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3 Tournament Logistics§

3.1 Round Structure§

Tournaments are separated into rounds. A round in a tournament typically consists of a match between pairs of Players. If a Player wins a specified number of games in a match, that Player is the winner of that match. Swiss rounds are rounds of a Swiss-system tournament, where Players participate in each round and are paired based on a combination of Player standings, match history, and the tournament format. Elimination rounds are rounds of a knockout-style tournament, where Players are eliminated from the tournament if they lose a match (single-elimination) and do not participate in subsequent rounds.

Rounds structure and format can vary between tournaments. A tournament is typically a single format with timed Swiss rounds for all Players followed by untimed single-elimination rounds for the top 8 players in the standings (referred to as the top-cut or play-off rounds). The number of rounds and round structure recommended/required for a tournament is outlined in [A.2].

For timed rounds[3.2], the Players play games until a Player has won a specified number of games or the time in the round expires. For untimed rounds, the Players play games until a Player has won a specified number of games. At the end of a match, if a result has not yet been determined, the Players complete the end-of-match procedure to determine the match result.[3.4]

Generally, only 1 game is required to win a match, unless otherwise announced by the Tournament Organizer prior to the start of the tournament.

3.2 Timed Rounds§

Timed rounds ensure that the tournament proceeds at a reasonable pace and gives Players a good idea of when to be ready to find their pairings for the next round.

The timer for a round should begin when the vast majority of Players are seated or have been given a fair opportunity to be seated. Players may perform the first game's start-of-game procedure before the round timer starts, but they must wait to begin the first turn of the first game until after the round timer starts.

If a Judge pauses a match for more than one minute while the round timer is running, the Players in the affected match will be given at least an equal amount of additional time to finish the match. If the match is paused for a regular deck-check[3.8], the Players will be given the time taken for the deck-check plus an additional three minutes to shuffle and present their decks, not to exceed the original time for the round.

Feature matches[3.11] should be given additional time to compensate players for the time spent moving and/or setting up, or the feature matches should be timed separately.

3.3 Start-of-Game Procedure§

A match officially begins with the players performing the first start-of-game procedure. The start-of-game procedure is as described in-depth by the Comprehensive Rules, but simply are as such:

  • Step 1: Each Player places their hero card face up in their hero zone.
  • Step 2: A selected Player chooses who the first-turn Player of the game will be.
  • Step 3: Each Player selects arena-cards from their card-pool with which they will start the game (e.g. equipment and weapons).
  • Step 4: Each Player selects the deck-cards from their card-pool that will become their deck (i.e. cards that start in the deck zone).
  • Step 5: All other legal cards that are not selected from a Player's card-pool become that Player's inventory.[4.10]
  • Step 6: Each Player shuffles and then presents their deck to their opponent to be shuffled and/or cut.
  • Step 7: Each Player reveals and sets up their arena-cards in their respective zones.
  • Step 8: Each Player draws up to their hero's intellect. Once both Players have drawn their cards, the game is considered to have begun, and the first-turn Player may begin their turn.

For Step 2, a Player is selected using a random method (e.g. highest roll, flipping a coin, etc.), and that Player chooses who has the first turn. If it is the first game of a play-off round, the Player with the higher standing chooses who has the first turn. If it is not the first game of a match, the Player who lost the previous game of the match is the Player who chooses; or if the previous game ended in a draw, the same Player as the previous game chooses.

The maximum time allowed for the start-of-game procedure is 5 minutes for the first game of a match, and 3 minutes for each subsequent game in the match. Players who exceed this time limit have committed slow play.[5.7]

3.4 End-of-Game Procedure§

At the end of a game, players must reveal their cards with hidden information (e.g. cloaked equipment) if their opponent or a tournament official asks.

At the end of a match, Players must agree on the results of the match and then submit that result to the Scorekeeper.

For timed Swiss rounds, when the time in the round expires and a winner of the current game is yet to be determined the turn player completes their turn, and then 1 additional turn is played. If, at the moment time expires, the turn player has no decisions remaining or has clearly indicated their intention to end their turn, their turn is considered complete and their opponent will begin their turn, followed by the 1 additional turn. When the additional turn is complete, if a winner of the game has not been determined, the current game is a draw. The winner of the match is the Player who has won more games in that match, or the match is a draw if the Players have won the same number of games.

For elimination rounds, where a draw is not an acceptable match result, take the following steps to determine the winner of the match.

  • Step 1: The Players are warned that if no progress is made, the winner of the current game will be determined by the highest life total. If no Player advances the game state towards a result other than a draw, go to Step 2.
  • Step 2: The winner of the game is the Player whose hero has the highest life total in the current game. If neither hero has a higher life total, go to Step 3.
  • Step 3: The winner of the match is the Player who has won more games in that match. If neither Player has won more games, Players start a new tiebreaker game with 4 turns total (2 turns per player). After 4 turns, go to Step 4.
  • Step 4: The tiebreaker game continues until one hero has a higher life total and the winner of the match is that hero's Player. If the tiebreaker game ends in a draw, go to Step 5.
  • Step 5: The winner of the match is the Player that had the highest standing before the match began.

