The Golden Nugget is one of Las Vegas's premier
casino arenas. High-tech wizardry and innovative engineering
have bolstered the Nugget's reputation throughout
the circuit. Duellists have given the facility high marks
for its design, but have damned the arena's management for
their unfair traps and higher-than-average body counts. The
AADA is looking into the allegations.
Arena Notes:
The outer walls are 20 feet high and 80 DP. All interior
obstacles are 10 feet high and are indestructible. During
combat, all arena gates are left in the open position. The
arena floor is divided into thirteen distinct zones, each
one identified by number or letter. Each zone is
subsequently divided into thirty-six modular blocks; the
horizontal side represents the X-axis, the vertical side
represents the Y-axis.
Arena Map:
Arena Schedule:
Monday |
Amateur Night |
Tuesday |
Challenge Night |
Wednesday |
AADA Divisionals |
Thursday |
Corporate Cup |
Friday |
Special Events |
Saturday |
Team Events |
Sunday |
Closed |
Arena Special Events:
Drop Out: Before this event begins, the referee must
have two decks of standard playing cards (shuffled together,
no joker cards) and 2d6 (each a different color).
At the end of each second, the referee draws one card. The
referee will then locate the section where the card
indicates and roll 2d6. The dice roll will determine what
subsection will drop out of the playing field (however, aces
are considered "safe" cards; nothing happens). Being 3/4 to
completely on a dropping square will cause a contestant to
drop through the arena floor. Being half on or less will
cause a D5 hazard, 1d6 damage to the underbody, and 1d6-1 to
the affected tire(s). The only exception to the rule is when
a vehicle is half on the dropping square while facing into
the hole. In this case, he/she will drop through. Re-roll
the dice if an vacant subsection is chosen again.
To entice contestants to enter the danger areas, the referee
can set up victory conditions that will force duellists out
of the safety zone. Conditions such as a maximum time limit
in the safety zone, bonus points, only allowing points to be
scored in the danger areas, booby-trapping the safety zone
or making the safety zone off limits (with the
exception crossing it) could be used.
Underground Surprise: This is similar to the Drop Out
scenario, but with one exception. Instead of the floor tiles
dropping out, the tiles are sprayed with various dropped
liquids and gases. Roll 2d6 and consult the chart below.
2 |
Cloud Bomb Smoke Screen
|
3 |
Flame Cloud
|
4 |
Ice |
5 |
Oil |
6 |
Flaming Oil
|
7 |
Flaming Oil
|
8 |
Oil |
9 |
Ice |
10 |
Flame Cloud
|
11 |
Cloud Bomb Smoke Screen
|
12 |
Roll again, ignore if 12 rolled
again. |
|