CLASSIC TOURNAMENT RULES Updated 4/28/97 Tournament Officials All official tournaments must have a Head Judge who may be assisted by one or more Assistant Referees. None of the Tournament Officials may participate in the tournament. Judges may have to interpret rules, terminate a game that has gone over the time limit or any other adjuration during the tournament. The Head Judge is responsible for reporting results to the sponsor. Tournament officials have every right to change these tournament rules to suit their tournament needs. The officials are expected to announce all changes an ample amount of time before the tournament begins (preferably on announcements and during signup). Major changes should be approved by Target Games AB (e-mail: doomtrooper@target.se). Card Protection Plastic sleeves and other protection for cards are allowed as long as the Head Judge and all players participating in the game permit it and that every card in the deck has identical protection so as no card will be marked. Rules All rules from the most current edition of the basic set of Doomtrooper apply unless overuled by the latest FAQ, information cards (found in recent expansions) or these tournament rules. The latest FAQ and information card texts can be found at this Web site. Card Errata is listed at the end of this document. Treat all cards as if they have the card text and Combat ratings from the most current edition of the basic set. Once used, the following cards are annihilated (removed entirely from the game instead of simply discarded): BOGGED DOWN (DT) EXPEDITE REQUEST (DT) GIFT OF FATE (DT) GREATER DIVINATION (INQ) GREATER DOMINATION (DT) GUSTS OF HESITATION (INQ) HIDDEN CACHE (INQ) LESSER DOMINATION (DT) NATHANIEL’S OPPORTUNITY (INQ) RETRAINING (DT) RUTHLESS EFFICIENCY (DT) SCROLL OF UNHOLY INVOCATION (INQ) STORM OF CHAOS (INQ) SUPPLY LINE SEVERED (INQ) Cards that are annihilated may not return to the game by any means, except by playing the card A SECOND CHANCE (APOC). Cards that “ not/never be discarded” may always be annihilated, unless the card specifically states otherwise. A player may only play BLOOD LUST (DT) once during each of his turns. For cards which allow a player to pull cards from his “”, a collection is defined as the players draw pile, discard pile, hand and Side Bar. Cards in play or annihilated may not be taken. A player may only give Equipment, Relic, Dark Symmetry and Mission cards to his own warriors. Exceptions are cards that may be given to “” warrior or player (which may be given to any warrior in play), and cards which state specifically otherwise. All discards are made with the cards face down. No other player may see which card a player discard. A player is always permitted to look through his own discard pile. The Cardinal’s Gift If a player does not have any warrior in his opening hand of seven cards may claim the Cardinal’s Gift. He must show his hand to the Referee (not the other players) and pick seven new cards. The first seven cards are then shuffled back into the playing deck. A player that does have a warrior in his opening hand may also claim the Cardinal’s Gift, but in this case the first seven cards are not shuffled back into the playing deck. Instead, they become the first seven cards of the player’s discard pile. The Cardinal’s Gift may only be claimed after opening draw, and may only be claimed once by each player. Beginning and Winning Decide by lot which player begins. The game begins when the first player either performs his or her first action, or plays a "play at any time" card. Other players may not play "play at any time" cards before the very first player has had a chance to do something. During initial multiplayer rounds, the first player to reach 25 Promotion Points is the winner. During two-player rounds, semifinals and finals, the first player to reach 40 Promotion points is the winner. In case of a tie, the players who are tied continue playing until one has earned 10 more Promotion Points. Continue in this manner until there is a clear winner. If a player is unable to draw a card because there are no more cards in his draw pile, the game continues exactly as stated under STEP ONE: DRAW in the basic rulebook. Time Limit Time Limit for each game is decided by the organizer of the tournament. Rule questions and other instances involving tournament official interaction stops the clock. Semi-finals and the final games should never be terminated because of overtime. Players should be warned when there are 15, 10 and 5 minutes remaining. If a game is not completed by the decided time limits, the game immediately ends after the current player’s turn and the player with the most Promotion Points wins. In the event of a tie, the tied player with the most warriors in play is declared the winner (“ DUTY warriors” do not count). If the tied players have an equal number of warriors in play, the tied players continue playing until each has completed three more full turns. Collection, Playing Deck and Side Bar Before the tournament begins, each player must present a list with all the cards in his Collection to the Referee. The Collection must consist of at least 60 cards (no upper limit). The Collection must be divided into a Playing Deck (at least 60 cards; no upper limit) and a Side Bar (exactly 25 cards). If you don’t wish to have a Side