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WHK Tournament Rules

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9 views7 pages

WHK Tournament Rules

Uploaded by

thee.ohgeeze
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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Tournament Rules

October, 2014
Warhammer 40,000: Conquest Tournament Rules
TO/ Judge Participation
The Organized Play program for the Warhammer 40,000:
Conquest card game, sponsored by Fantasy Flight Games
(“FFG”) and its international partners, follows the organization The TO may participate in a tournament for which he or she
and rules provided in this document. is responsible only if there is a second Tournament Organizer
present. This second TO must be present and announced at the
The beginning of this document provides general rules that apply
beginning of the tournament, and is responsible for all rulings for
to all Organized Play events. Following is a section that details
games in which the primary TO is playing.
the procedure for running and scoring a Warhammer 40,000:
Conquest: The Card Game tournament, as well as a code of Tournament Organizers and Judges for premier championship
conduct to which players must adhere when competing in such tournaments (Regionals, Nationals, and Worlds) are expected
events. At the end of the document is a description of which sets to commit their full attention to organizing and judging the
are allowed in the current tournament season. event, and therefore are not permitted to participate in their own
Regional, National, or World Championship events as players.
Card Interpretation
Sanctioned tournaments are played using the most recent rules Card Sleeves
documents and the most updated version of the official FAQ For all officially sanctioned Regional, National, and World
document, both downloadable from the Support section of the Championship events, players are required to use protective
FFG Warhammer 40,000: Conquest website at any time. Cards sleeves for their decks. (The warlord card does not need to be
are interpreted using the appropriate card rulings on the most sleeved.) If a player’s deck contains alternate art cards, the
updated FAQ document. During sanctioned competition, players sleeves must be art sleeves or opaque. For all local-level events,
must refer to this version of a card to settle disputes concerning card sleeves are not required, but players are encouraged to use
the interpretation of a card’s wording or powers. Card abilities sleeves both to protect their cards and to protect themselves
are based on card text, not artwork, flavor text, or card titles. against accusations of marking or manipulating decks by
Also, remember the golden rule when interpreting card effects exploiting variance in the size, wear, or texture of their cards.
and interactions: if the rules text of a card directly contradicts the

Deck Size Limits


game rules, the rules on the card take precedence.

The Tournament Organizer (“TO”) is the final authority for all For tournament play, decks must contain a minimum of fifty
card interpretations, and he or she may overrule the FAQ when, cards. The warlord card does not count towards this fifty-card
in his or her opinion, a mistake or error is discovered. minimum, but the cards in the warlord’s signature squad do
count towards the minimum. There is no maximum deck size;
Code of Conduct however, you must be able to shuffle your deck in a timely
fashion with no assistance.
Players are expected to behave in a mature and considerate
manner, treat all opponents and judges with courtesy and To ensure that planet cards are available, each player must bring
respect, and play within both the letter and spirit of the rules one planet deck to participate in a Warhammer 40,000: Conquest
and not abuse them. For a detailed reference on player conduct event. Only one planet deck is used in each game.
and cheating, see the “Code of Conduct” on page 5 of this
document. Mulligan Rule
During setup, a player may re-shuffle his opening hand into his
deck, pass the deck back to his opponent for additional shuffling
or cutting, and draw a new starting hand from the same deck.
This may only be performed once per game. The decision of
whether or not to mulligan is made during step 8 of the setup
procedure detailed in the core rules, when a player draws his
starting hand. The player with the initiative decides first. Once
a player passes the opportunity to mulligan, that player cannot
change his mind.

2
Illegal Deck Procedure Tiers of Play
If an illegal card is discovered in a player’s deck during a Fantasy Flight Games’ Organized Play events are broken into
tournament, that player immediately forfeits the game in which three tiers of play. Each tier communicates what expectations
the card was discovered. The opponent in the round in which the the players, judges, and tournament organizers should have
illegal deck is discovered is credited with a full win. The player when they are involved with a Warhammer 40,000: Conquest
may drop from the tournament, or continue to play. If continuing, tournament. In addition, the competitive and premier tiers
the player must turn each offending card around in its sleeve ensure that no matter where a tournament is held, it will be run
(this cannot be done while playing with transparent sleeves) with the same standards of play and rules enforcement as other
and play with what are considered blank cards for the rest of the tournaments of the same kind around the world.
tournament. Results from previous rounds are not modified.

