Official Tournament Types
There are two types of tournaments that can be run for the
Wheel of Time Card Game: Sealed Deck and Constructed Deck.
Sealed Deck
Sealed Deck Tournaments are played with the Dragon Reborn
(the Hero Deck) and Forsaken (the Villain Deck) Starter Decks,
which can either be purchased at the location of the event or
brought by players for purposes of competing in the tournament.
The Judge will review all decks which are brought unwrapped to
the tournament. In addition the Judge will allow players to open
one or more booster packs from any card set that is currently
available.
Trading
The Judge in charge of the tournament may choose to allow
a trading session before play begins. Players may only trade
with the cards they have obtained from opening any sealed booster
packs they purchased for the event. After any trading session,
players should be given an amount of time (usually 10-15 minutes)
to construct their deck. Their deck must conform to the standard
deck construction requirement for tournament play (50 card minimum).
Constructed Deck
Constructed Deck Tournaments require that players use their
own pre-constructed decks during the tournament. A pre-constructed
deck must conform to the customizing your deck rules in
the Wheel of Time Collectible Card Game. The minimum deck size
for official Constructed Deck tournaments is 60 cards. To compete
in an official Constructed Deck Tournament, a player must bring
both a Hero Deck and a Villain Deck to the event.
Deck Limitations
In both tournament types the following deck construction restrictions
apply. A play deck may not consist of more than 50% character
and troop cards. Minimum deck size for a sealed tournament is
50 cards, and the minimum deck size for a constructed tournament
is 60 cards. Neither format allows for a reserve deck (or
sideboard).
Dice
In all official Wheel of Time Tournaments, players must bring
dice to the event. All dice must conform to the standard format,
which appears on the sticker sheets that are included in the
sealed Starter Decks. A player can request that the tournament
Judge review dice being used by any of his opponents.
Running the Event
The Judge will pair up participants into 2 player games (see
Expanded Set-Up rules below). In case of an odd number of players,
the Judge will give one player a bye. No player in a tournament
should get a bye more than once, unless all players have had
at least one bye.
Time
The game will be run in a series of Games and Cycles. In a
given Game, a player will either play his Hero Deck or Villain
Deck. In a given Cycle, a player will play his Hero Deck once,
and his Villain Deck once.
At the start of the tournament the Judge will inform all players
as to the duration of all Games for the tournament. This can
range from 60 to 75 minutes, at the Judge's discretion, but once
announced will be the duration for all Games during the tournament.
After this time has been met in a given Game, the Judge will
call for the beginning of the Last Battle. If, at that point,
a game has not ended or already begun the Last Battle, the players
will play through the conclusion of their current game-turn.
After completing that turn of play, the players will begin the
Last Battle, regardless of the amount of accumulated pattern.
After 15 minutes from that point, the Judge will call for the
final game-turn of the Last Battle. Players in games which have
not yet ended by this point will finish up their current Last
Battle game-turn, and start a final Last Battle turn. The Game
ends when all players have either finished their games, or completed
the final game-turn of the Last Battle.
Number of Games/Cycles
Play as many Cycles as you have time for, we recommend a minimum
of 2 Cycles. Try to insure that you will have enough time for
players to play both Games in a Cycle.
Order of Play for Game 1
- The Judge organizes a series of 2 player Games, allowing
for a bye if there are an odd number of players (see Expanded
Set-Up rules below).
- The Judge will seat players and reveal who will be playing
their Hero deck and who will be using their Villain deck.
- Players simultaneously reveal their starting character. Both
starting characters and opening hand cards count towards the
required deck minimum.
- Players choose their opening hands and wait for the Judge
to begin the game.
- The game begins.
- The Judge calls the Last Battle when time is up.
- Games which have not entered the Last Battle at this point
complete their current game-turn, then immediately begin the
Last Battle.
- The Judge calls the final Last Battle game-turn after an
additional 15 minutes.
- Games which have not yet ended at this point complete their
current Last Battle game-turn, then immediately begin a final
Last Battle game-turn.
- All Games conclude with either a winner or with players completing
the final Last Battle game-turn when time is called.
- The Judge records the scores (see below).
- The Judge arranges players for the next Game (see below).
Scoring
When the Game concludes the Judge will record the players'
scores. A player will be awarded a number of Game Points for
winning/losing the game and a number of positive or negative
Tie Breaking Points, depending on how he finished in his game.
Judges will record the following information.
Game Points
If a player loses the game before the Last Battle, they receive
-1 Game Points. If a player loses the game during the course
of the Last Battle, they get 0 Game Points. If a player wins
the game, they are awarded 2 Game Points. The bye is awarded
2 Game Points. If a game ends in a tie (see below), both players
are awarded 1 Game Point. Note: it is possible for both players
to lose a game, in which case they are both awarded the same
Game Points as detailed above.