Bar, your entire Collection is your Playing Deck, and must remain your Playing Deck throughout the tournament. All participating players must have at least 5 warriors in their Playing Deck. You may change the composition of your Playing Deck and the Side Bar between games, but you may not change the composition of your Collection during the course of a tournament. Your Side Bar must always contain exactly 25 cards at the start of each game (if you have one). All cards in your collection must consist of cards from the same language edition, i.e. its not allowed to mix for example English and French cards. Collection Contruction The number of copies of each card in your collection is mandated by the following allowances, in this order: 1) Banned cards may not be used at all. 2) Restricted cards are limited to 1 copy per collection. 3) Limits imposed by card texts. 4) All other cards are limited to 5 copies per collection. BANNED CARDS Doomtrooper: BOGGED DOWN* CORPORATE SHENANIGANS RUTHLESS EFFICIENCY* Inquisition: ETERNAL CURSE FALCON OF PILGRIMS MASK OF THE VESTALS Warzone: SUICIDE ATTACK Mortificator: DEAL WITH IT GOLGOTHA UNLEASHED Golgotha: LIMITED RESOURCES* Apocalypse: (None) PLUS ALL PROMOTIONAL CARDS * BOGGED DOWN, RUTHLESS EFFICIENCY and LIMITED RESOURCES are only banned in Head-to-Head games. LIMITED RESOURCES is also banned in 2-team games. RESTRICTED CARDS Doomtrooper: BAMBOOZLED BOGGED DOWN* DIVINE INSPIRATION EXPEDITE REQUEST GIFT OF FATE GREATER DOMINATION RETRAINING RUTHLESS EFFICIENCY* SNUB THE CARDINAL Inquisition: ANNIHILATION DESPERATE TIMES DISPOSE DOUBLE DUTY GREATER DIVINATION GUSTS OF HESITATION LOOT AND PILLAGE REASSIGNMENT STORM OF CHAOS SUPPLY LINE SEVERED WAVE OF RIGHTEOUSNESS WRATH OF ALGEROTH Warzone: CLEANSING FLAME GRAND ASSAULT PROGRAMMED RECRUITMENT SECRET ASSASSIN SUBTERFUGE Mortificator: DON’T CALL AGAIN! EAT THIS! HASTY GETAWAY JOKER! POUND OF FLESH Golgotha: ATTRITION FOOL'S GOLD LIMITED RESOURCES* MISSING IN ACTION SECOND THOUGHTS Apocalypse: A NASTY SURPRISE A SECOND CHANCE BOARD ROOM CRYOTECH CHAMBER EYE OF ALGEROTH INNOCENT BAUBLE PASS THE BUCK WORKING ON THE SLY * BOGGED DOWN, RUTHLESS EFFICIENCY and LIMITED RESOURCES are banned in Head-to-Head games. LIMITED RESOURCES is also banned in 2-team games. Head-to-Head Game (2 players) As noted in the restricted/banned list: BOGGED DOWN, RUTHLESS EFFICIENCY and LIMITED RESOURCES are banned in Head-to-Head games. Otherwise no changes from the general rules. Free for All Game (3-6 players) No changes from the general rules. Team Game As noted in the restricted/banned list: LIMITED RESOURCES is banned in 2-team games. In game with 3 or more teams, it is only restricted. Each PLAYER has his own personal Destiny Pool, but each TEAM has one common Promotion Point Pool. Squads and Kohorts are extended to the other players in a team. For example, if one player in a team places a CATHEDRAL in his Squad, it effects the other players’ Squads as well. The other players’ warriors are NOT considered "your" warriors (for example, Equipment and Dark Symmetry cards may not be played on the team players’ warriors). Example Seating (3-Team game) Before the game, number the teams from #1 to #3 (decide by lot). The players should be seated around the table in the following order: Position 1: Player #1, Team #1 Position 2: Player #1, Team #2 Position 3: Player #1, Team #3 Position 4: Player #2, Team #1 Position 5: Player #2, Team #2 Position 6: Player #2, Team #3 so that the players in the same team are seated opposite to each other at the table. The players in each team decide which player in the team that is Player #1 and which player that is Player #2. This may be changed until one player in the team has been seated, but once seated, this may not be changed. Otherwise no changes from the general rules. CARD ERRATA CLOSE AIR SUPPORT (WZ) CLOSE AIR SUPPORT is a U2 card, which means it is found twice on the uncommon card sheet. In the English edition, one of the cards gives +5 to F, the other gives +5 to S. The correct version is +5 to F (since ARTILLERY SUPPORT provides +5 to S). All CLOSE AIR SUPPORT cards are assumed to have the +5 to F text. DEAL WITH IT (MORT) Assume the last sentence does not exist. A player may discard one card at the end of his or her turn, and immediately replace it. DEATH MAZE (MORT) This card was SUPPOSED to be an Equipment card, just like all the other POISONS, but the wrong background slipped through. HOWEVER, we are NOT going to tell you that you should consider it an Equipment card - too confusing! Instead, we are going to KEEP it as a Special card. It is affected by cards that affect Specials, and it is NOT affected by cards that affect Equipment! Even so, a small clarification must be made. The beginning should read “. GIVE TO ANY MORTIFICATOR AS ONE ACTION.” ESSENCE OF CLARITY (DT) ESSENCE OF INTEGRITY (DT) ESSENCE OF MORALITY (DT) ESSENCE OF PURITY (DT) ESSENCE OF VIRTUE (DT) The following sentence should have been included at the end of these five cards, but was forgotten: "Warriors killed in this manner are discarded. You do not earn points for the kill." ETOILES MORTANT (DT) Back in the early stages of DOOMTROOPER (the first edition) it was possible to attack your own warriors (but this affect quickly got out of hand so we took the ability out of the game). This card was supposed