<b>Circle Match Rules|
If no progress is being made by either team (i.e. teams are not fighting each other), a host will issue a circle warning. If circle is called, all remaining players will enter an enclosed circle (roughly an 8x8 square) to finish the match.
If a player steps out of the circle they are disqualified from the round. Rogues ambushing outside the circle must be able to immediately walk back into the circle to not be disqualified from the round. Likewise, players using jumping or leaping spells must be able to walk or ambush immediately back into the circle to not be disqualified from the round.
Push (Barbarian spell) is not allowed during circle matches.
Circle matches are timed to last a maximum of 10 minutes. If opposing teams still have players alive at the end of those 10 minutes, the team with the most remaining players wins the round.
A tie occurs when a round ends and opposing teams have an equal number of players left alive. In this case, both teams are awarded a point for the round. Only one team can win an event, thus there exceptions when ties result in additional or 're-do' rounds until a winner is determined.