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Appendix

A.1 Organized Play Programs§

Tier Tournament Name Rules Enforcement
Level
4 World Championship Professional
4 Pro Tour Professional
3 National Championship (USA) Professional
3 National Championship Competitive
3 Calling (day 2+) Professional
3 Calling (day 1) Competitive
3 Battle Hardened Competitive
2 ProQuest+ Competitive
2 ProQuest Competitive
2 Road to Nationals Competitive
1 Skirmish Casual
1 World Premiere Casual
1 Prerelease Casual
1 Armory Casual
1 On-demand Casual
1 Play Anywhere Casual

A.2 Recommended Number of Swiss Rounds§

If there is no official guidance on the required structure of a tournament, the following is the recommended number of Swiss rounds for a tournament based on attendance. If the number of Swiss rounds differ from the table, the Tournament Organizer is required to inform players at the time of registration or it must be clearly stated in event advertising.

Single-day tournaments should use the following structure. The rounds are calculated to ensure that, with typical match results, there is one undefeated Player and all Players with an X-1 record (or better) will be in a play-off (if any).

Single-Day Tournament

Players Swiss
Rounds
Play-off
Up to 8 3 None
9 -- 16 5/4* Top 4/8*
17 -- 32 5 Top 8
33 -- 64 6 Top 8
65 -- 128 7 Top 8
129 -- 224 8 Top 8
225 -- 384 9 Top 8
385 -- 736 10 Top 8
* Limited tournament with booster draft play-off

Team-format single-day tournaments should use the following structure.

Single-Day Tournament (Teams)

Players Swiss
Rounds
Up to 16 5
17 -- 32 6
33 -- 64 7
64 -- 128 8
129 -- 224 9
225 -- 384 10
385 -- 736 11
All play-offs are top 4

Multi-day premier tournaments should follow the following structures. The top $N$ players, or players with an X-2 win-loss record player (whichever is larger) may proceed to the tournament's second day of Swiss rounds. The rounds are calculated to ensure that, with typical match results, players play on day 2 will have the opportunity to make the top 8 play-off or achieve a position for prizes.

Multi-Day Constructed Tournament

Players Day 1 Swiss
Rounds
Day 2 Cut Day 2 Swiss
Rounds
Up to 224 7 Top 48 or X-2 4
225 -- 440 7 Top 64 or X-2 5
441 -- 732 8 Top 80 or X-2 5
733 -- 1244 9 Top 96 or X-2 5
1245+ 9 Top 128 or X-2 6
All play-offs are top 8

Multi-Day Limited Tournament

Players Day 1 Swiss
Rounds
Day 2 Cut Day 2 Swiss
Rounds
Up to 224 8 Top 48 or X-2 3
225 -- 440 8 Top 64 or X-2 6
441 -- 732 8 Top 80 or X-2 6
733 -- 1244 8 Top 128 or X-2 6
1245+ 9 Top 128 or X-2 6
Day 1 is sealed deck and Day 2 is booster draft
All play-offs are top 8

A.3 Time Limits§

The following time limits are recommended for each round of the tournament, (inclusive of the start-of-game procedure) based on the format. If the time limits differ from the recommended amounts, the Tournament Organizer is required to inform Players prior to the beginning of the tournament or it must be clearly stated in event advertising. Round times for the game formats are based on 1 game to win a match and are inclusive of the 5 minutes for the start-of-game procedure.

Format Time Limit
Classic Constructed 55 minutes
Blitz 35 minutes
Sealed Deck 35 minutes
Booster Draft 35 minutes
Welcome Deck 30 minutes
Sealed deck registration 20 minutes*
Sealed deck verification 10 minutes
Sealed deck build & preparation 30 minutes*
Draft deck registration 15 minutes*
Draft deck verification 5 minutes
Draft deck build & preparation 10 minutes*
* add 10 minutes for World Premiere Weekend events

The following time limits are recommended for booster draft operation:

Cards Draft time
15 50 seconds
14 50 seconds
13 50 seconds
12 50 seconds
11 40 seconds
10 40 seconds
9 30 seconds
8 30 seconds
7 20 seconds
6 20 seconds
5 10 seconds
4 10 seconds
3 5 seconds
2 5 seconds
1 -

The recommended time limit for the review period is 1 minute.

All players must have drafted a card, placing it face down into their draft pile, within the time limit. If a player is consistently taking more than the time limit to draft a card, they may be subject to penalties.

Players may not open or pick up a pack passed to them, until the Judge overseeing the draft pod announces players may do so. It’s from the Judge's announcement, that the timer starts for the next draft pick. The Judge may announce to pick up the next pack before the time limit has expired if all players have completed their draft pick from the current pack.

A.4 Tiebreakers§

Every round, each player plays a match against another player, unless they have been awarded a bye. The result of each match played is reported to the Scorekeeper and at the end of a round, players are ordered in a list based on their overall performance during the tournament (i.e. player standings). During the tournament, players improve their standing by gaining match points and avoiding losses:

Result Letter Points
Win W 1
Bye B 1
Draw D 0
Loss L 0

The following tie-breakers are used in sequence to determine the order of player standings.

  • Step 1: The player with the higher Match Points
  • Step 2: The player with the higher Cumulative Match Points
  • Step 3: The player with the lower Match Loss Percentage
  • Step 4: The player with the lower average Opponent Match Loss Percentage
  • Step 5: The player with the higher average Opponent Cumulative Match Points
  • Step 6: A player selected at random

Cumulative Match Points (CMP)

The player whose total Match Points were higher at the most recent point in the tournament will have the better CMP tiebreaker. The CMP for a player is calculated as a fractional number between 0 and 1:

Cumulative Match Points (CMP) equation

where R is the total number of completed rounds, r is the round number, mr is 1 if the player had a win in round r and 0 otherwise. If a Player has Match Wins equal to the round number, their CMP will be 1; if the Player has 0 Match Wins, their CMP will be 0.

