should an army have three (3) headquarters and capture any more, the newly captured headquarters are destroyed and permanently removed from the map as collateral damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Territory Battle Days=&lt;br /&gt;
==General Rules==&lt;br /&gt;
&lt;br /&gt;
===Timing===&lt;br /&gt;
*Territory battles begin every &amp;#039;&amp;#039;&amp;#039;Saturday at SBT&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
** TA&amp;#039;s and HC&amp;#039;s can agree to skip a Saturday for holidays or other reasons&lt;br /&gt;
** If an attack starts late because the attacker was not ready, this time is not refunded at the end&lt;br /&gt;
*** However, if the attack starts late for some other reason (e.g. server issues), the time is refunded at the end&lt;br /&gt;
** If the server crashes during a round, the TA&amp;#039;s will decide whether to&lt;br /&gt;
**# If many tickets remain or it&amp;#039;s very close, cancel the round and add time on at the end&lt;br /&gt;
**# Otherwise, declare the army that was ahead in tickets the winner of the round&lt;br /&gt;
**After &amp;#039;&amp;#039;&amp;#039;SBT+5:45&amp;#039;&amp;#039;&amp;#039;, no new round can begin, unless time is added on by the TAs due to earlier delays. Any round in progress can continue and still counts.&lt;br /&gt;
**The attacker must take a &amp;#039;&amp;#039;&amp;#039;30 minute break&amp;#039;&amp;#039;&amp;#039; between SBT+2.5 and SBT+3.5, but can decide where it falls in that time (but they&amp;#039;re encouraged to aim for SBT+2.75). After the break, we swap servers.&lt;br /&gt;
&lt;br /&gt;
*Each battleday has one &amp;#039;&amp;#039;&amp;#039;attacker&amp;#039;&amp;#039;&amp;#039;, who chooses which territories to assault, and one &amp;#039;&amp;#039;&amp;#039;defender&amp;#039;&amp;#039;&amp;#039;, who must protect territories for the whole battleday.&lt;br /&gt;
** The army with the &amp;#039;&amp;#039;&amp;#039;attack initiative&amp;#039;&amp;#039;&amp;#039; tries to attack as many territories as it can&lt;br /&gt;
** The defender tries to stall the attacks, limiting the damage.&lt;br /&gt;
** This means attackers &amp;#039;&amp;#039;&amp;#039;set the tempo.&amp;#039;&amp;#039;&amp;#039; They announce when a round should be live and can take as long or as little as they need to prepare.&lt;br /&gt;
** Defenders always get 30 minutes before the first map, and &amp;#039;&amp;#039;&amp;#039;5&amp;#039;&amp;#039;&amp;#039; minutes before each subsequent map, to prepare. After that, the attacker can request live at any time. Defenders may request extra time, but it will be granted only at TA discretion, and it will be added to the end of the battle-day.&lt;br /&gt;
*Should the battle day end prematurely due to a lack of numbers on the defensive side, then this side will be required to forfeit one round for every twenty (20) minutes lost before the scheduled end of the battle day. &lt;br /&gt;
**This forfeit will be rounded upwards. &lt;br /&gt;
**Should no attacking move be declared, the defensive side may choose which divisions to forfeit.&lt;br /&gt;
&lt;br /&gt;
*The army with the attack initiative must announce their first attack by &amp;#039;&amp;#039;&amp;#039;Thursday SBT&amp;#039;&amp;#039;&amp;#039; before the battleday.&lt;br /&gt;
** If attackers miss the 48-hour deadline, they will be told the map at SBT-30 min. &lt;br /&gt;
** Defenders are never told the attack until SBT-30 min.&lt;br /&gt;
** If the attackers announce after SBT-30 min, defenders are entitled to 30min of setup time. Attackers can sacrifice one division to play immediately at SBT.&lt;br /&gt;
&lt;br /&gt;
*Every round will start with &amp;#039;&amp;#039;&amp;#039;a 30-second countdown.&amp;#039;&amp;#039;&amp;#039; To be counted as live, it must start with a TA announcing &amp;quot;LIVE LIVE LIVE&amp;quot; over all chat.&lt;br /&gt;
** An attacker cannot cancel a live round partly through, but the TA&amp;#039;s can rule a &amp;quot;false start&amp;quot; if needed&lt;br /&gt;
&lt;br /&gt;
===Risk Rules===&lt;br /&gt;
*For each attack, attackers must announce the destination territory, the number of divisions being used, and the source territories.&lt;br /&gt;
**An army &amp;#039;&amp;#039;&amp;#039;cannot re-attack a territory&amp;#039;&amp;#039;&amp;#039; until their second attack turn following their initial attack on that territory.&lt;br /&gt;
**An attack can be amassed with divisions from &amp;#039;&amp;#039;&amp;#039;multiple territories&amp;#039;&amp;#039;&amp;#039;. These territories must be in direct contact with the territory to be attacked, unless a para-drop card is played.&lt;br /&gt;
**A territory can &amp;#039;&amp;#039;&amp;#039;never be left empty&amp;#039;&amp;#039;&amp;#039;. One division must always be left on it at all times.&lt;br /&gt;
*Division number limits&lt;br /&gt;
**The first attack of a battleday must use at least &amp;#039;&amp;#039;&amp;#039;3 divisions&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**Every territory has a &amp;#039;&amp;#039;&amp;#039;max attackers&amp;#039;&amp;#039;&amp;#039; limit of 3 divisions.&lt;br /&gt;
**Every territory has a &amp;#039;&amp;#039;&amp;#039;max defenders&amp;#039;&amp;#039;&amp;#039; limit, which is 3 divisions for most maps but can be set lower by TA&amp;#039;s for heavily defender-biased maps.&lt;br /&gt;
***It&amp;#039;s legal to have more than 3 defenders on a territory, but if this territory is attacked and 3 rounds are lost, all other divisions will also die.&lt;br /&gt;
*Territory battles will be conducted as follows: &lt;br /&gt;
*#The armies will play the same side for all rounds on a map, &amp;#039;&amp;#039;&amp;#039;they will not alternate sides.&amp;#039;&amp;#039;&amp;#039; The defender&amp;#039;s side will be chosen in the initial map placements.&lt;br /&gt;
*#The number of winning rounds required for a successful outcome is equal to the number of opposing army divisions in play. &lt;br /&gt;
*#Maps will be played at 175% ticket count, but ticket counts may be modified based on agreements between TAs and HCs in the interests of fair and fun play.&lt;br /&gt;
*#* Aftermath maps will be played at 125% ticket count.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Attack Sequence==&lt;br /&gt;
 THE ATTACK TURN FORMALLY BEGINS WHEN THE PREVIOUS TURN ENDS AT THE END OF SATURDAY&amp;#039;S BATTLE.&lt;br /&gt;
&lt;br /&gt;
===Step 1: Opening Moves===&lt;br /&gt;
&amp;#039;&amp;#039;This is the attacking army&amp;#039;s movement of divisions to amass them for attack.&amp;#039;&amp;#039;&lt;br /&gt;
*The attacking army can redistribute it&amp;#039;s divisions to any adjoining occupied territory. &lt;br /&gt;
**All territories must remain occupied at all times by at least one division. &lt;br /&gt;
**Each individual division can only move one territory in preparation to attack.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Opening moves for the attacker are due in the Risk forum on Thursday SBT. The first attack announcement to the TA&amp;#039;s is due in the HC&amp;#039;s private forum on Thursday SBT&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
===Step 2: Attacking===&lt;br /&gt;
&amp;#039;&amp;#039;This is the phase in which the attacking army moves its divisions into the defending army&amp;#039;s territory for the purpose of capturing it.&amp;#039;&amp;#039;&lt;br /&gt;
*The attacking army will state how many divisions it is attacking with. &lt;br /&gt;
*For each round played the loser of the round must remove one division and place it in the &amp;quot;refund&amp;quot; pool for later re-distribution. &lt;br /&gt;
*The attack will continue until one side has run out of divisions, or until the attacker calls for a retreat. &lt;br /&gt;
**The defender is obliged to defend to the best of its ability. There is no retreat option available to the defender. &lt;br /&gt;
*If the attack is successful, the remaining attacking divisions are moved into the territory and ownership of the territory is transferred to the attacking army. If the attack is unsuccessful no change is made other than the removal of lost divisions. &lt;br /&gt;
*An attacking army may continue to move on and attack any adjoining territory from the one just conquered and occupied. This is known as the Blitzkrieg Effect (aka &amp;quot;Blitz&amp;quot;). &lt;br /&gt;
*After the battleday, TAs will announce the number of refunded divisions as soon as possible.&lt;br /&gt;
*From this announcement, each army has 24 hours to announce its moves for steps 4 &amp;amp; 5.&lt;br /&gt;
&lt;br /&gt;
===Step 3: Defensive Moves===&lt;br /&gt;
&amp;#039;&amp;#039;This is the phase in which the attacker may reposition their forces at the end of a day&amp;#039;&amp;#039;&lt;br /&gt;
*The attacker may reposition its divisions following the conclusion of the Battle Day. &lt;br /&gt;
*The attacker can move its divisions to any adjoining occupied territory.&lt;br /&gt;
** However, each territory must always remain occupied by at least one division. &lt;br /&gt;
**Each division can move by one (1) territory. &lt;br /&gt;
* Due to battle fatigue, any division used in an attack cannot be moved until the next turn.&lt;br /&gt;
*A newly occupied territory may only be reinforced by up to 50% of the number of occupying divisions (rounding up)&lt;br /&gt;
** For example: the attacking army conquers a territory and only has 3 divisions remaining. The HC can re-enforce 1/2 that number (1.5 divisions) which when rounded up equals 2 divisions. So up to 2 divisions that were not already involved in an attack and are adjacent to the newly conquered territory, or fall within the Para-drop re-enforcement rules, can be moved there to fortify the territory against counter attack.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Defensive moves must be posted to the Risk forum by Monday SBT.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
===Step 4: Refunding===&lt;br /&gt;
&amp;#039;&amp;#039;This is the phase in which defeated divisions are redistributed between the two armies.&amp;#039;&amp;#039; &lt;br /&gt;
*Divisions lost by both armies during the battle day are put into the Refund Pool. At the end of the battle day, these lost divisions will be redistributed between the two sides. Each side&amp;#039;s refund is a function of its net worth. &lt;br /&gt;
*The divisions in the refund pool will be redistributed according to the following criteria: &lt;br /&gt;
** The army with the lower net worth will receive:&lt;br /&gt;
*** One (1) division for a net worth between 40% and 44.99%; &lt;br /&gt;
*** Two (2) divisions for a net worth between 35% and 39.99%; &lt;br /&gt;
*** Three (3) divisions for a net worth below 34.99%. &lt;br /&gt;
***&amp;#039;&amp;#039;(percentages are an indication of the side&amp;#039;s WCP score in relation to the total world score&lt;br /&gt;
** The remaining divisions will then be refunded based on the percentage of the WCP&amp;#039;s held, e.g. an army holding 75% of the WCPs will receive 75% of the divisions in the pool. &lt;br /&gt;
*The rounding of point values will always go in favor of the side with lower net worth. &lt;br /&gt;
*Refunded divisions can only be placed at a headquarters that has been controlled by an army for at least one full attack turn.&lt;br /&gt;
**The only exception to this is if a defender has no headquarters after the attacking phase. In this case the defender may immediately place a new headquarters on the map on any territory they own and place all reinforcements on this headquarters.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Refund placements must be posted in the Risk forum by Monday SBT.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
===Step 5: Placement of New Divisions===&lt;br /&gt;
&amp;#039;&amp;#039;This is the placing of the refunded divisions on each army&amp;#039;s military base of choice.&amp;#039;&amp;#039;&lt;br /&gt;
*Please note: This is the last thing that occurs during a turn and is the only post-battle day step a defending army participates in. &lt;br /&gt;
&lt;br /&gt;
*The locations of newly placed divisions must be turned in to the TAs within 24 hours of step 3.&lt;br /&gt;
&lt;br /&gt;
 THE ATTACK TURN IS NOW OVER.&lt;br /&gt;
&lt;br /&gt;
*The defending army will now become the attacker.&lt;br /&gt;
&lt;br /&gt;
==Attack Maneuevers==&lt;br /&gt;
&lt;br /&gt;
===Retreating===&lt;br /&gt;
*An army with the attack initiative may retreat from a territory. When a retreat is announced the attacking army shall either: &lt;br /&gt;
#Play one more round and retreat at its conclusion regardless of the outcome. &lt;br /&gt;
#Forfeit one division and retreat immediately. This forfeit refers to surrendering the division to the refund pool. &lt;br /&gt;
&lt;br /&gt;
*Retreats must be announced between rounds. A conquest game can never be stopped mid-round.&lt;br /&gt;
&lt;br /&gt;
*No more than half the divisions used in the attack can retreat. For example, if the attacker uses 5 divisions, they must wait until the second round to announce the retreat and play a third retreating round.&lt;br /&gt;
&lt;br /&gt;
*If the retreating attacker wins the retreat round the defender loses a division. &lt;br /&gt;
**In the event that no divisions remain on the attacked territory, the defender will be allowed to move a division into the territory to re-occupy. &lt;br /&gt;
**The attacker can not gain control of a territory on a retreat round. &lt;br /&gt;
&lt;br /&gt;
*A defending army cannot retreat, unless they play a card which allows them to do so.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Headquarters==&lt;br /&gt;
&lt;br /&gt;
*New divisions may only be placed at headquarters.&lt;br /&gt;
&lt;br /&gt;
*Headquarters can be acquired or re-acquired through conquest. If a HQ is re-acquired the controlling army must remain in possession for one week before new divisions can be placed there.&lt;br /&gt;
** The exception is if the newly captured HQ is that army&amp;#039;s only headquarters. In this case the new divisions can be placed immediately.&lt;br /&gt;
&lt;br /&gt;
===Forward Operating Base===&lt;br /&gt;
&lt;br /&gt;
* Can be acquired by playing a combination of Risk Cards &amp;#039;&amp;#039;(see Risk Cards)&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* Up to two (2) divisions may be placed on an FOB&amp;#039;s in any one week.&lt;br /&gt;
** You cannot place any divisions on a newly built FOB. FOBs become active one week after they are placed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Risk Cards=&lt;br /&gt;
&lt;br /&gt;
==Risk Card Draw Phase==&lt;br /&gt;
* Risk cards may only be drawn during the attacker&amp;#039;s refund phase.&lt;br /&gt;
* Each army may only hold up to 7 cards in their hand at any time.&lt;br /&gt;
* If they have 7 cards going into the Risk Card Draw Phase, they may choose to discard as many as they wish.&lt;br /&gt;
** If they elect not to discard, they will skip the Risk Card Draw Phase.&lt;br /&gt;
* A maximum of two cards can be drawn during the Risk Card Draw Phase.&lt;br /&gt;
* Each army may redeem Black Ops card points for Risk Cards at this time.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Card Draw Phase moves are posted along with your Refunds and Defensive Moves in the Risk Forum at Monday SBT&amp;#039;&amp;#039;&amp;#039;. &amp;#039;&amp;#039;(Discards, extra card purchases)&amp;#039;&amp;#039;&lt;br /&gt;
* Cards will be drawn by Tuesday SBT and announced in your High Command Army Dashboard thread.&lt;br /&gt;
&lt;br /&gt;
==Playing a Risk Card==&lt;br /&gt;
# Select the card to be played and notify the TAs.&lt;br /&gt;
# If a card is played on the battleday, up to five minutes of TA processing time may pass before it takes effect.&lt;br /&gt;
# If a card is played outside the battleday, please note the use of the card during your normal posting the appropriate phase, or, if the card does not apply to a phase, follow the instructions on the card and make a new post in the Risk Forum.&lt;br /&gt;
* Examples: &lt;br /&gt;
** You want to use a Paradrop to reinforce during your Defensive Moves. In your normal Defensive Moves post in the Risk forum, you note your intent to use a Paradrop card and the move the card applies to.&lt;br /&gt;
** You want to sabotage an FOB the enemy built on their last turn. You make a new thread in the Risk Forum entitled &amp;quot;Week X - Army plays Card&amp;quot;. You post the cards you are combining and your intent to Sabotage in the thread.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Basic Card Details==&lt;br /&gt;
&lt;br /&gt;
Each card has a title, a category and a &amp;quot;playable by&amp;quot; field. For example, Break Through is an Armor card, and is playable by the Attacking army on a battleday. Card categories only have a function when combining cards into [[#Three Card Abilities|Three Card Abilities]].&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;1. Break Through: [ARMOR / ATTACKER]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Card must be played before the attack (when attack is declared), and after a single round win, all remaining attacking armies attack another adjacent enemy territory. The breakthrough attack counts as an attack, and that territory will be locked out on your next attack day. All normal occupation rules apply. If this card is played and the round is won, the Attacker &amp;#039;&amp;#039;&amp;#039;must&amp;#039;&amp;#039;&amp;#039; move to a new territory with their remaining divisions.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Battleday play limit: No limit&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2. Paradrop: [AIR / ATTACKER]&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*3 armies without penalty may cross over 2 territories to attack (so they may “skip” two territories to attack the third). Can be used during defensive moves and on the battleday. Cannot be used on offensive moves to position armies for attack. Paradropping team must declare their flight path when playing the card.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Weekly play limit: Once on your battleday, once during your defensive move phase&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;3. Strategic Retreat: [INFANTRY/ATTACKER/DEFENDER]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Allows attacking team to retreat without playing a retreat round or losing an army. Can be played after any round during an attack. If played by defenders, they may retreat their divisions back by one territory and cede the attacked territory to the attackers.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Battleday play limit: 1&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;4. Assassination: [INFANTRY/ATTACKER]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Removes a division from the targeted territory. &amp;#039;&amp;#039;&amp;#039;Attacking team must declare their assassination by Friday SBT in the Risk Forum.&amp;#039;&amp;#039;&amp;#039;  Card cannot be played on or after the Battleday. Cannot assassinate a territory with only one division on it. The assassinated division is returned to the defender during their refund phase; it is not added to the general refund pool.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Battleday play limit: 1&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;5. Anti-Air: [ARMOR / DEFENDER]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Defending team may employ this card against Paradrop during the battleday, destroying one army in the paradrop process. Destroyed division enters the refund pool.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Battleday play limit: 1&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;6. Last Stand: [ARMOR / DEFENDER]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Defender may play this card while defending a territory where they also hold the capital city. The capital city then acts as an additional division during for the defense. If the defender loses the territory, they also lose the capital city. If they win with only the capital city remaining (having lost all other divisions), they must take one division from their refund pool and place it on the territory. &amp;#039;&amp;#039;&amp;#039;Note:&amp;#039;&amp;#039;&amp;#039; Last Stand cannot be played on a territory that has been targeted by Incite Rebellion.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Battleday play limit: 1&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;7. Aerial Refueling [AIR / ATTACKER]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*+1 range to a paradrop. Movement is still susceptible to anti-air.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Battleday play limit: 1&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;8. Flares [AIR / ATTACKER]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Played to counter an anti-air use by the other army. Must be declared immediately following the anti-air on the battleday.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Battleday play limit: 1&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;9. Capital Blitz [INFANTRY / ATTACKER]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Attacker may play this card to attack a capital city in a territory which they own and have at least two divisions. A single round would be played on the smaller version of the territory map (if available). Defender gets to chose the side they wish to play. If won, the attacker gains the capital. If lost, the defender retains the capital and the attacker loses a division.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Battleday play limit: 1&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Three Card Abilities==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;To use one of these abilities, you must have:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
1 of each category of card&lt;br /&gt;
&lt;br /&gt;
OR&lt;br /&gt;
&lt;br /&gt;
3 of one category&lt;br /&gt;
&lt;br /&gt;
You must discard all three cards used to achieve the three card combo after playing one of these abilities. Each ability may only be played once per week.&lt;br /&gt;
  &lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;1. Forward Operating Base:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
As part of your refund phase, you may purchase a Forward Operating Base (FOB) with your three card combination. Your FOB purchase must be announced by &amp;#039;&amp;#039;&amp;#039;Monday SBT&amp;#039;&amp;#039;&amp;#039; in the Risk Forum along with your Defensive Moves and Refunds.&lt;br /&gt;
&lt;br /&gt;
The FOB will function as a smaller HQ, allowing you to place up to 2 divisions on the territory where it resides during your refund phase. FOBs can not be used the turn they are played; you must wait a week before &amp;quot;construction finishes&amp;quot; and the building is ready. If the territory is captured, the FOB is destroyed.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2. Sabotage:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Destroys a Forward Operating Base. A Sabotage must be announced in the Risk Forum by &amp;#039;&amp;#039;&amp;#039;Friday SBT&amp;#039;&amp;#039;&amp;#039;. The FOB will be destroyed on &amp;#039;&amp;#039;&amp;#039;Friday SBT&amp;#039;&amp;#039;&amp;#039;; a sabotage announced on Saturday will take effect the next Friday.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;3. Incite Rebellion:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Must be played when attack is announced. Attacking Army takes the territory Capital upon taking the territory. &amp;#039;&amp;#039;&amp;#039;Note:&amp;#039;&amp;#039;&amp;#039; Last Stand cannot be played on a territory that has been targeted by Incite Rebellion.&lt;br /&gt;
&lt;br /&gt;
=Theaters=&lt;br /&gt;
A &amp;#039;&amp;#039;&amp;#039;theater&amp;#039;&amp;#039;&amp;#039; is a group of five connected and geographically grouped territories.&lt;br /&gt;
&lt;br /&gt;
==Theater Bonuses==&lt;br /&gt;
* Capturing all territories in a theater grants a bonus to the controlling army, measured in world control points. &amp;#039;&amp;#039;&amp;#039;Note: WCP is not the same as divisions. But they are part of the formula that determines how many divisions you get.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Theaters will all be worth 6 WCP bonus points.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Theaters:&lt;br /&gt;
** Canada&lt;br /&gt;
** North America&lt;br /&gt;
** South America&lt;br /&gt;
** Western Europe&lt;br /&gt;
** Eastern Europe&lt;br /&gt;
** Middle East&lt;br /&gt;
** Africa&lt;br /&gt;
** South Asia&lt;br /&gt;
** North Asia&lt;br /&gt;
** Australia&lt;br /&gt;
&lt;br /&gt;
*Theater bonuses do not go into effect until the attacker&amp;#039;s next attack turn after capturing all zones in the theater.&lt;br /&gt;
*Theater bonuses are terminated immediately after the opposing empire captures a territory located within the theater.&lt;br /&gt;
&lt;br /&gt;
=Victory Conditions and World Control Points=&lt;br /&gt;
* Each Territory held is worth &amp;#039;&amp;#039;&amp;#039;3 WCP&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Each Capital City held is worth &amp;#039;&amp;#039;&amp;#039;1 WCP&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Each Theater held is worth &amp;#039;&amp;#039;&amp;#039;6 WCP&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
An army can achieve victory in three ways: &lt;br /&gt;
# By gaining control of at least 70% of the World Control Points and remaining at or above 70% WCP through the opposing army&amp;#039;s next attack turn. &lt;br /&gt;
# By forcing the opposing army to surrender.&lt;br /&gt;
&lt;br /&gt;
*An army may surrender by announcing its decision to the Tournament Admins at any time. &lt;br /&gt;
&lt;br /&gt;
*Any army with consistently low attendance over the span of a minimum of three weeks will risk automatic forfeit of the campaign. Execution of this forfeit will be determined on a case-by-case basis by the Tournament Admins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--------------------&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;Campaign system and rules are subject to change during campaign. Changes, if necessary, will be announced in the forums, and come in effect instantly. This page is the final authority on campaign system and rules information.&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>Gwynzer</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_2_System&amp;diff=1037</id>
		<title>BF4 Campaign 2 System</title>
		<link rel="alternate" type="text/html" href="http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_2_System&amp;diff=1037"/>
				<updated>2014-03-31T21:59:24Z</updated>
		
