Registering:Registering is simple. Simply come up with 7-8 player names, one of which can be your Fight System character, and a team name. All players except your Fight System character will have bases stats of 6 Strength, 6 Agility, 0 Luck, 0 Magic, 1 Speed and 1 Guile. You will recieve 2 Speed points and 2 Guile points to give to any of your players. (The Agility and Strength can be altered the same as registering a normal fighter; at least 4 in each.)
Leveling:The stats earned in Kestles are transferable between Kestles and The Classic Fight System, and vice versa. In otherwords, whatever your Fight Stats are, your Kestles stats are the same.
You earn Level points in Kestle for every active player at the end of the match. You earn two XP for ever active player. You can then spend these points to buy Strength, Agility, Guile, Pass, or Speed points.
Strength/Agility:5 XP = 1 point
Guile/Pass/Speed: 10 XP = 1 point
Magic:7 XP = 1 point
Luck:12XP= 1 point
Points purchased may be given to any player.
The Rules... or How to Play Kestles:Face Off: To decide who gets the ball first, the ball is dropped in the center of the field. Two players then face off for it. This is one of the few instances where it will be Attack vs Attack.
Your Strength vs. Your Opponent's Strength
The winner takes the ball and can then move.
You may move one person on your team so many squares per turn, based on their SPEED stat. For instance, if you have a SPEED stat of 2, you may move 2 squares. You may move vertically, horizontally, and diagonally.
If you wish to PASS, this will be your turn. Passes are, for now, always successful. You may pass as far as your PASS stat allows. 1 PASS = 1 Square.
When opposing players meet, they clash. If your opponent has the ball, you may ATTACK them as you would in the normal fight system. A WEAK attack does minor damage and will steal the ball from them. A STRONG attack or MAGIC attack, while illegal, will do substantial damage and STUN that "player" for one round. This means that when your opponent takes their turn, they cannot move the player you STUNNED.
If you're on the defense, the same holds true for BLOCKS, COUNTERS, and REFLECTS. Blocks are no damage, no foul. COUNTERS and REFLECTS are high damage and illegal.... but that doesn't stop you from doing it, now does it?
To capture a Kestles, simply move your ball carrier into the square the Kestle is located in. Once there, hold onto the ball until you can move a NEW "player" from the sidelines to that Kestle. So... if you're capturing the FINAL Kestle, which would be on the far side of the field, you've got a long wait for that runner, so fight well and try to put some people between your ball carrier and your opponents.
There can be no more than two players in any square, so if you're capturing a Kestle, stick another player in the ball carrier's square. In order to enter that square, you must attack the extra man (ie. the one without the ball) successfully. Should your attack beat his defense, you will knock him out of the square and the ball carrier will be open to your attacks.
Repeat this process until you have all the Kestles on the field and you've won!
Posting Your Move:"Player" refers to a single player on your team, not the whole team.
Simply RP and post like you would in the Fight System. Use PASS, WEAK, STRONG, ect... and I'll take care of stats and rolls.
When moving or reffering to an opponent in another square, PLEASE post the location on the field. The Field is a simple alpha-numeric grid, kinda like the Milton Bradley game, Battleship. So if you're in square A-1 and move one square to the right, you're in A-2.
You may move AND attack in the same turn, but it must be the same player. In otherwords, you can only attack and move if you're moving into a square with an opponent. If you move into an empty square.... then your turn is over.
Placing Your Players:There are three times you'll have to place your players: At face off, when a Kestle is in dispute, and when a Kestle is captured.
1. Initial Face Off: You'll have two players. One is placed in the center of the field to face off for the ball. The other can be placed anywhere BEHIND the center line. So if you have the left side of the field... you can't be past the number four column of the field.
2. Disputed Kestle: When you get a ball to a Kestle, a runner needs to come in to join the team for that Kestle to be considered captured. You may start them at any square in the number 1 column, or 9 column depending on which side is yours.
3. After you capture a Kestle, players reset to face off for possession of the ball again.
Weather Conditions:There are FOUR types of weather conditions, which only affect play on OPEN arenas.
Sunny: Ideal conditions. No affect to stats.
Windy: Reduces passes by 1, but will not lower BELOW 1.
Snow: Reduces attacks by 2, but will not lower BELOW 1.
Rain: Reduces defense by 2, but will not lower BELOW 1.
The Arenas:There are three major regions where Kestles is popular: Evin, Enrias, and Atol. Each of these regions plays a little differently and has different outlooks on the game. Their arenas tend to reflect this.
Evin Stadium: The "midground" for Kestles players. This stadium is well taken care of and the people here tend to be strict about rules. The Kestles here are represented by small Castle Towers, like rooks. Evin Stadium is OPEN, and subject to weather conditions.
Enrias Arena: Sometimes called the "Weak Region," the Enrias Arena is the pinacle of sports arenas. Every blade of grass on the field is equal length, and the Kestles are soft, to prevent injury. Their Kestles are one large foam cone, surrounded by four smaller ones. Enrias Arena is CLOSED, and always has IDEAL conditions.
Atol Coliseum: Considered the roughest region for Kestles, the Atol Coliseum is satisfactory for Kestle... but very rough around the edges. The grass on the field is sparse, intermixed with sandy and dirt patches. The fans and the refs alike all love seeing blood spilt, so don't expect that mug to the face to be penalized...
Atol Coliseum is OPEN, and subject to weather conditions.
The Refs:The three regions are represented by three refs. These refs will appear randomly at the start of a match, and are not subject only to their own region.
These refs are my only little bit of fun, so bare with me. Enjoy....
Representing Evin.... Mills Lane

