This document is intended to define the rules and expectations for a typical tournament.
- Version: Click here
- Format: Swiss
- Rounds: 3
- Timing method: 25 minutes per player with 10 second simple delay
- Kingdom / Army size
- Standard: 160 / 80
- Blitz: 80 / 80
- Each player may only bring one kingdom.
- If using Tabletop Simulator, each player must create their kingdom using the Card Creator before each match.
- If a player asks their opponent to state their last move, their opponent must do so.
- If an illegal move from a previous turn is discovered and players do not agree on a resolution, a judge will be called. The judge will assess whether:
- Actions ought to be undone to return to the legal game state.
- One or both parties ought to receive time back on their clock.
- The offender ought to be disqualified.
- Time controls
- Players start the clock after determining the attacking player.
- If a player runs out of time, they lose the game.
- A player may only pass priority after they have resolved ALL effects in their turn (adding damage counters, adding tokens, removing cards from the battlefield, etc.).
- A player’s action is considered finalized after they pass priority to their opponent. Players may verify the outcome of the action and then take back that action so long as they have not passed priority.
- If a player takes multiple turns in a row, they may reset the delay at the start of each turn.
- The clock may be paused under these circumstances:
- At the start of rounds, when units are refreshed and triggered events occur.
- When a judge is called.
- Judges have the final say on the meaning of a card’s text.
- Not all information relevant to a text’s interpretation is stated on the back of a card. The Comprehensive Rules should be considered as well.
In non-premiere events, you may use metal cards from other versions as long as all text on the front of the card is consistent with the most recent version of that card.