Agot Tourneyrules 2012 Updated
Agot Tourneyrules 2012 Updated
Agot Tourneyrules 2012 Updated
The organized play program for the A Game of Thrones (AGoT) card game, sponsored by Fantasy Flight Games (FFG) and its international partners, will follow the organization and rules provided in this document. For the 2012 tournament season, all sanctioned AGoT tournaments can be run as either Melee (multiplayer) events or as Joust (head to head) events. The beginning of this document provides general rules that apply to all event types. Following, there is a section on Melee events and a section on Joust events. At the end of the document are the cardpool and deckbuilding restrictions, such as the banned and restricted card list.
Card Sleeves
For all officially sanctioned regional, national, invitational, and world championship events, players are required to use protective sleeves for their decks. For all local level events, card sleeves are not required, but players are encouraged to use sleeves both to protect their cards and to protect themselves against acusations of marking or manipulating decks by the size of their cards.
Unsportsmanlike Conduct
Players are expected to behave in a mature and considerate manner, and to play within the rules and not abuse them. This prohibits intentionally stalling a game for time, abusing an infinite combo, inappropriate behavior, treating an opponent with a lack of courtesy or respect, etc. The TO, at his or her sole discretion, may remove players from the tournament for unsportsmanlike conduct.
Pregame Procedure
Before a game begins, players randomly determine who goes first (see Setup Turn Order, below). This may be done any time during the pregame procedure before the players look at their hands. The following steps must be performed before each game begins: 1. Players shuffle their decks. A combination of shuffling techniques should be used to sufficiently randomize the deck. 2. Players present their decks to their opponents for additional shuffling and cutting. Passing a deck back to its owner verifies that you are satisfied with its randomization. 3. If the opponent has shuffled a players deck, the player may make one final cut. 4. Each player draws seven cards as their setup hand. 5. Each player, in turn, decides whether to Mulligan (see Mulligan Rule, below). Once Mulligans are resolved, the game can begin.
have placed setup cards, all setup cards are revealed simultaneously. Thereafter each turn follows the standard order set forth in the AGoT game rules.
Mulligan Rule
Before each game begins, and before any setup cards are revealed, a player may, for any reason, re-shuffle his or her opening hand into his or her deck, pass the deck back to his or her opponent for additional shuffling or cutting, and draw a new setup hand from the same deck. This may only be performed once per game. The decision of whether or not to Mulligan passes between players following the order established by the setup coin toss. Once a player passes the opportunity to Mulligan, that player may not change his or her mind.
Cards in Shadows
At the end of each game, players should reveal all of their cards that are in Shadows to their opponents, to ensure that no cards have been illegally placed in Shadows. Failure to do so is a breech of tournament sportsmanship, and could disqualify a player from the tournament. If a player has a strong suspicion during a game that a card is illegally placed in Shadows, the TO can be called to verify its legality.
Seating
Players are randomly assigned to a table in the first tournament round of a Melee tournament. Each subsequent tournament round, the players from one table should be separated throughout the overall number of tables as evenly as possible (so that the composition of any one table is not completely identical from one tournament round to the next), and the rest of the field should then be randomly assigned to these tables. Both a players table and a players seat at that table should always be assigned by the TO. Tables should be broken down in the following manner, depending on the size of the field. 3 players: 1 three player table 4 players: 1 four player table 5 players: 1 five player table 6 players: 2 three player tables 7 players: 1 four player table, 1 three player table 8 players: 2 four player tables 9 players: 3 three player tables 10 players: 2 three player tables, 1 four player table 11 players: 2 four player tables, 1 three player table 12 players: 3 four player tables For Melee tournaments with more than 12 players, add an additional four player table to the closest breakdown listed above. For instance, if there are 13 players, add a four player table to the 9 player breakdown; if there are 14 players, add a four player table to the 10 player breakdown, and so on. If the tournament has five or more tables, the players from two tables should be redistributed throughout the field as evenly as possible at the start of each tournament round.