Blank cards from a player’s draw deck cannot be deployed, put Casual
into play, or used to pay costs. Card abilities that move them Casual events stress fun and a friendly atmosphere. These events
from a player’s hand or deck to other out of play areas may still help build local communities and are a great way for new players
interact with the blank cards. to experience their favorite game without worrying whether
they know every little rule. This tier may include leagues,
Examples of illegal decks include (but are not limited to): A loyal
weekly game nights, and any event using a Warhammer 40,000:
card in the wrong faction; a signature card that does not match
Conquest variant.
the warlord; a card that breaks the alignment wheel possibilities;
too many copies of a card.
Competitive
Illegal Game State Competitive events require players to have general knowledge of
a game’s rules. While experienced players come to these events to
An illegal game state (involving missed Forced abilities, compete for prizes, players should not be punished for their lack
missed game steps, overlooked restrictions, or an after-the-fact of understanding in the finer points of the Warhammer 40,000:
recognition of anything that “should” or “should not” have Conquest rules. Players can come to these events expecting a
happened) may arise through inattention or distraction on the consistent experience from store to store. This tier includes Store
part of both players. If this occurs, the players’ first recourse is to Championships and unique, one-off events.
reach a compromise among themselves as to how best to proceed.
If they cannot reach a compromise on their own, they may call a
judge for arbitration. Once a judge is called for an illegal game Premier
state, the judge’s solution is binding. Premier events are the highest level of competition for Fantasy
Flight Games tournaments, and all players, judges, and
Spectators are not participants in a game, and cannot interact with
tournament organizers involved are held to the highest levels
the players in the game. If a spectator believes that a player is
of conduct. Players are assumed to be familiar with the game’s
actively and intentionally breaking the rules of the game or the
rules, as well as the latest FAQ and tournament rules, and should
code of conduct, that spectator should immediately notify a judge
expect all rules to be strictly enforced. Regional Championships,
of his or her suspicions.
National Championships, and World Championships are premier
events.

3
Running a Tournament Scoring
Players earn tournament points at the end of each game as
Tournaments for the Warhammer 40,000: Conquest card game follows. These points are used to determine the winner of the
are held in a series of 55-minute tournament rounds. Tournament tournament, or, in the case of a larger event, they are used to
Organizers (TOs) may adjust this number down to 45 minutes determine who makes the cut to the championship elimination
or up to 65 minutes as they see fit. Each tournament round, rounds.
players score points based on the result of their game. After
a predetermined number of tournament rounds (depending Match Win = 5 points
on the field size and time constraints of the tournament), the Modified Match Win = 4 points
top point-scorer is the winner of the tournament, if there is no Draw = 2 points
championship round scheduled. For larger tournaments, the field Modified Match Loss = 1
instead cuts to a final elimination bracket. In such a tournament, Match Loss = 0 points
the top point scorers (usually a top 4, top 8, or top 16) will then
If a player meets his deck’s victory condition before the time
play off in a seeded (based on Swiss results) single elimination
limit has been reached, that player earns a match win and his
championship bracket to determine the tournament champion.
opponent receives a match loss.

Swiss Round Seating Time Limit Procedure


Standard Swiss style pairings are used. Random pairings
If the time limit has been reached, the players continue the game
are allowed for the first round. The TO should avoid pairing
through the end of the current game round and then compare the
family members or players who travelled together to get to
planet cards in their victory displays to determine a modified
the tournament, if at all possible, for the first round. For future
match winner. The player with the most total planets in his
pairings, pair players within the same score group as per Swiss
victory display earns a modified match win, and his opponent
style pairings.
receives a modified match loss.
TOs should always pair in halves, rather than randomly, within
If both players have the same number of planet cards in their
score groups. This allows for the subtle adjustment of players if
victory displays, they compare the total number of planet type
one player has already played another player. (Note: If the TO
symbols in their victory displays. The player with the most total
has access to rankings or ratings, this will make pairings much
planet type symbols in his victory display earns a modified match
easier.)
win, and his opponent receives a modified match loss.
When pairing in halves, always sort the players by score group,
If the players are tied on the total number of planets and also
then by the player number. Split the score group in half, pairing
tied on the total number of planet type symbols in their victory
the top half versus the bottom half.
displays, the match is scored as a draw for both players. If this
This has the same effect as using brackets so that the top 2 occurs in an elimination-round, another game round is played,
players do not meet until the last round. until one player breaks the tie.