		<summary type="html">&lt;p&gt;Gwynzer: /* Preamble */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Introduction=&lt;br /&gt;
==Preamble==&lt;br /&gt;
Battlefield 4 is a tactical first-person shooter set in the modern era, and is developed and distributed by EA Games. &lt;br /&gt;
&lt;br /&gt;
At Global Conflict the multi-player aspects of the game are utilized to simulate a conflict between two organized armies. Members join a side and agree to abide by the rules of that army and to participate in the campaign as outlined in the Campaign System that follows. The Campaign is played out using original (vanilla) BF3, Back to Karkand, Armored Kill, Aftermath and End Game maps.&lt;br /&gt;
&lt;br /&gt;
Each army is headed by a High Command (HC) that will be comprised of well known and respected members, selected prior to the start each new campaign. The HC is responsible for the smooth running of their army. The HC will accomplish this through the delegation of authority in a manner of their choosing. This authority will not extend to breaching the Rules of Global Conflict and in any case will not supercede the authority of the Tournament Admins or of the Executive. &lt;br /&gt;
&lt;br /&gt;
The guiding principle of the campaign shall be an attitude and display of gentlemanly and sportsmanlike conduct. If any rule in its interpretation or implementation should breach these generally accepted principles then this rule must be adapted to comply. If any rule is unclear in its interpretation then it must be applied with this guiding principle determining its intent and outcome.&lt;br /&gt;
&lt;br /&gt;
The rules behind this campaign are based in part from borrowed elements of the board game ‘Risk’ and other rules developed by our community. The goal of the Campaign is to gain control of 70% of the territories and capitals available on the Campaign Map or to force the other side into surrender. The Campaign Map will be illustrated and hosted on the home page of Global-Conflict.org. As the campaign progresses the campaign map will be updated to reflect the ebb and flow of each army&amp;#039;s divisions and territories.&lt;br /&gt;
&lt;br /&gt;
==Definitions== &lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;BFI&amp;#039;&amp;#039;&amp;#039; - Battle for Initiative, first Campaign Match after the draft to decide which army gets the first attack.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Army:&amp;#039;&amp;#039;&amp;#039; One of two factions competing for world domination on the campaign map. &lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Map&amp;#039;&amp;#039;&amp;#039;: a Battlefield 3 map in a specific game mode and size, e.g. &amp;quot;Caspian Border 32 Vehicles&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Territory:&amp;#039;&amp;#039;&amp;#039; A tile on the campaign map, corresponding to one Battlefield 3 map.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Capital City:&amp;#039;&amp;#039;&amp;#039; Each territory has one capital city.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;HQ&amp;#039;&amp;#039;&amp;#039;: &amp;#039;&amp;#039;&amp;#039;H&amp;#039;&amp;#039;&amp;#039;ead&amp;#039;&amp;#039;&amp;#039;q&amp;#039;&amp;#039;&amp;#039;uarters are the supply center of An army. New divisions are trained at headquarters. Each army will have two HQ&amp;#039;s. &lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Division:&amp;#039;&amp;#039;&amp;#039; A game piece on the campaign map which represents the amount of military strength in a territory. Each division is represented by one round of play in game.  Divisions are sometimes referred to as &amp;quot;&amp;#039;&amp;#039;armies&amp;#039;&amp;#039;.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Net Worth, WCP:&amp;#039;&amp;#039;&amp;#039; Net worth represents the total financial and military power of An army. Net Worth is measured in &amp;#039;&amp;#039;&amp;#039;W&amp;#039;&amp;#039;&amp;#039;orld &amp;#039;&amp;#039;&amp;#039;C&amp;#039;&amp;#039;&amp;#039;ontrol &amp;#039;&amp;#039;&amp;#039;P&amp;#039;&amp;#039;&amp;#039;oints. Each territory is worth 3 WCP. Each capital city is worth 2 WCP.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;General, HC:&amp;#039;&amp;#039;&amp;#039; Leaders of each army are traditionally referred to as &amp;#039;&amp;#039;&amp;#039;generals&amp;#039;&amp;#039;&amp;#039;. The highest-ranked officers in each army are referred to as the &amp;#039;&amp;#039;&amp;#039;high command (HC)&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;TA:&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;&amp;#039;T&amp;#039;&amp;#039;&amp;#039;ournament &amp;#039;&amp;#039;&amp;#039;A&amp;#039;&amp;#039;&amp;#039;dministrators are a group of dedicated GC veterans who run the day-to-day functioning of the campaign. They are the &amp;quot;referees&amp;quot; who police the fairplay rules and administer all aspects of the tournament.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Executive Senate&amp;#039;&amp;#039;&amp;#039;: The Executive Senate (sometimes called &amp;quot;execs&amp;quot; or &amp;quot;senators&amp;quot;) is Global Conflict&amp;#039;s highest governing body, made up of veterans who have been active in the community for years. Whereas the TA&amp;#039;s run the tournament itself, the Executive Senate is responsible for the overall health of the community. Its members select the TA&amp;#039;s and generals, and have the final say in all disputes.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;SBT:&amp;#039;&amp;#039;&amp;#039; Standard Battle Time is the time at which the main Saturday battle day will begin. This is currently 17:00 UTC but will be adjusted this campaign for the end of day lights saving.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Campaign Initialization==&lt;br /&gt;
Before a campaign begins, the Executive Senate will select volunteers from the community to serve as Generals and Tournament Administrators. From here, the TA&amp;#039;s and HC&amp;#039;s will set a timeline for the following steps&lt;br /&gt;
&lt;br /&gt;
# Selecting territories&lt;br /&gt;
# Selecting maps&lt;br /&gt;
# Drafting officers&lt;br /&gt;
# Drafting players&lt;br /&gt;
# Initial campaign map placements&lt;br /&gt;
&lt;br /&gt;
===Territory Selection Process===&lt;br /&gt;
To set the initial owners of territories on the campaign map, the TA&amp;#039;s will meet with both HC&amp;#039;s for the &amp;#039;&amp;#039;&amp;#039;territory draft&amp;#039;&amp;#039;&amp;#039;. &lt;br /&gt;
&lt;br /&gt;
A coin toss will determine first pick, and each HC will alternate picking one territory at a time until all available territories are claimed.&lt;br /&gt;
&lt;br /&gt;
Capital cities are initially granted to the army which picks the territory.&lt;br /&gt;
&lt;br /&gt;
===Map Selection Process===&lt;br /&gt;
It is up to each HC to choose a BF3 map corresponding to each territory on the campaign map.&lt;br /&gt;
&lt;br /&gt;
The TA&amp;#039;s will create an official maplist for the campaign. This list must specify a game mode/size for each map, and a map may be duplicated.&lt;br /&gt;
&lt;br /&gt;
Once the list is created, and after the territory draft, a &amp;#039;&amp;#039;&amp;#039;map draft&amp;#039;&amp;#039;&amp;#039; will be held. First pick will go to the loser of the coin toss from the territory draft, and armies will alternate selecting maps from the list.&lt;br /&gt;
&lt;br /&gt;
===Campaign Map Placements===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Map Placement====&lt;br /&gt;
&lt;br /&gt;
*After the territories and maps have been selected, the HC’s will place their maps on their territories as they see fit.&lt;br /&gt;
&lt;br /&gt;
Once map assignments are submitted to the tournament admins, &amp;#039;&amp;#039;&amp;#039;they can never be changed.&amp;#039;&amp;#039;&amp;#039; However, the TA&amp;#039;s may allow exceptions at their discretion, for example if new patches fundamentally change the balance of a map.&lt;br /&gt;
&lt;br /&gt;
With each map assignment, the HC must also announce &amp;#039;&amp;#039;&amp;#039;which in-game side it will defend from.&amp;#039;&amp;#039;&amp;#039; The defending side may be changed at any time, but there is a five day &amp;quot;relocation time.&amp;quot; &amp;#039;&amp;#039;&amp;#039;Side changes must be announced by Monday SBT in the Risk Forum before the battleday it will take effect.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
If the territory is attacked within that time, the defender will play from the original defending side.&lt;br /&gt;
&lt;br /&gt;
====Division Placement====&lt;br /&gt;
&lt;br /&gt;
* Each army will receive &amp;#039;&amp;#039;&amp;#039;55 divisons&amp;#039;&amp;#039;&amp;#039;. These divisions will be placed by the army&amp;#039;s HC. Every territory must be occupied by at least one division. Additional divisions are used to reinforce territories at the discretion of each HC. &lt;br /&gt;
&lt;br /&gt;
* Along with division placements, each army will place it&amp;#039;s two &amp;#039;&amp;#039;&amp;#039;headquarters&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
** Once placed, these headquarters can not be moved for the remainder of the campaign.&lt;br /&gt;
*** Should an army have no headquarters during the reinforcement phase they will be allowed to place one new headquarters on the map and immediately deploy troops from there.&lt;br /&gt;
*** Should an army have three (3) headquarters and capture any more, the newly captured headquarters are destroyed and permanently removed from the map as collateral damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Territory Battle Days=&lt;br /&gt;
==General Rules==&lt;br /&gt;
&lt;br /&gt;
===Timing===&lt;br /&gt;
*Territory battles begin every &amp;#039;&amp;#039;&amp;#039;Saturday at SBT&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
** TA&amp;#039;s and HC&amp;#039;s can agree to skip a Saturday for holidays or other reasons&lt;br /&gt;
** If an attack starts late because the attacker was not ready, this time is not refunded at the end&lt;br /&gt;
*** However, if the attack starts late for some other reason (e.g. server issues), the time is refunded at the end&lt;br /&gt;
** If the server crashes during a round, the TA&amp;#039;s will decide whether to&lt;br /&gt;
**# If many tickets remain or it&amp;#039;s very close, cancel the round and add time on at the end&lt;br /&gt;
**# Otherwise, declare the army that was ahead in tickets the winner of the round&lt;br /&gt;
**After &amp;#039;&amp;#039;&amp;#039;SBT+5:45&amp;#039;&amp;#039;&amp;#039;, no new round can begin, unless time is added on by the TAs due to earlier delays. Any round in progress can continue and still counts.&lt;br /&gt;
**The attacker must take a &amp;#039;&amp;#039;&amp;#039;30 minute break&amp;#039;&amp;#039;&amp;#039; between SBT+2.5 and SBT+3.5, but can decide where it falls in that time (but they&amp;#039;re encouraged to aim for SBT+2.75). After the break, we swap servers.&lt;br /&gt;
&lt;br /&gt;
*Each battleday has one &amp;#039;&amp;#039;&amp;#039;attacker&amp;#039;&amp;#039;&amp;#039;, who chooses which territories to assault, and one &amp;#039;&amp;#039;&amp;#039;defender&amp;#039;&amp;#039;&amp;#039;, who must protect territories for the whole battleday.&lt;br /&gt;
** The army with the &amp;#039;&amp;#039;&amp;#039;attack initiative&amp;#039;&amp;#039;&amp;#039; tries to attack as many territories as it can&lt;br /&gt;
** The defender tries to stall the attacks, limiting the damage.&lt;br /&gt;
** This means attackers &amp;#039;&amp;#039;&amp;#039;set the tempo.&amp;#039;&amp;#039;&amp;#039; They announce when a round should be live and can take as long or as little as they need to prepare.&lt;br /&gt;
** Defenders always get 30 minutes before the first map, and &amp;#039;&amp;#039;&amp;#039;5&amp;#039;&amp;#039;&amp;#039; minutes before each subsequent map, to prepare. After that, the attacker can request live at any time. Defenders may request extra time, but it will be granted only at TA discretion, and it will be added to the end of the battle-day.&lt;br /&gt;
*Should the battle day end prematurely due to a lack of numbers on the defensive side, then this side will be required to forfeit one round for every twenty (20) minutes lost before the scheduled end of the battle day. &lt;br /&gt;
**This forfeit will be rounded upwards. &lt;br /&gt;
**Should no attacking move be declared, the defensive side may choose which divisions to forfeit.&lt;br /&gt;
&lt;br /&gt;
*The army with the attack initiative must announce their first attack by &amp;#039;&amp;#039;&amp;#039;Thursday SBT&amp;#039;&amp;#039;&amp;#039; before the battleday.&lt;br /&gt;
** If attackers miss the 48-hour deadline, they will be told the map at SBT-30 min. &lt;br /&gt;
** Defenders are never told the attack until SBT-30 min.&lt;br /&gt;
** If the attackers announce after SBT-30 min, defenders are entitled to 30min of setup time. Attackers can sacrifice one division to play immediately at SBT.&lt;br /&gt;
&lt;br /&gt;
*Every round will start with &amp;#039;&amp;#039;&amp;#039;a 30-second countdown.&amp;#039;&amp;#039;&amp;#039; To be counted as live, it must start with a TA announcing &amp;quot;LIVE LIVE LIVE&amp;quot; over all chat.&lt;br /&gt;
** An attacker cannot cancel a live round partly through, but the TA&amp;#039;s can rule a &amp;quot;false start&amp;quot; if needed&lt;br /&gt;
&lt;br /&gt;
===Risk Rules===&lt;br /&gt;
*For each attack, attackers must announce the destination territory, the number of divisions being used, and the source territories.&lt;br /&gt;
**An army &amp;#039;&amp;#039;&amp;#039;cannot re-attack a territory&amp;#039;&amp;#039;&amp;#039; until their second attack turn following their initial attack on that territory.&lt;br /&gt;
**An attack can be amassed with divisions from &amp;#039;&amp;#039;&amp;#039;multiple territories&amp;#039;&amp;#039;&amp;#039;. These territories must be in direct contact with the territory to be attacked, unless a para-drop card is played.&lt;br /&gt;
**A territory can &amp;#039;&amp;#039;&amp;#039;never be left empty&amp;#039;&amp;#039;&amp;#039;. One division must always be left on it at all times.&lt;br /&gt;
*Division number limits&lt;br /&gt;
**The first attack of a battleday must use at least &amp;#039;&amp;#039;&amp;#039;3 divisions&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**Every territory has a &amp;#039;&amp;#039;&amp;#039;max attackers&amp;#039;&amp;#039;&amp;#039; limit of 3 divisions.&lt;br /&gt;
**Every territory has a &amp;#039;&amp;#039;&amp;#039;max defenders&amp;#039;&amp;#039;&amp;#039; limit, which is 3 divisions for most maps but can be set lower by TA&amp;#039;s for heavily defender-biased maps.&lt;br /&gt;
***It&amp;#039;s legal to have more than 3 defenders on a territory, but if this territory is attacked and 3 rounds are lost, all other divisions will also die.&lt;br /&gt;
*Territory battles will be conducted as follows: &lt;br /&gt;
*#The armies will play the same side for all rounds on a map, &amp;#039;&amp;#039;&amp;#039;they will not alternate sides.&amp;#039;&amp;#039;&amp;#039; The defender&amp;#039;s side will be chosen in the initial map placements.&lt;br /&gt;
*#The number of winning rounds required for a successful outcome is equal to the number of opposing army divisions in play. &lt;br /&gt;
*#Maps will be played at 175% ticket count, but ticket counts may be modified based on agreements between TAs and HCs in the interests of fair and fun play.&lt;br /&gt;
*#* Aftermath maps will be played at 125% ticket count.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Attack Sequence==&lt;br /&gt;
 THE ATTACK TURN FORMALLY BEGINS WHEN THE PREVIOUS TURN ENDS AT THE END OF SATURDAY&amp;#039;S BATTLE.&lt;br /&gt;
&lt;br /&gt;
===Step 1: Opening Moves===&lt;br /&gt;
&amp;#039;&amp;#039;This is the attacking army&amp;#039;s movement of divisions to amass them for attack.&amp;#039;&amp;#039;&lt;br /&gt;
*The attacking army can redistribute it&amp;#039;s divisions to any adjoining occupied territory. &lt;br /&gt;
**All territories must remain occupied at all times by at least one division. &lt;br /&gt;
**Each individual division can only move one territory in preparation to attack.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Opening moves for the attacker are due in the Risk forum on Thursday SBT. The first attack announcement to the TA&amp;#039;s is due in the HC&amp;#039;s private forum on Thursday SBT&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
===Step 2: Attacking===&lt;br /&gt;
&amp;#039;&amp;#039;This is the phase in which the attacking army moves its divisions into the defending army&amp;#039;s territory for the purpose of capturing it.&amp;#039;&amp;#039;&lt;br /&gt;
*The attacking army will state how many divisions it is attacking with. &lt;br /&gt;
*For each round played the loser of the round must remove one division and place it in the &amp;quot;refund&amp;quot; pool for later re-distribution. &lt;br /&gt;
*The attack will continue until one side has run out of divisions, or until the attacker calls for a retreat. &lt;br /&gt;
**The defender is obliged to defend to the best of its ability. There is no retreat option available to the defender. &lt;br /&gt;
*If the attack is successful, the remaining attacking divisions are moved into the territory and ownership of the territory is transferred to the attacking army. If the attack is unsuccessful no change is made other than the removal of lost divisions. &lt;br /&gt;
*An attacking army may continue to move on and attack any adjoining territory from the one just conquered and occupied. This is known as the Blitzkrieg Effect (aka &amp;quot;Blitz&amp;quot;). &lt;br /&gt;
*After the battleday, TAs will announce the number of refunded divisions as soon as possible.&lt;br /&gt;
*From this announcement, each army has 24 hours to announce its moves for steps 4 &amp;amp; 5.&lt;br /&gt;
&lt;br /&gt;
===Step 3: Defensive Moves===&lt;br /&gt;
&amp;#039;&amp;#039;This is the phase in which the attacker may reposition their forces at the end of a day&amp;#039;&amp;#039;&lt;br /&gt;
*The attacker may reposition its divisions following the conclusion of the Battle Day. &lt;br /&gt;
*The attacker can move its divisions to any adjoining occupied territory.&lt;br /&gt;
** However, each territory must always remain occupied by at least one division. &lt;br /&gt;
**Each division can move by one (1) territory. &lt;br /&gt;
* Due to battle fatigue, any division used in an attack cannot be moved until the next turn.&lt;br /&gt;
*A newly occupied territory may only be reinforced by up to 50% of the number of occupying divisions (rounding up)&lt;br /&gt;
** For example: the attacking army conquers a territory and only has 3 divisions remaining. The HC can re-enforce 1/2 that number (1.5 divisions) which when rounded up equals 2 divisions. So up to 2 divisions that were not already involved in an attack and are adjacent to the newly conquered territory, or fall within the Para-drop re-enforcement rules, can be moved there to fortify the territory against counter attack.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Defensive moves must be posted to the Risk forum by Monday SBT.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
===Step 4: Refunding===&lt;br /&gt;
&amp;#039;&amp;#039;This is the phase in which defeated divisions are redistributed between the two armies.&amp;#039;&amp;#039; &lt;br /&gt;
*Divisions lost by both armies during the battle day are put into the Refund Pool. At the end of the battle day, these lost divisions will be redistributed between the two sides. Each side&amp;#039;s refund is a function of its net worth. &lt;br /&gt;
*The divisions in the refund pool will be redistributed according to the following criteria: &lt;br /&gt;
** The army with the lower net worth will receive:&lt;br /&gt;
*** One (1) division for a net worth between 40% and 44.99%; &lt;br /&gt;
*** Two (2) divisions for a net worth between 35% and 39.99%; &lt;br /&gt;
*** Three (3) divisions for a net worth below 34.99%. &lt;br /&gt;
***&amp;#039;&amp;#039;(percentages are an indication of the side&amp;#039;s WCP score in relation to the total world score&lt;br /&gt;
** The remaining divisions will then be refunded based on the percentage of the WCP&amp;#039;s held, e.g. an army holding 75% of the WCPs will receive 75% of the divisions in the pool. &lt;br /&gt;
*The rounding of point values will always go in favor of the side with lower net worth. &lt;br /&gt;
*Refunded divisions can only be placed at a headquarters that has been controlled by an army for at least one full attack turn.&lt;br /&gt;
**The only exception to this is if a defender has no headquarters after the attacking phase. In this case the defender may immediately place a new headquarters on the map on any territory they own and place all reinforcements on this headquarters.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Refund placements must be posted in the Risk forum by Monday SBT.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
===Step 5: Placement of New Divisions===&lt;br /&gt;
&amp;#039;&amp;#039;This is the placing of the refunded divisions on each army&amp;#039;s military base of choice.&amp;#039;&amp;#039;&lt;br /&gt;
*Please note: This is the last thing that occurs during a turn and is the only post-battle day step a defending army participates in. &lt;br /&gt;
&lt;br /&gt;
*The locations of newly placed divisions must be turned in to the TAs within 24 hours of step 3.&lt;br /&gt;
&lt;br /&gt;
 THE ATTACK TURN IS NOW OVER.&lt;br /&gt;
&lt;br /&gt;
*The defending army will now become the attacker.&lt;br /&gt;
&lt;br /&gt;
==Attack Maneuevers==&lt;br /&gt;
&lt;br /&gt;
===Retreating===&lt;br /&gt;
*An army with the attack initiative may retreat from a territory. When a retreat is announced the attacking army shall either: &lt;br /&gt;
#Play one more round and retreat at its conclusion regardless of the outcome. &lt;br /&gt;
#Forfeit one division and retreat immediately. This forfeit refers to surrendering the division to the refund pool. &lt;br /&gt;
&lt;br /&gt;
*Retreats must be announced between rounds. A conquest game can never be stopped mid-round.&lt;br /&gt;
&lt;br /&gt;
*No more than half the divisions used in the attack can retreat. For example, if the attacker uses 5 divisions, they must wait until the second round to announce the retreat and play a third retreating round.&lt;br /&gt;
&lt;br /&gt;
*If the retreating attacker wins the retreat round the defender loses a division. &lt;br /&gt;
**In the event that no divisions remain on the attacked territory, the defender will be allowed to move a division into the territory to re-occupy. &lt;br /&gt;
**The attacker can not gain control of a territory on a retreat round. &lt;br /&gt;
&lt;br /&gt;
*A defending army cannot retreat, unless they play a card which allows them to do so.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Headquarters==&lt;br /&gt;
&lt;br /&gt;
*New divisions may only be placed at headquarters.&lt;br /&gt;
&lt;br /&gt;
*Headquarters can be acquired or re-acquired through conquest. If a HQ is re-acquired the controlling army must remain in possession for one week before new divisions can be placed there.&lt;br /&gt;
** The exception is if the newly captured HQ is that army&amp;#039;s only headquarters. In this case the new divisions can be placed immediately.&lt;br /&gt;
&lt;br /&gt;
===Forward Operating Base===&lt;br /&gt;
&lt;br /&gt;
* Can be acquired by playing a combination of Risk Cards &amp;#039;&amp;#039;(see Risk Cards)&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* Up to two (2) divisions may be placed on an FOB&amp;#039;s in any one week.&lt;br /&gt;
** You cannot place any divisions on a newly built FOB. FOBs become active one week after they are placed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Black Ops Battledays=&lt;br /&gt;
&lt;br /&gt;
==General Rules==&lt;br /&gt;
&lt;br /&gt;
*Every week, there are two Black Ops Battles&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;European Black Ops (EUBO)&amp;#039;&amp;#039;&amp;#039;: SBT+2 to SBT +4.5&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;North American Black Ops (NABO)&amp;#039;&amp;#039;&amp;#039;: SBT+8 to SBT+10.5&lt;br /&gt;
** No new live round can start after 2:15 hours in, except in case of server crashes or delays -- the rules here are the same as Territory battledays.&lt;br /&gt;
** Incomplete maps from EUBO are completed at NABO before a new map begins&lt;br /&gt;
&lt;br /&gt;
*The Army with the attack initiative will attack for the full length of battleday.&lt;br /&gt;
** It must announce its first attack at least 30 minutes in advance to the Tournament Admins, who will announce it to the opposing army.&lt;br /&gt;
**Additional attack moves will remain undeclared until the completion of the previous attack. &lt;br /&gt;
&lt;br /&gt;
*Each Army receives an identical map pool from which they can select maps to play on the battleday. &lt;br /&gt;
**Each map in the pool must be played once; once all maps have been played, the pool will change to a new set of maps for that army.&lt;br /&gt;
**If all maps in all pools are played through, map pools will recycle.&lt;br /&gt;
&lt;br /&gt;
*Black Ops battles will be conducted as follows: &lt;br /&gt;
*# The Attackers will have the duration of their Black Ops period to initiate as many attacks as they can, choosing either a [[#Capital City Attack|Capital City Attack]] or [[#Extra Card Mission|Extra Card Mission]] each time. &lt;br /&gt;
*#* For rules on each of these attack types, see below.&lt;br /&gt;
*# For each map, the defenders have 2 minutes to choose which side they&amp;#039;ll play.&lt;br /&gt;
*# Maps will be played at 150% ticket count&lt;br /&gt;
*#* Ticket counts may be modified based on agreements between TAs and HCs in the interests of fair and fun play.&lt;br /&gt;
*# After each attack completes, return to Step 1 until the Attackers are out of time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Capital City Attack ==&lt;br /&gt;
&lt;br /&gt;
1. Attacking army must declare which capital city they wish to attack and select a Conquest map from their map pool to play.&lt;br /&gt;
* Capital city attacks must be in or adjacent to a territory owned by the Attacking army.&lt;br /&gt;
* Capital Cities may only be attacked once per Black Ops turn.&lt;br /&gt;
** If the Attacking Army attacks all available Capital Cities once in their turn, they may begin to re-attack with their remaining time.&lt;br /&gt;
2. Defenders are granted two minutes to select which side they would like to play first.&lt;br /&gt;
&lt;br /&gt;
3. The map is played twice, giving each army the opportunity to play from both sides. &lt;br /&gt;
&lt;br /&gt;
4. Maps are played at 150% tickets.&lt;br /&gt;
&lt;br /&gt;
* Ticket counts may be modified based on agreements between TAs and HCs in the interests of fair and fun play.&lt;br /&gt;
5. Whichever army has the most cumulative tickets after the two rounds wins.&lt;br /&gt;
* In the event of a tie, additional rounds will be played until a ticket difference is generated.&lt;br /&gt;
6. If the attacker wins, control of the capital is transferred immediately. If the defender wins, the Capital is not attackable for the remainder of the Black Ops turn.&lt;br /&gt;
&lt;br /&gt;
7. The use of air vehicles in capital city attacks is strictly prohibited.&lt;br /&gt;
&lt;br /&gt;
==Extra Card Mission==&lt;br /&gt;
1. Attacking army must declare their intention to play an Extra Card mission and select an eligible map from their map pool.&lt;br /&gt;
* Eligible map types: Rush, Tank Superiority, CTF.&lt;br /&gt;
2. Attacking army plays one round of the map selected. Gametype specific rules are outlined below.&lt;br /&gt;
*  Rush (Rush will be played Infantry Only)&lt;br /&gt;
** The Attackers play from the attacking side. &lt;br /&gt;
** Each MCOM destroyed is added to their MCOM Extra Card Points.&lt;br /&gt;
** Only one round will be played with the Attackers on the attack.&lt;br /&gt;
* Tank Superiority (TS will be played with Vehicles)&lt;br /&gt;
** The Defenders select which side they would like to play. &lt;br /&gt;
** When the round is over, any tickets the Attackers have left are added to their Tank Superiority Extra Card Points.&lt;br /&gt;
** Two rounds will be played, once from each side.&lt;br /&gt;
* Capture The Flag (All CTF maps with the exception of Nebandan Flats will be played Infantry Only)&lt;br /&gt;
** The Defenders select which side they would like to play for the first round. Sides swap for the second round.&lt;br /&gt;
** Each round will have a time limit of 20 minutes. &lt;br /&gt;
** Round will be played on 150% ticket count (Making the number of capturable flags 5)&lt;br /&gt;
** The Attacker will be granted 1 CTF Extra Card Point for each flag they captures above the Defenders.&lt;br /&gt;
** To give the defenders and incentive to do more than just camp their flag, the Attackers will be granted 1 CTF Extra Card Point in the event of a draw. &lt;br /&gt;
3. Once an army has accumulated a certain number of points in either category, they may spend them to draw an extra card during their Draw Phase.&lt;br /&gt;
* Extra card costs:&lt;br /&gt;
** 6 MCOMs buys 1 card&lt;br /&gt;
** 300 Tank Superiority Tickets buys 1 card&lt;br /&gt;
** 6 Flags buys 1 card&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Cards costs may vary over the course of the campaign at TA discretion.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
=Risk Cards=&lt;br /&gt;
&lt;br /&gt;
==Risk Card Draw Phase==&lt;br /&gt;
* Risk cards may only be drawn during the attacker&amp;#039;s refund phase.&lt;br /&gt;
* Each army may only hold up to 7 cards in their hand at any time.&lt;br /&gt;
* If they have 7 cards going into the Risk Card Draw Phase, they may choose to discard as many as they wish.&lt;br /&gt;
** If they elect not to discard, they will skip the Risk Card Draw Phase.&lt;br /&gt;
* A maximum of two cards can be drawn during the Risk Card Draw Phase.&lt;br /&gt;
* Each army may redeem Black Ops card points for Risk Cards at this time.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Card Draw Phase moves are posted along with your Refunds and Defensive Moves in the Risk Forum at Monday SBT&amp;#039;&amp;#039;&amp;#039;. &amp;#039;&amp;#039;(Discards, extra card purchases)&amp;#039;&amp;#039;&lt;br /&gt;
* Cards will be drawn by Tuesday SBT and announced in your High Command Army Dashboard thread.&lt;br /&gt;
&lt;br /&gt;
==Playing a Risk Card==&lt;br /&gt;
# Select the card to be played and notify the TAs.&lt;br /&gt;
# If a card is played on the battleday, up to five minutes of TA processing time may pass before it takes effect.&lt;br /&gt;
# If a card is played outside the battleday, please note the use of the card during your normal posting the appropriate phase, or, if the card does not apply to a phase, follow the instructions on the card and make a new post in the Risk Forum.&lt;br /&gt;
* Examples: &lt;br /&gt;
** You want to use a Paradrop to reinforce during your Defensive Moves. In your normal Defensive Moves post in the Risk forum, you note your intent to use a Paradrop card and the move the card applies to.&lt;br /&gt;
** You want to sabotage an FOB the enemy built on their last turn. You make a new thread in the Risk Forum entitled &amp;quot;Week X - Army plays Card&amp;quot;. You post the cards you are combining and your intent to Sabotage in the thread.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Basic Card Details==&lt;br /&gt;
&lt;br /&gt;
Each card has a title, a category and a &amp;quot;playable by&amp;quot; field. For example, Break Through is an Armor card, and is playable by the Attacking army on a battleday. Card categories only have a function when combining cards into [[#Three Card Abilities|Three Card Abilities]].&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;1. Break Through: [ARMOR / ATTACKER]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Card must be played before the attack (when attack is declared), and after a single round win, all remaining attacking armies attack another adjacent enemy territory. The breakthrough attack counts as an attack, and that territory will be locked out on your next attack day. All normal occupation rules apply. If this card is played and the round is won, the Attacker &amp;#039;&amp;#039;&amp;#039;must&amp;#039;&amp;#039;&amp;#039; move to a new territory with their remaining divisions.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Battleday play limit: No limit&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2. Paradrop: [AIR / ATTACKER]&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*3 armies without penalty may cross over 2 territories to attack (so they may “skip” two territories to attack the third). Can be used during defensive moves and on the battleday. Cannot be used on offensive moves to position armies for attack. Paradropping team must declare their flight path when playing the card.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Weekly play limit: Once on your battleday, once during your defensive move phase&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;3. Strategic Retreat: [INFANTRY/ATTACKER/DEFENDER]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Allows attacking team to retreat without playing a retreat round or losing an army. Can be played after any round during an attack. If played by defenders, they may retreat their divisions back by one territory and cede the attacked territory to the attackers.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Battleday play limit: 1&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;4. Assassination: [INFANTRY/ATTACKER]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Removes a division from the targeted territory. &amp;#039;&amp;#039;&amp;#039;Attacking team must declare their assassination by Friday SBT in the Risk Forum.&amp;#039;&amp;#039;&amp;#039;  Card cannot be played on or after the Battleday. Cannot assassinate a territory with only one division on it. The assassinated division is returned to the defender during their refund phase; it is not added to the general refund pool.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Battleday play limit: 1&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;5. Anti-Air: [ARMOR / DEFENDER]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Defending team may employ this card against Paradrop during the battleday, destroying one army in the paradrop process. Destroyed division enters the refund pool.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Battleday play limit: 1&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;6. Last Stand: [ARMOR / DEFENDER]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Defender may play this card while defending a territory where they also hold the capital city. The capital city then acts as an additional division during for the defense. If the defender loses the territory, they also lose the capital city. If they win with only the capital city remaining (having lost all other divisions), they must take one division from their refund pool and place it on the territory. &amp;#039;&amp;#039;&amp;#039;Note:&amp;#039;&amp;#039;&amp;#039; Last Stand cannot be played on a territory that has been targeted by Incite Rebellion.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Battleday play limit: 1&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;7. Aerial Refueling [AIR / ATTACKER]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*+1 range to a paradrop. Movement is still susceptible to anti-air.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Battleday play limit: 1&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;8. Flares [AIR / ATTACKER]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Played to counter an anti-air use by the other army. Must be declared immediately following the anti-air on the battleday.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Battleday play limit: 1&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;9. Capital Blitz [INFANTRY / ATTACKER]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Attacker may play this card to attack a capital city in a territory which they own and have at least two divisions. A single round would be played on the smaller version of the territory map (if available). Defender gets to chose the side they wish to play. If won, the attacker gains the capital. If lost, the defender retains the capital and the attacker loses a division.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Battleday play limit: 1&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Three Card Abilities==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;To use one of these abilities, you must have:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
1 of each category of card&lt;br /&gt;
&lt;br /&gt;
OR&lt;br /&gt;
&lt;br /&gt;
3 of one category&lt;br /&gt;
&lt;br /&gt;
You must discard all three cards used to achieve the three card combo after playing one of these abilities. Each ability may only be played once per week.&lt;br /&gt;
  &lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;1. Forward Operating Base:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
As part of your refund phase, you may purchase a Forward Operating Base (FOB) with your three card combination. Your FOB purchase must be announced by &amp;#039;&amp;#039;&amp;#039;Monday SBT&amp;#039;&amp;#039;&amp;#039; in the Risk Forum along with your Defensive Moves and Refunds.&lt;br /&gt;
&lt;br /&gt;
The FOB will function as a smaller HQ, allowing you to place up to 2 divisions on the territory where it resides during your refund phase. FOBs can not be used the turn they are played; you must wait a week before &amp;quot;construction finishes&amp;quot; and the building is ready. If the territory is captured, the FOB is destroyed.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2. Sabotage:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Destroys a Forward Operating Base. A Sabotage must be announced in the Risk Forum by &amp;#039;&amp;#039;&amp;#039;Friday SBT&amp;#039;&amp;#039;&amp;#039;. The FOB will be destroyed on &amp;#039;&amp;#039;&amp;#039;Friday SBT&amp;#039;&amp;#039;&amp;#039;; a sabotage announced on Saturday will take effect the next Friday.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;3. Incite Rebellion:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Must be played when attack is announced. Attacking Army takes the territory Capital upon taking the territory. &amp;#039;&amp;#039;&amp;#039;Note:&amp;#039;&amp;#039;&amp;#039; Last Stand cannot be played on a territory that has been targeted by Incite Rebellion.&lt;br /&gt;
&lt;br /&gt;
=Theaters=&lt;br /&gt;
A &amp;#039;&amp;#039;&amp;#039;theater&amp;#039;&amp;#039;&amp;#039; is a group of five connected and geographically grouped territories.&lt;br /&gt;
&lt;br /&gt;
==Theater Bonuses==&lt;br /&gt;
* Capturing all territories in a theater grants a bonus to the controlling army, measured in world control points. &amp;#039;&amp;#039;&amp;#039;Note: WCP is not the same as divisions. But they are part of the formula that determines how many divisions you get.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Theaters will all be worth 6 WCP bonus points.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Theaters:&lt;br /&gt;
** Canada&lt;br /&gt;
** North America&lt;br /&gt;
** South America&lt;br /&gt;
** Western Europe&lt;br /&gt;
** Eastern Europe&lt;br /&gt;
** Middle East&lt;br /&gt;
** Africa&lt;br /&gt;
** South Asia&lt;br /&gt;
** North Asia&lt;br /&gt;
** Australia&lt;br /&gt;
&lt;br /&gt;
*Theater bonuses do not go into effect until the attacker&amp;#039;s next attack turn after capturing all zones in the theater.&lt;br /&gt;
*Theater bonuses are terminated immediately after the opposing empire captures a territory located within the theater.&lt;br /&gt;
&lt;br /&gt;
=Victory Conditions and World Control Points=&lt;br /&gt;
* Each Territory held is worth &amp;#039;&amp;#039;&amp;#039;3 WCP&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Each Capital City held is worth &amp;#039;&amp;#039;&amp;#039;1 WCP&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Each Theater held is worth &amp;#039;&amp;#039;&amp;#039;6 WCP&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
An army can achieve victory in three ways: &lt;br /&gt;
# By gaining control of at least 70% of the World Control Points and remaining at or above 70% WCP through the opposing army&amp;#039;s next attack turn. &lt;br /&gt;
# By forcing the opposing army to surrender.&lt;br /&gt;
&lt;br /&gt;
*An army may surrender by announcing its decision to the Tournament Admins at any time. &lt;br /&gt;
&lt;br /&gt;
*Any army with consistently low attendance over the span of a minimum of three weeks will risk automatic forfeit of the campaign. Execution of this forfeit will be determined on a case-by-case basis by the Tournament Admins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--------------------&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;Campaign system and rules are subject to change during campaign. Changes, if necessary, will be announced in the forums, and come in effect instantly. This page is the final authority on campaign system and rules information.&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>Gwynzer</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=Main_Page&amp;diff=1036</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://www.global-conflict.org/wiki/index.php?title=Main_Page&amp;diff=1036"/>
				<updated>2014-03-31T21:58:46Z</updated>
		
