EB Online rules focus on restricting army compositions while maintaining variety in armies deployed. The rules also prevent extreme cases such as the spamming of elite units. Please note that these rules are enforced only for EB Online tournaments and are not intended to regulate non-tournament gameplay.
Visit the factional units spreadsheet. Any units not listed as factional for a specific faction are by definition mercenaries.
- Mercenary limit of 6
- Marian and Imperial Rome: 8
- Carthage: 14
- Sauromatae: 10 (maximum 4 Greek and 4 Germanic, excluding Bastarnae Falx Infantry)
- SPQR (Rome) must pick one era from which to choose its factional units
- The only upgrade allowed is one bronze experience (chevron)
Unit Duplication Limits
Unit duplication limits exist to both prevent the spamming of units as well as to encourage and enforce a minimum level of diversity in armies. For any given unit, you may bring a certain number of that unit depending on its cost.
|Unit Cost||Duplication Limit|
|1000 – 1850||8|
|1850 – 2500||4|
Some units may, for various reasons, be excepted from the limit applied to them by their cost. Instead they will be allotted another limit, or will be limitless.
- Reidonez (Germanic Light Cavalry): 4
- Rauxsa-alanna Baexdzhyntae (Roxolani Riders): 4
If, say, a 2000-2500 unit (may bring 4) is given a chevron (one experience) upgrade such that its cost goes into the >2500 range, you may still bring 4 of that unit. When verifying duplication limits, only consider each unit’s original, pre-upgrade price.
Fair Play Rules
- No running or charging through units with either infantry or cavalry.
- You may charge the enemy through your own units only if the charging unit is infantry.
- If your cavalry unit is completely surrounded, it may retreat through the enemy.
- Cavalry may run through loose-form infantry.
- No moving elephants or chariots through your own men (minor contact is expected as elephants and chariots have a wide front).
- No moving cavalry through units with phalanx mode enabled.
- No flaming arrows.
- No engaged pike-turning.
- If your pike unit is engaged with an enemy unit, you may not turn it to face an enemy unit that is approaching your pike unit from its rear or sides. Similarly, if an enemy infantry or cavalry unit is charging at your phalanx’s rear, you cannot turn the pike unit to face the enemy. You may only turn to meet an oncoming enemy at your rear if the enemy has not entered into charging status.
- No picking up pikes while engaged.
- If your phalanx mode unit is fighting with its secondary weapon (e.g., axe, sword), you may not re-enable phalanx mode while in the melee. Only when your unit is once again removed from the melee fight may it re-enable phalanx mode.
- No firing missiles in melee.
- This rule is violated when any of your missile units (arrow, javelin, etc.) fire their missiles point-blank when engaging an enemy unit. If you order your missile unit to attack an enemy unit that is in melee range, you must use melee weapons. You may not use the ranged attack.
Last man standing.
Special case: Your opponent is left with only cavalry, you outnumber him by more than 2:1, and you are chasing him around the map. If your opponent does not attack within 5 minutes, you win.
Maps that are mountainous or contain a bridge or closely spaced buildings will not be accepted in the tournaments.
If one player crashes during the game and it has not yet been decisive, then there is no penalty.
If your opponent allows you to, you may restart the game without penalty.