Round two example: If there are eight players in the 3 score The final game in the championship brackets is untimed.
group, sort them in player number order, then separate into two
groups, 1-4 and 5-8. Pair player number 1 vs 5, 2 vs 6, 3 vs 7 Example: Tom and Kris reach the time limit in their game, which
and 4 vs 8. If there are seven players in the 3 score group, sort now uses the time limit procedure to determine a match winner.
them in player number order, then separate into two groups, 1-3, They play out the current round and compare the planets in their
4-7. The “odd” player is always put on the bottom stack, and victory displays.
will be paired down to the next score group playing the highest
Tom has two planets (Plannum and Barlus) in his victory
ranked player of that score group.
display. Kris also has two planets (Carnath and Y’Varn) in his
victory display. As the total number of planets for each player
is tied, they must now compare the total number of planet type
symbols in their victory displays.

Tom has 3 planet type symbols (2 on Plannum and 1 on Barlus)


in his victory display. Kris has 5 planet type symbols (2 on
Carnath and 3 on Y’Varn) in his victory display. Kris earns a
modified match win, and Tom earns a modified match loss.

4
Breaking Ties Code of Conduct
If a tiebreaker between players with identical tournament point
scores is needed, any player who has defeated each opponent in By entering a Warhammer 40,000: Conquest Organized Play
the tied group is advanced. If no player has defeated each of the event, you attest that you are and will be competing as an
other tied players, strength of schedule is used as the tie-breaker. individual. You attest that you will do your utmost to show
This is calculated by totalling and comparing the match points of respect to fellow competitors, tourney officials, and Fantasy
each tied player’s opponents. The player with the most tiebreaker Flight Games by observing and honoring both the letter and the
points wins the tie and advances. If the strength of schedule of spirit of the rules. You acknowledge that you are here to compete
two or more tied players is also tied, calculating and comparing with like-minded individuals and that everyone is here to have an
the strength of schedule of each tied player’s set of opponents (in enjoyable gaming experience. You understand that competing in
other words, the strength of schedule of each player’s schedule) is Warhammer 40,000: Conquest Organized Play is a privilege and
the next tiebreaker. not a right, and that the breaking of this Code of Conduct is cause
for Fantasy Flight Games to suspend or even permanently revoke
this privilege.
Championship Rounds
If a tournament champion is to be determined by a championship Cheating
bracket, the number of players who will make the cut into the
championship bracket must be determined and announced Cheating is defined as any behavior outside the rules of the
before the start of the tournament. Each player’s order of finish game and the event performed with the intent to create an unfair
in the preliminary rounds determines his or her seeding in the advantage for one or more players.
championship brackets; the player with the best record in the Fantasy Flight Games has a zero tolerance policy on cheating
preliminary rounds plays against the player with the worst record at Organized Play events. Upon suspicion of cheating, a judge
in the preliminary rounds, the player with the second best record may give a player or group of players a warning; it is then upon
plays against the player with the second worst record, and so the warned players to act in a manner beyond reproach and
on. A player moves on in the brackets with a win, a player is suspicion for the remainder of the event. If a judge believes that
eliminated from contention with a loss. The winner of the final he has observed or confirmed cheating, appropriate penalties
game is the tournament champion. ranging from forfeiture of a match, loss of tourney points, or
disqualification from the event may be issued. Upon investigation
of the incident, Fantasy Flight Games reserves the right to
suspend or outright ban players from participating in future
Organized Play events.

Categorical methods of cheating include (but are not limited


to): sleight of hand tricks, component manipulation, collusion,
misrepresentation, and unsportsmanlike conduct. Each of these
methods is discussed in further detail below.

Sleight of Hand Tricks


Sleight of hand trick refers to any attempt by the cheating party
to manipulate the game state in a hidden or veiled manner with
the intent of gaining competitive advantage. Some examples of
sleight of hand tricks include (but are not limited to): secretly
drawing extra cards, secretly moving extra tokens onto or off of
one’s cards, secretly counting additional resources, exploiting
a messy or unclear play area to confuse or mislead an opponent
(this involves attempting to exploit unclear situations like “half-
exhausted” cards, allowing cards from the discard pile to move
back into the play area, etc.), palming or isolating cards for use at
a specific time (“card up one’s sleeve”), manipulating a command
dial after a selection has been revealed, hiding cards from an
opponent’s view, stacking a deck, or dealing/drawing from the
bottom of a deck.