A by the books ref who calls it like it is. It's hard to pull one over on him, and don't expect to get ANYWHERE by arguing with him....
Representing Atol.... Ric Flair

There's a reason they call him the dirtiest player in the game, and it shows in his reffing style. Someone just slammed the butt of their mug into a player's face? Flair just might laugh. Argue with him over NOT calling a foul and he just might throw you out....
Representing Enrias.... Referee Timmy

Fresh from the Kestles Reffing Academy, Timothy calls it straight down the line... but... he never knew Kestles players would be so big.... or intimidating. Argue a call with him... and he'll probably fold under the pressure.
Fouls:There are three main fouls in Kestles, all of which you are perfectly free to commit if you feel you can get away with it...
ninja Getting away with Fouls: This is what that weird Guile stat is for. You see... the refs and other players have them, too. If you commit a foul, your Guile and a dice roll will be placed against the ref's. If you succeed... no foul. If you fail, you'll be called on it.
Patching: The only time the ball carrier can attack. Patching is the ball carrier throwing the ball at an oncoming opponent with the intention of hitting them and knocking them down. It's risky on several fronts: If you get caught, you'll be penalized by the ref. If the opponent defends successfully... you just passed them the ball. But... if you succeed and don't get caught... you've just knocked out a player and can scoot by them safely. Patching is ALWAYS a STRONG attack (or magic... must be specified).
Mercking (Murking): Attacking a player that neither has the ball, nor is defending a ball carrier. This is usually commited against a runner...
Excessive Force: The most common foul. This is attacking a player with more force than is neccessary to remove the ball from their possession. In otherwords, hitting them with a STRONG, MAGIC, COUNTER or REFLECT.
Penalties: Each "player" will recieve up to two warnings for committing fouls. On the third foul, they will be removed from the game.
Why Foul?: Besides making things more entertaining, it accomplishes two things. One, it can STUN an opponent for a round, making them useless to your opponent that turn. Second, if you drop all their HP, they become injured and must leave the game. Injure someone bad enough... they miss the next game!
Special Moves:What would a sport like this be without moves to dazzle the crowd? At this time, only two special moves exist, but I'm coming up with more and am open to suggestions.
Special moves may be taught to ONE player on the team, for every three wins accrued. They may be used THREE times per game, per player (that's able to use it.)
Levinski Leap:A move made popular by the late Lessen Levinski, the player leaps into the air, sliding his mug into one hand and lobbing the ball clear across the field!
This is a special pass that hit ANY player on the field. As it is a PASS, it cannot be blocked.
Blind Pass: Another show stopper, this is a behind the back pass that fools the opponent. You pass the ball and keep running, and you opponent thinks you still have the ball!
This move must be sent as a PM, along with a normal posting of movement. This move is your GUILE vs. your opponent's. If you succeed, the ball is moved to another player, but your opponent is NOT told of it.... until they attack you and are called for a foul! If you fail to beat their GUILE, it is simply a pass and, yes... it DOES count against your number of special moves that can be used.