Team Play

The Rules of Combat (Modified for IFGS)

by Sid Pogue


The Rules of Combat (Modified for IFGS)

by Sid Pogue


  1. If the enemy is in range, so are you.
  2. Incoming fire has the right of way
  3. Don’t look conspicuous: it draws fire.
  4. The easy way is always trapped.
  5. Try to look unimportant, they may be low on spell points
  6. Professionals are predictable, it’s the amateurs that are dangerous.
  7. The enemy invariably attacks on one of two occasions:
  8. Teamwork is essential; it gives the enemy someone else to target their spells on.
  9. If you can’t remember, he’s casting at you.
  10. If your attack is going well, you have walked into an ambush
  11. Don’t draw fire, it irritates the people around you.
  12. The only thing more dangerous than incoming enemy spells are incoming friendly spells.
  13. If it’s stupid, but works, it isn’t stupid.
  14. Make it too tough for the enemy to get in and you can’t get out.
  15. Glyphs are equal opportunity weapons.
  16. Being a hero at the end of the game just proves that you were smart enough to think of a plan, stupid enough to try it, and lucky enough to survive.
  17. Don’t ever be the first, don’t ever be the last, and don’t ever volunteer to do something.
  18. Monsters only come in one size- too large.
  19. It is generally inadvisable to suffer a knockdown in the area you just fireballed.
  20. The best plan of attack seldom survives first contact with the enemy.


Copyright © 2002, Atlanta IFGS, Last Updated - 25 Feb 2002