Censerball rules

Alliance Chicago

Adept
Owner
Chicago Staff

Objective

Two teams of three compete to protect their pyre while scoring on the enemy’s pyre using the Star Orb. First to 15 points wins.

Roles (choose one per player)

Class
Weapon StyleSpecial TechniquePackets Per Round
Movement
Throw Points
Rush Points
ClawShort SwordN/A
1​
Sprint1 point2 points
BladeLong SwordMay throw all packets at once.
3​
Jog2 points4 points
BiteTwo-HandedCan throw the orb as if it were a packet.
Can twice a round activate endow to run 5 steps.
2​
Walk3 points6 points

Rites Summary

  • Each round starts with the orb in the middle; any rusher may pick it up.
  • Each team must always have 1 rusher and 2 defenders.
  • The Rusher may move and attack
  • Defenders are pinned and may only swing weapons.
  • Holding the orb makes you a rusher by default. Holding the orb also prevents you from attacking with a weapon or packet.
  • Once any points are scored, the round resets.

Swapping Rushers​

  • The team without the orb may designate a rusher:
  • The current rusher says: “(Name), Ready!”
  • Defender responds: “Prepare to die!”

Combat & Respawn​

  • If hit by a weapon or packet, you are banished to your pyre and count to 10 seconds before rejoining. The 10 second timer begins immediately upon banishment.
  • If hit while holding the orb, drop it immediately.
  • All packet attacks require an incantation: “I call upon the stars to banish you!”

Passing the Orb​

  • Pass instantly to an adjacent player.
  • Throw to the ground on a two-count (“1…2…drop”).

Scoring​

  • Throw orb into enemy pyre → Throw Points(based on class).
  • Jump into enemy pyre yourself → Rush Points (based on class) and you are banished for the duration of the next round.
 
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