		<summary type="html">&lt;p&gt;Gwynzer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[http://www.global-conflict.org/ Back to Forum]&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Global Conflict is a free-to-play Battlefield 4 tournament based on teamplay and tactics. (PC only)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
=Introduction=&lt;br /&gt;
[[Image:Gc logo dark mod1.png|right]]&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Welcome to the GC Wiki.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Everyone has probably seen Wikipedia before, now =GC= has our own Wikipedia. To create an account on this Wiki you must send .Sup a PM on the forums so he can create one for you.&lt;br /&gt;
&lt;br /&gt;
Feel free to edit any of the pages found here, except pages pertaining to the current campaign and pages in the archive.  Add new ones where needed or desired as well. You have to be logged in to do so though. If you need help or assistance please let one of the forum admins know.&lt;br /&gt;
&lt;br /&gt;
The easiest way to add a new page is to search for a page that doesn&amp;#039;t exist yet. The Wiki will then offer you the option to create/edit the page. Wiki Syntax is easy to learn and allows for fast and easy maintenance of text.&lt;br /&gt;
&lt;br /&gt;
Here is a cheat sheet which should help you with your editing: [http://en.wikipedia.org/wiki/Help:Wiki_markup Wiki Markup].&lt;br /&gt;
&lt;br /&gt;
Be sure to use headings, use bold and italics rarely and you are bound to write a page that&amp;#039;s nice to look at and easy to navigate.&lt;br /&gt;
&lt;br /&gt;
Use the &amp;quot;All pages&amp;quot; link in the navigation to see all existing pages.&lt;br /&gt;
&lt;br /&gt;
Enjoy!&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Welcome to GC =&lt;br /&gt;
Welcome to the Home of Global-Conflict.org. My name is BRUMMIE and I’m going to try and introduce you to what we are about. &lt;br /&gt;
&lt;br /&gt;
First off I’ll tell you what were not – we are not a clan, so don’t expect us to act like one. The many clan members we have will attest to that. Second off – we are not really a gaming community in the general sense of those words – so again don’t expect us to act like one. We aren’t a TWL or CAL spin off ladder either so lets get that out of the way. &lt;br /&gt;
&lt;br /&gt;
What we are is a 10 year old community of like-minded gamers that choose to play together in an organized manner, but outside of the formality of for-profit sites or ego-centric sites ruled by one guy. The minute someone tries to take GC commercial or to run it like a dictatorship we will roll up and collectively die – so lets get that out of the way as well. &lt;br /&gt;
&lt;br /&gt;
Stupid as it sounds we don’t have leaders. We do have a group of guys that have been around for awhile and keep an eye on things and try to direct the community in a direction that reflects the energy of the active members. We give them fluffy titles like ‘Senators’ but don’t let that worry you as for the most part they just have some admin abilities so they can keep the fools at bay. &lt;br /&gt;
&lt;br /&gt;
I encourage you to read through our forums. I encourage you to take part in our tournaments. Stick around for a while, or come back and visit as much as you like. You’ll be pleasantly surprised at how much we will welcome you here. There’s no requirements needed to join us. You’ll either pick up on what we are about, or you won’t. &lt;br /&gt;
&lt;br /&gt;
Either way – Welcome to GC.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Table of Contents=&lt;br /&gt;
== New Member Help==&lt;br /&gt;
&lt;br /&gt;
* [http://global-conflict.org/gettingstartedatGC.php Signup for the Tournament]&lt;br /&gt;
* [http://global-conflict.org/whatisSBT_&amp;amp;_worldclock.php What is SBT]&lt;br /&gt;
* [http://global-conflict.org/HowtosetupGCTS3.php Teamspeak Guide]&lt;br /&gt;
* [[How to: Sign up for the campaign and battleday]]&lt;br /&gt;
* [[Forum Netiquette|Forum Netiquette]]&lt;br /&gt;
* [[The Basic Training|Basic Training]]&lt;br /&gt;
* [[Server IP|Server Addresses]]&lt;br /&gt;
* [[What is GC?]]&lt;br /&gt;
* [[What is GC? (ger)|Was ist GC?]]&lt;br /&gt;
* To help new members get firm with acronyms within the GC community (e.g. forum, teamspeak) visit the [[Acronyms]] page in this wiki.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Current Campaign==&lt;br /&gt;
* [[Campaign server settings]]&lt;br /&gt;
* [[Fair Play Rules]]&lt;br /&gt;
* [[BF4 Campaign 2 System]]&lt;br /&gt;
* [[Daylight Savings]]&lt;br /&gt;
* [[Battlefield 3 maps]]&lt;br /&gt;
&lt;br /&gt;
==Everything Else==&lt;br /&gt;
* [[Welcome pm for new recruits during a campaign]]&lt;br /&gt;
* [[Advertising]]&lt;br /&gt;
* [[Member testimonials]]&lt;br /&gt;
* [[Battlelog platoons]]&lt;/div&gt;</summary>
		<author><name>Gwynzer</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_2_System&amp;diff=1035</id>
		<title>BF4 Campaign 2 System</title>
		<link rel="alternate" type="text/html" href="http://www.global-conflict.org/wiki/index.php?title=BF4_Campaign_2_System&amp;diff=1035"/>
				<updated>2014-03-31T21:58:13Z</updated>
		
