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1995-11-09
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TF01
3,STAR TREK: CCG TOURNAMENT RULES v.1
4,by Decipher Inc.
ST:CCG Tournament Rules
-------------------------
compiled by DAnswerMan@decipher.com
-------------------------------------
README -- INTRODUCTION
Decipher is in the process of developing a system of sanctioning
tournaments, which will include a simple step-by-step tournament kit,
an effective rating system for players, prizes, and a finals
championship event, etc. In the meantime, this document contains some
basic guidelines for tournament directors and tournament play.
"Tournament Rules" for ST:CCG will evolve, especially since the game
is new, future cards will change game dynamics and tournaments are
presently limited. Many players have offered suggestions for
tournament rules, and such suggestions are welcome. For the time
being, you may send suggestions to:
AnswerMan@decipher.com
with "Tournament Rule Suggestions" in the subject heading. We expect
regular updates of this document and refinements as time goes on. As
soon as the tournament system is established, a different contact
point will be established and posted.
OUR CURRENT PHILOSOPHY ON TOURNAMENT RULES
In the wide variety of suggestions we have received, many are
contradictory! There is a temptation to suggest numerous "banned"
cards and "limitations." With the exception of a few cards, in our
view, most such limitations are not justified at this stage in the
evolution of the game, especially when the player consensus about
them is not strong. The tournament rules presented here contain only
limitations upon which there seem to be player consensus at this
point. Our general philosophy on handling cards that prove to be too
powerful, unbalancing, or otherwise simply "disliked" by players, is
to create new cards which remedy and re-balance the situation. This
is a natural solution because it turns a problem into an advantage.
In tournaments, however, players can't wait for new cards. To insure
fun and balanced games, any problem cards must be listed in a
tournament rules document.
This is the first such document. REMEMBER, however, that there will
be many future expansions of ST:CCG, bringing new cards and new
gameplay elements into the universe. This will immediately cause
players to re-evaluate the strengths of cards. A card that is "too
powerful" now may suddenly become normal. A normal card might
suddenly become more powerful, etc. Therefore, each time a new
expansion set arrives, THIS TOURNAMENT RULES DOCUMENT WILL BECOME
OBSOLETE! A new tournament rules document will then be posted to
accommodate the new universe of cards.
Thus, this document will be updated regularly, and you should check
to get the latest version regularly. We welcome suggestions and the
rules committee will seriously consider all.
CONTENTS:
1. Tournament Rules for Play
General
Deck Size
Banned Cards
Limited Cards
Special Rules
2. Notes for Players
House Rules
Tracking Cards
3. Tournament Systems for Director/Organizers
Announce Rules Well in Advance
Answering Questions / Disputes
Players' Committees
Swiss System Format Preferred
Quick Swiss System Explanation
TOURNAMENT RULES (As of 1/31/95)
1) General:
All answers to Rule FAQs published by the time of the tournament are
in effect (except for those superseded by the specific tournament
rules below). The tournament director should have up-to-date copies
of the Rule FAQs, as should players when planning their decks. (See
sources, below).
Some of the tournament rules are listed as Options or Advanced
Options. This means the director will decide, in advance, if any of
these options will be used for the entire tournament. Everyone plays
with the same set of tournament rules every round of a tournament.
2) Deck Size:
Standard: 60, as in the basic game.
Advanced Option: No upper limit (see rules pp.33)
3) Banned Cards:
Raise the Stakes. (Optional if players agree).
4) Limited Cards:
Red Alert -- 1 per deck
Static Warp Bubble -- 1
Kivas Fajo -- 4
Optional: Res-Q -- 4
Optional: Supernova -- 1
Optional: All Artifacts -- 1 each
5) Special Rules:
Improperly seeded cards are removed from play when discovered, rather
than "discarded" as the rules currently say.
Each player may seed no more than one Artifact at each mission
location.
The combination of Alien Probe plus Telepathic Alien Kidnappers is
not allowed. A player cannot have both in play at the same time.
Players are allowed to discard one in order to play the other.
Optional -- Artifacts which are "discarded" after use are instead
removed from play.
Optional -- Shuttlecraft (including Runabouts and the Yridian
Shuttle), can be carried aboard other ships (except aboard the
Romulan Scout and Science classes, and the Zibalian Transport). (This
is a somewhat experimental rule that lots of people are currently
using as a house rule. Don't use it unless you are familiar with it
in play -- it's tricky! It is also likely future expansion cards will
allow this, making this option moot, but not yet.)
Optional for Advanced Players Only -- Sidebar decks.
Optional Method of Scoring Game Results -- Winning the game by
scoring 100 points or more is a full "2-point victory", whereas
winning by having the most points when someone's deck runs out is a
partial "1-point victory". Of course, losing is zero points. (This is
an experimental suggestion that sounds interesting as a way to
encourage aggressive decks.)
NOTES FOR PLAYERS
1) House Rules:
Many players play in groups and naturally develop "house rules" they
come to like. This is good for casual games, since it allows you to
"tune" the game the way your particular tastes prefer. But house
rules differ widely, so there is a danger in becoming used to them.
When you play outside your group, they may not apply.
Playing with house rules in a tournament is frowned upon due to
Decipher's priority of maintaining a consistent basic game for all
players everywhere. The goal is for the tournament rules to evolve
through refinement, which means keeping a tight grip on the rules
rather than a chaos of clever but unorganized house rules.
If you have house rules that you feel are a "must" to use in the
tournament, or that you want to experiment with in a tournament
format; you may do so, but a) only if everyone in the tournament
agrees (without unfair peer pressure or badgering), and b) if
players are notified sufficiently in advance of customizing their
deck.
When "sanctioning" of tournaments begins by Decipher, there will be
tight restrictions on what kind of house rules will be acceptable for
a tournament to be official.
