Dvd
Regular
While playing a real battle in M&B I had some incredibly fun experiences. I got on top of this hill, not too steep. Against horseback only people. As the horses charged up the hill they reached the top. I sidestepped and as they ran past I got the horse in the back. It tumbled down the hill and threw THE RIDER OFF A CLIFF. And, in the same battle, a knight charged me. I switched to me sword and did the cool little thrust move, and then held it. 3... 2... 1... STAB! Just as I stabbed I jumped. I hit the knight in his face, killed him, and then sent him and his horse flying down over the hill, while at the same time jumping over the stampeding horse.
How it works:
Now, on to the mechanics of this arena battle. It consists of 3 rounds.
Round 1:
The first round consists of a hill, 10 knights on horseback, and the player. The player starts on top of the hill. There is an invisible box preventing him from leaving the top. As the knights charge through the player must defeat them. If a knight is unhorsed OUTSIDE of the invisible box he gets knocked unconscious. NPCs are allowed to enter and exit the invisible box. The PC is not. The PC wins when:
1.) He has held the hill (not gotten knocked unconscious) for 5 minutes.
2.) He has knocked all the knights unconscious.
Round 2:
The second round consists of a hill, 10 knights on foot, and the player. The player starts on top of the hill. There is an invisible box preventing him from leaving the top. As the knights run/walk through the player must defeat them. If a knight on foot gets outside of the invisible box after entering nothing happens. NPCs are allowed to enter and exit the invisible box. The PC is not. The PC wins when:
1.) He has held the hill (not gotten knocked unconscious) for 5 minutes.
2.) He has knocked all the knights unconscious.
Round 3:
The third round consists of a hill, 10 knights on horseback, 10 knights on foot, 3 crossbowmen on foot, 1 archer on foot, 1 knight on foot. The player, 3 crossbowmen, 1 archer, and 1 knight, start on top of the hill. There is an invisible box preventing them from leaving the top. As the knights charge/run/walk through the box they must hold them off. If a knight on horse is unhorsed outside of the box he is knocked unconscious. If a knight on foot gets outside of the invisible box after entering nothing happens. NPCs are allowed to enter and exit the invisible box, except those who start on top of the hill. The PC is not. The PC wins when:
1.) He has held the hill (not gotten knocked unconscious) for 5 minutes.
2.) He has knocked all the knights, except those who help him, unconscious.
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By increasing the bets you put yourself against 5/10/15 more men. So:
200 Denar Bet = 5 more knights (0+5)
400 Denar Bet = 15 more knights (0+5+10)
600 Denar Bet = 30 more knights (0+5+10+15)
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Also, the Denar Bet affects all enemy NPCs. So, in round 3 for example with a 200 Denar Bet you will face 15 Knights on horseback, and 15 Knights on foot. EXCEPT: Your allies will NOT be increased.
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That is Arena: King of the Hill.
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-Dvd
How it works:
Now, on to the mechanics of this arena battle. It consists of 3 rounds.
Round 1:
The first round consists of a hill, 10 knights on horseback, and the player. The player starts on top of the hill. There is an invisible box preventing him from leaving the top. As the knights charge through the player must defeat them. If a knight is unhorsed OUTSIDE of the invisible box he gets knocked unconscious. NPCs are allowed to enter and exit the invisible box. The PC is not. The PC wins when:
1.) He has held the hill (not gotten knocked unconscious) for 5 minutes.
2.) He has knocked all the knights unconscious.
Round 2:
The second round consists of a hill, 10 knights on foot, and the player. The player starts on top of the hill. There is an invisible box preventing him from leaving the top. As the knights run/walk through the player must defeat them. If a knight on foot gets outside of the invisible box after entering nothing happens. NPCs are allowed to enter and exit the invisible box. The PC is not. The PC wins when:
1.) He has held the hill (not gotten knocked unconscious) for 5 minutes.
2.) He has knocked all the knights unconscious.
Round 3:
The third round consists of a hill, 10 knights on horseback, 10 knights on foot, 3 crossbowmen on foot, 1 archer on foot, 1 knight on foot. The player, 3 crossbowmen, 1 archer, and 1 knight, start on top of the hill. There is an invisible box preventing them from leaving the top. As the knights charge/run/walk through the box they must hold them off. If a knight on horse is unhorsed outside of the box he is knocked unconscious. If a knight on foot gets outside of the invisible box after entering nothing happens. NPCs are allowed to enter and exit the invisible box, except those who start on top of the hill. The PC is not. The PC wins when:
1.) He has held the hill (not gotten knocked unconscious) for 5 minutes.
2.) He has knocked all the knights, except those who help him, unconscious.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
By increasing the bets you put yourself against 5/10/15 more men. So:
200 Denar Bet = 5 more knights (0+5)
400 Denar Bet = 15 more knights (0+5+10)
600 Denar Bet = 30 more knights (0+5+10+15)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Also, the Denar Bet affects all enemy NPCs. So, in round 3 for example with a 200 Denar Bet you will face 15 Knights on horseback, and 15 Knights on foot. EXCEPT: Your allies will NOT be increased.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
That is Arena: King of the Hill.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-Dvd