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  1. Use https://markdownlivepreview.com/ to read
  2.  
  3. # «NUCLEAR THRONE SUMMER GAMES: PLASMA BALL RUN»
  4.  
  5. ## 1. Game Board and Cell Types
  6.  
  7. | Color | Purpose | Effect on Stop |
  8. |-----------|-----------------|-----------------------------------------|
  9. | **White** | Regular | Nothing happens |
  10. | **Yellow**| Boss Cell | *During the next duel*, you choose the format (rapid / nomelee / speedrun).<br>Otherwise — they can agree or choose the random format.|
  11. | **Orange**| Chaos Wheel | On resolve, the wheel spins: "skip Weekly Challenge reward," "+1 step," "-1 step," "auto-win/auto-lose round 1," etc. |
  12. | **Red** | Stop Cell | The player skips the next Weekly Challenge **and** both upcoming duels |
  13. | **Green** | Luck Wheel | Same as orange, but only positive events in the sector |
  14. | **Gray** | Lore Cell "Vault" | After a duel: the player can take/remove a **crown** (§ 5) and, if this is the first visited vault and no one else has been here yet, receives **proto-mutant remains** |
  15.  
  16. ---
  17.  
  18. ## 2. Movement
  19.  
  20. 1. **Move length** is determined _after_ each duel by rolling **d3** for both players.
  21. 2. After getting the result (1–3), the player moves forward. Remaining steps can be _voluntarily_ forfeited to end the turn on any cell.
  22. 3. You can skip "Duel's day" and get technical defeat instead (d3 roll)
  23.  
  24. ---
  25.  
  26. ## 3. Duels
  27.  
  28. - Held on **weekends**.
  29. - Players within **closest** distance are randomly paired. If the number of players is odd, the lone player gets `+2` steps and rests.
  30. - The battle format is determined by the cell color (see § 1).
  31. - From round 2 of each battle, a random **modifier** is added.
  32. - Winner rolls d5 instead of d3
  33.  
  34. ---
  35.  
  36. ## 4. Bonus Dice
  37.  
  38. - **Weekly Challenge** and **Daily/Weekly** rewards: Top-10 in **Daily/Weekly** gives the player **bonus-d3** roll.
  39. - It will be automatically added on **Friday** before duel formation.
  40.  
  41. ---
  42.  
  43. ## 5. Crowns
  44.  
  45. | Crown | Effect |
  46. |---------------|----------------------------------------------------------------------------|
  47. | **Haste** | `+1` to all rolls, but **auto-defeat** in round 1 of each duel |
  48. | **Luck** | On defeat — mandatory `+1` step w/o roll; on victory — get random "green" bonus |
  49. | **Hatred** | All cells for the player are considered orange, except yellow |
  50. | **Love** | Effects of orange cells are **doubled** |
  51. | **Blood** | `+1` to all rolls; **does not** receive bonus-d3 from Weekly/Daily |
  52.  
  53. - On the first visit to a vault, the player draws **2 random** crowns and keeps one.
  54. - On any gray cell, the crown can be **changed** or **removed**.
  55.  
  56. ---
  57.  
  58. ## 6. Proto-Mutant Remains
  59.  
  60. - Entering any vault gives the player **remains** of the proto-mutant.
  61. - If the player is the leader, they have -1 to their non-weekly-bonus rolls when possessing **remains**.
  62. - Defeating the owner of remains allows the player to take them, but the defeated player loses their remains.
  63. - At the end of the campaign, players with the **highest number** of remains are rewarded.
  64.  
  65. ---
  66.  
  67. ## 7. Weekly Timeline
  68.  
  69. ```text
  70. Saturday — Duels
  71. ↓ Resolve (orange/green wheels)
  72. Sunday — Duels
  73. ↓ Resolve
  74. Mon–Fri — Weekly Challenge
  75. ↓ Resolve
  76. (Cycle repeats)
  77.  
  78. ```
  79.  
  80. ## 8. Duels Rules
  81.  
  82. ## 8.1. General Rules
  83.  
  84. - Use NTT v100.029, 4:3 aspect ratio and 30fps, 0% freezeframes
  85. - Using mods that aren't listed or aren't of the same version is forbidden and will result in disqualification. Also you can't use any commands for exception of "/loadmod", "/loadloc" and etc. This rule does not apply to purely cosmetic mods.
  86. - Each participant must turn on the timer in the game settings.
  87. - As all matches will be streamed live on Twitch, players must be able to stream Nuclear Throne.
  88. - Players may be late for a match no more than 15 minutes. Otherwise, they will be given a technical defeat.
  89. - Every round the Wheel with modifiers will be spun.
  90. - If a modifier contradicts the rules, the modifier's rule overrides it.
  91.  
  92. ## 8.2. Speedrun
  93.  
  94. - Bo5 format
  95. - Mods required: `tournament`.
  96. - Each round players must play a character that they have not played in that match.
  97. - The round ends when one of the players reaches the goal of the round.
  98. - Proto Chests and the use of starting loadouts are prohibited.
  99. - Restarting is prohibited
  100. Description of each round's objectives:
  101. 1, 2 - Sit the Throne
  102. 3, 4 - Captain
  103. 5 - All Bosses
  104.  
  105. ## 8.3. `NoMelee` Crown Clash
  106.  
  107. - Bo3 format
  108. - Mods required: 'nomelee', `grillskills`.
  109. - Before the first round starts, both players must ban one character that no one will be able to use in the current match.
  110. - Each round players must play a character that they have not played in that match.
  111. - Each round 2 weapon mutations will be chosen by random (except long arms). Enable them using the mod.
  112. - Winner is decided by the "Time Rule".
  113. - Proto Chests are prohibited.
  114. - Crown of Blood must be taken ASAP (at 1-2 L1 or 3-2 L1).
  115.  
  116. ## 8.4. `Rapid` Crown Clash
  117. - Bo3 format
  118. - Mods required: `seed`, `grillskills`, `ntsg_rapid`, 'lesslag' (optional).
  119. - Before the first round starts, both players must ban one character that no one will be able to use in the current match.
  120. - Each round players must play a character that they have not played in that match.
  121. - Players must start with Crown of Destiny. Golden Weapons are allowed. Protochest is prohibited.
  122. - Winner is decided by the "Time Rule".
  123.  
  124. ## 8.5. The "Time Rule":
  125. When one of the players dies:
  126. - Add 10 minutes to the dead player's in-game timer; the living player has until this time to reach the stage where the dead player died.
  127. - If the living player dies on this stage, the dead player wins.
  128. - If the living player beats this stage, the living player wins.
  129. - If both players die on 1-1, the one who died first wins the round.
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