Mage Knight tournaments are designed to be fast and fun. They
play quickly to keep everybody in the action. Tournament rules
are designed to build on the existing Mage Knight rules.
Tournament rules add to, or further define, the existing body of
rules.
Registration
Anybody can play in a sanctioned Mage Knight tournament.
Registered players will earn Battle Points for their victories,
which are tracked on the Mage Knight web site at
www.mageknight.com. Registered players should report their login
name to the judge when they arrive so their victory points can be
properly credited.
Tournament Format
Head-to-Head constructed tournaments will be a Swiss style for
the opening rounds, with a number of final rounds based on the
number players. All players participate in the Swiss rounds
&ndash there is no elimination. Players will be matched
according to their victories as closely as possible for each
round. Players are, therefore, guaranteed a certain number of
rounds depending on the number of participants.
Judges will announce the number of final rounds before the first
round of play. The number of players to advance to the final
rounds will also be determined by the number of players. Each
round, including finals, must be completed in 50 minutes. When
time is called, the game ends after resolving the current action.
In the event both players still have non-demoralized figures on
the map, resolve the battle using the victory conditions outlined
below.
All players participate in the Swiss rounds &ndash there is
no elimination. Players will be matched according to their
victories as closely as possible. The final rounds (if more than
one) are single elimination.
Army Size
All players must bring 200-point armies to the tournament. All
figures are tournament legal providing the collector number on
their combat dial matches the collector number on the base.
Original figures must be used so all players can see the figures
they are facing, however, these figures may be painted and/or
detailed as the player likes. Only one unique of each type may be
used (Collector number 145 to 176). Armies that are below the
200-point limit receive a bonus to victory calculations as stated
below.
Terrain and the Battlefield
Head-to-Head Tournaments are played on a standard
3&rsquox3&rsquo playing surface. Elevated terrain may not
be used, however all other forms of terrain are tournament legal,
including Special Terrain. Each terrain piece must conform to
minimum and maximum sizes, measured by area. For each terrain
piece, multiply the length by the width to determine the terrain
area. The minimum area is 16 square inches. The maximum area is
64 square inches. Walls have a default width of 1 inch for area
calculation. Neither the width nor the length of any terrain
piece may exceed 10 inches. Each player is responsible for
bringing four pieces of terrain to the tournament. Players place
their terrain in a pool (totaling eight pieces) from which four
pieces of terrain are selected per &ldquoSetting the
Scene&rdquo on page 3 of the rulebook. No terrain may be
placed in an opponent&rsquos Starting Area (within 3 inches
of his edge and at least 8 inches from each side).
Tournament Rules
1. Tournaments use all Mage Knight rules and the abilities listed
on the Special Abilities Card (SAC) unless expressly changed or
appended here. The latest edition of the Mage Knight rules and
SAC are considered the legal standard for the tournament.
2. Rules questions will be determined based on the frequently
asked questions (FAQ) posted on the Mage Knight web site,
www.mageknight.com. In all questions, the judge&rsquos ruling
is final. Players are encouraged to resolve questions themselves
if possible using Mage Knight Etiquette found on page 11 of the
rulebook.
3. Captives must be returned to a player&rsquos Starting Area
to count toward final victory points. No victory points are
scored for captives that are not returned to the
captor&rsquos starting area (within 3 inches of his edge and
at least 8 inches from each side).
4. If it discovered the collector&rsquos number on a
figure&rsquos base does not match the collector&rsquos
number on that figure&rsquos combat dial, the owning player
is eliminated from the tournament.
Victory
Victory in each game is determined by each player&rsquos
accumulated Victory Points. When time elapses or all troops on
one side are eliminated, demoralized and/or captured, the game
ends. At the end of the game, total your Victory Points and give
them to the judge. If one side&rsquos troops are all
eliminated, demoralized, and/or captured, that player loses. If
both players non-demoralized troops at the end of the game, the
player with the highest Victory Point total wins. To determine
Victory Points:
1. Start with the total point value of all opposing figures you
have eliminated. Opposing figures that are eliminated multiple
times add their value to your Victory Points for each instance
they were eliminated.
2. Add double the point value for all opposing captured troops in
your Starting Area. Captured troops not in your Starting Area at
the end of the game add zero.
3. Add the point value of each friendly, non-captured,
non-demoralized figure that remains on the battlefield at the end
of game, as long as it was on the battlefield for the entire game
(i.e., as long as it was not eliminated at any point during the
game and returned due to Necromancy).
4. Add the points not used to create your army (e.g. a 198-point
army gets 2 additional points in a 200-point tournament).
The sum total of this calculation is called the Victory Point
Total for a player. If the Victory Point Totals for both players
in a game are tied, use the following tie-breakers in order:
a. Player who built his army with the fewest points wins (e.g., a
198-point army wins against a 200-point army).
b. Player with the highest cumulative point value of
non-Demoralized figures on the map at the end of the game wins.
c. Player with the highest point value of opposing captives in
his Starting Area wins.
d. Player who eliminated the most opposing figures wins. (A
figure that is eliminated multiple times counts as multiple
figures.)
e. Player with the largest number of figures in his original army
wins.
f. Both players roll two dice. High roll wins.