Tie Breaking Points
In addition to normal points, players will be awarded a number
of Tie Breaking Points. These points can be positive or negative,
and should be kept track of independently from Game Points. Winning
players are awarded a given amount of positive Tie Breaking Points,
while the losers of the same game are given an amount of negative
Tie Breaking Points. Tie Breaking Points will be used to determine
placement during the tournament and at the conclusion of the
tournament to determine final rankings.
If the conclusion of a game resulted in one player defeating
another player in the Last Battle by acquiring the needed amount
of support/opposition to win, the Judge will record the final
amounts of support/opposition for both the winning and losing
players. Take the losing player's final support/opposition and
subtract it from the winner's final opposition/support. The winner
is given this value as his Tie Breaking Points for the Game.
The loser records the same total as a negative Tie Breaking Points.
If one player wins by killing another's Ta'veren/Forsaken
character during the Last Battle, record the winning players
amount of final support/opposition. The winner gains this total
as positive Tie Breaking Points, and the loser as negative Tie
Breaking Points. If a player concedes/is declared forfeit during
the Last Battle, it is treated as if his Ta'veren/Forsaken character
was killed during the turn he conceded/was declared forfeit.
If a game ends with both players having their Ta'veren/Forsaken
killed during the Last Battle, the Judge will record both player's
final support/opposition. Players will each record their opponent's
final support/opposition as negative Tie Breaking Points.
If a player wins by killing an opponent's Ta'veren/Forsaken
before the Last Battle, the Judge will award the winning player
an amount of Tie Breaking Points as follows. At the end of the
game, the Judge will take the 3 highest positive Tie Breaking
Points acquired by all other players playing the same side (either
Hero or Villain) and find the average. If you do not have enough
positive Tie Breaking Scores, use 0 as needed. This average becomes
the winning players Tie Breaking Points. The loser will be given
the same value as negative Tie Breaking Points. If a player concedes/is
declared forfeit before the Last Battle, it is treated as if
his Ta'veren/Forsaken character was killed during the turn he
conceded/was declared forfeit. If the game ends with both players
having their Ta'veren/Forsaken killed before the Last Battle,
they both count the average of the three highest Tie Breaking
Point totals for the game (from all players, both Hero and Villain)
as negative Tie Breaking Points.
It is possible for a game to become tied. If players complete
the final Last Battle game-turn because of time being called,
the game is considered to be tied if neither player has succeeded
in winning. If this happens, both players are awarded 0 Tie Breaking
Points.
The player who received a bye will be given Tie Breaking points
as follows. At the end of the game, the Judge will take the 3
highest positive Tie Breaking Points acquired by all other players
playing the same side Hero/Villain as the bye (see Expanded Set-Up
rules below) and find the average. If you do not have enough
positive Tie Breaking Scores, use 0 as needed. This average becomes
the bye's Tie Breaking Points for the Game.
In all cases, if a player forfeits or concedes during a Game,
he is treated as if his Ta'veren/Forsaken was killed during the
game-turn in which he forfeited/conceded.
Between Games
After a Game is concluded, each player is matched up with
a new opponent based on his total score from the previous game(s).
The Judge will record the scores from all players who used their
Hero deck from highest to lowest (using Tie Breaking Points if
need be). He will do the same for the Villain players. He will
then match up players starting at the highest scores, going through
the lowest. In the second Game of a Cycle, players will play
the deck they did not use in the previous Game. If at all possible,
a player should never face the same opponent twice during the
tournament. Judges may alter player placement to insure this
does not happen, or if two players who played the same deck type
have the same amount of Game Points and Tie Breaking Points.
If a player had a bye, he is inserted into the rotation based
on his accumulated Game Points, and the player with the lowest
score from the previous Game (chosen randomly if multiple players
tied for lowest), is given a bye.
Between Cycles
After a Cycle has been completed, the Judge will arrange all
the players in a list from highest to lowest total score. A Judge
will always use a player's total score - the value of all his
previous Game scores added together, to determine his placement.
The highest scoring player will face the second highest scoring
playing in the first Game of the next Cycle. The Judge will continue
to go down the list until all players are matched up. The bye
from the previous Game is moved into the rotation as mentioned
above.
Expanded Set-Up Rules
What follows is step by step instructions for organizing and
running a Wheel of Time tournament. Before running a tournament
a Judge should prepare a number of scoring sheets for each of
his players. At the start of the tournament, each player should
sign a score sheet and hand it to the Judge.