		<summary type="html">&lt;p&gt;Gwynzer: Created page with &amp;quot;=Introduction= ==Preamble== Battlefield 3 is a tactical first-person shooter set in the modern era, and is developed and distributed by EA Games.   At Global Conflict the mult...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Introduction=&lt;br /&gt;
==Preamble==&lt;br /&gt;
Battlefield 3 is a tactical first-person shooter set in the modern era, and is developed and distributed by EA Games. &lt;br /&gt;
&lt;br /&gt;
At Global Conflict the multi-player aspects of the game are utilized to simulate a conflict between two organized armies. Members join a side and agree to abide by the rules of that army and to participate in the campaign as outlined in the Campaign System that follows. The Campaign is played out using original (vanilla) BF3, Back to Karkand, Armored Kill, Aftermath and End Game maps.&lt;br /&gt;
&lt;br /&gt;
Each army is headed by a High Command (HC) that will be comprised of well known and respected members, selected prior to the start each new campaign. The HC is responsible for the smooth running of their army. The HC will accomplish this through the delegation of authority in a manner of their choosing. This authority will not extend to breaching the Rules of Global Conflict and in any case will not supercede the authority of the Tournament Admins or of the Executive. &lt;br /&gt;
&lt;br /&gt;
The guiding principle of the campaign shall be an attitude and display of gentlemanly and sportsmanlike conduct. If any rule in its interpretation or implementation should breach these generally accepted principles then this rule must be adapted to comply. If any rule is unclear in its interpretation then it must be applied with this guiding principle determining its intent and outcome.&lt;br /&gt;
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The rules behind this campaign are based in part from borrowed elements of the board game ‘Risk’ and other rules developed by our community. The goal of the Campaign is to gain control of 70% of the territories and capitals available on the Campaign Map or to force the other side into surrender. The Campaign Map will be illustrated and hosted on the home page of Global-Conflict.org. As the campaign progresses the campaign map will be updated to reflect the ebb and flow of each army&amp;#039;s divisions and territories.&lt;br /&gt;
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==Definitions== &lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;BFI&amp;#039;&amp;#039;&amp;#039; - Battle for Initiative, first Campaign Match after the draft to decide which army gets the first attack.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Army:&amp;#039;&amp;#039;&amp;#039; One of two factions competing for world domination on the campaign map. &lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Map&amp;#039;&amp;#039;&amp;#039;: a Battlefield 3 map in a specific game mode and size, e.g. &amp;quot;Caspian Border 32 Vehicles&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Territory:&amp;#039;&amp;#039;&amp;#039; A tile on the campaign map, corresponding to one Battlefield 3 map.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Capital City:&amp;#039;&amp;#039;&amp;#039; Each territory has one capital city.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;HQ&amp;#039;&amp;#039;&amp;#039;: &amp;#039;&amp;#039;&amp;#039;H&amp;#039;&amp;#039;&amp;#039;ead&amp;#039;&amp;#039;&amp;#039;q&amp;#039;&amp;#039;&amp;#039;uarters are the supply center of An army. New divisions are trained at headquarters. Each army will have two HQ&amp;#039;s. &lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Division:&amp;#039;&amp;#039;&amp;#039; A game piece on the campaign map which represents the amount of military strength in a territory. Each division is represented by one round of play in game.  Divisions are sometimes referred to as &amp;quot;&amp;#039;&amp;#039;armies&amp;#039;&amp;#039;.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Net Worth, WCP:&amp;#039;&amp;#039;&amp;#039; Net worth represents the total financial and military power of An army. Net Worth is measured in &amp;#039;&amp;#039;&amp;#039;W&amp;#039;&amp;#039;&amp;#039;orld &amp;#039;&amp;#039;&amp;#039;C&amp;#039;&amp;#039;&amp;#039;ontrol &amp;#039;&amp;#039;&amp;#039;P&amp;#039;&amp;#039;&amp;#039;oints. Each territory is worth 3 WCP. Each capital city is worth 2 WCP.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;General, HC:&amp;#039;&amp;#039;&amp;#039; Leaders of each army are traditionally referred to as &amp;#039;&amp;#039;&amp;#039;generals&amp;#039;&amp;#039;&amp;#039;. The highest-ranked officers in each army are referred to as the &amp;#039;&amp;#039;&amp;#039;high command (HC)&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
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*&amp;#039;&amp;#039;&amp;#039;TA:&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;&amp;#039;T&amp;#039;&amp;#039;&amp;#039;ournament &amp;#039;&amp;#039;&amp;#039;A&amp;#039;&amp;#039;&amp;#039;dministrators are a group of dedicated GC veterans who run the day-to-day functioning of the campaign. They are the &amp;quot;referees&amp;quot; who police the fairplay rules and administer all aspects of the tournament.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Executive Senate&amp;#039;&amp;#039;&amp;#039;: The Executive Senate (sometimes called &amp;quot;execs&amp;quot; or &amp;quot;senators&amp;quot;) is Global Conflict&amp;#039;s highest governing body, made up of veterans who have been active in the community for years. Whereas the TA&amp;#039;s run the tournament itself, the Executive Senate is responsible for the overall health of the community. Its members select the TA&amp;#039;s and generals, and have the final say in all disputes.&lt;br /&gt;
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*&amp;#039;&amp;#039;&amp;#039;SBT:&amp;#039;&amp;#039;&amp;#039; Standard Battle Time is the time at which the main Saturday battle day will begin. This is currently 17:00 UTC but will be adjusted this campaign for the end of day lights saving.&lt;br /&gt;
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&lt;br /&gt;
==Campaign Initialization==&lt;br /&gt;
Before a campaign begins, the Executive Senate will select volunteers from the community to serve as Generals and Tournament Administrators. From here, the TA&amp;#039;s and HC&amp;#039;s will set a timeline for the following steps&lt;br /&gt;
&lt;br /&gt;
# Selecting territories&lt;br /&gt;
# Selecting maps&lt;br /&gt;
# Drafting officers&lt;br /&gt;
# Drafting players&lt;br /&gt;
# Initial campaign map placements&lt;br /&gt;
&lt;br /&gt;
===Territory Selection Process===&lt;br /&gt;
To set the initial owners of territories on the campaign map, the TA&amp;#039;s will meet with both HC&amp;#039;s for the &amp;#039;&amp;#039;&amp;#039;territory draft&amp;#039;&amp;#039;&amp;#039;. &lt;br /&gt;
&lt;br /&gt;
A coin toss will determine first pick, and each HC will alternate picking one territory at a time until all available territories are claimed.&lt;br /&gt;
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Capital cities are initially granted to the army which picks the territory.&lt;br /&gt;
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===Map Selection Process===&lt;br /&gt;
It is up to each HC to choose a BF3 map corresponding to each territory on the campaign map.&lt;br /&gt;
&lt;br /&gt;
The TA&amp;#039;s will create an official maplist for the campaign. This list must specify a game mode/size for each map, and a map may be duplicated.&lt;br /&gt;
&lt;br /&gt;
Once the list is created, and after the territory draft, a &amp;#039;&amp;#039;&amp;#039;map draft&amp;#039;&amp;#039;&amp;#039; will be held. First pick will go to the loser of the coin toss from the territory draft, and armies will alternate selecting maps from the list.&lt;br /&gt;
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===Campaign Map Placements===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Map Placement====&lt;br /&gt;
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*After the territories and maps have been selected, the HC’s will place their maps on their territories as they see fit.&lt;br /&gt;
&lt;br /&gt;
Once map assignments are submitted to the tournament admins, &amp;#039;&amp;#039;&amp;#039;they can never be changed.&amp;#039;&amp;#039;&amp;#039; However, the TA&amp;#039;s may allow exceptions at their discretion, for example if new patches fundamentally change the balance of a map.&lt;br /&gt;
&lt;br /&gt;
With each map assignment, the HC must also announce &amp;#039;&amp;#039;&amp;#039;which in-game side it will defend from.&amp;#039;&amp;#039;&amp;#039; The defending side may be changed at any time, but there is a five day &amp;quot;relocation time.&amp;quot; &amp;#039;&amp;#039;&amp;#039;Side changes must be announced by Monday SBT in the Risk Forum before the battleday it will take effect.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
If the territory is attacked within that time, the defender will play from the original defending side.&lt;br /&gt;
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====Division Placement====&lt;br /&gt;
&lt;br /&gt;
* Each army will receive &amp;#039;&amp;#039;&amp;#039;55 divisons&amp;#039;&amp;#039;&amp;#039;. These divisions will be placed by the army&amp;#039;s HC. Every territory must be occupied by at least one division. Additional divisions are used to reinforce territories at the discretion of each HC. &lt;br /&gt;
&lt;br /&gt;
* Along with division placements, each army will place it&amp;#039;s two &amp;#039;&amp;#039;&amp;#039;headquarters&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
** Once placed, these headquarters can not be moved for the remainder of the campaign.&lt;br /&gt;
*** Should an army have no headquarters during the reinforcement phase they will be allowed to place one new headquarters on the map and immediately deploy troops from there.&lt;br /&gt;
*** Should an army have three (3) headquarters and capture any more, the newly captured headquarters are destroyed and permanently removed from the map as collateral damage.&lt;br /&gt;
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&lt;br /&gt;
=Territory Battle Days=&lt;br /&gt;
==General Rules==&lt;br /&gt;
&lt;br /&gt;
===Timing===&lt;br /&gt;
*Territory battles begin every &amp;#039;&amp;#039;&amp;#039;Saturday at SBT&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
** TA&amp;#039;s and HC&amp;#039;s can agree to skip a Saturday for holidays or other reasons&lt;br /&gt;
** If an attack starts late because the attacker was not ready, this time is not refunded at the end&lt;br /&gt;
*** However, if the attack starts late for some other reason (e.g. server issues), the time is refunded at the end&lt;br /&gt;
** If the server crashes during a round, the TA&amp;#039;s will decide whether to&lt;br /&gt;
**# If many tickets remain or it&amp;#039;s very close, cancel the round and add time on at the end&lt;br /&gt;
**# Otherwise, declare the army that was ahead in tickets the winner of the round&lt;br /&gt;
**After &amp;#039;&amp;#039;&amp;#039;SBT+5:45&amp;#039;&amp;#039;&amp;#039;, no new round can begin, unless time is added on by the TAs due to earlier delays. Any round in progress can continue and still counts.&lt;br /&gt;
**The attacker must take a &amp;#039;&amp;#039;&amp;#039;30 minute break&amp;#039;&amp;#039;&amp;#039; between SBT+2.5 and SBT+3.5, but can decide where it falls in that time (but they&amp;#039;re encouraged to aim for SBT+2.75). After the break, we swap servers.&lt;br /&gt;
&lt;br /&gt;
*Each battleday has one &amp;#039;&amp;#039;&amp;#039;attacker&amp;#039;&amp;#039;&amp;#039;, who chooses which territories to assault, and one &amp;#039;&amp;#039;&amp;#039;defender&amp;#039;&amp;#039;&amp;#039;, who must protect territories for the whole battleday.&lt;br /&gt;
** The army with the &amp;#039;&amp;#039;&amp;#039;attack initiative&amp;#039;&amp;#039;&amp;#039; tries to attack as many territories as it can&lt;br /&gt;
** The defender tries to stall the attacks, limiting the damage.&lt;br /&gt;
** This means attackers &amp;#039;&amp;#039;&amp;#039;set the tempo.&amp;#039;&amp;#039;&amp;#039; They announce when a round should be live and can take as long or as little as they need to prepare.&lt;br /&gt;
** Defenders always get 30 minutes before the first map, and &amp;#039;&amp;#039;&amp;#039;5&amp;#039;&amp;#039;&amp;#039; minutes before each subsequent map, to prepare. After that, the attacker can request live at any time. Defenders may request extra time, but it will be granted only at TA discretion, and it will be added to the end of the battle-day.&lt;br /&gt;
*Should the battle day end prematurely due to a lack of numbers on the defensive side, then this side will be required to forfeit one round for every twenty (20) minutes lost before the scheduled end of the battle day. &lt;br /&gt;
**This forfeit will be rounded upwards. &lt;br /&gt;
**Should no attacking move be declared, the defensive side may choose which divisions to forfeit.&lt;br /&gt;
&lt;br /&gt;
*The army with the attack initiative must announce their first attack by &amp;#039;&amp;#039;&amp;#039;Thursday SBT&amp;#039;&amp;#039;&amp;#039; before the battleday.&lt;br /&gt;
** If attackers miss the 48-hour deadline, they will be told the map at SBT-30 min. &lt;br /&gt;
** Defenders are never told the attack until SBT-30 min.&lt;br /&gt;
** If the attackers announce after SBT-30 min, defenders are entitled to 30min of setup time. Attackers can sacrifice one division to play immediately at SBT.&lt;br /&gt;
&lt;br /&gt;
*Every round will start with &amp;#039;&amp;#039;&amp;#039;a 30-second countdown.&amp;#039;&amp;#039;&amp;#039; To be counted as live, it must start with a TA announcing &amp;quot;LIVE LIVE LIVE&amp;quot; over all chat.&lt;br /&gt;
** An attacker cannot cancel a live round partly through, but the TA&amp;#039;s can rule a &amp;quot;false start&amp;quot; if needed&lt;br /&gt;
&lt;br /&gt;
===Risk Rules===&lt;br /&gt;
*For each attack, attackers must announce the destination territory, the number of divisions being used, and the source territories.&lt;br /&gt;
**An army &amp;#039;&amp;#039;&amp;#039;cannot re-attack a territory&amp;#039;&amp;#039;&amp;#039; until their second attack turn following their initial attack on that territory.&lt;br /&gt;
**An attack can be amassed with divisions from &amp;#039;&amp;#039;&amp;#039;multiple territories&amp;#039;&amp;#039;&amp;#039;. These territories must be in direct contact with the territory to be attacked, unless a para-drop card is played.&lt;br /&gt;
**A territory can &amp;#039;&amp;#039;&amp;#039;never be left empty&amp;#039;&amp;#039;&amp;#039;. One division must always be left on it at all times.&lt;br /&gt;
*Division number limits&lt;br /&gt;
**The first attack of a battleday must use at least &amp;#039;&amp;#039;&amp;#039;3 divisions&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**Every territory has a &amp;#039;&amp;#039;&amp;#039;max attackers&amp;#039;&amp;#039;&amp;#039; limit of 3 divisions.&lt;br /&gt;
**Every territory has a &amp;#039;&amp;#039;&amp;#039;max defenders&amp;#039;&amp;#039;&amp;#039; limit, which is 3 divisions for most maps but can be set lower by TA&amp;#039;s for heavily defender-biased maps.&lt;br /&gt;
***It&amp;#039;s legal to have more than 3 defenders on a territory, but if this territory is attacked and 3 rounds are lost, all other divisions will also die.&lt;br /&gt;
*Territory battles will be conducted as follows: &lt;br /&gt;
*#The armies will play the same side for all rounds on a map, &amp;#039;&amp;#039;&amp;#039;they will not alternate sides.&amp;#039;&amp;#039;&amp;#039; The defender&amp;#039;s side will be chosen in the initial map placements.&lt;br /&gt;
*#The number of winning rounds required for a successful outcome is equal to the number of opposing army divisions in play. &lt;br /&gt;
*#Maps will be played at 175% ticket count, but ticket counts may be modified based on agreements between TAs and HCs in the interests of fair and fun play.&lt;br /&gt;
*#* Aftermath maps will be played at 125% ticket count.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Attack Sequence==&lt;br /&gt;
 THE ATTACK TURN FORMALLY BEGINS WHEN THE PREVIOUS TURN ENDS AT THE END OF SATURDAY&amp;#039;S BATTLE.&lt;br /&gt;
&lt;br /&gt;
===Step 1: Opening Moves===&lt;br /&gt;
&amp;#039;&amp;#039;This is the attacking army&amp;#039;s movement of divisions to amass them for attack.&amp;#039;&amp;#039;&lt;br /&gt;
*The attacking army can redistribute it&amp;#039;s divisions to any adjoining occupied territory. &lt;br /&gt;
**All territories must remain occupied at all times by at least one division. &lt;br /&gt;
**Each individual division can only move one territory in preparation to attack.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Opening moves for the attacker are due in the Risk forum on Thursday SBT. The first attack announcement to the TA&amp;#039;s is due in the HC&amp;#039;s private forum on Thursday SBT&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
===Step 2: Attacking===&lt;br /&gt;
&amp;#039;&amp;#039;This is the phase in which the attacking army moves its divisions into the defending army&amp;#039;s territory for the purpose of capturing it.&amp;#039;&amp;#039;&lt;br /&gt;
*The attacking army will state how many divisions it is attacking with. &lt;br /&gt;
*For each round played the loser of the round must remove one division and place it in the &amp;quot;refund&amp;quot; pool for later re-distribution. &lt;br /&gt;
*The attack will continue until one side has run out of divisions, or until the attacker calls for a retreat. &lt;br /&gt;
**The defender is obliged to defend to the best of its ability. There is no retreat option available to the defender. &lt;br /&gt;
*If the attack is successful, the remaining attacking divisions are moved into the territory and ownership of the territory is transferred to the attacking army. If the attack is unsuccessful no change is made other than the removal of lost divisions. &lt;br /&gt;
*An attacking army may continue to move on and attack any adjoining territory from the one just conquered and occupied. This is known as the Blitzkrieg Effect (aka &amp;quot;Blitz&amp;quot;). &lt;br /&gt;
*After the battleday, TAs will announce the number of refunded divisions as soon as possible.&lt;br /&gt;
*From this announcement, each army has 24 hours to announce its moves for steps 4 &amp;amp; 5.&lt;br /&gt;
&lt;br /&gt;
===Step 3: Defensive Moves===&lt;br /&gt;
&amp;#039;&amp;#039;This is the phase in which the attacker may reposition their forces at the end of a day&amp;#039;&amp;#039;&lt;br /&gt;
*The attacker may reposition its divisions following the conclusion of the Battle Day. &lt;br /&gt;
*The attacker can move its divisions to any adjoining occupied territory.&lt;br /&gt;
** However, each territory must always remain occupied by at least one division. &lt;br /&gt;
**Each division can move by one (1) territory. &lt;br /&gt;
* Due to battle fatigue, any division used in an attack cannot be moved until the next turn.&lt;br /&gt;
*A newly occupied territory may only be reinforced by up to 50% of the number of occupying divisions (rounding up)&lt;br /&gt;
** For example: the attacking army conquers a territory and only has 3 divisions remaining. The HC can re-enforce 1/2 that number (1.5 divisions) which when rounded up equals 2 divisions. So up to 2 divisions that were not already involved in an attack and are adjacent to the newly conquered territory, or fall within the Para-drop re-enforcement rules, can be moved there to fortify the territory against counter attack.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Defensive moves must be posted to the Risk forum by Monday SBT.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
===Step 4: Refunding===&lt;br /&gt;
&amp;#039;&amp;#039;This is the phase in which defeated divisions are redistributed between the two armies.&amp;#039;&amp;#039; &lt;br /&gt;
*Divisions lost by both armies during the battle day are put into the Refund Pool. At the end of the battle day, these lost divisions will be redistributed between the two sides. Each side&amp;#039;s refund is a function of its net worth. &lt;br /&gt;
*The divisions in the refund pool will be redistributed according to the following criteria: &lt;br /&gt;
** The army with the lower net worth will receive:&lt;br /&gt;
*** One (1) division for a net worth between 40% and 44.99%; &lt;br /&gt;
*** Two (2) divisions for a net worth between 35% and 39.99%; &lt;br /&gt;
*** Three (3) divisions for a net worth below 34.99%. &lt;br /&gt;
***&amp;#039;&amp;#039;(percentages are an indication of the side&amp;#039;s WCP score in relation to the total world score&lt;br /&gt;
** The remaining divisions will then be refunded based on the percentage of the WCP&amp;#039;s held, e.g. an army holding 75% of the WCPs will receive 75% of the divisions in the pool. &lt;br /&gt;
*The rounding of point values will always go in favor of the side with lower net worth. &lt;br /&gt;
*Refunded divisions can only be placed at a headquarters that has been controlled by an army for at least one full attack turn.&lt;br /&gt;
**The only exception to this is if a defender has no headquarters after the attacking phase. In this case the defender may immediately place a new headquarters on the map on any territory they own and place all reinforcements on this headquarters.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Refund placements must be posted in the Risk forum by Monday SBT.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
===Step 5: Placement of New Divisions===&lt;br /&gt;
&amp;#039;&amp;#039;This is the placing of the refunded divisions on each army&amp;#039;s military base of choice.&amp;#039;&amp;#039;&lt;br /&gt;
*Please note: This is the last thing that occurs during a turn and is the only post-battle day step a defending army participates in. &lt;br /&gt;
&lt;br /&gt;
*The locations of newly placed divisions must be turned in to the TAs within 24 hours of step 3.&lt;br /&gt;
&lt;br /&gt;
 THE ATTACK TURN IS NOW OVER.&lt;br /&gt;
&lt;br /&gt;
*The defending army will now become the attacker.&lt;br /&gt;
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==Attack Maneuevers==&lt;br /&gt;
&lt;br /&gt;
===Retreating===&lt;br /&gt;
*An army with the attack initiative may retreat from a territory. When a retreat is announced the attacking army shall either: &lt;br /&gt;
#Play one more round and retreat at its conclusion regardless of the outcome. &lt;br /&gt;
#Forfeit one division and retreat immediately. This forfeit refers to surrendering the division to the refund pool. &lt;br /&gt;
&lt;br /&gt;
*Retreats must be announced between rounds. A conquest game can never be stopped mid-round.&lt;br /&gt;
&lt;br /&gt;
*No more than half the divisions used in the attack can retreat. For example, if the attacker uses 5 divisions, they must wait until the second round to announce the retreat and play a third retreating round.&lt;br /&gt;
&lt;br /&gt;
*If the retreating attacker wins the retreat round the defender loses a division. &lt;br /&gt;
**In the event that no divisions remain on the attacked territory, the defender will be allowed to move a division into the territory to re-occupy. &lt;br /&gt;
**The attacker can not gain control of a territory on a retreat round. &lt;br /&gt;
&lt;br /&gt;
*A defending army cannot retreat, unless they play a card which allows them to do so.&lt;br /&gt;
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&lt;br /&gt;
==Headquarters==&lt;br /&gt;
&lt;br /&gt;
*New divisions may only be placed at headquarters.&lt;br /&gt;
&lt;br /&gt;
*Headquarters can be acquired or re-acquired through conquest. If a HQ is re-acquired the controlling army must remain in possession for one week before new divisions can be placed there.&lt;br /&gt;
** The exception is if the newly captured HQ is that army&amp;#039;s only headquarters. In this case the new divisions can be placed immediately.&lt;br /&gt;
&lt;br /&gt;
===Forward Operating Base===&lt;br /&gt;
&lt;br /&gt;
* Can be acquired by playing a combination of Risk Cards &amp;#039;&amp;#039;(see Risk Cards)&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* Up to two (2) divisions may be placed on an FOB&amp;#039;s in any one week.&lt;br /&gt;
** You cannot place any divisions on a newly built FOB. FOBs become active one week after they are placed.&lt;br /&gt;
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&lt;br /&gt;
=Black Ops Battledays=&lt;br /&gt;
&lt;br /&gt;
==General Rules==&lt;br /&gt;
&lt;br /&gt;
*Every week, there are two Black Ops Battles&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;European Black Ops (EUBO)&amp;#039;&amp;#039;&amp;#039;: SBT+2 to SBT +4.5&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;North American Black Ops (NABO)&amp;#039;&amp;#039;&amp;#039;: SBT+8 to SBT+10.5&lt;br /&gt;
** No new live round can start after 2:15 hours in, except in case of server crashes or delays -- the rules here are the same as Territory battledays.&lt;br /&gt;
** Incomplete maps from EUBO are completed at NABO before a new map begins&lt;br /&gt;
&lt;br /&gt;
*The Army with the attack initiative will attack for the full length of battleday.&lt;br /&gt;
** It must announce its first attack at least 30 minutes in advance to the Tournament Admins, who will announce it to the opposing army.&lt;br /&gt;
**Additional attack moves will remain undeclared until the completion of the previous attack. &lt;br /&gt;
&lt;br /&gt;
*Each Army receives an identical map pool from which they can select maps to play on the battleday. &lt;br /&gt;
**Each map in the pool must be played once; once all maps have been played, the pool will change to a new set of maps for that army.&lt;br /&gt;
**If all maps in all pools are played through, map pools will recycle.&lt;br /&gt;
&lt;br /&gt;
*Black Ops battles will be conducted as follows: &lt;br /&gt;
*# The Attackers will have the duration of their Black Ops period to initiate as many attacks as they can, choosing either a [[#Capital City Attack|Capital City Attack]] or [[#Extra Card Mission|Extra Card Mission]] each time. &lt;br /&gt;
*#* For rules on each of these attack types, see below.&lt;br /&gt;
*# For each map, the defenders have 2 minutes to choose which side they&amp;#039;ll play.&lt;br /&gt;
*# Maps will be played at 150% ticket count&lt;br /&gt;
*#* Ticket counts may be modified based on agreements between TAs and HCs in the interests of fair and fun play.&lt;br /&gt;
*# After each attack completes, return to Step 1 until the Attackers are out of time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Capital City Attack ==&lt;br /&gt;
&lt;br /&gt;
1. Attacking army must declare which capital city they wish to attack and select a Conquest map from their map pool to play.&lt;br /&gt;
* Capital city attacks must be in or adjacent to a territory owned by the Attacking army.&lt;br /&gt;
* Capital Cities may only be attacked once per Black Ops turn.&lt;br /&gt;
** If the Attacking Army attacks all available Capital Cities once in their turn, they may begin to re-attack with their remaining time.&lt;br /&gt;
2. Defenders are granted two minutes to select which side they would like to play first.&lt;br /&gt;
&lt;br /&gt;
3. The map is played twice, giving each army the opportunity to play from both sides. &lt;br /&gt;
&lt;br /&gt;
4. Maps are played at 150% tickets.&lt;br /&gt;
&lt;br /&gt;
* Ticket counts may be modified based on agreements between TAs and HCs in the interests of fair and fun play.&lt;br /&gt;
5. Whichever army has the most cumulative tickets after the two rounds wins.&lt;br /&gt;
* In the event of a tie, additional rounds will be played until a ticket difference is generated.&lt;br /&gt;
6. If the attacker wins, control of the capital is transferred immediately. If the defender wins, the Capital is not attackable for the remainder of the Black Ops turn.&lt;br /&gt;
&lt;br /&gt;
7. The use of air vehicles in capital city attacks is strictly prohibited.&lt;br /&gt;
&lt;br /&gt;
==Extra Card Mission==&lt;br /&gt;
1. Attacking army must declare their intention to play an Extra Card mission and select an eligible map from their map pool.&lt;br /&gt;
* Eligible map types: Rush, Tank Superiority, CTF.&lt;br /&gt;
2. Attacking army plays one round of the map selected. Gametype specific rules are outlined below.&lt;br /&gt;
*  Rush (Rush will be played Infantry Only)&lt;br /&gt;
** The Attackers play from the attacking side. &lt;br /&gt;
** Each MCOM destroyed is added to their MCOM Extra Card Points.&lt;br /&gt;
** Only one round will be played with the Attackers on the attack.&lt;br /&gt;
* Tank Superiority (TS will be played with Vehicles)&lt;br /&gt;
** The Defenders select which side they would like to play. &lt;br /&gt;
** When the round is over, any tickets the Attackers have left are added to their Tank Superiority Extra Card Points.&lt;br /&gt;
** Two rounds will be played, once from each side.&lt;br /&gt;
* Capture The Flag (All CTF maps with the exception of Nebandan Flats will be played Infantry Only)&lt;br /&gt;
** The Defenders select which side they would like to play for the first round. Sides swap for the second round.&lt;br /&gt;
** Each round will have a time limit of 20 minutes. &lt;br /&gt;
** Round will be played on 150% ticket count (Making the number of capturable flags 5)&lt;br /&gt;
** The Attacker will be granted 1 CTF Extra Card Point for each flag they captures above the Defenders.&lt;br /&gt;
** To give the defenders and incentive to do more than just camp their flag, the Attackers will be granted 1 CTF Extra Card Point in the event of a draw. &lt;br /&gt;
3. Once an army has accumulated a certain number of points in either category, they may spend them to draw an extra card during their Draw Phase.&lt;br /&gt;
* Extra card costs:&lt;br /&gt;
** 6 MCOMs buys 1 card&lt;br /&gt;
** 300 Tank Superiority Tickets buys 1 card&lt;br /&gt;
** 6 Flags buys 1 card&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Cards costs may vary over the course of the campaign at TA discretion.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
=Risk Cards=&lt;br /&gt;
&lt;br /&gt;
==Risk Card Draw Phase==&lt;br /&gt;
* Risk cards may only be drawn during the attacker&amp;#039;s refund phase.&lt;br /&gt;
* Each army may only hold up to 7 cards in their hand at any time.&lt;br /&gt;
* If they have 7 cards going into the Risk Card Draw Phase, they may choose to discard as many as they wish.&lt;br /&gt;
** If they elect not to discard, they will skip the Risk Card Draw Phase.&lt;br /&gt;
* A maximum of two cards can be drawn during the Risk Card Draw Phase.&lt;br /&gt;
* Each army may redeem Black Ops card points for Risk Cards at this time.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Card Draw Phase moves are posted along with your Refunds and Defensive Moves in the Risk Forum at Monday SBT&amp;#039;&amp;#039;&amp;#039;. &amp;#039;&amp;#039;(Discards, extra card purchases)&amp;#039;&amp;#039;&lt;br /&gt;
* Cards will be drawn by Tuesday SBT and announced in your High Command Army Dashboard thread.&lt;br /&gt;
&lt;br /&gt;
==Playing a Risk Card==&lt;br /&gt;
# Select the card to be played and notify the TAs.&lt;br /&gt;
# If a card is played on the battleday, up to five minutes of TA processing time may pass before it takes effect.&lt;br /&gt;
# If a card is played outside the battleday, please note the use of the card during your normal posting the appropriate phase, or, if the card does not apply to a phase, follow the instructions on the card and make a new post in the Risk Forum.&lt;br /&gt;
* Examples: &lt;br /&gt;
** You want to use a Paradrop to reinforce during your Defensive Moves. In your normal Defensive Moves post in the Risk forum, you note your intent to use a Paradrop card and the move the card applies to.&lt;br /&gt;
** You want to sabotage an FOB the enemy built on their last turn. You make a new thread in the Risk Forum entitled &amp;quot;Week X - Army plays Card&amp;quot;. You post the cards you are combining and your intent to Sabotage in the thread.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Basic Card Details==&lt;br /&gt;
&lt;br /&gt;
Each card has a title, a category and a &amp;quot;playable by&amp;quot; field. For example, Break Through is an Armor card, and is playable by the Attacking army on a battleday. Card categories only have a function when combining cards into [[#Three Card Abilities|Three Card Abilities]].&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;1. Break Through: [ARMOR / ATTACKER]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Card must be played before the attack (when attack is declared), and after a single round win, all remaining attacking armies attack another adjacent enemy territory. The breakthrough attack counts as an attack, and that territory will be locked out on your next attack day. All normal occupation rules apply. If this card is played and the round is won, the Attacker &amp;#039;&amp;#039;&amp;#039;must&amp;#039;&amp;#039;&amp;#039; move to a new territory with their remaining divisions.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Battleday play limit: No limit&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2. Paradrop: [AIR / ATTACKER]&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*3 armies without penalty may cross over 2 territories to attack (so they may “skip” two territories to attack the third). Can be used during defensive moves and on the battleday. Cannot be used on offensive moves to position armies for attack. Paradropping team must declare their flight path when playing the card.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Weekly play limit: Once on your battleday, once during your defensive move phase&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;3. Strategic Retreat: [INFANTRY/ATTACKER/DEFENDER]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Allows attacking team to retreat without playing a retreat round or losing an army. Can be played after any round during an attack. If played by defenders, they may retreat their divisions back by one territory and cede the attacked territory to the attackers.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Battleday play limit: 1&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;4. Assassination: [INFANTRY/ATTACKER]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Removes a division from the targeted territory. &amp;#039;&amp;#039;&amp;#039;Attacking team must declare their assassination by Friday SBT in the Risk Forum.&amp;#039;&amp;#039;&amp;#039;  Card cannot be played on or after the Battleday. Cannot assassinate a territory with only one division on it. The assassinated division is returned to the defender during their refund phase; it is not added to the general refund pool.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Battleday play limit: 1&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;5. Anti-Air: [ARMOR / DEFENDER]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Defending team may employ this card against Paradrop during the battleday, destroying one army in the paradrop process. Destroyed division enters the refund pool.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Battleday play limit: 1&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;6. Last Stand: [ARMOR / DEFENDER]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Defender may play this card while defending a territory where they also hold the capital city. The capital city then acts as an additional division during for the defense. If the defender loses the territory, they also lose the capital city. If they win with only the capital city remaining (having lost all other divisions), they must take one division from their refund pool and place it on the territory. &amp;#039;&amp;#039;&amp;#039;Note:&amp;#039;&amp;#039;&amp;#039; Last Stand cannot be played on a territory that has been targeted by Incite Rebellion.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Battleday play limit: 1&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;7. Aerial Refueling [AIR / ATTACKER]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*+1 range to a paradrop. Movement is still susceptible to anti-air.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Battleday play limit: 1&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;8. Flares [AIR / ATTACKER]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Played to counter an anti-air use by the other army. Must be declared immediately following the anti-air on the battleday.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Battleday play limit: 1&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;9. Capital Blitz [INFANTRY / ATTACKER]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Attacker may play this card to attack a capital city in a territory which they own and have at least two divisions. A single round would be played on the smaller version of the territory map (if available). Defender gets to chose the side they wish to play. If won, the attacker gains the capital. If lost, the defender retains the capital and the attacker loses a division.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Battleday play limit: 1&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Three Card Abilities==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;To use one of these abilities, you must have:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
1 of each category of card&lt;br /&gt;
&lt;br /&gt;
OR&lt;br /&gt;
&lt;br /&gt;
3 of one category&lt;br /&gt;
&lt;br /&gt;
You must discard all three cards used to achieve the three card combo after playing one of these abilities. Each ability may only be played once per week.&lt;br /&gt;
  &lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;1. Forward Operating Base:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
As part of your refund phase, you may purchase a Forward Operating Base (FOB) with your three card combination. Your FOB purchase must be announced by &amp;#039;&amp;#039;&amp;#039;Monday SBT&amp;#039;&amp;#039;&amp;#039; in the Risk Forum along with your Defensive Moves and Refunds.&lt;br /&gt;
&lt;br /&gt;
The FOB will function as a smaller HQ, allowing you to place up to 2 divisions on the territory where it resides during your refund phase. FOBs can not be used the turn they are played; you must wait a week before &amp;quot;construction finishes&amp;quot; and the building is ready. If the territory is captured, the FOB is destroyed.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2. Sabotage:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Destroys a Forward Operating Base. A Sabotage must be announced in the Risk Forum by &amp;#039;&amp;#039;&amp;#039;Friday SBT&amp;#039;&amp;#039;&amp;#039;. The FOB will be destroyed on &amp;#039;&amp;#039;&amp;#039;Friday SBT&amp;#039;&amp;#039;&amp;#039;; a sabotage announced on Saturday will take effect the next Friday.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;3. Incite Rebellion:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Must be played when attack is announced. Attacking Army takes the territory Capital upon taking the territory. &amp;#039;&amp;#039;&amp;#039;Note:&amp;#039;&amp;#039;&amp;#039; Last Stand cannot be played on a territory that has been targeted by Incite Rebellion.&lt;br /&gt;
&lt;br /&gt;
=Theaters=&lt;br /&gt;
A &amp;#039;&amp;#039;&amp;#039;theater&amp;#039;&amp;#039;&amp;#039; is a group of five connected and geographically grouped territories.&lt;br /&gt;
&lt;br /&gt;
==Theater Bonuses==&lt;br /&gt;
* Capturing all territories in a theater grants a bonus to the controlling army, measured in world control points. &amp;#039;&amp;#039;&amp;#039;Note: WCP is not the same as divisions. But they are part of the formula that determines how many divisions you get.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Theaters will all be worth 6 WCP bonus points.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Theaters:&lt;br /&gt;
** Canada&lt;br /&gt;
** North America&lt;br /&gt;
** South America&lt;br /&gt;
** Western Europe&lt;br /&gt;
** Eastern Europe&lt;br /&gt;
** Middle East&lt;br /&gt;
** Africa&lt;br /&gt;
** South Asia&lt;br /&gt;
** North Asia&lt;br /&gt;
** Australia&lt;br /&gt;
&lt;br /&gt;
*Theater bonuses do not go into effect until the attacker&amp;#039;s next attack turn after capturing all zones in the theater.&lt;br /&gt;
*Theater bonuses are terminated immediately after the opposing empire captures a territory located within the theater.&lt;br /&gt;
&lt;br /&gt;
=Victory Conditions and World Control Points=&lt;br /&gt;
* Each Territory held is worth &amp;#039;&amp;#039;&amp;#039;3 WCP&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Each Capital City held is worth &amp;#039;&amp;#039;&amp;#039;1 WCP&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Each Theater held is worth &amp;#039;&amp;#039;&amp;#039;6 WCP&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
An army can achieve victory in three ways: &lt;br /&gt;
# By gaining control of at least 70% of the World Control Points and remaining at or above 70% WCP through the opposing army&amp;#039;s next attack turn. &lt;br /&gt;
# By forcing the opposing army to surrender.&lt;br /&gt;
&lt;br /&gt;
*An army may surrender by announcing its decision to the Tournament Admins at any time. &lt;br /&gt;
&lt;br /&gt;
*Any army with consistently low attendance over the span of a minimum of three weeks will risk automatic forfeit of the campaign. Execution of this forfeit will be determined on a case-by-case basis by the Tournament Admins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--------------------&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;Campaign system and rules are subject to change during campaign. Changes, if necessary, will be announced in the forums, and come in effect instantly. This page is the final authority on campaign system and rules information.&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>Gwynzer</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=Fair_Play_Rules&amp;diff=1034</id>
		<title>Fair Play Rules</title>
		<link rel="alternate" type="text/html" href="http://www.global-conflict.org/wiki/index.php?title=Fair_Play_Rules&amp;diff=1034"/>
				<updated>2014-03-31T21:55:37Z</updated>
		