Match Loss % (MLP)

The player with the fewest average losses of matches (of the matches that they've played) will have the better MLP tiebreaker. The MLP is calculated as a fractional number between 0 and 1:

Match Loss Percentage (MLP) equation

where Rp is the total number of completed played rounds, r is the round number, lr is 1 if the player had a loss in round r and 0 otherwise. If a Player has a bye in a round, that round is not considered to have been played by the Player. If a Player has a draw in a round, it is not considered a loss in that round. With this metric, byes are worse than draws (if the Player has any losses at all), and losses are worse than draws (because they increase the MLP).

A.5 Card-Pool Registration Requirements§

The following card-pool registration requirements are stated for each REL and format. If the requirement differs from the following, the Tournament Organizer must clearly state such in the event advertising.

Rules Enforcement
Level
Format Deck Registration
Required
Professional Constructed Yes
Professional Limited Yes
Competitive Constructed Yes
Competitive Limited Yes
Casual Constructed No*
Casual Limited No*
Casual Welcome Deck No
*unless specified by the Tournament Organizer

Constructed Format Decklists

For constructed formats, a Player's decklist must list every card they intend to play in that format. The decklist must record the name (in English), pitch value (if applicable), and quantity of every card and be grouped as follows:

  • Arena-cards (hero, equipment, weapons, etc.)
  • Deck-cards with pitch value 1 (red) or no pitch value (pearl)
  • Deck-cards with pitch value 2 (yellow)
  • Deck-cards with pitch value 3 (blue)

It is recommended that players use the official deck registration sheet.

Limited Format Decklists

For limited formats, a player's decklist must list every non-basic-rarity card they have in their limited card pool. The decklist must record the name, pitch value (if applicable), and quantity of every non-basic-rarity card, and must record the hero the player intends to play. It is recommended that the Tournament Organizer provide players with the appropriate official registration sheet.

A.6 Authorized Test Print Cards§

Authorized test print cards are specific official Flesh and Blood cards that are legal for tournament play. The following is a list of existing

  • Ironrot Helm [OXO001-P], Slingshot Underground
    A non-foil black-border white-back card featuring the art of Ironrot Helm (Yulia Litvinova 2018).
  • Ironrot Chest (Ironrot Plate) [OXO002-P], Slingshot Underground
    A non-foil black-border white-back card featuring the art of Ironrot Plate (Gorshkov Stanislav 2018).
  • Ironrot Gauntlet [OXO003-P], Slingshot Underground
    A non-foil black-border white-back card featuring the art of Ironrot Gauntlet (Gorshkov Stanislav 2018).
  • Ironrot Legs [OXO004-P], Slingshot Underground
    A non-foil black-border white-back card and featuring the art of Ironrot Legs (Yulia Litvinova 2018).
  • Bravo Showstopper, High Seas - Treasure Pack
    A cold-foil borderless full-art double-sided card featuring the art of Bravo, Showstopper (Alexander Mokhov, 2019).
  • Great Library of Solana, High Seas - Treasure Pack
    A cold-foil borderless full-art double-sided card featuring the art of Great Library of Solana (Federico Musetti, 2021).

A.7 Set-Specific Rules for Limited§

Limited formats are based on a specific set of Flesh and Blood. The following are additional tournament rules based on the specific set used for the limited format.

Competitive Booster-Based Formats

Competitive booster-based formats include sealed deck [8.1] and booster draft.[8.2] Booster packs of Flesh and Blood contain a set of official Flesh and Blood cards, and booster packs that support competitive limited contain a total of 16 cards. The first 14-15 cards in a booster are non-basic-rarity cards that can be included in a Player's limited card-pool and are draftable. The remaining 1-2 extra cards are excluded from a Player's limited card-pool and are not draftable. The specific contents of each booster and the rules for each card's inclusion in a Player's limited card-pool are dependent on the booster's set.

The following table outlines the rules for booster-based formats (sealed deck and booster draft), based on the set being used.

Set Name Sealed
# of Packs
Starting
Deck Size
Limited
Cards
Extra Cards
Welcome to Rathe 6 packs 30+ cards 15 cards
Arcane Rising
Monarch
Tales of Aria
Uprising 6 packs 30+ cards 14 cards Cold-foil cards
Outsiders
Bright Lights 4 packs 30-40 cards 14 cards Legendary-rarity cards
Fabled-rarity cards
Marvel-rarity cards
Extended-art cards*
Micro-text cards
Cold-foil cards
Expansion cards
Heavy Hitters 6 packs 30+ cards
Part the Mistveil 8 packs 30 cards
Rosetta
The Hunted
High Seas
Super Slam
...
current

Crack, Shuffle, Play Sets

The following sets are recommended for the Crack, Shuffle, Play format:

Set Name Extra Rules
Bright Lights Arena-cards must also be removed from the middle of each booster before the deck-cards are shuffled.
Mastery Pack: Guardian

Set-Specific Rules

The following rules apply to all limited formats (sealed deck, booster draft, and blitz preconstructed):

Set Name Limited Specific Rules
Uprising Maximum of 3 Phoenix Flame cards per limited card-pool
Rosetta Each Player starts the game with a Sanctuary of Aria macro
High Seas The game starts with a Treasure Island macro