3.5 Intentional Draws and Concessions§

Players may intentionally draw games and/or matches by mutual agreement at any time, except for elimination rounds. Matches in elimination rounds can not be intentionally drawn, and games in elimination rounds can only be drawn when there is a stalemate or deadlock as determined by a Judge.

Players may concede games and/or matches at any time, except for timed rounds. For timed rounds, Players may concede any time up to and including when the time expires in the round, but once a Player makes an in-game action after this point (or acknowledges their opponent's action), they may no longer concede and must play the game to its natural conclusion. It is recommended that Players call a Judge when they want to concede.

Players may not concede in exchange for any kind of consideration.[6.4] If players discuss considerations that are dependent on the outcome of a match (e.g. prizes), they may no longer concede.

Players may not ask for a concession from their opponent at any time. Implicitly suggesting or pressuring a Player to concede may be considered to be asking for a concession. Discussing Player advantage, past or future actions, or possible outcomes when the time expires in a timed round is considered pressuring an opponent to concede.

If a Player refuses to play a game and/or match, that Player is considered to be conceding the game and/or match. If both Players refuse to play a game or match, the match result is a loss for both Players.

When a Player concedes a game/match, the result is processed as a loss for the conceding player. If the player would not be allowed to concede at that point, the player should be dropped from the tournament if there is not a genuine reason why they need to stop playing the current match. Examples of genuine reasons include but are not limited to:

  • There is a personal emergency that requires the attention of the player.
  • A player feels physically unwell.
  • A player is uncomfortable playing against the opponent.
  • A player spills a cup of coffee over themselves and they want to concede in order to clean themselves up.

Examples:

  • Two players do not want to play a game against each other during the Swiss rounds, but do not want a loss result to affect their personal ranking. They agree to a draw for the match and submit that result.
  • It is the last Swiss round for the tournament and two friends are paired. One Player has enough match wins to make the top 8, so they concede before presenting their deck so that their friend has a better chance of making it into the top 8 as well.
  • Time is called in the round and one Player is in a clearly advantageous position, but can not win in the next two rounds. The Player does not ask for a concession, but their opponent decides to concede before taking any actions anyway because they want their opponent to have a win, based on the game state.
  • Time is called in the round, the Players have already completed the additional turn in the end-of-match procedure, and neither Player has won the game. Because neither Player decided to concede between the time being called and taking an action, neither Player may concede the game and it must be declared a draw.

3.6 Dropping from a Tournament§

A Player may drop from a tournament at any time. To drop from the tournament the Player must inform the Scorekeeper. Dropped Players may only be re-entered into a tournament at the discretion of the Head Judge.

Players who do not show up to their match are considered to have conceded the match and should be dropped from the tournament unless they inform the Scorekeeper before the next round pairings are generated.

If a Player drops from a tournament before the first pairings have been generated, they are considered not to have participated in the tournament and will not be listed in the final standings. If a Player drops after pairings for a round have been generated, they are considered to have conceded that round's match before being dropped.

If a Player drops during a limited format portion of a tournament, they own all the cards they correctly and currently have, including any opened, unopened, and partially-drafted booster packs.

If a Player drops from a tournament early, they may not be eligible for participation prizes at the discretion of the Tournament Organizer. If a Player drops from the tournament after it is announced that they are in the top cut, there will not be a replacement for them in the top cut.

Players may not drop from a tournament in exchange for any kind of consideration.[6.4]

3.7 Card-Pool Registration§

Card-pool registration (decklist) is a recorded list of cards a Player may use or intends to use in a tournament format. Decklists are required from Players for all competitive and professional REL tournaments. While not required, the Tournament Organizer may require decklists for Casual tournaments. For specific decklist requirements, see [A.5].

When a decklist is submitted to a tournament official, the decklist and the information contained therein become the property of the Tournament Organizer. Decklists that are illegal, illegible, or not properly formatted may be rejected. Once a decklist has been accepted, the Player may not alter it. Players are responsible for submitting all decklists required before the beginning of the first round (for constructed formats), end of deck construction (for limited formats), or at another time specified by the Tournament Organizer. Players that submit their decklists after this time may receive penalties. Players may request to see their decklist between matches, which should be honored if logistically possible.

It is recommended that decklists are kept private to the Player and tournament officials for the duration of the tournament, with the exception of using it for coverage and providing it to Players in the play-offs at professional REL. If there are any changes to this, the Tournament Organizer should make it clear before the tournament begins. At professional REL, each Player in the play-offs of a constructed format should be provided copies of their opponents' decklists at the earliest convenience and given sufficient time to review them until the first game begins. This is not required for limited-format play-offs.

