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PLAYING THE GAME

Each game of Cruxe consists of four 25 minute quarters.

 

Each quarter contains as many bouts, or rounds of combat, as possible, with an extension given to the last bout started before the end of the quarter.

 

Eliminated players are back in the game at the start of every bout.

 

A game is won by the team with the most bout victories.

1. STRATEGY PHASE

Both Generals meet with their team's Unit Captains and a referee. They finalize and submit their “Grand Strategy” for the upcoming bout.

 

Referees are told what Units and Unit Captains will do up until the first clash with the opposing team, the timing or pre-clash formations that will take place, and which players (if any) have specialist roles to be revealed during the bout.

 

This is for a referee to accurately enforce Desertion penalties (due to non-engagement, unit abandonment, insubordination etc). Unit Captains must inform any member of their unit if they were selected as a Specialist Role immediately after the Strategy phase is over.

2. MOVEMENT PHASE

Both teams move to their starting area in their respective deployment zones.

 

Salutes are done towards the opposing team, after which, referees signals by whistle that the Combat Phase will begin. 

3. COMBAT PHASE

The Neutral Zone is open for movement.

 

Unit Captains communicate solely using field commands until the initial clash, then can switch to normal speech.

 

Generals can communicate openly with the Reserves Unit.

4. CONCLUSION PHASE

A bout is ended when one side has lost all of their men, a general is eliminated, or a narrative outcome agreed upon before the match has been achieved.

 

Teams return to their side of the field and Generals may reassign Units, change Unit Captains, and substitute injured players.

 

Generals may not be replaced mid-match. All changes must be reported to the referees before the next bout.

HALF TIME

A 30-minute break to play occurs after the end of the second quarter.

VICTORY

The team at the end of the fourth quarter with the most bout victories is the winner!

 

In the case of a tie, the Generals come to the center of the field and duel each other. The victor wins the game for their team.

GENERAL

1 PER TEAM

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The General acts as the team’s strategist and commander. Before each bout, the General develops a Grand Strategy and communicates it privately to Captains and Referees. The General controls the Reserve Unit and may respond to field developments accordingly. In the case of a tie, the Generals of each team must come to the center of the playing area and duel each other for victory. This means that a player who is chosen as a team’s General must not only be a great shotcaller, but a developed duelist.

CAPTAIN

3 PER TEAM

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Unit Captains are assigned to each Unit. They alone receive the Grand Strategy from the General and are responsible for movement, formation, and tactical adjustments during combat. After the first engagement, Captains have full control over their units. 

SOLDIER

9-29 PER TEAM 

DEPENDING ON GAME SIZE

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Soldiers are the backbone of the team, and are responsible for following their Captain’s orders throughout the game despite the Fog of War, unaware of the Grand Strategy. 

Each team in Melee consists of an odd-numbered roster ranging from thirteen (13) to thirty-three (33) athletes. 

 

You are given the liberty to decide the division and formation of your team. Teams are divided into four Units (sans General) and named Unit 1, Unit 2, Unit 3, and Reserves. Units 1-3 have a Captain as an included member of their Unit. The General controls the Reserves Unit.

In Cruxe, the chain of command goes from General to Captain, and from Captain to Soldier. A Captain cannot reveal the General’s Grand Strategy to their soldiers, but must marshal their unit during the Movement Phase according to the Grand Strategy; however, the General can inform the Reserves Unit

 

This chain of command encourages immersive play, tactical learning, and controlled battlefield uncertainty of the soldiery—referred to as the Fog of War. This never-before-seen framework allows Cruxe to grow to matches of up to sixty-six (66) players easily. 

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Chain of Command

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 Official Sport Rules

Cruxe (pronounced Crucé) is the consummate sport of warfare, drawing inspiration from rank and file battles. As a footsoldier in Cruxe, you will learn in real time the plan of your Unit Captain, and will be marched and wheeled in a variety of formations to engage in combat with the opposing team–all acting according to your team General’s Grand Strategy.

The field of battle is measured into three primary zones: two “Deployment Zones” located on either side and a central “Neutral Zone.” Regardless of field size, each deployment zone covers 25% of the field, and the neutral zone takes the remaining 50%. Deployment zones may contain match dependant features, such as a Medic Area, used in Elimination formats, and a Battle Standard Zone, used in Capture the Flag games. 

 

Each team is assigned a ReArmament Area, located near a corner on their side of the field. These ReArmament Areas serve as a restocking zone for Cruxe Targets unless restricted by the current game mode.

 

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