Rules
EB Online rules aim to promote variation in armies deployed while
restricting army composition within reason. Please note that these rules
are enforced only for EB Online tournaments—they are not intended to
regulate casual gameplay.
🏆 Victory Conditions
Last man standing.
Special case: Your opponent is left with only cavalry. You outnumber
him by more than 2:1. You are chasing him around the map. If your
opponent does not attack within 5 minutes, you win.
⚖ Draw Conditions
Maps that are mountainous or contain a bridge or closely spaced
buildings will not be accepted in the tournaments.
If one player crashes during the game and it has not yet been decisive,
then there is no penalty.
If your opponent allows you to, you may restart the game without
penalty.
🕹 Gameplay Rules
💲 Budget
Each player shall have a budget of
36,000 mnai.
General's Bodyguard
You may only bring
one (1)
general's bodyguard unit.
Allied Generals
Allied generals are
prohibited from competitive league play.
Mercenaries
Faction | Mercenary Limit |
---|
Carthage | 14 |
Sauromatae, Marian and Imperial Rome | 8 |
All other factions | 6 |
Roman Eras
Rome must choose
one era from which to deploy factional units.
🔼 Upgrades
The only upgrade allowed is
one bronze chevron (experience).
👬 Unit Duplication Limits
Unit duplication limits exist to prevent unit spam and encourage richer
army composition.
⚠ Note that a unit's original cost determines its duplication limit,
before experience upgrades.
Cost | Limit |
---|
0 - 999 | none |
1000 - 1849 | 8 |
1850 - 2499 | 4 |
2500+ | 2 |
🚫 Fair Play Rules
- No running or charging through units with either infantry or
cavalry.
-
You may charge the enemy through your own units only if the
charging unit is infantry.
-
If your cavalry unit is completely surrounded, it may retreat
through the enemy.
- Cavalry may run through loose-form infantry.
-
No moving elephants or chariots through your own men (minor
contact is expected as elephants and chariots have a wide front).
- No moving cavalry through units with phalanx mode enabled.
- No flaming arrows.
- No engaged pike-turning.
-
If your pike unit is engaged with an enemy unit, you may not turn
it to face an enemy unit that is approaching your pike unit from
its rear or sides. Similarly, if an enemy infantry or cavalry unit
is charging at your phalanx’s rear, you cannot turn the pike unit
to face the enemy. You may only turn to meet an oncoming enemy at
your rear if the enemy has not entered into charging status.
- No picking up pikes while engaged.
-
If your phalanx mode unit is fighting with its secondary weapon
(e.g., axe, sword), you may not re-enable phalanx mode while in
melee. Only when your unit is removed from the melee may it
re-enable phalanx mode.
- Phalanx disengagement conditions.
-
If the phalanx is engaging one enemy unit (from the front, flank
or rear), it may disengage and form the phalanx again using the
following procedure:
- Disable phalanx mode.
-
Move out of the way of the attacking unit and form a coherent
line.
- Re-enable phalanx mode.
-
If the phalanx is engaged by more than one enemy unit, it must not
pull back to reform as explained above, but must stay in its
position to fight. However, even in this situation the phalanx is
allowed to disable phalanx mode and fight with secondary weapons.
- No firing missiles in melee.
-
This rule is violated when any of your missile units (arrow,
javelin, etc.) fire their missiles point-blank when engaging an
enemy unit. If you order your missile unit to attack an enemy unit
that is in melee range, you must use melee weapons. You may not
use the ranged attack.