to be changed to reflect the new rules, but it wasn't. Assume the line "even if it is in your own Kohort." is not on the card. It must only attack the highest V Dark Legion warrior in play that is NOT in your Kohort. HOLY PROTECTOR (MORT) The wording on this card may be misleading. HOLY PROTECTOR may only be used when your warrior is atatcked. You may not perform an attack with one of your warriors and then play HOLY PROTECTOR to change the attacker. SCREAMING LEGIONNAIRE (DT) The SCREAMING LEGIONNAIRE card is a "C2" card, which means it is printed on the Common Card Sheet twice - it is a "more" common card than most common cards. We decided to change the SCREAMING LEGIONNAIRE card pretty drastically for the Unlimited Edition, and we did, but only once. We inadvertently forgot to change the OTHER card - so it still has the old Limited Edition wording. This is the correct text, and ALL cards are assumed to have the following text on them (even Limited Edition SCREAMING LEGIONNAIRES): FOLLOWER OF MUAWIJHE. If any of your warriors invokes the Dark Symmetry WIND OF INSANITY, each of your SCREAMING LEGIONNAIRES causes an additional +1 to the damage inflicted. SUPREME NECROMAGUS (WZ) The end of the card should read, “ Necromagus will not affect its own ratings, but others may.” THE FIRST DIRECTORATE (INQ) THE SECOND DIRECTORATE (INQ) THE THIRD DIRECTORATE (INQ) THE FOURTH DIRECTORATE (INQ) Each player may only have one of each DIRECTORATE in play at any time. TIGHT FORMATION (INQ) TIGHT FORMATION is a PLAY AT ANY TIME card, and warriors may be added to the FORMATION at ANY TIME. TRY AND STOP ME! (MORT) One simple, small clarification was omitted on this card, and because of it the GOLEM OF DARKNESS would be unstoppable! Here is the corrected version: ATTACH TO ANY WARRIOR AS ONE ACTION. The affected warrior may not be “ killed”. If the warrior is given a wound that “ kills”, or if the warrior may ONLY be “ killed”, the warrior is only wounded instead. This card does not prevent the warrior form being killed by a second wound. WATCHFUL EYE (MORT) Add this sentence to the end of the card: "Discard this card if the player ever has 0 D." WAVE OF RIGHTEOUSNESS (INQ) In regards to WAVE OF RIGHTEOUSNESS, the instructions say "Play at any time. Once CAST, remove this card from the game entirely." This does no mean it must be used by someone that can cast the Art. This card was originally going to be an Art spell, and I guess we forgot to take the "cast" implication out. It is a standard Special card and anyone may play it, even if they have no Brotherhood warriors in play. TOURNAMENT VARIANTS Here are a number of variant rules to use when conducting tournaments. Be advised that NONE of these variants are considered "official" games. Only the rules above are considered "official" Doomtrooper games. Still, these variants do add a lot of fun twists to the game. Feel free to mix and match these ideas, and invent your own. If you are organizing a tournament, only hold variant games IN ADDITION to a standard tournament. 3-CARD LIMIT The best "just for fun variant. Instead of a limit of 5 copies of an individual card per deck, the limit changes to 3. Keep the current Restricted/Banned lists, eliminate them altogether, or change them as you see fit (be sure to announce this decision). Also works well if warriors with a Value of 4 or less are limited to 6 copies instead of 3. This variant also works very well with a deck limit of 80 total cards instead of 60. 1-CARD LIMIT Only one copy of a card is permitted in a deck. No Restricted or Banned cards. TOTAL CHAOS No Restricted or Banned cards. 80-CARD DECKS Instead of a limit of 60 cards in a deck, the minimum card count of a deck is 80. 30-CARD DECKS Just the opposite. The minimum card count of a deck is 30. Promotion Points required to win should be reduced to 25 (at the most). A fast variant! 20-card decks are another option. 2nd CORPORATE WAR No cards allowed with the Brotherhood or Dark Legion. ALL-COMMngs a number of unopened Booster packs to the game (each player should bring an equal number of packs per expansion). Players sit around the table. Each player simultaneously opens one Booster pack (from the same set/expansion). Each player takes a SINGLE card from the pack and passes the rest to the left. Players continue taking one card and passing the rest until there are no more cards in the pack. Then each player takes a new Booster, opens it, chooses a single card, passes it, and continues in this fashion until there are no more Booster packs to open and pass around. Players then use the cards they have chosen to create 40-card decks (all the rest are placed in the Side Board). And extremely fun variant which requires a lot of forethought! Best method is for each player to bring one Booster pack from the basic set and each expansion and open them in chronological order. PYRAMID OF POWER This variant provides a "variable" card limit for warriors based on their Value. You may have as many copies of a warrior in your deck as their Value may be evenly divisible into 30 (or whatever number your choose). For example, ALAKHAI has a Value of 12, and 12 goes evenly into 30 twice, so you may have 2 ALAKHAIs in your deck. However, you can put up to 15 INFANTRY (V: 2) and 30 EX-[Corp] FREELANCERs (V: 1). The perfect variant for "Weenie Madness" tournaments.