Docs β Crypt Cycles β Advanced rules: building a requirement out of many lines
π§ͺ Advanced rules: building a requirement out of many lines
How rule sets, groups and rules fit together, what each one measures, exactly what a miss costs, and a worked example you can copy. The unsupported feature, explained in full.
The ordinary chest cycle asks one thing of a member: reach a point target, or a chest count, or both. That is enough for most clans and you should stay on it if it is enough for yours. Advanced rules exist for the clan that wants to ask something more specific β bring me 1,200,000 points of Epic Crypt chests, and at least 40 crypt chests of any kind, and either 5 Tomb chests or 3 Ancient chests β and wants each of those lines measured and charged on its own.
The three words you need
Everything in the builder is one of three things. Get these straight before you open it and the rest is mechanical.
| Word | What it is | Example |
|---|---|---|
| Rule | One measurable line. It measures one number over one set of chests and compares it to a target. It is the only thing in the builder that touches chest data. | Points from Epic Crypt, at least 1,200,000 |
| Group | A box of rules with a word for how they combine: all of them, any one of them, or at least N of them. A group can also hold other groups, as deep as you need. | "Crypt work" β all rules must pass |
| Rule set | Everything asked of one tier. It is the top level: one or more groups, plus a word for how those combine. Each tier has its own, and they are independent. | The G7 rule set: 2 groups, 5 rules |
Turning it on
On the Advanced rules card, choose Review terms & enable. The card sits above the cycle table; if you cannot see it, you are not a clan admin for the selected clan.
Five checkboxes, one per promise: no setup support, no result investigations, penalties applied as your rules describe them, the rules may change with the feature, and the acceptance is recorded. The Turn it on button stays disabled until all five are ticked β and the server checks again when you press it, so there is no way past this.
Who you are, the date, the terms version and your IP. Turning the feature off later writes a second entry β it does not erase the first. You can read both from Acceptance log on the same card.
Creating a cycle that uses rules
Pick Advanced rules under How are requirements set?. The cycle is created with no requirement rows whatsoever β that is deliberate. A cycle is advanced by having rules, not by a flag, so it starts empty and you fill it.
A cycle created this way and then left alone asks nothing of anybody while reporting that it has a requirement, so the editor opens straight away. You can close it and come back β click the cycle's row and its rules are right there in the panel.
What a rule measures
A rule is four choices and a number. Left to right, it reads as one sentence.
| Choice | Options | What it does |
|---|---|---|
| Measure | Points or Chest count | Points sums the logged point value of the matching chests. Chest count counts them, one each, whatever they are worth. |
| From | All chests, A chest group, A chest tag, Named chests | Which chests count. Groups and tags come from your Chest Catalog; Named chests is a searchable multi-select over the whole catalog. |
| At least | A number | The target. Zero is not a target β a rule left at zero cannot be missed and charges nobody, which is what makes a half-finished rule harmless. |
| Penalty | Carry over the shortfall or Fixed amount | What missing this one line costs. Covered in its own section below. |
How a group decides
Every group carries one word, and it applies to its own children β its rules and any groups nested inside it, counted together in the order they appear.
| Word | The group passes when |
|---|---|
| all rules must pass | Every child passes. One miss fails the group. |
| any one rule | At least one child passes. The rest can all miss. |
| at least N rules | At least N children pass. A number box appears next to it when you choose this. |
The same three words appear at the top of the rule set as all groups pass, any one group passes and at least N groups pass. There they decide how the tier's top-level groups combine.
Required and Optional
Every group also carries Required or Optional. This only means something on a top-level group:
- Required β if this group fails, the tier fails. This is the default and what you want almost always.
- Optional β the group is still measured, still shown in the dry run, and still charges its penalties if it fails, but it never decides whether the member met the requirement. Use it to watch something without making it a pass-or-fail condition.
What a miss costs
This is the part to get right, because it is the part that takes points and Silver off real members. There are three levels to it.
Carry over the shortfall charges exactly what they were short: target minus what they brought. Miss a 1,200,000 target by 200,000 and you are charged 200,000. Fixed amount charges the number you type, however short they were. Silver is always a flat number β there is no "Silver they were short of" β and it is debited from the member's Silver account on the clan ledger, while points are booked as a penalty chest in the next cycle. Two separate charges for the same miss.
Not the first, not the cheapest β all of them. A group that is any one rule over two lines, with the member missing both, charges for both. And the other way round: a group that passes charges nothing at all, however badly a rule inside it was missed. That is what "any one" means, and it is the single most common surprise.
One setting per tier, under If several blocks fail:
- Add them up β the strict reading. Each failed group cost the clan something on its own.
