L5R Drunken Master Rules - Version II.I
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Introduction


Welcome brave Samurai, to the fields of battle. This documents is to advise you of the rules of dueling and combat in the world of Legend of the Five Rings' Drunken Master Tournament. 

 

Version 1 - Bring your Celestial legal deck and there are new funky rules for each round based on a mini-Status deck. The status deck will have 12 cards. Each of the following options will have two cards. Each round, after opponents are declared, one of the Status cards will be revealed and be active for that round. (That does mean that some option can come up twice and other may not come up at all).

 

Version 2 - The status deck will have one of each card, including a card that reads - This is a normal CE game (This option has been removed for II.I). Four - Five cards will be used in the tournament, each card only being used once. Many of the style names have been changed to CE card titles for favour!


Option 0 - Celestial Alignment

No change, base Celestial rules and decks. (This option is not being used in II.I)

 

Option 1 - Deploy Reserves

Your clan's main army is otherwise occupied. Switch to another legal stronghold from your clan, keeping your deck otherwise unchanged.

 

Option 2 - Drunken Nostalgia (Drinking Points)

Gain 1 drinking point for each:

Province Destroyed,

+8 honor you gain (in one turn)

4 honor loss you cause another player (in one turn)

Ring you play by it's own text

The player who ends up with the most drinking points wins, when the game ends (including time called).

 

Option 3 - 'Highlander'
Strip your deck, all cards are unique, no multiples of cards.  (Yes you can have less than 40/40)

 

Option 4 - Imperial Command - (Old Style) Imperial Rules
The rules as they where a long time ago: 

No 'once per turn' for actions/reactions. 

Duelist = Double Chi

Old style Favour. (go home, draw card, prevent honour loss)

Old style dueling (Focus from hand only unless cards specify otherwise).

 

Option 5 - 'Suicide'
Each player picks 4 dynasty and 6 fate cards from their deck. and that is his whole deck in this game.


Option 6 - 'Ultimate Stronghold'
Your stronghold has the best stats and all abilities of 3 currently legal strongholds for you clan (yes, you must have all 3 strongholds on hand)


Option 7 - Unfamiliar Ground - 'Old man style'
Switch decks with your opponent.

Option 8 - The Karmic Cycle
Use any legal stronghold from another (different) clan. This stronghold has your clan alignment but all other abilities remain as printed.

 

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