2) Tracking Your Cards
If you have any fears of keeping track of your own cards in the
hectic environment of a tournament, here are some suggestions that we
have received from players.
Several players report that Post-It Pad sheets (by 3M, available in
any office supply store, small size) make good markers on cards, and
do not damage the cards. Plastic "sleeve" covers (available at many
trading card stores) are also commonly used.
TOURNAMENT SYSTEMS FOR DIRECTORS
1) Announce the rules well in advance
Let players know when you publicize the tournament that it will be
played using the current tournament rules, (or any optional
tournament rules, if applicable). Have a copy of the latest
tournament rules to hand out in advance to those who ask.
Before play begins, review the tournament rules with players to make
sure everyone is "on the same page."
2) Answering Questions and Disputes
Players will have questions whether a certain play is legal or not.
Directors should be familiar with the latest copy of the ST:CCG Rules
FAQs, and should have it available at the tournament to answer
questions. The Rule FAQs are available at: decipher.com (well, not
quite yet, as of 2/4/95 we need aother week or so before this is
fully operational), or call Decipher, Inc.
Players' Committee -- There is always the chance that a question will
arise that is not answered in the FAQs. To handle this, we suggest
that before starting the tournament players elect a "players
committee" of 3 players. It is their job to resolve any such disputes
by a vote between them, based upon common sense and their experience
with the game. Of course, they are on their honor to be impartial.
(Let Decipher, Inc. know about any rule dispute so it can be
addressed in future FAQs or Tournament Rules documents). If one of
the committee members is an involved player in the dispute and the
other members are split on the decision, the tournament director has
the deciding vote.
3) Swiss System Preferred
When the ST:CCG Tournament Kit is released, it will recommend the
Swiss System (used in chess tournaments) as the best tournament
format. This system is capable of handling large numbers of people in
just a few rounds of play, while not eliminating anyone (every player
gets to play all rounds). The kit will fully explain the Swiss System
in a simple step-by-step form and give a director all the tools
needed for implementation.
Until that time, you can use any recognized format. For a small
number of players, use a round-robin. For more players, use either 1)
an elimination or double-elimination tournament (rules for which can
be found in any library), or, 2) preferably, use the Swiss System....
4) Quick Swiss System Explanation:
Swiss Systems allow everyone to play every round, and handles a large
number of players:
# of Players Suggested # of Rounds
8 - 16 3 - 4
16 - 32 4 - 5
32 - 64 5 - 7
64 - 128 6 - 8
Games per round -- the Swiss System is geared around one game per
round, because no one gets eliminated. (Whereas playing best 2 out of
3 is preferred for Elimination tournaments). The number of rounds you
play is decided relative to the number of players in the tournament
and the amount of time you have available -- figuring 1 hour per
round on average.
The "Tournament Kit" will make it easy and foolproof, but if you want
to try it on your own before the kit is available, it works like
this:
Get a box of blank index cards.
Write each player's name on the top of a separate card, and number
the cards in the upper left-hand corner. These numbers become
player's numbers.
In the first round, pair-off players randomly On the first line of
each card, write the number of the player's opponent.
Let the players know who they play by writing down the pairings on a
pairings sheet that you post on the wall. Tell the players to play
and report to you who won.
Write the result on the first line of the cards (next to the
opponent's number). Winners score 1, losers score 0. Just to the
right of the score for this round, keep a running total of the
player's score.
In subsequent rounds, pair together players with the same total
score. Again, in the simplest form of a Swiss System you can pair
them randomly. (In advanced tournaments there are a few additional
pairing rules).
Each group of players gets paired-off with other players in the same
group. (i.e., players with 2 points would play other players with 2
points, etc.) If there is an odd number of players in a scoring
group, the lowest-number player from the scoring group below is
brought up. If there is an odd number of players overall, you will
have to eliminate the players with the lowest total score each round.
Important -- Do not pair 2 players together who have already played
each other. Instead, switch cards around in the group to avoid such
pairings.
Repeat this process each round until the final round. After the final
round, the person with the highest score is the winner.
Tiebreaker -- In case of a tie, play a tiebreaker game, or, if time
is not available for such a game, the "official" winner among the
tied players can be determined by adding up the total scores of the
opponents. The winner is the player whose opponent's did the best
(the theory being those opponents represented the toughest
competition).
Scoring Option -- An optional scoring system awards either one or two
points for a win. For example, winning by scoring 100 points is a
full win (2 points) and winning by high score when deck runs out is a
partial win (1 point). If you use this scoring, use these numbers
when pairing in the Swiss System rounds. For example, if after three
rounds, one player has 6 points (three 2-point wins), three players
have 5 points and six players have 4 points, etc., bring one 5-point
player up to play the 6-point player, then pair the remaining 5-point
players together, then the 4-point players together, etc.
Again, the Tournament Kit will make all of this easy and step-by-
step, including all the forms you need. It will also have an easy
report form so that you can send in the results for the tournament to
be officially sanctioned and rated, giving each player and official
rating. There will be prizes and other stuff!
Also, when the tournament system is in place, tournament organizers
will be able to advertise their upcoming tournaments and post the
results of their past tournaments on decipher.com, Decipher's
internet information site, which also has the latest tournament
rules, FAQs, and other documents of interest to tournament players.
In the future, we will release more information on holding your own
sanctioned tournaments.
Copyright Notice
The information in this document is copyrighted by Decipher Inc.
1995, however, it can be freely disseminated online or by
traditional publishing means as long as it is not altered and this
copyright notice is attached.
TM, Copyright & Registered 1995 Paramount Pictures. All Rights
Reserved.
STAR TREK: THE NEXT GENERATION is a registered trademark of and all
characters and related marks are trademarks of Paramount Pictures.
Decipher Inc. Authorized User.