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Dorm Placement Exam Re-Take Rubric

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Dorm Placement Exam Re-Take Rubric

Post by Not-An-Admin on Mon Dec 30, 2013 11:28 pm

Testers are to show this Rubric to every Member before re-testing them. After Re-Testing is completed, the Tester is to Copy/Paste the Rubric below onto a Separate Topic in this Forum, and grade the Testee as necessary.
Testers, please copy/paste the code AT THE BOTTOM OF THE TOPIC into a different Topic. Then, fill out the rubric.

Please Note, a Re-Test only entails whether they proceed forward 1 Dorm, or if they stay in the one they are currently in. If they fail, they stay in their current dorm; if they pass, they move forward 1 Dorm.


The Re-Test will commence in a Best 2/3 Match Format. The Testee cannot use the same type of deck that they used during their Entrance Exam. Either the Dorm Leader of the Dorm the Testee is currently in will perform the Re-test, or a normal Tester will. (NOTE: This is the only Time Non-testers can test.)

Ban List:
Current (July, 2014) Ban list

Current (July, 2014) Tier 1-2 Meta Decks
These decks include, but are not limited too: Merlanteans, Geargia Karakuri, E-Swarm, Brofists; etc. If you're not sure if your deck falls under this category, ask the Tester, first.

Decks that use Alternate Win Conditions
Exodia, DeckOut, or any other deck that's sole purpose is to make you lose by abnormal means. Decks that involve Stall are also included in here. Stall and Control ARE NOT THE SAME THING. Stall is identified by the act of preventing you from doing things. Control allows you to do stuff, but usually has something to make your day horrible if you try it.

Decks that use Card Effects to reduce/raise life points
Burn, Self Destruct Button, Chain Beat; etc. These decks are generally used to deplete/increase your life points for a greater cause. They normally involve making you lose without dealing a lot of battle Damage, or by ending the duel in a Draw. Cards that involve burn are allowed in decks, but you cannot center your decks around them.

OTK/FTK
Any deck that's sole purpose is to Defeat your opponent in one turn (Going from 8000+ to 0 in one turn), or by defeating them on your first turn. The Ability to OTK/FTK is fine, but having that be your sole purpose isn't allowed.

Now, for the actual Rubric:


Tester's Deck:
Testee's Deck:

Duel Scores:

  • Duel Results: ?/40
    Note: 15 Points per victory, plus 10 points if the Testee wins 2/2.
  • Ruling Knowledge: ?/25
    Note: An overall analogy of how the Tester believes the Testee understands the rulings of the Game. The tester is encouraged to add points if improvement is seen.
  • Card Knowledge: ?/10
    Note: An overall analogy of how well the Tester believes the Testee knew and understood the rulings of the cards being used. The tester is encouraged to add points if improvement is seen.
  • Flexibility: ?/5
    Note: An overall analogy of how well the Tester believes the Testee adapted to the circumstances of a duel.
  • Card Usage: ?/25
    Note: An overall analogy of how well the Tester believes the Testee used the cards they were proffered.
  • Improvement: ?/20
    This is a Tester's overall opinion of how well the Testee improved from their Entrance Exam.


Overall Duel Scores: ?/125

Deck Scores:

  • Deck Commonness: ?/30
    Note: This is the Tester's Discretion at how Common a deck the Testee was using. Extremely Common Decks will get a 0.
  • Deck Mechanics: ?/20
    Note: An overall analogy of how well the Tester believes the Testee incorporated other Techs into their deck. A good example would be using Redox and Grandsoil in an Earth-Psychic Deck.
  • Deck Consistency: ?/15
    Note: An overall analogy of how well the Tester believes the Testee's deck flowed and allowed things to be accomplished.
  • Side Deck: ?/5
    Note: An overall analogy of how well the Tester believes the Testee Sided against the Tester. Sided-in cards can be noticed to either not normally fit into the deck, or to shut down the opposing deck.


Overall Deck Scores: ?/70

Special Score Adjustments:


  • Misplays: ?/?
    Note: Minus 5 points for each misplay.
  • Rage Quit: ?/-25
    Note: Subtract 25 points from the Test Scores known before the Rage, and provide a Screenie of it.
  • Leaving Before Match is Complete: ?/-25
    Minus 5 Points, plus an extra loss of 10 points for each game missed. If they have to leave during Siding, this does not apply. If they quit at the beginning of Round 1, subtract 25 points. Provide a Screenie.


Overall Points Deducted:

Dorm Placement Test Score: ?/205

Dorm Exam Re-Take Results: Pass/Fail



0-165: Fail
166-205: Pass


Code:
[u]Tester's Deck:[/u]
[u]Testee's Deck:[/u]

[u][b]Duel Scores:[/b][/u]
[list]
[*]Duel Results: ?/40
Note: 15 Points per victory, plus 10 points if the Testee wins 2/2.
[*]Ruling Knowledge: ?/25
Note: An overall analogy of how the Tester believes the Testee understands the rulings of the Game.
[*]Card Knowledge: ?/10
Note: An overall analogy of how well the Tester believes the Testee knew and understood the rulings of the cards being used.
[*]Flexibility: ?/5
Note: An overall analogy of how well the Tester believes the Testee adapted to the circumstances of a duel.
[*]Card Usage: ?/25
Note: An overall analogy of how well the Tester believes the Testee used the cards they were proffered.
[*]Improvement: ?/20
This is a Tester's overall opinion of how well the Testee improved from their Entrance Exam.
[/list]

[u][b]Overall Duel Scores:[/b][/u] ?/125

[u][b]Deck Scores:[/b][/u]
[list]
[*]Deck Commonness: ?/30
Note: This is the Tester's Discretion at how Common a deck the Testee was using. Extremely Common Decks will get a 0.
[*]Deck Mechanics: ?/20
Note: An overall analogy of how well the Tester believes the Testee incorporated other Techs into their deck. A good example would be using Redox and Grandsoil in an Earth-Psychic Deck.
[*]Deck Consistency: ?/15
Note: An overall analogy of how well the Tester believes the Testee's deck flowed and allowed things to be accomplished.
[*]Side Deck: ?/5
Note: An overall analogy of how well the Tester believes the Testee Sided against the Tester. Sided-in cards can be noticed to either not normally fit into the deck, or to shut down the opposing deck.
[/list]

[u][b]Overall Deck Scores:[/b][/u] ?/70

[u][b]Special Score Adjustments:[/b][/u]

[list]
[*]Misplays: ?/?
Note: Minus 5 points for each misplay.
[*]Rage Quit: ?/-25
Note: Subtract 25 points from the Test Scores known before the Rage, and provide a Screenie of it.
[*]Leaving Before Match is Complete: ?/-25
Minus 5 Points, plus an extra loss of 10 points for each game missed. If they have to leave during Siding, this does not apply. If they quit at the beginning of Round 1, subtract 25 points. Provide a Screenie.
[/list]

[u][b]Overall Points Deducted:[/b][/u]

[u][b]Dorm Placement Test Score:[/b][/u] ?/195

[u][b]Dorm Exam Re-Take Results::[/b][/u] Pass/Fail
[hr]
0-130: Fail
131-195: Pass
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