The first Game of the first Cycle
The Judge should take each player's signed score sheet and
shuffle them together in one pile. He takes the top player's
sheet and assigns him to play his Hero Deck at table #1. The
next player will use his Villain Deck at the same table. The
third and fourth players will play Hero/Villain at table #2.
Continue until all players are accounted for. If there is an
odd number of players, the last player receives a `bye' for the
first Game and is considered to have used his Hero deck.
As each game finishes, record each player's score. After all
games are finished, sort the score sheets into two piles, one
containing all players who played their Hero decks during game
#1, and one containing all players who played their Villain deck
during game #1. Sort the players in descending order by score,
with the highest scoring player in each pile on the top. Break
ties using Tie Breaking Points.
The second Game of the first Cycle
For the second game, take the highest-scoring player from
the Hero pile and match him against the highest-scoring player
from the Villain pile; these players will play against one another
at table #1 for this Game. Each player uses their other deck
for this Game, so the players who were Hero now play Villain,
and vice-versa. The second player in the Hero pile will play
off against the second player in the Villain pile, until all
players are accounted for. If there was a bye from the previous
game, the Hero player from the previous game with the lowest
score (or determined randomly if tied) gets a bye for this game,
and is considered to have played his Villain deck. Note: a player
should only be awarded one bye during the course of the tournament,
unless all players have received a bye. If a player is to receive
a second bye due to low ranking, the player immediately above
him is instead granted the bye.
The first Game of the second Cycle and Subsequent Cycles
After the first complete Cycle of two Games, in which each
player has played 1 game as the Hero and one as the Villain,
combine all score cards into a single pile. Rank the players
by total score thus accumulated (all previous Game scores added
together), starting with the highest score and ending at the
lowest. Begin the first Game of the second Cycle by matching
the top-scoring player against the second highest scoring player.
The top player will play his Hero deck and the second will play
his Villain deck. Continue to match up players in order of descending
scores. If there was a bye from the previous game, the Villain
player from the previous game with the lowest score (or determined
randomly if tied) gets a bye for this game, and is considered
to have played his Hero deck. If at all possible, no 2 players
should face one another playing the same deck twice. If a match-up
would cause this to happen, simply move the lower-ranked player
down 1 space in the stack.
The second Game of the second Cycle
For the fourth Game of the tournament, once again sort the
players into Hero and Villain piles, and match them up again
as explained in the second Game of the first cycle (remember
to use a player's total score, and not just his score from this
Game). If necessary, make adjustments to the rankings as above
to insure players never face each other with the same deck twice.
Treat the bye as detailed above.
Expanded Scoring Example
What follows is an outline which will help Judges in recording
player's final Game Points and Tie Breaking Points between Games.
Player wins the game by having 5+ final support/opposition
during the Last Battle.
Winner is given 2 Game Points and receives a number of Tie
Breaking Points equal to his final support/opposition minus [-]
his opponent's final opposition/support. Loser is given 0 Game
Points and receives negative (-) Tie Breaking Points equal to
the winner's Tie Breaking Points.
Player wins the game by killing his opponent's Ta'veren/Forsaken
during the Last Battle.
Winner is given 2 Game Points and receives a number of Tie
Breaking Points equal to his final support/opposition during
the game-turn in which he killed his opponent's Ta'veren/Forsaken.
Loser is given 0 Game Points and receives negative (-) Tie Breaking
Points equal to the winner's Tie Breaking Points.
Player wins the game due to his opponent conceding/forfeiting
during the Last Battle.
Scoring as shown in above. The loser is treated as if his
Ta'veren/Forsaken was killed during the game-turn he conceded/was
declared forfeit.
Player wins the game by killing his opponent's Ta'veren/Forsaken
before the Last Battle.
Winner is given 2 Game Points. At the end of the Game, the
Judge will take the three highest positive Tie Breaking Scores
from all other players who played the same side (Hero/Villain)
as the winner and find the average. If there are not 3 scores
that qualify (due to negative values, or smaller tournaments)
the Judge will include a 0, as needed, as 1 of the 3 Tie Breaking
Scores. The winner is given this average value as Tie Breaking
Points. The loser is given -1 Game Points and receives negative
(-) Tie Breaking Points equal to the winner's Tie Breaking Points.
Player wins the game due to his opponent conceding/forfeiting
before the Last Battle.
Scoring as shown in above. The loser is treated as if his
Ta'veren/Forsaken was killed during the game-turn he conceded/was
declared forfeit.
Both players lose by having their Ta'veren/Forsaken killed
during the same Last Battle game-turn.
Both players are awarded 0 Game Points. A player will record
his opponent's final support/opposition as negative (-) Tie Breaking
Points.
