Coin Masters

Battle Arena

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Pipeline Battle Rule Sheet

Arena Rules for Challenging a Pipeline Gatekeeper

A Pipeline Battle is a high-stakes Guild event that allows a team to challenge the Pipeline Gatekeeper for the right to convert an entire pipeline’s score into a guaranteed 100 percent.
Battles occur in the Battle Arena, a separate challenge dimension accessed only through the Real Exchange system.


1. Entry Requirements

A Guild must meet all of the following conditions to initiate a Pipeline Battle:

1.1 Guild Aid Mark Cost

10 Guild Aid Mark Cards must be exchanged to unlock Arena access.
• The exchange is irreversible.

1.2 Active Team Avatar

• The Guild must have a registered Avatar for the current pipeline cycle.
• Avatars may enter the Arena with or without buffs, depending on prior actions.

1.3 Pipeline Eligibility

• Only active pipeline cycles can be challenged.
• Final projects and capstones cannot be battled unless explicitly permitted.


2. Battle Format

The Pipeline Battle uses a coin-flip based combat system structured for fairness and tension.
There are two standard modes:

2.1 Standard Pipeline Duel

Best 2 out of 3 coin flips.
• Ideal for regular or lower-tier pipelines.

2.2 Advanced Pipeline Duel

Best 3 out of 5 flips.
• Used for upper-tier, multi-stage, or high-difficulty pipelines.
• The instructor or game master determines which mode applies.


3. Gatekeeper Modifiers

The Gatekeeper represents the difficulty, rigor, and mastery required for the pipeline.
To reflect this, the Gatekeeper may apply one or more modifiers:

3.1 Difficulty Tilt

The Gatekeeper may introduce a rule such as:
• The first flip does not count for the Guild unless they win by two consecutive successes.
• A flip ties unless it is distinctly won.

3.2 Conditional Buff Denial

Certain Avatar buffs may be disabled inside the Arena unless pre-approved.

3.3 Challenge Tokens

The Gatekeeper may impose thematic constraints that reflect the nature of the pipeline (e.g., logic, structure, creativity).

Modifiers must be declared before the battle begins.


4. Avatar Advantages

A Guild Avatar may bring the following advantages into the Arena:

4.1 Pre-Battle Buffs

• Pending buffs, such as the 2x Power Surge, may influence battle outcomes if a card or rule allows it.
• Buff effects must be declared before the first flip.

4.2 Guild Synergy Bonuses

If the Guild met certain classroom or RealVirtual achievements, synergy bonuses may apply. Examples:
• Advantage on the first flip.
• Tie-break protection.
• A one-time flip reroll.

All bonuses must be earned before Arena entry and validated by documentation.


5. Victory Effects

If the Guild defeats the Pipeline Gatekeeper, the following occurs:

5.1 Pipeline Conversion

• The entire pipeline for that cycle is converted into 100 percent score.
• All assignments within that pipeline are marked complete.

5.2 Avatar Prestige Gain

• The Team Avatar gains one Arena Crest, a badge indicating a victory over a Pipeline Gatekeeper.
• Crests may later unlock higher-tier Guild privileges, lore bonuses, or Forge abilities.


6. Failure Effects

If the Guild loses the Pipeline Battle:

6.1 Mark Loss

• The 10 Guild Aid Mark Cards used for entry are forfeit.

6.2 Pipeline Continues Normally

• No score modifications occur.
• The Guild must complete the pipeline as usual.

6.3 Avatar Fatigue

• The Avatar gains one Fatigue Mark, reducing its effectiveness in the next challenge unless removed through a Forge or recovery action.


7. Attempt Limits

7.1 One Attempt per Pipeline Cycle

A Guild may attempt one Pipeline Battle per pipeline cycle, regardless of outcome.

7.2 No Parallel Battles

Only one Guild may be inside the Arena at any given time for the same pipeline.


8. Documentation Requirements

Before a Pipeline Battle can begin, the Guild must submit:

• A Mark Exchange Contract documenting the 10-card cost
• Proof of active Avatar registration
• A declaration of all buffs intended for use
• Acceptance of any Gatekeeper modifiers

Failure to provide proper documentation voids the attempt.


9. Instructor / Game Master Authority

The instructor or game master may:

• Approve or deny challenges
• Modify difficulty for fairness
• Oversee coin flips
• Enforce documentation requirements
• Ensure consistency in Arena rules


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