		<summary type="html">&lt;p&gt;Gwynzer: /* GOLDEN RULE */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Fair Play Rules =&lt;br /&gt;
&lt;br /&gt;
== GOLDEN RULE ==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Golden Rule of GC is that you should not do something to your enemy that you would find unfair if it was done to you. The second Golden Rule is that if you are in doubt about an action, &amp;#039;&amp;#039;don&amp;#039;t do it&amp;#039;&amp;#039;. We are here to create an enjoyable gaming experience for everyone, and we ask you to play in that spirit.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
== Global Conflict General Rules ==&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous General Rules ===&lt;br /&gt;
* Do not use All Chat during a battleday. &lt;br /&gt;
* If you are recording your gameplay and Teamspeak sound, please put a [*R*] in front of your name. This is a courtesy so that people will know they are being recorded.&lt;br /&gt;
* If you have stolen an enemy vehicle, you must put it to use in a way that allows the enemy a fair chance to destroy it or steal it back.&lt;br /&gt;
* Vehicles that spawn on flags (not main base) must be kept in bounds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Base Camping Rules for Ground Players: ==&lt;br /&gt;
When &amp;#039;&amp;#039;both&amp;#039;&amp;#039; of the below conditions are met certain rules, listed below, come into effect.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Conditions:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* 1. The map has an uncappable base or spawn point (UCB).&lt;br /&gt;
** The UCB will be defined as the area that is hashed out on your mini map and inaccessible for you, but is accessible for your enemy.&lt;br /&gt;
* 2. No other flags are owned by the army that is being base camped. &lt;br /&gt;
&amp;#039;&amp;#039;If the conditions listed above are not met then the UCB is treated like any other flag and is subject to any and all forms of attack.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Applied rules:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* You are not allowed to direct any kind of fire into the enemy UCB with any kind of weapon, for any reason.&lt;br /&gt;
* The moment a player exits the hashed out area or fires, &amp;#039;&amp;#039;that player&amp;#039;&amp;#039; is fair game.&lt;br /&gt;
* The intention of the rule: This rule offers an army the opportunity to play with a fair chance of continuing the battle. TAs will exercise discretion to ensure this spirit is met. Please don&amp;#039;t make us have to rule on a spawn camp!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Rules Of Engagement For Air Players ==&lt;br /&gt;
These rules only apply to you if you are operating any air vehicles or using these as transport.&lt;br /&gt;
&lt;br /&gt;
* You are &amp;#039;&amp;#039;&amp;#039;never&amp;#039;&amp;#039;&amp;#039; allowed to engage ground targets in the enemy UCB, regardless of how many flags either side has.&lt;br /&gt;
** The UCB will be defined as the area that is hashed out on your mini map and inaccessible for you, but is accessible for your enemy.&lt;br /&gt;
** If the player or vehicle fires at you or at teammates, you are allowed to return fire on that player or vehicle.&lt;br /&gt;
** If the player or vehicle returns to their base after crossing that point, that player is allowed to be engaged.&lt;br /&gt;
* You are not allowed to engage enemy aircraft at their spawnpoints.&lt;br /&gt;
** This rule applies even if the spawnpoint is not located in a UCB.&lt;br /&gt;
** This rule applies until the aircraft in question has been in the air for 3 seconds.&lt;br /&gt;
** If the aircraft fires at you or at teammates, you are allowed to engage it before 3 seconds have passed.&lt;br /&gt;
** If the vehicle returns to its spawn point after takeoff, that vehicle is allowed to be engaged.&lt;br /&gt;
* You are not allowed to use your air vehicle to purposefully ram enemy vehicles of any type, air or ground.&lt;br /&gt;
** This rule applies even if you leave your vehicle before impact.&lt;br /&gt;
** A crash is considered an accident, but if you crash too often you may be grounded.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Intention of the rule&amp;#039;&amp;#039;&amp;#039;: Pilots should behave as gentlemen and fight their battles in the air.&lt;br /&gt;
* The Gunship is classed as an &amp;quot;Air&amp;quot; asset. As such it must follow the same guidelines regarding attacking landed air assets&lt;br /&gt;
&lt;br /&gt;
== Joining the game server ==&lt;br /&gt;
&lt;br /&gt;
* All soldiers should sign up in [http://www.global-conflict.org/abc/battleday_signup.php Army Base Camp] prior to battle. &lt;br /&gt;
** If players must sit out a round due to numbers, and not enough people volunteer to do so, priority will be given to soldiers who signed up in ABC prior to the battle.&lt;br /&gt;
* If you want to join after the battle has started, you need to ask for permission to join from your commanding officer (in teamspeak). Wait for his approval before joining, he needs to communicate with his HC.&lt;br /&gt;
* Officers need to ask their HC for permission for people to join in. Each HC is responsible for the number of players on their side&lt;br /&gt;
&lt;br /&gt;
=== +2/+1 Rule ===&lt;br /&gt;
&lt;br /&gt;
* The +2/+1 Rule concerns the number of players allowed per side to keep the game play balanced in the instance that player numbers are not equal:&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;+1 Rule:&amp;#039;&amp;#039;&amp;#039; If one army is &amp;#039;&amp;#039;&amp;#039;below 20&amp;#039;&amp;#039;&amp;#039; players, the other army may only have one more player on server.&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;+2 Rule:&amp;#039;&amp;#039;&amp;#039; If both armies are &amp;#039;&amp;#039;&amp;#039;above 20&amp;#039;&amp;#039;&amp;#039; players, then one army may have up to two more players on server than the other.&lt;br /&gt;
* A round cannot go live until the conditions of the +2/+1 rule are met. Additional time may be added to the end of a battleday at TA discretion to make up for delays caused by number balancing.&lt;br /&gt;
* Once the round is live, no additional players for either team may join without first consulting their HC and ensuring that they will not break the +2/+1 rule.&lt;br /&gt;
* Numbers may fluctuate due to players dropping and rejoining over the course of a match, which may result in temporary violations of the +2/+1 rule. These will be tolerated provided they are &amp;#039;&amp;#039;temporary&amp;#039;&amp;#039;. If the rule is persistently violated, the TAs will take action to bring the numbers into compliance. &lt;br /&gt;
* Two consecutive rounds that a team starts below 8 on a given map will surrender the map to the attacking team.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Squad Manipulation ==&lt;br /&gt;
&lt;br /&gt;
* Army Dumping, Squad Leader Cycling, Squad cycling is forbidden&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Army Dumping:&amp;#039;&amp;#039;&amp;#039; Where an individual or squad leader allows a group of players to spawn on him/her with the intention of creating further squads to allow for further spawn points.&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Squad Leader Cycling:&amp;#039;&amp;#039;&amp;#039; Where a squad leader upon death relinquishes his squad leader position in order to allow another living squad member to take the position and allow for a renewed spawn point.&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Squad Cycling:&amp;#039;&amp;#039;&amp;#039; Where an individual switches to another squad with the singular intention of using another squads spawn point to further his immediate and desired goal.&lt;br /&gt;
 &lt;br /&gt;
* When one of your SL is late for battle, he is allowed to cycle to his position. However keep in mind that it may not benefit any strategic objectives.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Pre live rules ==&lt;br /&gt;
&lt;br /&gt;
* Do not enter the enemy UCB. Your opponent needs to prepare too. At each map your Field Commanders will designate a flag where you can go head to head for some pre fun.&lt;br /&gt;
** On a map where one or both sides do not have UCBs the TAs will designate a flag as the UCB for the pre live rounds.&lt;br /&gt;
* Your High Command will set policy for your UCB during pre-live. TAs will kick players at the request of the HCs, so make sure you check with your commanders before taking that chopper on a joy-ride.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Glitches ==&lt;br /&gt;
&lt;br /&gt;
BF4, like any game, contains a number of exploitable glitches that can give a player an unfair advantage. Exploiting glitches is forbidden in GC. The Golden Rules apply here: if you think you can gain an advantage by doing something, first ensure you will not gain an &amp;#039;&amp;#039;&amp;#039;unfair advantage&amp;#039;&amp;#039;&amp;#039; on the other players. If you don&amp;#039;t know what counts as a glitch, or have any doubts at all about something you&amp;#039;d like to try in game, consult your High Command.&lt;br /&gt;
&lt;br /&gt;
An unfair advantage is obviously difficult to define, and requires the application of judgment on the part of the player. In general, the following categories of glitches are considered to grant unfair advantages, and are disallowed:&lt;br /&gt;
# A glitch which makes you more difficult to kill than you should be&lt;br /&gt;
# A glitch in the map which makes you more difficult to kill than you would be in a similar position elsewhere, such as hiding behind a invincible-one way barrier&lt;br /&gt;
# A glitch which allows you to go &amp;quot;outside&amp;quot; the map mesh, or access a position from which you cannot be killed due to map bugs&lt;br /&gt;
# A glitch which gives you more killing power than was intended by the developers&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Just because something is not on this list does not mean it is allowed!&amp;#039;&amp;#039;&amp;#039; Glitches may be introduced into the game by a patch or discovered by players, and these will be considered to be disallowed until reviewed by HCs, TAs and Executives.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Consequences ==&lt;br /&gt;
 &lt;br /&gt;
* If you break a rule or intention of the rule: &lt;br /&gt;
** First time; will be seen as an incident. Your HC will be informed and asked to take action.&lt;br /&gt;
** Second time; Friendly kick by the Tournament Admins. You have been reminded once, now we let you know that we are serious.&lt;br /&gt;
** Third time; You will get kicked, with a 2 minute ban. In that time we expect you to report to your High Command, where you will explain your actions.&lt;br /&gt;
** Fourth time; The High Command, TA and Executive Senate will discuss our options, which could include imposing limits on your game play or your ability to participate in GC.&lt;br /&gt;
&lt;br /&gt;
The intention of these rules is to provide an enjoyable gaming experience for everyone.  Violating these rules means that you have inhibited someone else&amp;#039;s ability to enjoy their time at GC so the HC, TA and Execs have no problem limiting your ability to enjoy GC. The severity of the punishment may vary depending on the rule broken, ranking from server message (single allchat violation) to immediate ban (aimbotting).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Filing a Complaint ==&lt;br /&gt;
&lt;br /&gt;
* If you believe a player has violated one of the Fair Play rules report it to your squad leader, CO or HC, which ever is the next step above you in your chain of command.  They will bring it up the chain and inform the TAs.&lt;br /&gt;
** DO NOT post your complaint in All Chat.&lt;br /&gt;
** DO NOT post your complaint in an open forum or start a flame war.&lt;br /&gt;
** DO NOT harass the player you believe violated the rules in chat, forum posts, PMs or any other method. (Including non-GC sources)&lt;br /&gt;
&lt;br /&gt;
The HCs, TAs and Execs do listen to the members and they WILL handle your complaint.  Sometimes violations are difficult to prove or players believe rules were violated when they were not and absolute rulings can take some time.  Have patience.&lt;br /&gt;
&lt;br /&gt;
* The TAs ruling on a violation can be referred to the Executive Senate if a member believes they have been unfairly punished.  The Executive senate&amp;#039;s ruling on a violation is final.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--------------------&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;Rules are subject to change during campaign. Changes, if necessary, will be announced in the forums, and come in effect instantly. This page is the final authority on fair play rules information.&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>Gwynzer</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=Fair_Play_Rules&amp;diff=1033</id>
		<title>Fair Play Rules</title>
		<link rel="alternate" type="text/html" href="http://www.global-conflict.org/wiki/index.php?title=Fair_Play_Rules&amp;diff=1033"/>
				<updated>2014-03-31T21:55:15Z</updated>
		