Both players lose by having their Ta'veren/Forsaken killed
during the same game-turn before the Last Battle.
Both players are awarded -1 Game Points. At the end of the
Game, the Judge will take the three highest positive Tie Breaking
Scores from all other players (both Hero and Villain players)
and find the average. If there are not 3 scores that qualify
(due to negative values, or smaller tournaments) the Judge will
include a 0, as needed, as 1 of the 3 Tie Breaking Scores. The
players are given this average value as negative (-) Tie Breaking
Points.
The game ends in a tie.
This happens when time is called and neither player achieves
the required +5 support/opposition during the Last Battle. Both
players are awarded 1 Game Point and 0 Tie Breaking Points.
A player receives a bye.
The player is given 2 Game Points. At the end of the Game,
the Judge will take the three highest positive Tie Breaking Scores
from all other players who played the same side (Hero/Villain)
as the bye (see Expanded Set-Up Rules) and find the average.
If there are not 3 scores that qualify (due to negative values,
or smaller tournaments) the Judge will include a 0, as needed,
as 1 of the 3 Tie Breaking Scores. The bye is given this average
value as Tie Breaking Points.
Final Score
After all Turns have been completed the Judge will add up
the final scores. Each player will have a final amount of Game
Points and Tie Breaking Points. The winner is the player with
the most positive Game Points at the end of a tournament. If
players tie in the number of Game Points they have, the player
with the most positive Tie Breaking Points wins the tie. If,
after Tie Breaking Points are compared, there is still a tie,
both players receive the same ranking. Prizes will be awarded
based on final rankings.
Standard Tournament Floor Rules
- The tournament will be presided over by a Judge, who may
be assisted by as many Assistant Referees as needed. Neither
the Judge nor the Assistant Referees may play in a tournament
that they are adjudicating. A Judge may be required to interpret
rules, to inspect dice/decks, to call the Last Battle, to end
excessively long games, interpret a Declaration of Forfeiture,
or make any other adjudication as necessary during the tournament.
The Judge or a designated assistant is also responsible for maintaining
the advancement/scoring sheets, and only these people are permitted
to write on these sheets. Assistant Referees will aid by answering
rules questions on the floor and being available to the Judge
for any other assistance they may require. If necessary, the
Judge may overrule any decision made by an Assistant Referee.
The decision of the Judge is always final.
- Preliminary Games will begin the call for the Last Battle
at 60-75 minutes, regardless of the pattern in a given Game.
The Judge will make an announcement when the Last Battle is to
begin, but will not give minute warnings. When the Last Battle
is called, players will finish their current game-turn and proceed
to the Last Battle. If any Games are still in progress after
an additional 15 minutes, the Judge will call for the final game-turn
of the Last Battle. When this happens, players will complete
their current Last Battle game-turn, and then play one final
Last Battle game-turn. After this final game-turn, the Judge
will record the player's Game Points and Tie Breaking Points.
- Players must take game-turns in a timely fashion. Whereas
taking some time to think through a situation is acceptable,
stalling for time is not. If the Judge feels that a player is
stalling to take advantage of a time limit, the Judge may issue
a warning, or interpret the stalling as a Declaration of Forfeiture,
at their discretion.
- During breaks, all participants wishing to leave the game
area will be required to leave their play decks, labeled, with
the Judge.
- The use of plastic sleeves or other protective devices on
cards in a tournament is allowed.
- Players may not have any outside assistance (i.e. coaching
from someone not at her table) during a Game. If a player is
in violation, the Judge may issue a warning to the player, or
interpret the violation as a Declaration of Forfeiture.
- All decks sizes and dice must conform to the restrictions
outlined in these tournament rules. Players caught breaking these
rules will be declared forfeit.
- A Declaration of Forfeiture will result in the forfeiting
player being removed from the tournament and all his acquired
points being lost.
- If a player concedes during a game or is declared forfeit,
the Judge maintains the right to review the game and award Tie
Breaking Points to the player's opponent as he feels is best
deserved by the opponent. The Judge may use this ability if he
believes the forfeiting/conceding player is purposely attempting
to manipulate the scoring system to the benefit or detriment
of his opponent. The Judge may use any method he finds reasonable
to assign these new Tie Breaking Points. If a Judge uses this
ability he is to make note of it on the player's score sheet,
and must submit these changes when he provides official verification
of the event.
- Failure to adhere to the above rules, or any other rules
specific to a particular tournament, may be interpreted by the
Judge as a Declaration of Forfeiture. Only the Judge can make
an interpretation of a Declaration of Forfeiture. Until Tarmon
Gai'don Precedence Entertainment reserves the right to modify
these tournament rules as needed. These rights are non-negotiable.
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