Post by asburygrad on Aug 31, 2009 12:14:24 GMT -5
SOUTHEAST REGIONAL TEAM THROW-DOWN
“Official” Rules (to this point)
Team Play:
Before the start of the tournament, players must choose teams. A team will be a group of players whose win/loss record and VC totals will be compiled to indicate a winning team at the end of the tournament. Players will compete individually. Current teams include Alabama (Clan Mutant Sea Bass), Tennessee, and North Carolina. Each team will contribute $15 towards the purchase of sealed boosters.
Pairings:
We will use a modified Swiss pairing system for this tournament. The top-ranked player of Round 1 will be paired against the next highest ranked player from a different team, then the second-place player will be paired against the next highest ranked player from a different team, etc. for each round.
Example:
Let’s say that the top 4 players are all from one team, the next 3 players in order are from a different team, and then the 8th ranked player is from a third team. #1 will be paired against #5, #2 will be paired against #6, #3 will play #7, and #4 will play against #8.
Format:
5 rounds
900- point “semi-sealed” (see below) build totals
6 orders per turn
Hand of 5 cards – at least one mission card, at least one planetary condition card
70-minute rounds
No faction purity requirement
No “custom” units (not from an official WizKids-produced release) are allowed
Semi-Sealed Rule:
After teams are finalized, but before the start of the tournament, each team will be given 16 boosters from the Firepower release. Teams will have 1 hour (60 minutes) to open their boosters and choose their units, using any system that works for them.
At the end of the hour, each individual player must have at least 200 points’ worth of units or cards from the sealed boosters in his army. In the case of Mechs, the unit itself, the attached pilot (if any), and the attached gear (if any) are considered separately in determining the 200-point minimum. The remaining portion of a player’s army may come from their collection, any release. A player may use units from the sealed boosters up to the full build total, if they wish.
(This is assuming we have three participating teams. The number of boosters per team may need to be adjusted.)
“Beginner’s Luck” Special Rule:
Each team will determine two players who are their “second-tier” players. Teams will make this determination in any way they like. These two players will be given a special token to keep with them during the tournament. Once per round, a second-tier player may use the token to reroll all three attack dice once. Once the token is used, it is placed on the sideboard next to the playing area, and may not be used again.
Determination of Winner:
After the five rounds have concluded, the player with the overall best record (according to standard WizKids tournament rule determination) will be declared the champion of the event. All players will vote for one person who displayed the best sportsmanship, and the player with the most votes will be declared the fellowship winner of the event. Players may not vote for a member of their team.
Overall scores will be compiled, and one team will be declared the winning team for the event.
Prizes will be announced on the day of the event, but we will have something special for all team members of the winning team, plus prizes for the champion and fellowship winner.
“Official” Rules (to this point)
Team Play:
Before the start of the tournament, players must choose teams. A team will be a group of players whose win/loss record and VC totals will be compiled to indicate a winning team at the end of the tournament. Players will compete individually. Current teams include Alabama (Clan Mutant Sea Bass), Tennessee, and North Carolina. Each team will contribute $15 towards the purchase of sealed boosters.
Pairings:
We will use a modified Swiss pairing system for this tournament. The top-ranked player of Round 1 will be paired against the next highest ranked player from a different team, then the second-place player will be paired against the next highest ranked player from a different team, etc. for each round.
Example:
Let’s say that the top 4 players are all from one team, the next 3 players in order are from a different team, and then the 8th ranked player is from a third team. #1 will be paired against #5, #2 will be paired against #6, #3 will play #7, and #4 will play against #8.
Format:
5 rounds
900- point “semi-sealed” (see below) build totals
6 orders per turn
Hand of 5 cards – at least one mission card, at least one planetary condition card
70-minute rounds
No faction purity requirement
No “custom” units (not from an official WizKids-produced release) are allowed
Semi-Sealed Rule:
After teams are finalized, but before the start of the tournament, each team will be given 16 boosters from the Firepower release. Teams will have 1 hour (60 minutes) to open their boosters and choose their units, using any system that works for them.
At the end of the hour, each individual player must have at least 200 points’ worth of units or cards from the sealed boosters in his army. In the case of Mechs, the unit itself, the attached pilot (if any), and the attached gear (if any) are considered separately in determining the 200-point minimum. The remaining portion of a player’s army may come from their collection, any release. A player may use units from the sealed boosters up to the full build total, if they wish.
(This is assuming we have three participating teams. The number of boosters per team may need to be adjusted.)
“Beginner’s Luck” Special Rule:
Each team will determine two players who are their “second-tier” players. Teams will make this determination in any way they like. These two players will be given a special token to keep with them during the tournament. Once per round, a second-tier player may use the token to reroll all three attack dice once. Once the token is used, it is placed on the sideboard next to the playing area, and may not be used again.
Determination of Winner:
After the five rounds have concluded, the player with the overall best record (according to standard WizKids tournament rule determination) will be declared the champion of the event. All players will vote for one person who displayed the best sportsmanship, and the player with the most votes will be declared the fellowship winner of the event. Players may not vote for a member of their team.
Overall scores will be compiled, and one team will be declared the winning team for the event.
Prizes will be announced on the day of the event, but we will have something special for all team members of the winning team, plus prizes for the champion and fellowship winner.