3.8 Deck-Checks§

A deck-check is a procedure to verify a Player's cards against their accepted decklist.[3.7] For a regular deck-check, the Player's cards are collected when a Player has presented their deck for a game (before they have drawn their opening hand), and are returned without the guarantee that they are in the same order. Regular deck-checks should ensure that the cards are not considered marked[5.13] and that the player has presented cards legally.[3.3]

Regular deck-checks must be performed at professional REL and are recommended at competitive REL. Regular deck-checks may be performed at casual REL at the discretion of the Tournament Organizer. If regular deck-checks are being performed at a tournament, it is recommended that a regular deck-check is performed on 10% of the random players during the Swiss rounds of the tournament before they begin the first round of the play-offs. Additional deck-checks might be performed for investigation purposes.

If the round is timed, affected Player's should be given extra time to complete the round.[3.2]

The Head Judge reserves the right to perform a (non-regular) deck-check for any Player, including when they are in the middle of a game or between rounds. If a deck-check is performed in the middle of a game, it must be returned to reinstate the game exactly before the deck-check was performed. If a deck-check is performed between rounds the Head Judge should keep in mind that it is not presented as though the Player was about to play the game with it; marked cards and presentation errors are typically not applicable.

3.9 Judge Calls and Appeals§

A Player may call a Judge at any time during their match. The recommended way to call a Judge involves pausing the game, raising a hand, calling out "Judge!", and waiting for a Judge to attend the call. Tournament officials may pause a game and call a Judge on behalf of the Players. At a competitive and professional REL Spectators may not call a Judge, but may discreetly bring a game to the attention of a Judge if necessary. Judges should attend judge calls guided by the official Comprehensive Rules, Procedure and Penalty Guide, and Tournament Rules and Policy.

During a match, a Player should immediately call a judge when:

  • Any Player commits a minor infraction that can not be resolved between the players in a timely manner.
  • Any Player commits an infraction that requires a corrective procedure or might create a significant advantage/disadvantage for one of the Players.
  • There is a dispute between Players that can not be resolved in a timely manner.
  • There is an issue or emergency that requires a tournament official.
  • The Player needs to leave the table for any reason.
  • The Player otherwise needs the immediate oversight of a Judge.

A Player may also call a Judge when they want assisted information.[5.1] During a judge call, Players must answer all questions completely and honestly and may request to do so away from the match.

For tournaments where there are both Head Judges and Floor Judges, it is preferable that a Floor Judge is the first responder to a judge call. If a Floor Judge is not available to respond to a judge call in a reasonable amount of time, a Head Judge should be the first responder to the call.

Players may not request a specific Judge to attend their judge call or request a different Judge other than the first attending Judge. If there is an issue with language barriers, Players may request a translator to aide in the judge call, which should be honored if logistically possible.

After the attending judge has made a ruling, but before the procedure or penalty has been applied, either Player may appeal the Judge's ruling. When a ruling is appealed, a Head Judge attends the judge call to make the final ruling. When a Head Judge is the first responder, the player may still request an appeal, in which case the Head Judge should consult with another Judge before affirming or modifying their ruling.

3.10 Accessibility§

The Tournament Organizer is responsible for making a reasonable effort to provide an accessible environment for Players to participate in the tournament.

Players may request help from tournament officials in regard to accessibility. Exceptions to specific tournament rules may be made on a case-by-case basis to make the tournament more accessible to individual Players, provided the exceptions do not give a strategic advantage to the Player. All exceptions must first be approved by the Head Judge.

Examples:

  • Assigning a caretaker, friend, or legal guardian to aid a Player with certain tasks like drafting or shuffling when the Player is physically disabled.
  • Assigning a specific play-table for a Player with a physical disability that prevents them from reaching their seat each round.
  • Allowing a player to use written phrases made before or during the event, to communicate common aspects of gameplay to their opponent.
  • Allowing the use of electronic devices to facilitate translation during a judge call if no translator personnel are available.

3.11 Coverage§

LSS reserves the right to publish any official tournament information at any time, including during the tournament. The Tournament Organizer may also publish this information after the tournament is complete. By participating in a tournament, players consent to their tournament information being used for coverage purposes. This information includes, but is not limited to, the Players' names, decklists, and results.

Tournaments may have live media coverage, including video coverage of matches by live streaming or replay broadcast (feature matches). During feature matches, coverage may direct the gameplay logistics and the use of tournament materials to improve the quality of the content being recorded and prevent players from gaining a strategic advantage. This includes, but is not limited to, using additional markers to visually represent information for the cameras, having the Players wear noise-cancelling headphones, and prohibiting the use of material that features non-LSS IP.

The Head Judge may authorize the use of video replays from official media coverage to assist in making rulings during a match. Video replays may also be used for the purpose of investigations after a match has been completed.

At casual and competitive REL, players may decline to be featured during Swiss rounds without penalty. At professional REL, or during play-off rounds at casual and competitive REL, if a player declines to be featured, they receive a match loss for the round.

Spectators are permitted to record matches provided that they do so unobtrusively. If a Player or Spectator wants to use an obtrusive method to record a match, they must request the permission of the Tournament Organizer and the Players of the match.