Scoring
Points in Melee tournaments are acquired by defeating your opponents. A Melee is essentially a complex series of small battles between the players involved in that Melee. At different points throughout the Melee, any single player may team up with other opponents; at other times, that players efforts may find him or her trying to fend off the entirety of the field. In the end, when only one combatant is left standing, each player is scored individually against each of the other players in the game. When a player wins a Melee (achieves his or her victory total), the rest of the players at the table are ranked on the basis of how close each of them is to their own victory total. Players will receive 3 points for every player he or she defeats, 1 point for any tie, and 0 points for a loss. Additionally, the player who wins the entire table will receive a bonus point for his or her efforts. Note: At a three player table, a player
receives 5 points for each opponent defeated, but no bonus point for winning the table. This ensures that all table winners receive 10 points for the round. For example: Ed, Jamie, Greg, and Sara are involved in a Melee. All of the players are playing single House decks, with no agendas, and need 15 power to win. Jamie finishes in first, by reaching 15 power. Ed finishes in second, with 12 power (3 away from his victory total), Sara finishes in third with 7 (8 away from her victory total), and Greg finishes in 4th with 2 power (13 away from his victory total). The scoring for this finish will be as follows: Jamie (3 wins for 3 points each, plus 1 bonus point for winning the table) = 10 points Ed (2 wins for 3 points each) = 6 points Sara (1 win for 3 points) = 3 points Greg (no wins, no ties) = 0 points For example: Aaron, Drew, Jerry, and Glen are involved in a Melee. Aaron, Drew, and Jerry are playing single House decks, with no agendas. Glen is playing House Stark and a Treaty with the Isles (agenda), and each of his opponents needs only 10 power to win. The game ends when Drew claims his 10th power. Aaron and Jerry finish tied for second/ third, with 7 power each (3 away from their victory total of 10). Glen finishes in fourth, with 11 power (4 away from his victory total of 15). Note that closest to victory total is determined by an absolute number (7 is closer to 10 than 11 is to 15) rather than by a percentage of the total (11/15 is a higher percentage than 7/10). The scoring for this finish will be as follows:
Drew (3 wins for 3 points each, plus 1 bonus point for winning the table) = 10 points Aaron (1 win for 3 points, 1 tie for 1 point) = 4 points Jerry (1 win for 3 points, 1 tie for 1 point) = 4 points Glen (no wins, no ties) = 0 points
Final Table
After the tournament preliminary rounds are complete, the top point-scorers will compete at the final table. Most Melee tournaments will have 2 or 3 tournament rounds of preliminaries, but this figure will always be set by the TO before the start of the event. At Melees with 11 or fewer players, the top 3 pointscorers will compete at the final table to determine the Melee champion. In Melees of 12 players or more, 4 players will advance to the final table. In the case where a spot at the final table is contested by a tied overall score, the players head to head performance (how they finished at any table at which they competed against each other) is the first tie breaker. The second tie breaker is strength of schedule, and the third tie breaker, if necessary, is a head to head playoff, in which the player with the most power at the end of the first game round advances. (If power is tied at the end of the first game round, advance to the end of the second game round, and so on, until one player breaks the deadlock.) The player who wins the final table wins the tournament.
Table Talk
During a Melee game, players may discuss the game with one another, at any time. Of course, there is no guarantee that any given player is telling the truth, and the wise AGoT player takes everything that is said with a grain of salt. Players are not allowed, however, to show the contents of their hand, deck, or unrevealed plot cards to an opponent, unless a card effect or game effect instructs them to do so.
Seating
Standard Swiss style pairings are used. Random pairings are allowed for the first round. The TO should avoid pairing family members or players who travelled together to get to the tournament, if at all possible, for the first round. For future pairings, pair players within the same score group as per Swiss style pairings.
Scoring
Players earn tournament points at the end of each gane as follows: Match Win = 5 points Modified Match Win = 3 points Draw = 1 point Match Loss = 0 points If a player meets his decks victory condition before the time limit has been reached, that player earns a match win and his opponent receives a match loss. If the time limit has been reached, the player closest to his victory total (in power) earns a modified match win and his opponent receives a match loss. If both players are equally close to their victory total, the game ends in a draw for both players. These points are used to determine the winner of the tournament, or, in the case of a larger event, they are used to determine who makes the cut to the championship elimination rounds. Example: Tom, playing 2 Nights Watch agendas (The Stewards and The Builders), needs 19 power to win the game. Steve, playing no agenda, needs 15 power to win the game. At the time limit, Tom has 14 power (5 away from his victory total), and Steve has 12 power (3 away from his victory total). Since Steve is closer to his goal, he is awarded a modified match win for this game.
