ardent

Fight Rules

Important Notes If you are challenging someone to a fight, it is your responsibility to notify the other player that they are being challenged. We will not tolerate players deliberately misleading others into losing.

Rules for Tier 1 fights, Raids, and Sieges are much stricter. Default timers are 3 days, no exceptions. See each corresponding Guidebook sections for the detailed rules for each fight type.

General Rules

  1. Judged fights (both Tier 1 and Tier 2 fights) must include actual fighting in order to be judged.

  2. A player's character should have an in-character basis in which to challenge another character, excluding pack challenges.

  3. Fight type cannot be changed in the middle of a fight. (E.g. m if a fight starts as a spar, it cannot be escalated to a maim; you must finish the first fight before initiating a maim fight.)

  4. If a character attempts to exit a thread a challenge can only be made if three days have not passed since the exit post. After three days the exit is considered successful and the character can not be challenged.

  5. If a player chooses to make the results of a maim or dispute worse than intended by their opponent through either worsening the maim or killing off the character as a result of the maim, that result cannot be reasonably used as justification for an increased level of retaliation against the opponent.

  6. Editing a fight post runs the risk of immediate disqualification. You may ONLY edit a fight post if you are fixing something such as broken coding, small typos, errors in the Fight Form, etc. If you edit a fight post, you MUST post in the fight-club channel on Discord, linking the post and explaining what is being edited - a judge will verify the edit and respond.

  7. In Tier 2 fights, races, and flee attempts, one item may be used in a fight, and the item must be stated in the first round and every subsequent round.


Initiating a Fight

  1. All fights must begin with a Round 1 to be considered official.

  2. The number of rounds in a fight is always determined by the player being challenged..


Responding to a Fight

  1. When challenged to a fight, the challenged character must respond within 3 days.

  2. The 3 day default timer begins in the first round of a fight.

  3. If you believe you are being challenged unfairly please contact an Admin to resolve the problem. Challenges should not have superficial reasons behind them. In the case that a player feels a fight is unfair, a staff vote will determine whether the fight will continue or not.


Defaulting a Fight

  1. A fight is considered defaulted when a participant doesn't reply within 3 days time.

  2. If you and your opponent have agreed to flexibility regarding default timers, this must be stated in your posts as an OOC note and if it isn't stated clearly, judges will disregard any claims of flexibility. Note again that T1 rules, raids, and sieges do not have default timer flexibility.

  3. In the event a fight has been defaulted, it will be defaulted in favor of the player who last posted (before the default request), regardless of who requested the default.

  4. Only players who are involved in a fight may request for it to be defaulted.


Immunity

  1. Excluding spars, dominance fights, and raids and sieges, the winner of a fight gains a two-week immunity from challenges of that same type. This means that a character who wins a minor maim challenge cannot be minor maim challenged again for two OOC weeks. They can be challenged to a dominance match, an ownership challenge, or any other type of challenge except a minor maim challenge. Likewise, a character who wins an ownership challenge cannot be challenged to dispute that claim again for two weeks, including both force claims and freedom challenges as they both fall under the same fight type (please see "Claiming in the Battlefield or the Boneyard" in the "Ownership & Freedom Challenges" section below for an exception to that specific challenge).

  2. Spars and other dominance challenges are excluded from immunity due to being so minor as to not cause any major challenge to a player. Raids and sieges do not allow for an immunity to specific fight types either, as it by necessity must take place in a short period of time.


Flee Attempts

Characters are allowed to attempt to flee an official fight. If successful, the fight is ended without consequence to the fleeing character. This is not allowed for pack challenges or death matches, nor can an alpha attempt to flee from a claim/freedom challenge for a pack member.

  1. To flee a fight, simply post an attempt to flee alongside the Flee form found on your character's profile.

  2. A judge will roll the flee attempt to see if you are successful. If you are successful, you are considered to have successfully fled a fight. If you are not successful, you must fight.

  3. The three day default time will start from the time your flee results are posted. Likewise, you must post a flee attempt within the three day default time, or you will be considered defaulted.

  4. When a request for a flee is posted, the timer for the fight is paused. It will resume as soon as the results of the flee are posted. However, if a flee request is not posted within the normal default time, it will not count.

  5. If a character flees a fight, they must flee the thread entirely (another post after a flee attempt success is not necessary; exiting can be assumed).


Multiple Participant Challenges / "Melee Fights"

  1. Fights may have multiple opponents with a limit of 6 participants total and should have two rounds. All participants must start on the same round (other characters may not jump in after the first round).

  2. In melee fights, the highest score on each side will be taken as the total score. The highest scoring character is also the one who will effectively complete their maim in the event of a maim fight, and in raids they will be the character who gets the knockout.

  3. Fights must happen in the chronological order of posting. If A, B, and C all attack an opponent, they must attack again in the same order.

  4. In the event of a default, the entire team is considered to have defaulted.


Fight Types

Spars & Dominance Challenges

  1. Spars & Dominance Challenges are a Tier 2 fight and are judged using that system.

  2. Spars & Dominance challenges have 1 to 3 rounds max, and may have more than 2 participants.

  3. Spars are practice fights, while dominance challenges are for settling disputes between characters. These are the bread and butter of Ardent's fight system, with most fights falling under this type. Dominance fights can be used to punish the losing character, as long as the punishment does not fall under maim challenges, or to force a character to do something that doesn't fall under another fight type such as breeding or ownership. They can also be used to challenge for higher ranks if a pack's rules allow it.