5
Physical Manipulation Misrepresentation
Physical manipulation refers to any attempt by the cheating Misrepresentation refers to any attempt to gain competitive
party to manipulate his own or an opponent’s game components advantage through disingenuous or insincere means. Some
or the play environment, with the intent of gaining competitive examples include stalling a game for time, “forgetting” to
advantage. Some examples of physical manipulation include acknowledge passive effects, acting out of turn, rushing the game
(but are not limited to): playing with marked cards, playing state forward without giving an opponent the opportunity to act,
with an illegal deck, removing or changing the cards in one’s intentionally misrepresenting open information (for example,
deck between tournament rounds, using reflective surfaces to attacking and declaring 12 ATK, when the reality is 10 ATK),
acquire forbidden knowledge about an opponent’s hand, dial, or intentionally misrepresenting the known interpretation of a card
deck, revealing a card that is supposed to be hidden, or using an or rule to a less experienced opponent, misrepresenting a known
electronic device to assist with calculation, tracking of the game data point (such as number of cards in hand, amount of damage
state, or play decisions. on a card, or the icon types still needed to win), or misreporting
the results of a game to a tournament judge.
Collusion
Collusion refers to any attempt by two or more players to act as
Unsportsmanlike Conduct
partners or teammates sharing a common hidden or premeditated Unsportsmanlike conduct refers to any behavior which treats
strategy for a match or tournament, with the intent of gaining an opponent or tournament judge with a lack of respect. Some
competitive advantage for one or more of the cheating party. examples include hostile or demeaning language, physical
intimidation, belittlement of an opponent, and exhibiting a lack of
Categorical methods of collusion include (but are not limited to) social grace or acceptance in victory or defeat.
the following:

Soft play refers to behavior by which one partner either takes an Tournament Organizer Authority
action in a situation that would not normally warrant it, or fails to
This Code of Conduct is intended to provide guidance to
take an action in a situation that would normally warrant it, with
players, judges, and TOs when evaluating ethical behavior and
the primary intent of helping the other partner.
sportsmanship issues. It does not and cannot cover every possible
Throwing a game refers to behavior by which one partner situation that may arise.
deliberately loses to another partner, or allows a partner to move
If a judge or TO believes that he has encountered behavior that
up in rank or score before closing out a game.
would be considered unethical by either the letter or spirit of
Information sharing refers to the communication of exclusive the rules outlined in this document, he may and should, at his
information between partners during or between games with sole discretion, take the measures (including match forfeitures,
the intent of gaining a competitive advantage. This can refer to penalties, and/or disqualifications) he sees as necessary to ensure
behavior that is taking place secretly within a match via gestures, the integrity and fairness of his event.
codes, or signals exchanged with a partner at the table, or to
information being received from a partner who is observing the
match.

Bribery and coercion refers to any attempt by a player to use


external threats, promises of compensation, incentive, or service
in an attempt to manipulate the outcome of a game or tournament.

Bullying refers to any situation in which partners have identified


a player and are competing with the artificial goal of minimizing
that player’s results and/or tournament experience.

Team play refers to the act of entering and/or approaching an


event as a team or block of players, with the intent to manipulate
the field so as to gain advantage against players who are
competing as individuals. The team uses one another’s deck
selections to inform or dictate their own deck selections, which
are intended to be made as individuals. Such an approach may be
accompanied by an implicit agreement to not fully compete with
one another, or to allow identified members (such as the strongest
players on the team, or the members of the team who are ranked
highest in the competition) of the group to advance any time
another member of the team is encountered in the tournament.

6
Tournament Card P ool
All Warhammer 40,000: Conquest Organized Play events use the
following sets of authorized cards.

Authorized Cards
In North America, all cards are tournament legal upon their
product’s release. Tournamant competitors outside North Amer-
ica should check with their TO to determine which cards are
tournament legal.

2014 World Championship Weekend


SPECIAL NOTE: Although it may be released before or during
the event, The Howl of Blackmane war pack expansion will not
be legal for the 2014 World Championship tournament or for the
2014 World Championship warm up tournament. (If the pack is
available it will be legal for the 2014 Winter tournament.)

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