		<summary type="html">&lt;p&gt;Gwynzer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Fair Play Rules =&lt;br /&gt;
&lt;br /&gt;
== GOLDEN RULE ==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Golden Rule of GC is that you should not do something to your enemy that you would find unfair if it was done to you. The second Golden Rule is that if you are in doubt about an action, &amp;#039;&amp;#039;&amp;#039;don&amp;#039;t do it&amp;#039;&amp;#039;&amp;#039;. We are here to create an enjoyable gaming experience for everyone, and we ask you to play in that spirit.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
== Global Conflict General Rules ==&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous General Rules ===&lt;br /&gt;
* Do not use All Chat during a battleday. &lt;br /&gt;
* If you are recording your gameplay and Teamspeak sound, please put a [*R*] in front of your name. This is a courtesy so that people will know they are being recorded.&lt;br /&gt;
* If you have stolen an enemy vehicle, you must put it to use in a way that allows the enemy a fair chance to destroy it or steal it back.&lt;br /&gt;
* Vehicles that spawn on flags (not main base) must be kept in bounds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Base Camping Rules for Ground Players: ==&lt;br /&gt;
When &amp;#039;&amp;#039;both&amp;#039;&amp;#039; of the below conditions are met certain rules, listed below, come into effect.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Conditions:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* 1. The map has an uncappable base or spawn point (UCB).&lt;br /&gt;
** The UCB will be defined as the area that is hashed out on your mini map and inaccessible for you, but is accessible for your enemy.&lt;br /&gt;
* 2. No other flags are owned by the army that is being base camped. &lt;br /&gt;
&amp;#039;&amp;#039;If the conditions listed above are not met then the UCB is treated like any other flag and is subject to any and all forms of attack.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Applied rules:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* You are not allowed to direct any kind of fire into the enemy UCB with any kind of weapon, for any reason.&lt;br /&gt;
* The moment a player exits the hashed out area or fires, &amp;#039;&amp;#039;that player&amp;#039;&amp;#039; is fair game.&lt;br /&gt;
* The intention of the rule: This rule offers an army the opportunity to play with a fair chance of continuing the battle. TAs will exercise discretion to ensure this spirit is met. Please don&amp;#039;t make us have to rule on a spawn camp!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Rules Of Engagement For Air Players ==&lt;br /&gt;
These rules only apply to you if you are operating any air vehicles or using these as transport.&lt;br /&gt;
&lt;br /&gt;
* You are &amp;#039;&amp;#039;&amp;#039;never&amp;#039;&amp;#039;&amp;#039; allowed to engage ground targets in the enemy UCB, regardless of how many flags either side has.&lt;br /&gt;
** The UCB will be defined as the area that is hashed out on your mini map and inaccessible for you, but is accessible for your enemy.&lt;br /&gt;
** If the player or vehicle fires at you or at teammates, you are allowed to return fire on that player or vehicle.&lt;br /&gt;
** If the player or vehicle returns to their base after crossing that point, that player is allowed to be engaged.&lt;br /&gt;
* You are not allowed to engage enemy aircraft at their spawnpoints.&lt;br /&gt;
** This rule applies even if the spawnpoint is not located in a UCB.&lt;br /&gt;
** This rule applies until the aircraft in question has been in the air for 3 seconds.&lt;br /&gt;
** If the aircraft fires at you or at teammates, you are allowed to engage it before 3 seconds have passed.&lt;br /&gt;
** If the vehicle returns to its spawn point after takeoff, that vehicle is allowed to be engaged.&lt;br /&gt;
* You are not allowed to use your air vehicle to purposefully ram enemy vehicles of any type, air or ground.&lt;br /&gt;
** This rule applies even if you leave your vehicle before impact.&lt;br /&gt;
** A crash is considered an accident, but if you crash too often you may be grounded.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Intention of the rule&amp;#039;&amp;#039;&amp;#039;: Pilots should behave as gentlemen and fight their battles in the air.&lt;br /&gt;
* The Gunship is classed as an &amp;quot;Air&amp;quot; asset. As such it must follow the same guidelines regarding attacking landed air assets&lt;br /&gt;
&lt;br /&gt;
== Joining the game server ==&lt;br /&gt;
&lt;br /&gt;
* All soldiers should sign up in [http://www.global-conflict.org/abc/battleday_signup.php Army Base Camp] prior to battle. &lt;br /&gt;
** If players must sit out a round due to numbers, and not enough people volunteer to do so, priority will be given to soldiers who signed up in ABC prior to the battle.&lt;br /&gt;
* If you want to join after the battle has started, you need to ask for permission to join from your commanding officer (in teamspeak). Wait for his approval before joining, he needs to communicate with his HC.&lt;br /&gt;
* Officers need to ask their HC for permission for people to join in. Each HC is responsible for the number of players on their side&lt;br /&gt;
&lt;br /&gt;
=== +2/+1 Rule ===&lt;br /&gt;
&lt;br /&gt;
* The +2/+1 Rule concerns the number of players allowed per side to keep the game play balanced in the instance that player numbers are not equal:&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;+1 Rule:&amp;#039;&amp;#039;&amp;#039; If one army is &amp;#039;&amp;#039;&amp;#039;below 20&amp;#039;&amp;#039;&amp;#039; players, the other army may only have one more player on server.&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;+2 Rule:&amp;#039;&amp;#039;&amp;#039; If both armies are &amp;#039;&amp;#039;&amp;#039;above 20&amp;#039;&amp;#039;&amp;#039; players, then one army may have up to two more players on server than the other.&lt;br /&gt;
* A round cannot go live until the conditions of the +2/+1 rule are met. Additional time may be added to the end of a battleday at TA discretion to make up for delays caused by number balancing.&lt;br /&gt;
* Once the round is live, no additional players for either team may join without first consulting their HC and ensuring that they will not break the +2/+1 rule.&lt;br /&gt;
* Numbers may fluctuate due to players dropping and rejoining over the course of a match, which may result in temporary violations of the +2/+1 rule. These will be tolerated provided they are &amp;#039;&amp;#039;temporary&amp;#039;&amp;#039;. If the rule is persistently violated, the TAs will take action to bring the numbers into compliance. &lt;br /&gt;
* Two consecutive rounds that a team starts below 8 on a given map will surrender the map to the attacking team.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Squad Manipulation ==&lt;br /&gt;
&lt;br /&gt;
* Army Dumping, Squad Leader Cycling, Squad cycling is forbidden&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Army Dumping:&amp;#039;&amp;#039;&amp;#039; Where an individual or squad leader allows a group of players to spawn on him/her with the intention of creating further squads to allow for further spawn points.&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Squad Leader Cycling:&amp;#039;&amp;#039;&amp;#039; Where a squad leader upon death relinquishes his squad leader position in order to allow another living squad member to take the position and allow for a renewed spawn point.&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Squad Cycling:&amp;#039;&amp;#039;&amp;#039; Where an individual switches to another squad with the singular intention of using another squads spawn point to further his immediate and desired goal.&lt;br /&gt;
 &lt;br /&gt;
* When one of your SL is late for battle, he is allowed to cycle to his position. However keep in mind that it may not benefit any strategic objectives.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Pre live rules ==&lt;br /&gt;
&lt;br /&gt;
* Do not enter the enemy UCB. Your opponent needs to prepare too. At each map your Field Commanders will designate a flag where you can go head to head for some pre fun.&lt;br /&gt;
** On a map where one or both sides do not have UCBs the TAs will designate a flag as the UCB for the pre live rounds.&lt;br /&gt;
* Your High Command will set policy for your UCB during pre-live. TAs will kick players at the request of the HCs, so make sure you check with your commanders before taking that chopper on a joy-ride.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Glitches ==&lt;br /&gt;
&lt;br /&gt;
BF4, like any game, contains a number of exploitable glitches that can give a player an unfair advantage. Exploiting glitches is forbidden in GC. The Golden Rules apply here: if you think you can gain an advantage by doing something, first ensure you will not gain an &amp;#039;&amp;#039;&amp;#039;unfair advantage&amp;#039;&amp;#039;&amp;#039; on the other players. If you don&amp;#039;t know what counts as a glitch, or have any doubts at all about something you&amp;#039;d like to try in game, consult your High Command.&lt;br /&gt;
&lt;br /&gt;
An unfair advantage is obviously difficult to define, and requires the application of judgment on the part of the player. In general, the following categories of glitches are considered to grant unfair advantages, and are disallowed:&lt;br /&gt;
# A glitch which makes you more difficult to kill than you should be&lt;br /&gt;
# A glitch in the map which makes you more difficult to kill than you would be in a similar position elsewhere, such as hiding behind a invincible-one way barrier&lt;br /&gt;
# A glitch which allows you to go &amp;quot;outside&amp;quot; the map mesh, or access a position from which you cannot be killed due to map bugs&lt;br /&gt;
# A glitch which gives you more killing power than was intended by the developers&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Just because something is not on this list does not mean it is allowed!&amp;#039;&amp;#039;&amp;#039; Glitches may be introduced into the game by a patch or discovered by players, and these will be considered to be disallowed until reviewed by HCs, TAs and Executives.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Consequences ==&lt;br /&gt;
 &lt;br /&gt;
* If you break a rule or intention of the rule: &lt;br /&gt;
** First time; will be seen as an incident. Your HC will be informed and asked to take action.&lt;br /&gt;
** Second time; Friendly kick by the Tournament Admins. You have been reminded once, now we let you know that we are serious.&lt;br /&gt;
** Third time; You will get kicked, with a 2 minute ban. In that time we expect you to report to your High Command, where you will explain your actions.&lt;br /&gt;
** Fourth time; The High Command, TA and Executive Senate will discuss our options, which could include imposing limits on your game play or your ability to participate in GC.&lt;br /&gt;
&lt;br /&gt;
The intention of these rules is to provide an enjoyable gaming experience for everyone.  Violating these rules means that you have inhibited someone else&amp;#039;s ability to enjoy their time at GC so the HC, TA and Execs have no problem limiting your ability to enjoy GC. The severity of the punishment may vary depending on the rule broken, ranking from server message (single allchat violation) to immediate ban (aimbotting).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Filing a Complaint ==&lt;br /&gt;
&lt;br /&gt;
* If you believe a player has violated one of the Fair Play rules report it to your squad leader, CO or HC, which ever is the next step above you in your chain of command.  They will bring it up the chain and inform the TAs.&lt;br /&gt;
** DO NOT post your complaint in All Chat.&lt;br /&gt;
** DO NOT post your complaint in an open forum or start a flame war.&lt;br /&gt;
** DO NOT harass the player you believe violated the rules in chat, forum posts, PMs or any other method. (Including non-GC sources)&lt;br /&gt;
&lt;br /&gt;
The HCs, TAs and Execs do listen to the members and they WILL handle your complaint.  Sometimes violations are difficult to prove or players believe rules were violated when they were not and absolute rulings can take some time.  Have patience.&lt;br /&gt;
&lt;br /&gt;
* The TAs ruling on a violation can be referred to the Executive Senate if a member believes they have been unfairly punished.  The Executive senate&amp;#039;s ruling on a violation is final.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--------------------&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;Rules are subject to change during campaign. Changes, if necessary, will be announced in the forums, and come in effect instantly. This page is the final authority on fair play rules information.&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>Gwynzer</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=Fair_Play_Rules&amp;diff=1032</id>
		<title>Fair Play Rules</title>
		<link rel="alternate" type="text/html" href="http://www.global-conflict.org/wiki/index.php?title=Fair_Play_Rules&amp;diff=1032"/>
				<updated>2014-03-31T21:49:07Z</updated>
		
		<summary type="html">&lt;p&gt;Gwynzer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Fair Play Rules =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Global Conflict General Rules ==&lt;br /&gt;
The Golden Rule of GC is that you should not do something to your enemy that you would find unfair if it was done to you. The second Golden Rule is that if you are in doubt about an action, &amp;#039;&amp;#039;&amp;#039;don&amp;#039;t do it&amp;#039;&amp;#039;&amp;#039;. We are here to create an enjoyable gaming experience for everyone, and we ask you to play in that spirit.&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous General Rules ===&lt;br /&gt;
* Do not use All Chat during a battleday. &lt;br /&gt;
* If you are recording your gameplay and Teamspeak sound, please put a [*R*] in front of your name. This is a courtesy so that people will know they are being recorded.&lt;br /&gt;
* If you have stolen an enemy vehicle, you must put it to use in a way that allows the enemy a fair chance to destroy it or steal it back.&lt;br /&gt;
* Vehicles that spawn on flags (not main base) must be kept in bounds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Base Camping Rules for Ground Players: ==&lt;br /&gt;
When &amp;#039;&amp;#039;both&amp;#039;&amp;#039; of the below conditions are met certain rules, listed below, come into effect.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Conditions:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* 1. The map has an uncapable base or spawn point (UCB).&lt;br /&gt;
** The UCB will be defined as the area that is hashed out on your mini map and inaccessible for you, but is accessible for your enemy.&lt;br /&gt;
* 2. No other flags are owned by the army that is being base camped. &lt;br /&gt;
&amp;#039;&amp;#039;If the conditions listed above are not met then the UCB is treated like any other flag and is subject to any and all forms of attack.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Applied rules:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* You are not allowed to direct any kind of fire into the enemy UCB with any kind of weapon, for any reason.&lt;br /&gt;
* The moment a player exits the hashed out area or fires, &amp;#039;&amp;#039;that player&amp;#039;&amp;#039; is fair game.&lt;br /&gt;
* The intention of the rule: This rule offers an army the opportunity to play with a fair chance of continuing the battle. TAs will exercise discretion to ensure this spirit is met. Please don&amp;#039;t make us have to rule on a spawn camp!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Rules Of Engagement For Air Players ==&lt;br /&gt;
These rules only apply to you if you are operating any air vehicles or using these as transport.&lt;br /&gt;
&lt;br /&gt;
* You are &amp;#039;&amp;#039;&amp;#039;never&amp;#039;&amp;#039;&amp;#039; allowed to engage ground targets in the enemy UCB, regardless of how many flags either side has.&lt;br /&gt;
** The UCB will be defined as the area that is hashed out on your mini map and inaccessible for you, but is accessible for your enemy.&lt;br /&gt;
** If the player or vehicle fires at you or at teammates, you are allowed to return fire on that player or vehicle.&lt;br /&gt;
** If the player or vehicle returns to their base after crossing that point, that player is allowed to be engaged.&lt;br /&gt;
* You are not allowed to engage enemy aircraft at their spawnpoints.&lt;br /&gt;
** This rule applies even if the spawnpoint is not located in a UCB.&lt;br /&gt;
** This rule applies until the aircraft in question has been in the air for 3 seconds.&lt;br /&gt;
** If the aircraft fires at you or at teammates, you are allowed to engage it before 3 seconds have passed.&lt;br /&gt;
** If the vehicle returns to its spawn point after takeoff, that vehicle is allowed to be engaged.&lt;br /&gt;
* You are not allowed to use your air vehicle to purposefully ram enemy vehicles of any type, air or ground.&lt;br /&gt;
** This rule applies even if you leave your vehicle before impact.&lt;br /&gt;
** A crash is considered an accident, but if you crash too often you may be grounded.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Intention of the rule&amp;#039;&amp;#039;&amp;#039;: Pilots should behave as gentlemen and fight their battles in the air.&lt;br /&gt;
* The Gunship is classed as an &amp;quot;Air&amp;quot; asset. As such it must follow the same guidelines regarding attacking landed air assets&lt;br /&gt;
&lt;br /&gt;
== Joining the game server ==&lt;br /&gt;
&lt;br /&gt;
* All soldiers should sign up in [http://www.global-conflict.org/abc/battleday_signup.php Army Base Camp] prior to battle. &lt;br /&gt;
** If players must sit out a round due to numbers, and not enough people volunteer to do so, priority will be given to soldiers who signed up in ABC prior to the battle.&lt;br /&gt;
* If you want to join after the battle has started, you need to ask for permission to join from your commanding officer (in teamspeak). Wait for his approval before joining, he needs to communicate with his HC.&lt;br /&gt;
* Officers need to ask their HC for permission for people to join in. Each HC is responsible for the number of players on their side&lt;br /&gt;
&lt;br /&gt;
=== +2/+1 Rule ===&lt;br /&gt;
&lt;br /&gt;
* The +2/+1 Rule concerns the number of players allowed per side to keep the game play balanced in the instance that player numbers are not equal:&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;+1 Rule:&amp;#039;&amp;#039;&amp;#039; If one army is &amp;#039;&amp;#039;&amp;#039;below 20&amp;#039;&amp;#039;&amp;#039; players, the other army may only have one more player on server.&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;+2 Rule:&amp;#039;&amp;#039;&amp;#039; If both armies are &amp;#039;&amp;#039;&amp;#039;above 20&amp;#039;&amp;#039;&amp;#039; players, then one army may have up to two more players on server than the other.&lt;br /&gt;
* A round cannot go live until the conditions of the +2/+1 rule are met. Additional time may be added to the end of a battleday at TA discretion to make up for delays caused by number balancing.&lt;br /&gt;
* Once the round is live, no additional players for either team may join without first consulting their HC and ensuring that they will not break the +2/+1 rule.&lt;br /&gt;
* Numbers may fluctuate due to players dropping and rejoining over the course of a match, which may result in temporary violations of the +2/+1 rule. These will be tolerated provided they are &amp;#039;&amp;#039;temporary&amp;#039;&amp;#039;. If the rule is persistently violated, the TAs will take action to bring the numbers into compliance. &lt;br /&gt;
* Two consecutive rounds that a team starts below 8 on a given map will surrender the map to the attacking team.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Squad Manipulation ==&lt;br /&gt;
&lt;br /&gt;
* Army Dumping, Squad Leader Cycling, Squad cycling is forbidden&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Army Dumping:&amp;#039;&amp;#039;&amp;#039; Where an individual or squad leader allows a group of players to spawn on him/her with the intention of creating further squads to allow for further spawn points.&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Squad Leader Cycling:&amp;#039;&amp;#039;&amp;#039; Where a squad leader upon death relinquishes his squad leader position in order to allow another living squad member to take the position and allow for a renewed spawn point.&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Squad Cycling:&amp;#039;&amp;#039;&amp;#039; Where an individual switches to another squad with the singular intention of using another squads spawn point to further his immediate and desired goal.&lt;br /&gt;
 &lt;br /&gt;
* When one of your SL is late for battle, he is allowed to cycle to his position. However keep in mind that it may not benefit any strategic objectives.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Pre live rules ==&lt;br /&gt;
&lt;br /&gt;
* Do not enter the enemy UCB. Your opponent needs to prepare too. At each map your Field Commanders will designate a flag where you can go head to head for some pre fun.&lt;br /&gt;
** On a map where one or both sides do not have UCBs the TAs will designate a flag as the UCB for the pre live rounds.&lt;br /&gt;
* Your High Command will set policy for your UCB during pre-live. TAs will kick players at the request of the HCs, so make sure you check with your commanders before taking that chopper on a joy-ride.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Glitches ==&lt;br /&gt;
&lt;br /&gt;
BF4, like any game, contains a number of exploitable glitches that can give a player an unfair advantage. Exploiting glitches is forbidden in GC. The Golden Rules apply here: if you think you can gain an advantage by doing something, first ensure you will not gain an &amp;#039;&amp;#039;&amp;#039;unfair advantage&amp;#039;&amp;#039;&amp;#039; on the other players. If you don&amp;#039;t know what counts as a glitch, or have any doubts at all about something you&amp;#039;d like to try in game, consult your High Command.&lt;br /&gt;
&lt;br /&gt;
An unfair advantage is obviously difficult to define, and requires the application of judgment on the part of the player. In general, the following categories of glitches are considered to grant unfair advantages, and are disallowed:&lt;br /&gt;
# A glitch which makes you more difficult to kill than you should be&lt;br /&gt;
# A glitch in the map which makes you more difficult to kill than you would be in a similar position elsewhere, such as hiding behind a invincible-one way barrier&lt;br /&gt;
# A glitch which allows you to go &amp;quot;outside&amp;quot; the map mesh, or access a position from which you cannot be killed due to map bugs&lt;br /&gt;
# A glitch which gives you more killing power than was intended by the developers&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Just because something is not on this list does not mean it is allowed!&amp;#039;&amp;#039;&amp;#039; Glitches may be introduced into the game by a patch or discovered by players, and these will be considered to be disallowed until reviewed by HCs, TAs and Executives.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Consequences ==&lt;br /&gt;
 &lt;br /&gt;
* If you break a rule or intention of the rule: &lt;br /&gt;
** First time; will be seen as an incident. Your HC will be contacted&lt;br /&gt;
** Second time; Friendly kick by the Tournament Admins. You have been reminded once, now we let you know that we are serious.&lt;br /&gt;
** Third time; You will get kicked, with a 2 minute ban. In that time we expect you to report to your High Command, where you will explain your actions.&lt;br /&gt;
** Fourth time; The High Command, TA and Executive Senate will discuss our options, which could include imposing limits on your game play or your ability to participate in GC.&lt;br /&gt;
&lt;br /&gt;
The intention of these rules is to provide an enjoyable gaming experience for everyone.  Violating these rules means that you have inhibited someone else&amp;#039;s ability to enjoy their time at GC so the HC, TA and Execs have no problem limiting your ability to enjoy GC. The severity of the punishment may vary depending on the rule broken, ranking from server message (single allchat violation) to immediate ban (aimbotting)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Filing a Complaint ==&lt;br /&gt;
&lt;br /&gt;
* If you believe a player has violated one of the Fair Play rules report it to your squad leader, CO or HC, which ever is the next step above you in your chain of command.  They will bring it up the chain and inform the TAs.&lt;br /&gt;
** DO NOT post your complaint in All Chat.&lt;br /&gt;
** DO NOT post your complaint in an open forum or start a flame war.&lt;br /&gt;
** DO NOT harass the player you believe violated the rules in chat, forum posts, PMs or any other method.&lt;br /&gt;
&lt;br /&gt;
The HCs, TAs and Execs do listen to the members and they WILL handle your complaint.  Sometimes violations are difficult to prove or players believe rules were violated when they were not and absolute rulings can take some time.  Have patience.&lt;br /&gt;
&lt;br /&gt;
* The TAs ruling on a violation can be refered to the Executive senate if a member believes they have been unfairly punished.  The Executive senate&amp;#039;s ruling on a violation is final.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--------------------&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;Rules are subject to change during campaign. Changes, if necessary, will be announced in the forums, and come in effect instantly. This page is the final authority on fair play rules information.&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>Gwynzer</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=Fair_Play_Rules&amp;diff=1031</id>
		<title>Fair Play Rules</title>
		<link rel="alternate" type="text/html" href="http://www.global-conflict.org/wiki/index.php?title=Fair_Play_Rules&amp;diff=1031"/>
				<updated>2014-03-31T21:42:45Z</updated>
		
