Winner: Natmus
| Player | SE | MG | LOM | TLC | DDR | Total | |
|---|---|---|---|---|---|---|---|
| 1 | Natmus | 1 | 1 | 13 | 0 | 25 | 40 |
| 2 | Matija | 2 | 1 | 9 | 14 | 6 | 32 |
| 3 | Freiegeister | 1 | 1 | 1 | 5 | 5 | 13 |
| 4 | Ringthane | 0 | 1 | 0 | 7 | – 2 | 6 |
| Round 1 – SE – Game 866 | |
|---|---|
| Player | Pts |
| Matija | 2 |
| Freiegeister | 1 |
| Natmus | 1 |
| Ringthane | 0 |
| Round 2 – MG – Game 922 | |
|---|---|
| Player | Pts |
| Freiegeister | 1 |
| Matija | 1 |
| Natmus | 1 |
| Ringthane | 1 |
| Round 3 – LOM – Game 1092 | |
|---|---|
| Player | Pts |
| Natmus | 13 |
| Matija | 9 |
| Freiegeister | 1 |
| Ringthane | 0 |
| Round 4 – TLC – Game 1120 | |
|---|---|
| Player | Pts |
| Matija | 14 |
| Ringthane | 7 |
| Freiegeister | 5 |
| Natmus | 0 |
| Round 5 – DDR – Game 1287 | |
|---|---|
| Player | Pts |
| Natmus | 25 |
| Matija | 6 |
| Freiegeister | 5 |
| Ringthane | – 2 |
1. Scenario
This game will be played over all the existing scenarios, in the following order:
Sun's End
Middlegate
Lords of Midnight
The Lost City
Doomdark's Revenge
2. Game settings
4p: Natmus, Ringthane, Freiegeister, Matija
Recruiter's hours
Impassable mountains
Only garrisons can disband
Regicide or citadel grab (3/3/10/11/15)
Training (since the rules and goals differ from standard)
3. Scoring
Each single scenario game will end when citadel grab is fulfilled or the first king is slain. Each player will get a score equal to the number of citadels he owns at the game ending. If a king is slain, all citadels he owns, and a bonus score equal to a quarter of all citadels in a scenario - 1/1/4/5/8 - will be awarded to the slayer. Any citadels without owner are deducted from the slain player's score.
Scores from respective scenarios will be added together, and the winner of the marathon will be the player with the highest total.
4. Turn limit
A scenario game is finished, and scores are calculated, even if there is no winner, after 25/30/40/40/50 days of playing. Players can abandon a scenario game sooner, by mutual consent.
5. Taking turns
Each player will take his turn within 24 hours (48 for DDR) after the game is passed to him, even if that would mean ending his turn prematurely. (Maybe it could be arranged with the administrators that his turn would be ended for him if he doesn't comply). Only working days will be taken into account, and any absences should be announced in advance.
6. Journals
Players will try to describe their strategies, adding flavour text to make reading more interesting.
7. Alliances
No in-game alliance setting, but co-operation is allowed.