Breaking Ties
If a tiebreaker between players with identical winloss records is needed, use the following method: First check if the players with the tie have played against each other. If they have, the player that won that match gets the tie breaker. If they have not, award tie breaker pointsby calculating the strength of each players schedule by combining total match points of all their opponents. The player with the most tie-breaker points wins the tie and advances. This way, the person who played the most difficult games wins the tiebreaker. This procedure is also called the strength of schedule.
Championship Rounds
If a tournament champion is to be determined by championship brackets, the number of players who will make the cut into the championship bracket must be determined and announced before the start of the tournament. Each players order of finish in the preliminary rounds will determine his or her seeding in the championship brackets; the player with the best record in the preliminary rounds will play against the player with the worst record in the preliminary rounds, the player with the second best record will play against the player with the second worst record, and so on. A player moves on in the brackets with a win, a player is eliminated from contention with a loss. There is no time limit in the championship rounds, and all games are played to their conclusion. The winner of the final game is the tournament champion.
Authorized Cards
Cards from the following sets are legal for the 2012 Regional Season. A Game of Thrones: The Card Game Core Set A Clash of Arms Chapter Pack Expansion Set (War of Five Kings, Ancient Enemies, Sacred Bonds, Epic Battles, The Battle of Ruby Ford, Calling the Banners) A Time of Ravens Chapter Pack Expansion Set (A Song of Summer, The Winds of Winter, A Change of Seasons, The Ravens Song, Refugees of War, Scattered Armies) Kings Landing Chapter Pack Expansion Set (City of Secrets, A Time of Trials, The Tower of the Hand, Tales from the Red Keep, Secrets and Spies, The Battle of Blackwater Bay) Defenders of the North Chapter Pack Expansion Set (Wolves of the North, Beyond the Wall, A Sword in the Darkness, The Wildling Horde, A King in the North, Return of the Others) Brotherhood Without Banners Chapter Pack Expansion Set (Illyrios Gift, Rituals of Rhllor, Mountains of the Moon, A Song of Silence, Of Snakes and Sand, Dreadfort Betrayal ) Secrets of Oldtown Chapter Pack Expansion Set (Gates of the Citadel, Forging the Chain, Called by the Conclave, The Isle of Ravens, Masl of the Archmaester, Here to Serve) A Tale of Champions Chapter Pack Expansion Set (Tourney for the Hand, The Grand Melee, On Dangerous Grounds, Where Loyalty Lies, Trial by Combat, A Poisoned Spear)
Princes of the Sun Deluxe Expansion Set Lords of Winter Deluxe Expansion Set Kings of the Storm Deluxe Expansion Set Queen of Dragons Deluxe Expansion Set Lions of the Rock Deluxe Expansion Set
Restricted Cards
The following cards are restricted for tournament Melee and Joust play. A player may select 1 card from the restricted list for any given deck, and cannot then play with any other restricted cards in the same deck. A player may run as many copies of his chosen restricted card in a deck as the regular game rules (or card text) allow. A Clash of Arms (F13) PYROMANCERS CACHE (F25) FURY OF THE WOLF (F26) FURY OF THE LION (F27) FURY OF THE STAG (F28) FURY OF THE KRAKEN (F29) FURY OF THE DRAGON (F30) FURY OF THE SUN (F93) CASTELLAN OF THE ROCK Kings Landing (F115) VENOMOUS BLADE Defenders of the North (F40) FEAR OF WINTER (F112) BURNING ON THE SAND (F117) VAL Princes of the Sun (F16) The Vipers Bannermen
Banned Cards
The following cards, even though found in the legal sets, are banned from LCG format tournament play: A Clash of Arms (F43) JAQEN HGHAR (F106) COMPELLED BY THE ROCK