		<summary type="html">&lt;p&gt;Gwynzer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Fair Play Rules =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Global Conflict General Rules ==&lt;br /&gt;
The Golden Rule of GC is that you should not do something to your enemy that you would find unfair if it was done to you. The second Golden Rule is that if you are in doubt about an action, &amp;#039;&amp;#039;&amp;#039;don&amp;#039;t do it&amp;#039;&amp;#039;&amp;#039;. We are here to create an enjoyable gaming experience for everyone, and we ask you to play in that spirit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous General Rules ===&lt;br /&gt;
* Do not use All Chat during a battleday. &lt;br /&gt;
* If you are recording your gameplay and Teamspeak sound, please put a [*R*] in front of your name. This is a courtesy so that people will know they are being recorded.&lt;br /&gt;
* If you have stolen an enemy vehicle, you must put it to use in a way that allows the enemy a fair chance to destroy it or steal it back.&lt;br /&gt;
* Vehicles that spawn on flags (not main base) must be kept in bounds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Base Camping Rules for Ground Players: ==&lt;br /&gt;
When &amp;#039;&amp;#039;both&amp;#039;&amp;#039; of the below conditions are met certain rules, listed below, come into effect.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Conditions:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* 1. The map has an uncapable base or spawn point (UCB).&lt;br /&gt;
** The UCB will be defined as the area that is hashed out on your mini map and inaccessible for you, but is accessible for your enemy.&lt;br /&gt;
* 2. No other flags are owned by the army that is being base camped. &lt;br /&gt;
&amp;#039;&amp;#039;If the conditions listed above are not met then the UCB is treated like any other flag and is subject to any and all forms of attack.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Applied rules:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* You are not allowed to direct any kind of fire into the enemy UCB with any kind of weapon, for any reason.&lt;br /&gt;
* The moment a player exits the hashed out area or fires, &amp;#039;&amp;#039;that player&amp;#039;&amp;#039; is fair game.&lt;br /&gt;
&lt;br /&gt;
* The intention of the rule: This rule offers an army the opportunity to play with a fair chance of continuing the battle. TAs will exercise discretion to ensure this spirit is met. Please don&amp;#039;t make us have to rule on a spawn camp!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Rules Of Engagement For Air Players ==&lt;br /&gt;
These rules only apply to you if you are operating any air vehicles or using these as transport.&lt;br /&gt;
&lt;br /&gt;
* You are &amp;#039;&amp;#039;&amp;#039;never&amp;#039;&amp;#039;&amp;#039; allowed to engage ground targets in the enemy UCB, regardless of how many flags either side has.&lt;br /&gt;
** The UCB will be defined as the area that is hashed out on your mini map and inaccessible for you, but is accessible for your enemy.&lt;br /&gt;
** If the player or vehicle fires at you or at teammates, you are allowed to return fire on that player or vehicle.&lt;br /&gt;
** If the player or vehicle returns to their base after crossing that point, that player is allowed to be engaged.&lt;br /&gt;
* You are not allowed to engage enemy aircraft at their spawnpoints.&lt;br /&gt;
** This rule applies even if the spawnpoint is not located in a UCB.&lt;br /&gt;
** This rule applies until the aircraft in question has been in the air for 3 seconds.&lt;br /&gt;
** If the aircraft fires at you or at teammates, you are allowed to engage it before 3 seconds have passed.&lt;br /&gt;
** If the vehicle returns to its spawn point after takeoff, that vehicle is allowed to be engaged.&lt;br /&gt;
* You are not allowed to use your air vehicle to purposefully ram enemy vehicles of any type, air or ground.&lt;br /&gt;
** This rule applies even if you leave your vehicle before impact.&lt;br /&gt;
** A crash is considered an accident, but if you crash too often you may be grounded.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Intention of the rule&amp;#039;&amp;#039;&amp;#039;: Pilots should behave as gentlemen and fight their battles in the air.&lt;br /&gt;
* We class the gunship as an &amp;quot;Air&amp;quot; asset. As such it must follow the same guidelines regarding attacking landed air assets&lt;br /&gt;
&lt;br /&gt;
== Joining the game server ==&lt;br /&gt;
&lt;br /&gt;
* All soldiers should sign up in [http://www.global-conflict.org/abc/battleday_signup.php Army Base Camp] prior to battle. &lt;br /&gt;
** If players must sit out a round due to numbers, and not enough people volunteer to do so, priority will be given to soldiers who signed up in ABC prior to the battle.&lt;br /&gt;
* If you want to join after the battle has started, you need to ask for permission to join from your commanding officer (in teamspeak). Wait for his approval before joining, he needs to communicate with his HC.&lt;br /&gt;
* Officers need to ask their HC for permission for people to join in. Each HC is responsible for the number of players on their side&lt;br /&gt;
&lt;br /&gt;
=== +2/+1 Rule ===&lt;br /&gt;
&lt;br /&gt;
* The +2/+1 Rule concerns the number of players allowed per side to keep the game play balanced in the instance that player numbers are not equal:&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;+1 Rule:&amp;#039;&amp;#039;&amp;#039; If one army is &amp;#039;&amp;#039;&amp;#039;below 20&amp;#039;&amp;#039;&amp;#039; players, the other army may only have one more player on server.&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;+2 Rule:&amp;#039;&amp;#039;&amp;#039; If both armies are &amp;#039;&amp;#039;&amp;#039;above 20&amp;#039;&amp;#039;&amp;#039; players, then one army may have up to two more players on server than the other.&lt;br /&gt;
* A round cannot go live until the conditions of the +2/+1 rule are met. Additional time may be added to the end of a battleday at TA discretion to make up for delays caused by number balancing.&lt;br /&gt;
* Once the round is live, no additional players for either team may join without first consulting their HC and ensuring that they will not break the +2/+1 rule.&lt;br /&gt;
* Numbers may fluctuate due to players dropping and rejoining over the course of a match, which may result in temporary violations of the +2/+1 rule. These will be tolerated provided they are &amp;#039;&amp;#039;temporary&amp;#039;&amp;#039;. If the rule is persistently violated, the TAs will take action to bring the numbers into compliance. &lt;br /&gt;
* Two consecutive rounds that a team starts below 8 on a given map will surrender the map to the attacking team.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Squad Manipulation ==&lt;br /&gt;
&lt;br /&gt;
* Army Dumping, Squad Leader Cycling, Squad cycling is forbidden&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Army Dumping:&amp;#039;&amp;#039;&amp;#039; Where an individual or squad leader allows a group of players to spawn on him/her with the intention of creating further squads to allow for further spawn points.&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Squad Leader Cycling:&amp;#039;&amp;#039;&amp;#039; Where a squad leader upon death relinquishes his squad leader position in order to allow another living squad member to take the position and allow for a renewed spawn point.&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Squad Cycling:&amp;#039;&amp;#039;&amp;#039; Where an individual switches to another squad with the singular intention of using another squads spawn point to further his immediate and desired goal.&lt;br /&gt;
 &lt;br /&gt;
* When one of your SL is late for battle, he is allowed to cycle to his position. However keep in mind that it may not benefit any strategic objectives.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Pre live rules ==&lt;br /&gt;
&lt;br /&gt;
* Do not enter the enemy UCB (or starting flag on 16p maps). Your opponent needs to prepare too. At each map your Field Commanders will designate a flag where you can go head to head for some pre fun.&lt;br /&gt;
** On a map where one or both sides do not have UCBs the TAs will designate a flag as the UCB for the pre live rounds.&lt;br /&gt;
* Your High Command will set policy for your UCB during pre-live. TAs will kick players at the request of the HCs, so make sure you check with your commanders before taking that chopper on a joy-ride.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Glitches ==&lt;br /&gt;
&lt;br /&gt;
BF3, like any game, contains a number of exploitable glitches that can give a player an unfair advantage. Exploiting glitches is forbidden in GC. The Golden Rules apply here: if you think you can gain an advantage by doing something, first ensure you will not gain an &amp;#039;&amp;#039;&amp;#039;unfair advantage&amp;#039;&amp;#039;&amp;#039; on the other players. If you don&amp;#039;t know what counts as a glitch, or have any doubts at all about something you&amp;#039;d like to try in game, consult your High Command.&lt;br /&gt;
&lt;br /&gt;
An unfair advantage is obviously difficult to define, and requires the application of judgment on the part of the player. In general, the following categories of glitches are considered to grant unfair advantages, and are disallowed:&lt;br /&gt;
# A glitch which makes you more difficult to kill than you should be&lt;br /&gt;
#* Ex. Placing a mortar inside a building so that you can fire out but not be hit, or using a silencer on your main weapon while firing a mortar.&lt;br /&gt;
# A glitch in the map which makes you more difficult to kill than you would be in a similar position elsewhere&lt;br /&gt;
#* Ex. Building near A point on Karkand which has fake walls; the walls will allow grenades to pass through and not detonate explosives, making that room hard to clear.&lt;br /&gt;
# A glitch which allows you to go &amp;quot;outside&amp;quot; the map mesh, or access a position from which you cannot be killed due to map bugs&lt;br /&gt;
#* Ex. Glitching outside the tunnel in Damavand&lt;br /&gt;
# A glitch which gives you more killing power than was intended by the developers&lt;br /&gt;
#* Ex. Using the M26 Dart (now patched)&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Just because something is not on this list does not mean it is allowed!&amp;#039;&amp;#039;&amp;#039; Glitches may be introduced into the game by a patch or discovered by players, and these will be considered to be disallowed until reviewed by HCs, TAs and Executives.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Consequences ==&lt;br /&gt;
 &lt;br /&gt;
* If you break a rule or intention of the rule: &lt;br /&gt;
** First time; will be seen as an incident. You will be reminded of the rule &lt;br /&gt;
** Second time; Friendly kick by the Tournament Admins. You have been reminded once, now we let you know that we are serious.&lt;br /&gt;
** Third time; You will get kicked, with a 2 minute ban. In that time we expect you to report to your High Command, where you will explain your actions.&lt;br /&gt;
** Fourth time; The High Command, TA and Executive Senate will discuss our options, which could include imposing limits on your game play or your ability to participate in GC.&lt;br /&gt;
&lt;br /&gt;
The intention of these rules is to provide an enjoyable gaming experience for everyone.  Violating these rules means that you have inhibited someone else&amp;#039;s ability to enjoy their time at GC so the HC, TA and Execs have no problem limiting your ability to enjoy GC.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Filing a Complaint ==&lt;br /&gt;
&lt;br /&gt;
* If you believe a player has violated one of the Fair Play rules report it to your squad leader, CO or HC, which ever is the next step above you in your chain of command.  They will bring it up the chain and inform the TAs.&lt;br /&gt;
** DO NOT post your complaint in All Chat.&lt;br /&gt;
** DO NOT post your complaint in an open forum or start a flame war.&lt;br /&gt;
** DO NOT harass the player you believe violated the rules in chat, forum posts, PMs or any other method.&lt;br /&gt;
&lt;br /&gt;
The HCs, TAs and Execs do listen to the members and they WILL handle your complaint.  Sometimes violations are difficult to prove or players believe rules were violated when they were not and absolute rulings can take some time.  Have patience.&lt;br /&gt;
&lt;br /&gt;
* The TAs ruling on a violation can be refered to the Executive senate if a member believes they have been unfairly punished.  The Executive senate&amp;#039;s ruling on a violation is final.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--------------------&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;Rules are subject to change during campaign. Changes, if necessary, will be announced in the forums, and come in effect instantly. This page is the final authority on fair play rules information.&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>Gwynzer</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=Fair_Play_Rules&amp;diff=1030</id>
		<title>Fair Play Rules</title>
		<link rel="alternate" type="text/html" href="http://www.global-conflict.org/wiki/index.php?title=Fair_Play_Rules&amp;diff=1030"/>
				<updated>2014-03-31T21:41:29Z</updated>
		
		<summary type="html">&lt;p&gt;Gwynzer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Fair Play Rules =&lt;br /&gt;
&lt;br /&gt;
== Global Conflict General Rules ==&lt;br /&gt;
The Golden Rule of GC is that you should not do something to your enemy that you would find unfair if it was done to you. The second Golden Rule is that if you are in doubt about an action, &amp;#039;&amp;#039;&amp;#039;don&amp;#039;t do it&amp;#039;&amp;#039;&amp;#039;. We are here to create an enjoyable gaming experience for everyone, and we ask you to play in that spirit.&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous General Rules ===&lt;br /&gt;
* Do not use All Chat during a battleday. &lt;br /&gt;
* If you are recording your gameplay and Teamspeak sound, please put a [*R*] in front of your name. This is a courtesy so that people will know they are being recorded.&lt;br /&gt;
* If you have stolen an enemy vehicle, you must put it to use in a way that allows the enemy a fair chance to destroy it or steal it back.&lt;br /&gt;
* Vehicles that spawn on flags (not main base) must be kept in bounds.&lt;br /&gt;
&lt;br /&gt;
== Base Camping Rules for Ground Players: ==&lt;br /&gt;
&lt;br /&gt;
When &amp;#039;&amp;#039;both&amp;#039;&amp;#039; of the below conditions are met certain rules, listed below, come into effect.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Conditions:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* 1. The map has an uncapable base or spawn point (UCB).&lt;br /&gt;
** The UCB will be defined as the area that is hashed out on your mini map and inaccessible for you, but is accessible for your enemy.&lt;br /&gt;
* 2. No other flags are owned by the army that is being base camped. &lt;br /&gt;
&amp;#039;&amp;#039;If the conditions listed above are not met then the UCB is treated like any other flag and is subject to any and all forms of attack.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Applied rules:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* You are not allowed to direct any kind of fire into the enemy UCB with any kind of weapon, for any reason.&lt;br /&gt;
* The moment a player exits the hashed out area or fires, &amp;#039;&amp;#039;that player&amp;#039;&amp;#039; is fair game.&lt;br /&gt;
&lt;br /&gt;
* The intention of the rule: This rule offers an army the opportunity to play with a fair chance of continuing the battle. TAs will exercise discretion to ensure this spirit is met. Please don&amp;#039;t make us have to rule on a spawn camp!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Rules Of Engagement For Air Players ==&lt;br /&gt;
These rules only apply to you if you are operating any air vehicles or using these as transport.&lt;br /&gt;
&lt;br /&gt;
* You are &amp;#039;&amp;#039;&amp;#039;never&amp;#039;&amp;#039;&amp;#039; allowed to engage ground targets in the enemy UCB, regardless of how many flags either side has.&lt;br /&gt;
** The UCB will be defined as the area that is hashed out on your mini map and inaccessible for you, but is accessible for your enemy.&lt;br /&gt;
** If the player or vehicle fires at you or at teammates, you are allowed to return fire on that player or vehicle.&lt;br /&gt;
** If the player or vehicle returns to their base after crossing that point, that player is allowed to be engaged.&lt;br /&gt;
* You are not allowed to engage enemy aircraft at their spawnpoints.&lt;br /&gt;
** This rule applies even if the spawnpoint is not located in a UCB.&lt;br /&gt;
** This rule applies until the aircraft in question has been in the air for 3 seconds.&lt;br /&gt;
** If the aircraft fires at you or at teammates, you are allowed to engage it before 3 seconds have passed.&lt;br /&gt;
** If the vehicle returns to its spawn point after takeoff, that vehicle is allowed to be engaged.&lt;br /&gt;
* You are not allowed to use your air vehicle to purposefully ram enemy vehicles of any type, air or ground.&lt;br /&gt;
** This rule applies even if you leave your vehicle before impact.&lt;br /&gt;
** A crash is considered an accident, but if you crash too often you may be grounded.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Intention of the rule&amp;#039;&amp;#039;&amp;#039;: Pilots should behave as gentlemen and fight their battles in the air.&lt;br /&gt;
=== CTF ===&lt;br /&gt;
&lt;br /&gt;
As there is no concept of a UCB in CTF, it is difficult or impossible to define a safe area for each team. We remind players to please Play the Objective, which in this case is to capture the flag, and exercise the Golden Rules when playing this mode.&lt;br /&gt;
&lt;br /&gt;
* We would like the Armies to exercise their discretion when engaging enemy players near their spawn. If engagements near the base are preventing the enemy from having a fair chance to spawn in, the offending army may be asked to retreat.&lt;br /&gt;
&lt;br /&gt;
== Joining the game server ==&lt;br /&gt;
&lt;br /&gt;
* All soldiers should sign up in [http://www.global-conflict.org/abc/battleday_signup.php Army Base Camp] prior to battle. &lt;br /&gt;
** If players must sit out a round due to numbers, and not enough people volunteer to do so, priority will be given to soldiers who signed up in ABC prior to the battle.&lt;br /&gt;
* If you want to join after the battle has started, you need to ask for permission to join from your commanding officer (in teamspeak). Wait for his approval before joining, he needs to communicate with his HC.&lt;br /&gt;
* Officers need to ask their HC for permission for people to join in. Each HC is responsible for the number of players on their side&lt;br /&gt;
&lt;br /&gt;
=== +2/+1 Rule ===&lt;br /&gt;
&lt;br /&gt;
* The +2/+1 Rule concerns the number of players allowed per side to keep the game play balanced in the instance that player numbers are not equal:&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;+1 Rule:&amp;#039;&amp;#039;&amp;#039; If one army is &amp;#039;&amp;#039;&amp;#039;below 20&amp;#039;&amp;#039;&amp;#039; players, the other army may only have one more player on server.&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;+2 Rule:&amp;#039;&amp;#039;&amp;#039; If both armies are &amp;#039;&amp;#039;&amp;#039;above 20&amp;#039;&amp;#039;&amp;#039; players, then one army may have up to two more players on server than the other.&lt;br /&gt;
* A round cannot go live until the conditions of the +2/+1 rule are met. Additional time may be added to the end of a battleday at TA discretion to make up for delays caused by number balancing.&lt;br /&gt;
* Once the round is live, no additional players for either team may join without first consulting their HC and ensuring that they will not break the +2/+1 rule.&lt;br /&gt;
* Numbers may fluctuate due to players dropping and rejoining over the course of a match, which may result in temporary violations of the +2/+1 rule. These will be tolerated provided they are &amp;#039;&amp;#039;temporary&amp;#039;&amp;#039;. If the rule is persistently violated, the TAs will take action to bring the numbers into compliance. &lt;br /&gt;
* Two consecutive rounds that a team starts below 8 on a given map will surrender the map to the attacking team.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Squad Manipulation ==&lt;br /&gt;
&lt;br /&gt;
* Army Dumping, Squad Leader Cycling, Squad cycling is forbidden&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Army Dumping:&amp;#039;&amp;#039;&amp;#039; Where an individual or squad leader allows a group of players to spawn on him/her with the intention of creating further squads to allow for further spawn points.&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Squad Leader Cycling:&amp;#039;&amp;#039;&amp;#039; Where a squad leader upon death relinquishes his squad leader position in order to allow another living squad member to take the position and allow for a renewed spawn point.&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Squad Cycling:&amp;#039;&amp;#039;&amp;#039; Where an individual switches to another squad with the singular intention of using another squads spawn point to further his immediate and desired goal.&lt;br /&gt;
 &lt;br /&gt;
* When one of your SL is late for battle, he is allowed to cycle to his position. However keep in mind that it may not benefit any strategic objectives.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Pre live rules ==&lt;br /&gt;
&lt;br /&gt;
* Do not enter the enemy UCB (or starting flag on 16p maps). Your opponent needs to prepare too. At each map your Field Commanders will designate a flag where you can go head to head for some pre fun.&lt;br /&gt;
** On a map where one or both sides do not have UCBs the TAs will designate a flag as the UCB for the pre live rounds.&lt;br /&gt;
* Your High Command will set policy for your UCB during pre-live. TAs will kick players at the request of the HCs, so make sure you check with your commanders before taking that chopper on a joy-ride.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Glitches ==&lt;br /&gt;
&lt;br /&gt;
BF3, like any game, contains a number of exploitable glitches that can give a player an unfair advantage. Exploiting glitches is forbidden in GC. The Golden Rules apply here: if you think you can gain an advantage by doing something, first ensure you will not gain an &amp;#039;&amp;#039;&amp;#039;unfair advantage&amp;#039;&amp;#039;&amp;#039; on the other players. If you don&amp;#039;t know what counts as a glitch, or have any doubts at all about something you&amp;#039;d like to try in game, consult your High Command.&lt;br /&gt;
&lt;br /&gt;
An unfair advantage is obviously difficult to define, and requires the application of judgment on the part of the player. In general, the following categories of glitches are considered to grant unfair advantages, and are disallowed:&lt;br /&gt;
# A glitch which makes you more difficult to kill than you should be&lt;br /&gt;
#* Ex. Placing a mortar inside a building so that you can fire out but not be hit, or using a silencer on your main weapon while firing a mortar.&lt;br /&gt;
# A glitch in the map which makes you more difficult to kill than you would be in a similar position elsewhere&lt;br /&gt;
#* Ex. Building near A point on Karkand which has fake walls; the walls will allow grenades to pass through and not detonate explosives, making that room hard to clear.&lt;br /&gt;
# A glitch which allows you to go &amp;quot;outside&amp;quot; the map mesh, or access a position from which you cannot be killed due to map bugs&lt;br /&gt;
#* Ex. Glitching outside the tunnel in Damavand&lt;br /&gt;
# A glitch which gives you more killing power than was intended by the developers&lt;br /&gt;
#* Ex. Using the M26 Dart (now patched)&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Just because something is not on this list does not mean it is allowed!&amp;#039;&amp;#039;&amp;#039; Glitches may be introduced into the game by a patch or discovered by players, and these will be considered to be disallowed until reviewed by HCs, TAs and Executives.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Consequences ==&lt;br /&gt;
 &lt;br /&gt;
* If you break a rule or intention of the rule: &lt;br /&gt;
** First time; will be seen as an incident. You will be reminded of the rule &lt;br /&gt;
** Second time; Friendly kick by the Tournament Admins. You have been reminded once, now we let you know that we are serious.&lt;br /&gt;
** Third time; You will get kicked, with a 2 minute ban. In that time we expect you to report to your High Command, where you will explain your actions.&lt;br /&gt;
** Fourth time; The High Command, TA and Executive Senate will discuss our options, which could include imposing limits on your game play or your ability to participate in GC.&lt;br /&gt;
&lt;br /&gt;
The intention of these rules is to provide an enjoyable gaming experience for everyone.  Violating these rules means that you have inhibited someone else&amp;#039;s ability to enjoy their time at GC so the HC, TA and Execs have no problem limiting your ability to enjoy GC.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Filing a Complaint ==&lt;br /&gt;
&lt;br /&gt;
* If you believe a player has violated one of the Fair Play rules report it to your squad leader, CO or HC, which ever is the next step above you in your chain of command.  They will bring it up the chain and inform the TAs.&lt;br /&gt;
** DO NOT post your complaint in All Chat.&lt;br /&gt;
** DO NOT post your complaint in an open forum or start a flame war.&lt;br /&gt;
** DO NOT harass the player you believe violated the rules in chat, forum posts, PMs or any other method.&lt;br /&gt;
&lt;br /&gt;
The HCs, TAs and Execs do listen to the members and they WILL handle your complaint.  Sometimes violations are difficult to prove or players believe rules were violated when they were not and absolute rulings can take some time.  Have patience.&lt;br /&gt;
&lt;br /&gt;
* The TAs ruling on a violation can be refered to the Executive senate if a member believes they have been unfairly punished.  The Executive senate&amp;#039;s ruling on a violation is final.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--------------------&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;Rules are subject to change during campaign. Changes, if necessary, will be announced in the forums, and come in effect instantly. This page is the final authority on fair play rules information.&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>Gwynzer</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=Fair_Play_Rules&amp;diff=1029</id>
		<title>Fair Play Rules</title>
		<link rel="alternate" type="text/html" href="http://www.global-conflict.org/wiki/index.php?title=Fair_Play_Rules&amp;diff=1029"/>
				<updated>2014-03-31T21:39:21Z</updated>
		