Minor Maim Challenges

  1. Minor maim challenges are a Tier 2 fight and are judged using that system.

  2. Minor maim challenges have 2 to 3 rounds max, and may have more than 2 participants..

  3. Minor maims are relatively small maims such as scarring, removal/tearing of small appendages (such as ears and toes), and breaking bones/tendon damage that results in only minor permanent damage. Mutation removal/breaking is not considered a minor maim.

  4. Maim challenges are disputes that end with permanent physical maims to the losing character. In a maim challenge the maim that each player intends to afflict, in the event that they win, must be clearly outlined in the first round of the fight and may not be changed afterward. E.g., BOB vs GARY for MAIM (left eye scar).

  5. For a maim challenge to succeed, the challenger must win the challenge and have made a viable attempt at maiming the opponent during the fight. So. If my character Bob challenges Gary and wishes to blind Gary, Bob must both win the challenge and have made some sort of attack to Bob's vision during the fight for the blindness to be accepted by the judges.


Major Maim Challenges

  1. Major maim challenges are a Tier 1 fight and are judged using that system.

  2. Major maim challenges have 2 to 3 rounds max, and may have more than 2 participants.

  3. Major maims are maims that cause severe permanent damage to a character such as full tail removal, blinding (partial or full), crippling, and castration. Please see an admin or judge if you are uncertain where a particular maim would fall.

  4. Unacceptable major maims, unless explicitly agreed upon by both participants: Tongue removal, vocal cord removal/maiming, womb removal, and nerve/brain damage.

  5. Maim challenges are disputes that end with permanent physical maims to the losing character. In a maim challenge the maim that each player intends to afflict, in the event that they win, must be clearly outlined in the first round of the fight and may not be changed afterward. E.g., BOB vs GARY for MAIM (left eye scar).

  6. For a maim challenge to succeed, the challenger must win the challenge and have made a viable attempt at maiming the opponent during the fight. So. If my character Bob challenges Gary and wishes to blind Gary, Bob must both win the challenge and have made some sort of attack to Bob's vision during the fight for the blindness to be accepted by the judges.

  7. There are no default time extensions allowed in major maim challenges. Defaults are strictly enforced.


Breeding Challenges

  1. Breeding challenges are a Tier 1 fight and are judged using that system.

  2. Breeding challenges have 2 to 3 rounds max, and may have more than 2 participants.

  3. Breeding challenges involve characters who want to forcibly claim a mate, whether or not that character already has a mate, or to impregnate another character. The challenger may have to fight the character they intend on claiming, or the mate of that character or both, depending on the circumstances. That being said, couples are allowed to fight together to defend their right to stay together.


Ownership & Freedom Challenges

  1. Freedom/ownership challenges are a Tier 2 fight and are judged using that system.

  2. Freedom/ownership challenges have 2 to 3 rounds max, and may only have 2 participants.

  3. When you are claimed, you may not challenge for your freedom for two weeks. If you initiate a freedom challenge and lose, you have another two week cooldown until you may challenge for your freedom again.

  4. Characters who have a tier two or higher rank in a pack, or are the leader of a band, may challenge to have any character added to their pack whether they are currently in a pack or not.

  5. The character responding to the claim could be any of the following:
    • The mate of the claimed character,
    • The parent of a pup under a year old,
    • or a Tier 2 or higher member of the claimed character's current pack, or the leader of the character's band (if not a loner).

  6. Claiming in the Battlefield or the Boneyard:
    • A loner in the battlefield or boneyard not in a fight can be claimed immediately by any Tier 2 or higher pack member or band leader.
    • Another Tier 2 or higher pack member or band leader can dispute the claim within three days.
    • If more than one Tier 2 or higher character, or band leader, disputes the claim, they're resolved based on the order posted.

  7. Challenging for your freedom when claimed by a pack or band:
    • Characters claimed by packs or bands can challenge for their own freedom at any time (remember .
    • The challenge must be directed at a Tier 2 or higher pack member of the pack they have been claimed by or the band leader.
    • Characters who know the claimed wolf can also challenge for their freedom if they hold a Tier 2 or higher rank in their own pack, or if they lead a band.

  8. You may not challenge to claim a primary alpha, or the leader of a band. Any other rank in a pack is eligible for an ownership challenge.

  9. Concerning gaining a character's freedom: A character who has been force claimed must gain their freedom by challenge or being set free - setting the character inactive does not release them from their previous captive state. A character set inactive during their captivity may be reclaimed by their previous captor without the captor needing to force claim them again as long as the captor's player states that intention within three OOC days of the captive character's return to activity. In the event that a pack is dissolved or disbanded, all characters force claimed by the pack are freed along with the regular members, but a pack changing hands through IC means such as pack challenges or inheritance does not automatically give force claimed characters their freedom.


Death Matches

  1. Death challenges are a Tier 1 fight and are judged using that system.

  2. Death challenges have 2 to 3 rounds max, and may not have more than 2 participants.

  3. Death challenges can be made by any character and may occur between any two characters. Given the nature of death challenges, the challenger must have solid in-character reasoning behind their challenge before a death challenge is approved (unless you and another player agree). If you feel your character is being challenged to the death unfairly, please contact an Admin immediately. Once a death challenge is started, neither player is allowed to back out.

  4. The losing character of the death challenge can be killed by the winner. The winner of the death challenge receives a two week immunity in which they cannot be challenged to another death match.

  5. There are no default time extensions allowed in death matches. Defaults are strictly enforced.


Please see the Claiming & Challenging For Packs page for detailed rules about these fight types.