- Only the largest β caps the damage when a bad cycle trips several groups at once.
- Only the first that fails β reads the groups top to bottom and stops at the first failure, which makes the order you put them in meaningful.
Switching penalties off
Each group has a Penalties for this block switch, and it is inherited downwards: turn it off on a group and nothing inside that group can charge anything, at any depth. The tier-level switch Penalties on for this tier does the same for everything. This is how you run a tier with the whole tree in place, measured and visible, with no money attached β which is the right way to try a new rule set on a live cycle.
A worked example
Say a G7 should do real crypt work, and should also be turning up for one of the two weekly events. As a sentence: bring 1,200,000 crypt points and at least 40 crypt chests, and take part in either the Tomb or the Ancient.
| Level | What you build | Setting |
|---|---|---|
| Rule set | A G7 meets the requirement if⦠| all groups pass |
| Group 1 | "Crypt work" β Required | all rules must pass |
| Β· rule | Points from the Crypt chest group, at least 1,200,000 | Carry over the shortfall |
| Β· rule | Chest count from the Crypt chest group, at least 40 | Fixed, 50,000 pts |
| Group 2 | "Weekly event" β Required | any one rule |
| Β· rule | Chest count from named chests Tomb IβIII, at least 5 | Fixed, 25,000 pts |
| Β· rule | Chest count from named chests Ancient IβIII, at least 3 | Fixed, 25,000 pts |
Now read what happens to three members, with Add them up as the combine setting:
| Member | What they did | Result |
|---|---|---|
| Brings everything | 1,300,000 pts Β· 44 crypt chests Β· 6 Tomb | Passes. Both groups pass. Charged nothing. |
| Skips the Ancient | 1,300,000 pts Β· 44 crypt chests Β· 6 Tomb Β· 0 Ancient | Passes. Group 2 is any one rule and Tomb cleared it, so the missed Ancient rule costs nothing. |
| Short on points | 1,000,000 pts Β· 44 crypt chests Β· 0 Tomb Β· 0 Ancient | Fails. Group 1 fails on the point rule β 200,000 carried over. Group 2 fails with both rules missed β 25,000 + 25,000. Added up: 250,000 points. |
Each tier stands on its own β including T9
There are ten tiers: G1 through G9, and T9. Each has an independent rule set, and a tier you never touch asks nothing of its members.
To avoid typing the same set ten times, use Copy rules fromβ¦ at the top of the editor. It copies another tier's rules into the one you are editing so you can adjust the numbers. Nothing is saved until you press save β look them over first.
Check it before it charges anybody
Under the rules, the editor shows how many members of the tier would pass as the cycle stands right now β on today's chest data, part-way through the cycle. A rule set that passes nobody on day 5 of 7 is probably impossible, not strict.
A grid of every member in the tier with a column per top-level group, so you can see whether the failures are spread out or all landing on one line you got wrong.
Close cycle shows exactly who will be charged and how much, before anything is written. Nothing is booked until you confirm. If the list surprises you, do not close β go back and fix the rules.
Saving, and saving as a template
Two different buttons, two different places:
- Save rules for G7 writes the tier's rules onto this cycle and queues a recalculation of its results. This is the one that changes what members are judged by.
- Save as clan template stores the whole cycle's rule sets as your clan's reusable set. Nothing about the current cycle changes; new cycles can start from it.
Every save is logged with who changed what. A rule edit does not appear in the acceptance log β that log records only turning the feature on and off.
When something looks wrong
| What you see | Why |
|---|---|
| Everybody in a tier fails | Almost always a rule pointing at an empty chest group or an unused tag β it measures zero for everyone. Check the group in your Chest Catalog. |
| Nobody is charged although members failed | Penalties are off somewhere above them: the tier switch, or a group switch that silences everything inside it. |
| A member missed a rule badly and paid nothing | The group that rule sits in passed, on any one or at least N. A passing group charges nothing. |
| A member is short on points but the rule says they are fine | Rules measure collected chests only. Penalties carried in from last cycle do not reduce a rule's measurement, though they do show in the member's point total elsewhere. |
| The tier shows "not set" | That tier has no rules, so nothing is asked of its members and they all pass. Check T9 specifically β it does not inherit G9. |
| Your rules will not save onto the cycle | That cycle judges per G-level or per might bracket. Rules can only be saved onto a cycle created with Advanced rules. |
Turning it off again
You can, at any time. Closed cycles keep the rules they were closed with and nothing is recalculated; your rule sets are kept, so turning it back on restores them; and your acceptance stays in the log. Any open cycle that was using rules stops being judged by them, so switch it off between cycles rather than in the middle of one.
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