		<summary type="html">&lt;p&gt;Gwynzer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Fair Play Rules =&lt;br /&gt;
&lt;br /&gt;
== Global Conflict General Rules ==&lt;br /&gt;
The Golden Rule of GC is that you should not do something to your enemy that you would find unfair if it was done to you. The second Golden Rule is that if you are in doubt about an action, &amp;#039;&amp;#039;&amp;#039;don&amp;#039;t do it&amp;#039;&amp;#039;&amp;#039;. We are here to create an enjoyable gaming experience for everyone, and we ask you to play in that spirit.&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous General Rules ===&lt;br /&gt;
* Do not use All Chat during a battleday. &lt;br /&gt;
* If you are recording your gameplay and Teamspeak sound, please put a [*R*] in front of your name. This is a courtesy so that people will know they are being recorded.&lt;br /&gt;
* If you have stolen an enemy vehicle, you must put it to use in a way that allows the enemy a fair chance to destroy it or steal it back.&lt;br /&gt;
* Vehicles that spawn on flags (not main base) must be kept in bounds.&lt;br /&gt;
&lt;br /&gt;
== Base Camping Rules for Ground Players: ==&lt;br /&gt;
&lt;br /&gt;
When &amp;#039;&amp;#039;both&amp;#039;&amp;#039; of the below conditions are met certain rules, listed below, come into effect.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Conditions:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* 1. The map has an uncapable base or spawn point (UCB).&lt;br /&gt;
** The UCB will be defined as the area that is hashed out on your mini map and inaccessible for you, but is accessible for your enemy.&lt;br /&gt;
* 2. No other flags are owned by the army that is being base camped. &lt;br /&gt;
&amp;#039;&amp;#039;If the conditions listed above are not met then the UCB is treated like any other flag and is subject to any and all forms of attack.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Applied rules:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* You are not allowed to direct any kind of fire into the enemy UCB with any kind of weapon, for any reason.&lt;br /&gt;
* The moment a player exits the hashed out area or fires, &amp;#039;&amp;#039;that player&amp;#039;&amp;#039; is fair game.&lt;br /&gt;
&lt;br /&gt;
* The intention of the rule: This rule offers an army the opportunity to play with a fair chance of continuing the battle. TAs will exercise discretion to ensure this spirit is met. Please don&amp;#039;t make us have to rule on a spawn camp!&lt;br /&gt;
&lt;br /&gt;
=== Rush ===&lt;br /&gt;
&lt;br /&gt;
* The attacker has a UCB for the first two MCOMs, and base camping rules are in effect.&lt;br /&gt;
* Once the first two MCOMs are destroyed the attacker no longer has a UCB, and so base camping rules cease to apply at this point.&lt;br /&gt;
&lt;br /&gt;
=== CTF ===&lt;br /&gt;
&lt;br /&gt;
As there is no concept of a UCB in CTF, it is difficult or impossible to define a safe area for each team. We remind players to please Play the Objective, which in this case is to capture the flag, and exercise the Golden Rules when playing this mode.&lt;br /&gt;
&lt;br /&gt;
* We would like the Armies to exercise their discretion when engaging enemy players near their spawn. If engagements near the base are preventing the enemy from having a fair chance to spawn in, the offending army may be asked to retreat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Rules Of Engagement For Air Players ==&lt;br /&gt;
These rules only apply to you if you are operating any air vehicles or using these as transport.&lt;br /&gt;
&lt;br /&gt;
* You are &amp;#039;&amp;#039;&amp;#039;never&amp;#039;&amp;#039;&amp;#039; allowed to engage ground targets in the enemy UCB, regardless of how many flags either side has.&lt;br /&gt;
** The UCB will be defined as the area that is hashed out on your mini map and inaccessible for you, but is accessible for your enemy.&lt;br /&gt;
** If the player or vehicle fires at you or at teammates, you are allowed to return fire on that player or vehicle.&lt;br /&gt;
** If the player or vehicle returns to their base after crossing that point, that player is allowed to be engaged.&lt;br /&gt;
* You are not allowed to engage enemy aircraft at their spawnpoints.&lt;br /&gt;
** This rule applies even if the spawnpoint is not located in a UCB.&lt;br /&gt;
** This rule applies until the aircraft in question has been in the air for 3 seconds.&lt;br /&gt;
** If the aircraft fires at you or at teammates, you are allowed to engage it before 3 seconds have passed.&lt;br /&gt;
** If the vehicle returns to its spawn point after takeoff, that vehicle is allowed to be engaged.&lt;br /&gt;
* You are not allowed to use your air vehicle to purposefully ram enemy vehicles of any type, air or ground.&lt;br /&gt;
** This rule applies even if you leave your vehicle before impact.&lt;br /&gt;
** A crash is considered an accident, but if you crash too often you may be grounded.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Intention of the rule&amp;#039;&amp;#039;&amp;#039;: Pilots should behave as gentlemen and fight their battles in the air.&lt;br /&gt;
=== CTF ===&lt;br /&gt;
&lt;br /&gt;
As there is no concept of a UCB in CTF, it is difficult or impossible to define a safe area for each team. We remind players to please Play the Objective, which in this case is to capture the flag, and exercise the Golden Rules when playing this mode.&lt;br /&gt;
&lt;br /&gt;
* We would like the Armies to exercise their discretion when engaging enemy players near their spawn. If engagements near the base are preventing the enemy from having a fair chance to spawn in, the offending army may be asked to retreat.&lt;br /&gt;
&lt;br /&gt;
== Joining the game server ==&lt;br /&gt;
&lt;br /&gt;
* All soldiers should sign up in [http://www.global-conflict.org/abc/battleday_signup.php Army Base Camp] prior to battle. &lt;br /&gt;
** If players must sit out a round due to numbers, and not enough people volunteer to do so, priority will be given to soldiers who signed up in ABC prior to the battle.&lt;br /&gt;
* If you want to join after the battle has started, you need to ask for permission to join from your commanding officer (in teamspeak). Wait for his approval before joining, he needs to communicate with his HC.&lt;br /&gt;
* Officers need to ask their HC for permission for people to join in. Each HC is responsible for the number of players on their side&lt;br /&gt;
&lt;br /&gt;
=== +2/+1 Rule ===&lt;br /&gt;
&lt;br /&gt;
* The +2/+1 Rule concerns the number of players allowed per side to keep the game play balanced in the instance that player numbers are not equal:&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;+1 Rule:&amp;#039;&amp;#039;&amp;#039; If one army is &amp;#039;&amp;#039;&amp;#039;below 20&amp;#039;&amp;#039;&amp;#039; players, the other army may only have one more player on server.&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;+2 Rule:&amp;#039;&amp;#039;&amp;#039; If both armies are &amp;#039;&amp;#039;&amp;#039;above 20&amp;#039;&amp;#039;&amp;#039; players, then one army may have up to two more players on server than the other.&lt;br /&gt;
* A round cannot go live until the conditions of the +2/+1 rule are met. Additional time may be added to the end of a battleday at TA discretion to make up for delays caused by number balancing.&lt;br /&gt;
* Once the round is live, no additional players for either team may join without first consulting their HC and ensuring that they will not break the +2/+1 rule.&lt;br /&gt;
* Numbers may fluctuate due to players dropping and rejoining over the course of a match, which may result in temporary violations of the +2/+1 rule. These will be tolerated provided they are &amp;#039;&amp;#039;temporary&amp;#039;&amp;#039;. If the rule is persistently violated, the TAs will take action to bring the numbers into compliance. &lt;br /&gt;
* Two consecutive rounds that a team starts below 8 on a given map will surrender the map to the attacking team.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Squad Manipulation ==&lt;br /&gt;
&lt;br /&gt;
* Army Dumping, Squad Leader Cycling, Squad cycling is forbidden&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Army Dumping:&amp;#039;&amp;#039;&amp;#039; Where an individual or squad leader allows a group of players to spawn on him/her with the intention of creating further squads to allow for further spawn points.&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Squad Leader Cycling:&amp;#039;&amp;#039;&amp;#039; Where a squad leader upon death relinquishes his squad leader position in order to allow another living squad member to take the position and allow for a renewed spawn point.&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Squad Cycling:&amp;#039;&amp;#039;&amp;#039; Where an individual switches to another squad with the singular intention of using another squads spawn point to further his immediate and desired goal.&lt;br /&gt;
 &lt;br /&gt;
* When one of your SL is late for battle, he is allowed to cycle to his position. However keep in mind that it may not benefit any strategic objectives.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Pre live rules ==&lt;br /&gt;
&lt;br /&gt;
* Do not enter the enemy UCB (or starting flag on 16p maps). Your opponent needs to prepare too. At each map your Field Commanders will designate a flag where you can go head to head for some pre fun.&lt;br /&gt;
** On a map where one or both sides do not have UCBs the TAs will designate a flag as the UCB for the pre live rounds.&lt;br /&gt;
* Your High Command will set policy for your UCB during pre-live. TAs will kick players at the request of the HCs, so make sure you check with your commanders before taking that chopper on a joy-ride.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Glitches ==&lt;br /&gt;
&lt;br /&gt;
BF3, like any game, contains a number of exploitable glitches that can give a player an unfair advantage. Exploiting glitches is forbidden in GC. The Golden Rules apply here: if you think you can gain an advantage by doing something, first ensure you will not gain an &amp;#039;&amp;#039;&amp;#039;unfair advantage&amp;#039;&amp;#039;&amp;#039; on the other players. If you don&amp;#039;t know what counts as a glitch, or have any doubts at all about something you&amp;#039;d like to try in game, consult your High Command.&lt;br /&gt;
&lt;br /&gt;
An unfair advantage is obviously difficult to define, and requires the application of judgment on the part of the player. In general, the following categories of glitches are considered to grant unfair advantages, and are disallowed:&lt;br /&gt;
# A glitch which makes you more difficult to kill than you should be&lt;br /&gt;
#* Ex. Placing a mortar inside a building so that you can fire out but not be hit, or using a silencer on your main weapon while firing a mortar.&lt;br /&gt;
# A glitch in the map which makes you more difficult to kill than you would be in a similar position elsewhere&lt;br /&gt;
#* Ex. Building near A point on Karkand which has fake walls; the walls will allow grenades to pass through and not detonate explosives, making that room hard to clear.&lt;br /&gt;
# A glitch which allows you to go &amp;quot;outside&amp;quot; the map mesh, or access a position from which you cannot be killed due to map bugs&lt;br /&gt;
#* Ex. Glitching outside the tunnel in Damavand&lt;br /&gt;
# A glitch which gives you more killing power than was intended by the developers&lt;br /&gt;
#* Ex. Using the M26 Dart (now patched)&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Just because something is not on this list does not mean it is allowed!&amp;#039;&amp;#039;&amp;#039; Glitches may be introduced into the game by a patch or discovered by players, and these will be considered to be disallowed until reviewed by HCs, TAs and Executives.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Consequences ==&lt;br /&gt;
 &lt;br /&gt;
* If you break a rule or intention of the rule: &lt;br /&gt;
** First time; will be seen as an incident. You will be reminded of the rule &lt;br /&gt;
** Second time; Friendly kick by the Tournament Admins. You have been reminded once, now we let you know that we are serious.&lt;br /&gt;
** Third time; You will get kicked, with a 2 minute ban. In that time we expect you to report to your High Command, where you will explain your actions.&lt;br /&gt;
** Fourth time; The High Command, TA and Executive Senate will discuss our options, which could include imposing limits on your game play or your ability to participate in GC.&lt;br /&gt;
&lt;br /&gt;
The intention of these rules is to provide an enjoyable gaming experience for everyone.  Violating these rules means that you have inhibited someone else&amp;#039;s ability to enjoy their time at GC so the HC, TA and Execs have no problem limiting your ability to enjoy GC.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Filing a Complaint ==&lt;br /&gt;
&lt;br /&gt;
* If you believe a player has violated one of the Fair Play rules report it to your squad leader, CO or HC, which ever is the next step above you in your chain of command.  They will bring it up the chain and inform the TAs.&lt;br /&gt;
** DO NOT post your complaint in All Chat.&lt;br /&gt;
** DO NOT post your complaint in an open forum or start a flame war.&lt;br /&gt;
** DO NOT harass the player you believe violated the rules in chat, forum posts, PMs or any other method.&lt;br /&gt;
&lt;br /&gt;
The HCs, TAs and Execs do listen to the members and they WILL handle your complaint.  Sometimes violations are difficult to prove or players believe rules were violated when they were not and absolute rulings can take some time.  Have patience.&lt;br /&gt;
&lt;br /&gt;
* The TAs ruling on a violation can be refered to the Executive senate if a member believes they have been unfairly punished.  The Executive senate&amp;#039;s ruling on a violation is final.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--------------------&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;Rules are subject to change during campaign. Changes, if necessary, will be announced in the forums, and come in effect instantly. This page is the final authority on fair play rules information.&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>Gwynzer</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=Campaign_6_server_settings&amp;diff=1028</id>
		<title>Campaign 6 server settings</title>
		<link rel="alternate" type="text/html" href="http://www.global-conflict.org/wiki/index.php?title=Campaign_6_server_settings&amp;diff=1028"/>
				<updated>2014-03-31T21:26:28Z</updated>
		
		<summary type="html">&lt;p&gt;Gwynzer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*Friendly Fire - On&lt;br /&gt;
*Regenerate Health - Off&lt;br /&gt;
*Kill Cam - Off&lt;br /&gt;
*Mini Map - On&lt;br /&gt;
*HUD - On&lt;br /&gt;
*Cross Hair - On&lt;br /&gt;
*3d Spotting - Off&lt;br /&gt;
*Mini Map Spotting - On&lt;br /&gt;
*Name Tag - On&lt;br /&gt;
*3P Cam - On&lt;br /&gt;
*Vehicle Spawn Allowed - On&lt;br /&gt;
*Vehicle Spawn Delay - 100% &lt;br /&gt;
*Soldier Health - 100% &lt;br /&gt;
*Player Respawn Timer - 100%&lt;br /&gt;
*Bullet Damage - 100%&lt;br /&gt;
*Squad Leader Only Spawn - On&lt;br /&gt;
*Game Length (number of tickets) - 75%&lt;br /&gt;
*Game Length (Bleed rate) - 50%&lt;br /&gt;
*Weapons - Taken from battlelog unlocks&lt;/div&gt;</summary>
		<author><name>Gwynzer</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=Campaign_6_server_settings&amp;diff=1027</id>
		<title>Campaign 6 server settings</title>
		<link rel="alternate" type="text/html" href="http://www.global-conflict.org/wiki/index.php?title=Campaign_6_server_settings&amp;diff=1027"/>
				<updated>2014-03-31T21:23:34Z</updated>
		
		<summary type="html">&lt;p&gt;Gwynzer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*Friendly Fire - On&lt;br /&gt;
*Regenerate Health - Off&lt;br /&gt;
*Kill Cam - Off&lt;br /&gt;
*Mini Map - On&lt;br /&gt;
*HUD - On&lt;br /&gt;
*Cross Hair - On&lt;br /&gt;
*3d Spotting - Off&lt;br /&gt;
*Mini Map Spotting - On&lt;br /&gt;
*Name Tag - On&lt;br /&gt;
*3P Cam - On&lt;br /&gt;
*Vehicle Spawn Allowed - On&lt;br /&gt;
*Vehicle Spawn Delay - 100% &lt;br /&gt;
*Soldier Health - ???% &lt;br /&gt;
*Player Respawn Timer - 100%&lt;br /&gt;
*Bullet Damage - 100%&lt;br /&gt;
*Squad Leader Only Spawn - On&lt;br /&gt;
*Game Length (number of tickets) - 75%&lt;br /&gt;
*Game Length (Bleed rate) - 50%&lt;br /&gt;
*Weapons - Taken from battlelog unlocks&lt;/div&gt;</summary>
		<author><name>Gwynzer</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=Campaign_6_server_settings&amp;diff=1026</id>
		<title>Campaign 6 server settings</title>
		<link rel="alternate" type="text/html" href="http://www.global-conflict.org/wiki/index.php?title=Campaign_6_server_settings&amp;diff=1026"/>
				<updated>2014-03-31T21:19:33Z</updated>
		
		<summary type="html">&lt;p&gt;Gwynzer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*Friendly Fire - On&lt;br /&gt;
*Regenerate Health - Off&lt;br /&gt;
*Kill Cam - Off&lt;br /&gt;
*Mini Map - On&lt;br /&gt;
*HUD - On&lt;br /&gt;
*Cross Hair - On&lt;br /&gt;
*3d Spotting - Off&lt;br /&gt;
*Mini Map Spotting - On&lt;br /&gt;
*Name Tag - On&lt;br /&gt;
*3P Cam - On&lt;br /&gt;
*Vehicle Spawn Allowed - On&lt;br /&gt;
*Vehicle Spawn Delay - 100% &lt;br /&gt;
*Soldier Health - ???% &lt;br /&gt;
*Player Respawn Timer - 100%&lt;br /&gt;
*Player Man Down Time - 150%&lt;br /&gt;
*Bullet Damage - 100%&lt;br /&gt;
*Squad Leader Only Spawn - On&lt;br /&gt;
*Game Length (number of tickets) - ???%&lt;br /&gt;
*All weapons unlocked&lt;/div&gt;</summary>
		<author><name>Gwynzer</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=Global_Conflict_Weekly_index&amp;diff=992</id>
		<title>Global Conflict Weekly index</title>
		<link rel="alternate" type="text/html" href="http://www.global-conflict.org/wiki/index.php?title=Global_Conflict_Weekly_index&amp;diff=992"/>
				<updated>2013-06-07T20:21:58Z</updated>
		
		<summary type="html">&lt;p&gt;Gwynzer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Battlefield3 Campaign6 ==&lt;br /&gt;
[[GCW19]]&lt;br /&gt;
&lt;br /&gt;
[[GCW18]]&lt;br /&gt;
&lt;br /&gt;
== Battlefield3 Campaign5 ==&lt;br /&gt;
[[GCW17]]&lt;br /&gt;
&lt;br /&gt;
[[GCW16]]&lt;br /&gt;
&lt;br /&gt;
[[GCW15]]&lt;br /&gt;
&lt;br /&gt;
[[GCW14]]&lt;br /&gt;
&lt;br /&gt;
[[GCW13]]&lt;br /&gt;
&lt;br /&gt;
[[GCW12]]&lt;br /&gt;
&lt;br /&gt;
[[GCW11]]&lt;br /&gt;
&lt;br /&gt;
[[GCW10]]&lt;br /&gt;
&lt;br /&gt;
[[GCW9]]&lt;br /&gt;
&lt;br /&gt;
== Battlefield3 Campaign4 ==&lt;br /&gt;
[[GCW8]]&lt;br /&gt;
&lt;br /&gt;
[[GCW7]]&lt;br /&gt;
&lt;br /&gt;
[[GCW6]]&lt;br /&gt;
&lt;br /&gt;
[[GCW5]]&lt;br /&gt;
&lt;br /&gt;
[[GCW4]]&lt;br /&gt;
&lt;br /&gt;
[[GCW3]]&lt;br /&gt;
&lt;br /&gt;
[[GCW2]]&lt;br /&gt;
&lt;br /&gt;
[[GCW1]]&lt;br /&gt;
&lt;br /&gt;
[[ICallIDTheft_interview]]&lt;br /&gt;
&lt;br /&gt;
[[Week 8 and 9]]&lt;/div&gt;</summary>
		<author><name>Gwynzer</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=Global_Conflict_Weekly_index&amp;diff=991</id>
		<title>Global Conflict Weekly index</title>
		<link rel="alternate" type="text/html" href="http://www.global-conflict.org/wiki/index.php?title=Global_Conflict_Weekly_index&amp;diff=991"/>
				<updated>2013-06-07T20:21:46Z</updated>
		
		<summary type="html">&lt;p&gt;Gwynzer: /* Battlefield3 Campaign5 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Battlefield3 Campaign6 ==&lt;br /&gt;
[[GCW19]]&lt;br /&gt;
&lt;br /&gt;
[[GCW18]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Battlefield3 Campaign5 ==&lt;br /&gt;
[[GCW17]]&lt;br /&gt;
&lt;br /&gt;
[[GCW16]]&lt;br /&gt;
&lt;br /&gt;
[[GCW15]]&lt;br /&gt;
&lt;br /&gt;
[[GCW14]]&lt;br /&gt;
&lt;br /&gt;
[[GCW13]]&lt;br /&gt;
&lt;br /&gt;
[[GCW12]]&lt;br /&gt;
&lt;br /&gt;
[[GCW11]]&lt;br /&gt;
&lt;br /&gt;
[[GCW10]]&lt;br /&gt;
&lt;br /&gt;
[[GCW9]]&lt;br /&gt;
&lt;br /&gt;
== Battlefield3 Campaign4 ==&lt;br /&gt;
[[GCW8]]&lt;br /&gt;
&lt;br /&gt;
[[GCW7]]&lt;br /&gt;
&lt;br /&gt;
[[GCW6]]&lt;br /&gt;
&lt;br /&gt;
[[GCW5]]&lt;br /&gt;
&lt;br /&gt;
[[GCW4]]&lt;br /&gt;
&lt;br /&gt;
[[GCW3]]&lt;br /&gt;
&lt;br /&gt;
[[GCW2]]&lt;br /&gt;
&lt;br /&gt;
[[GCW1]]&lt;br /&gt;
&lt;br /&gt;
[[ICallIDTheft_interview]]&lt;br /&gt;
&lt;br /&gt;
[[Week 8 and 9]]&lt;/div&gt;</summary>
		<author><name>Gwynzer</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=GCW17&amp;diff=990</id>
		<title>GCW17</title>
		<link rel="alternate" type="text/html" href="http://www.global-conflict.org/wiki/index.php?title=GCW17&amp;diff=990"/>
				<updated>2013-06-07T20:21:13Z</updated>
		
		<summary type="html">&lt;p&gt;Gwynzer: /* &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Expandas Found Dead */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
[[File:Gcw_generic.png|center|link=GCW17|main page]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ---------------------------------------------- --&amp;gt;&lt;br /&gt;
&amp;lt;!-- this is a table with 3 cells a row --&amp;gt;&lt;br /&gt;
&amp;lt;!-- the middle cell acts a padding/separator--&amp;gt;&lt;br /&gt;
&amp;lt;!-- currently the cells are 400px - 114px - 400px --&amp;gt;&lt;br /&gt;
&amp;lt;!-- thus every text cell should not have objects larger then 400px (for example images) --&amp;gt;&lt;br /&gt;
&amp;lt;!-- ---------------------------------------------- --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|  width=900 align=center&lt;br /&gt;
! style=&amp;quot;width: 400px;&amp;quot;|&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot;|&lt;br /&gt;
! style=&amp;quot;width: 400px;&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;!-- 1 row: 1 cell (article #1) --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;#039;&amp;#039;&amp;#039;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[[GCW17  Article 1|&amp;lt;span style=&amp;quot;color:black;&amp;quot;&amp;gt;Expandas Found Dead&amp;lt;/span&amp;gt;]]&amp;#039;&amp;#039;&amp;#039; ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size= 4&amp;gt;F&amp;lt;/font size&amp;gt;ormer head of the KART Confederacy, Top Cat Expandas, has been found dead. His body was discovered before dawn on Wednesday . . . &lt;br /&gt;
&lt;br /&gt;
[[GCW17  Article 1|Read more...]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;width: 100px;&amp;quot;| &amp;lt;!-- 1 row: 2 cell (padding) --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;width: 400px;&amp;quot;| &amp;lt;!-- 1 row: 3 cell (article #2) --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;#039;&amp;#039;&amp;#039;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[[GCW17  Article 3|&amp;lt;span style=&amp;quot;color:black;&amp;quot;&amp;gt;GC History Interview #2&amp;lt;/span&amp;gt;]]&amp;#039;&amp;#039;&amp;#039; ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size= 4&amp;gt;I&amp;lt;/font size&amp;gt;nterviews with different members about how GC started, what it looked like at first and how it evolved over time. &lt;br /&gt;
This time Ghoul gives us an insight on how things worked in the past.&lt;br /&gt;
&lt;br /&gt;
[[GCW17  Article 3|Read more...]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|} &amp;lt;!-- end of table  --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Gwynzer</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=GCW17&amp;diff=989</id>
		<title>GCW17</title>
		<link rel="alternate" type="text/html" href="http://www.global-conflict.org/wiki/index.php?title=GCW17&amp;diff=989"/>
				<updated>2013-06-07T20:21:03Z</updated>
		
		<summary type="html">&lt;p&gt;Gwynzer: /* &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Expandas Found Dead */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
[[File:Gcw_generic.png|center|link=GCW17|main page]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ---------------------------------------------- --&amp;gt;&lt;br /&gt;
&amp;lt;!-- this is a table with 3 cells a row --&amp;gt;&lt;br /&gt;
&amp;lt;!-- the middle cell acts a padding/separator--&amp;gt;&lt;br /&gt;
&amp;lt;!-- currently the cells are 400px - 114px - 400px --&amp;gt;&lt;br /&gt;
&amp;lt;!-- thus every text cell should not have objects larger then 400px (for example images) --&amp;gt;&lt;br /&gt;
&amp;lt;!-- ---------------------------------------------- --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|  width=900 align=center&lt;br /&gt;
! style=&amp;quot;width: 400px;&amp;quot;|&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot;|&lt;br /&gt;
! style=&amp;quot;width: 400px;&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| &amp;lt;!-- 1 row: 1 cell (article #1) --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;#039;&amp;#039;&amp;#039;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[[GCW17  Article 1|&amp;lt;span style=&amp;quot;color:black;&amp;quot;&amp;gt;Expandas Found Dead&amp;lt;/span&amp;gt;]]&amp;#039;&amp;#039;&amp;#039; ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size= 4&amp;gt;F&amp;lt;/font size&amp;gt;ormer head of the KART Confederacy, Top Cat Expandas, has been found dead. His body was discovered before dawn on Wednesday &lt;br /&gt;
&lt;br /&gt;
[[GCW17  Article 1|Read more...]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;width: 100px;&amp;quot;| &amp;lt;!-- 1 row: 2 cell (padding) --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;width: 400px;&amp;quot;| &amp;lt;!-- 1 row: 3 cell (article #2) --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;#039;&amp;#039;&amp;#039;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[[GCW17  Article 3|&amp;lt;span style=&amp;quot;color:black;&amp;quot;&amp;gt;GC History Interview #2&amp;lt;/span&amp;gt;]]&amp;#039;&amp;#039;&amp;#039; ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size= 4&amp;gt;I&amp;lt;/font size&amp;gt;nterviews with different members about how GC started, what it looked like at first and how it evolved over time. &lt;br /&gt;
This time Ghoul gives us an insight on how things worked in the past.&lt;br /&gt;
&lt;br /&gt;
[[GCW17  Article 3|Read more...]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|} &amp;lt;!-- end of table  --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Gwynzer</name></author>	</entry>

	<entry>
		<id>http://www.global-conflict.org/wiki/index.php?title=Global_Conflict_Weekly_index&amp;diff=988</id>
		<title>Global Conflict Weekly index</title>
		<link rel="alternate" type="text/html" href="http://www.global-conflict.org/wiki/index.php?title=Global_Conflict_Weekly_index&amp;diff=988"/>
				<updated>2013-06-07T20:20:13Z</updated>
		
		<summary type="html">&lt;p&gt;Gwynzer: /* Battlefield3 Campaign5 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Battlefield3 Campaign5 ==&lt;br /&gt;
[[GCW19]]&lt;br /&gt;
&lt;br /&gt;
[[GCW18]]&lt;br /&gt;
&lt;br /&gt;
[[GCW17]]&lt;br /&gt;
&lt;br /&gt;
[[GCW16]]&lt;br /&gt;
&lt;br /&gt;
[[GCW15]]&lt;br /&gt;
&lt;br /&gt;
[[GCW14]]&lt;br /&gt;
&lt;br /&gt;
[[GCW13]]&lt;br /&gt;
&lt;br /&gt;
[[GCW12]]&lt;br /&gt;
&lt;br /&gt;
[[GCW11]]&lt;br /&gt;
&lt;br /&gt;
[[GCW10]]&lt;br /&gt;
&lt;br /&gt;
[[GCW9]]&lt;br /&gt;
&lt;br /&gt;
== Battlefield3 Campaign4 ==&lt;br /&gt;
[[GCW8]]&lt;br /&gt;
&lt;br /&gt;
[[GCW7]]&lt;br /&gt;
&lt;br /&gt;
[[GCW6]]&lt;br /&gt;
&lt;br /&gt;
[[GCW5]]&lt;br /&gt;
&lt;br /&gt;
[[GCW4]]&lt;br /&gt;
&lt;br /&gt;
[[GCW3]]&lt;br /&gt;
&lt;br /&gt;
[[GCW2]]&lt;br /&gt;
&lt;br /&gt;
[[GCW1]]&lt;br /&gt;
&lt;br /&gt;
[[ICallIDTheft_interview]]&lt;br /&gt;
&lt;br /&gt;
[[Week 8 and 9]]&lt;/div&gt;</summary>
		<author><name>Gwynzer</name></author>	</entry>

	</feed>