Clash of Kings: UK FINAL 2015 Tournament Rules Pack

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Clash of Kings: UK FINAL 2015 Tournament Rules Pack P a g e 1

To War Kings of War was always conceived to be a balanced gaming system, suitable for competitive and casual play. It is designed to allow epic fantasy battles, with armies of otherworld creatures clashing on the wargames table. At the heart is the desire to keep the units and the army at the centre of the game. Of course there will be heroes and magic what Fantasy game would be complete without them? But they are not the main ingredient the kings with their magic swords and wizards with devilish sorcery are the spice. To win you must use strategy and skill. You must adapt to the challenges your opponent throws at you too, and manoeuvre your army to force the victory. Comment [MG1]: Ronnie to write a new section here? Alessio made two big decisions with KoW. One was that only you, the active player, do anything in your turn and this allowed him to add the timed games aspect. By keeping the rules simple and intuitive our hope is that the strategy comes to the fore. How will you exploit your enemy s weakness and capitalise on your armies strengths? By restricting buffs and super tough heroes you battle your opponent, not his army list! Add in to the mix the stress of the timed move to reflect the pressure generals face to make good decisions in the heat of the battle, and you have a fun, intuitive, strategic wargame. It seems this ethos has been well received. Kings of War is growing rapidly around the world and 2015 sees it head into a second edition (or 4 th if you count all the beta versions!). The latest rule book really is a collaboration of the community and the company. Both the rules committee and all the backers on Kickstarter got together to make the second edition happen. The gamers who have left feedback and played so many games over the past three years have shown that what they want from the gaming system, and helped refine its mechanics. We expect that the new edition will be an evolution, aimed at making each army and every unit and troop type more balanced. Yet the game will remain true to the original brief of a fair and balanced and intuitive game. It can never be perfectly balanced and every rule never written so as to avoid all ambiguity but I think the team working on it will give it a damn fine try! The game now has active tournament scene in the USA, UK, Australia and many parts of Europe, and it continues to grow in popularity. I am very pleased you have taken up the competitive play side of the game. We welcome all the aspects of the how the game is played, and will work with organisers to make KoW more and more popular in the years ahead. One point worth mentioning is that this year will be unusual. The Regional rounds of the Clash of Kings will be played under 1st edition rules, but the final will use 2nd edition but then the sign of a good general is adapting to changing conditions, isn t it? Good luck, and I hope to see you at the Finals! Ronnie P a g e 2

Mantic Kings of War Final Tournament Rules 2015 Tickets ANYONE CAN PLAY IN THE FINAL YOU DO NOT HAVE TO HAVE PLAYED IN A REGIONAL EVENT. One ticket is required per person to play in the Tournament. Tickets cost 29.99 each. Winners of the 2015 Clash of Kings Regional events each have a free (non-transferable) ticket to the final. The ticket enters a player for all the games on the weekend (as noted in the tournament schedule below) and includes lunch on both days. Tickets can be purchased from the Mantic webstore. Please bring a printed copy of your order with you to the event. Prizes There will be prizes for 1 st, 2 nd and 3 rd places. The player coming first will be crowned the UK Clash of Kings National Champion for 2015! There will be additional prizes for the Most Sporting player and the best painted Mantic army (90% or more Mantic models). Age limit Players must be aged 14 or over. Any player under the age of 16 must be accompanied by an adult (playing or non-playing). Items you should provide In addition to your army and copies of your army list, you need to make sure you bring the following: All dice, tape-measures, rule-books, damage markers, pencils and other gaming accessories you will need. Make it clear to your opponents how you will be tracking damage. Please bring dice that are clear to read for both you and your opponents. You will need a chess clock, stop-watch, phone or other similar time-tracking device. It will be a good idea to have your units mounted on unit bases or movement trays if you insist on individually moving all the models in a Zombie Legion, you ll soon run out of time! Unit footprints must conform to the appropriate size of course. Having a large tray to carry your army between games is a great way of keeping the tournament moving smoothly and in a timely fashion. P a g e 3

Building your Army Armies This tournament uses the Kings of War 2015 ( version 2 ) rules, with a maximum army total of 2500 Points and adhering to the standard rules of army composition as detailed in the Kings of War rulebook. Players must choose a single Force List up to this points limit and no more and this will be used for all the games on the weekend. Your Force List must be chosen from one of the official army lists noted below (however, allies are permitted following the normal limitations). Players may choose from the following official, core Kings of War army lists: Elves; Orcs; Dwarfs; Kingdoms of Men; Abyssal Dwarfs; Undead; Goblins; Twilight Kin*, Ogres, Basileans, Forces of Nature and Forces of the Abyss. In addition, the extra army lists from the forthcoming list expansion book will also be permitted. Once the details of these are confirmed this pack and the information on the webstore will be updated. * The Twilight Kin temporary army list can be found in the expansion army list book. Fan Lists Fan-lists are considered unofficial and may not be used. Army Composition All the normal army selection rules in the Kings of War rulebook apply Unique individuals, or Living Legends (i.e. those marked with a [1] after their name in the list) can be included in tournament armies (but not in any allied contingent should you have one). You may take allies from one other army list up to 25% of your total force, following the normal selection rules. 25% of 2500 means, at most, you can spend 625 points on allies. Note that this includes all options (including magic artefacts) that you purchase for them. Miniatures Players are permitted to use any number of non-mantic miniatures in their armies. There is no minimum requirement for Mantic models. Remember that the best-painted award will only consider armies with 90% or more Mantic models however (units, monsters and characters for which Mantic do not currently produce models for will not count against the total). Models must be based on the appropriate base size and shape for their type. Unit-basing (or multibasing ) is permitted so long as the unit footprint is accurate for the unit size. Models should be painted in at least 2 colours. If any model is used as a counts-as or a proxy for another, this must be made clear to your opponent before a game begins. P a g e 4

Force Lists You are required to submit a copy of your Force List to the organisers at the start of the tournament please write out all units, points costs and any additional equipment in full. You should also have at least one copy for yourself and another spare for your opponents to reference on request. Using a program or list-builder application to create and print out your sheet is often the best option. You will require spare copies of your Force List, which you should keep with you when you are playing. Your army list must include: All of the models in your army. Their equipment and the points value of everything in your army. Your name on all copies of the roster. Please do not use acronyms on any copy of your Force List. If any mistakes are found during the tournament that were not picked up on, the results of all the games in which the player has used the illegal list will immediately be changed to 20-0 Tournament points, in favour of their opponents. This will apply even if the mistake was a totally honest one, so please do double check your Force List before the tournament. If you are unsure of your army list, please feel free to submit it to the tournament organisers prior to the event for checking. P a g e 5

Tournament Rules Game Time and Victory Conditions The tournament consists of six games over the course of the weekend (3 games on each day), and will make use of chess clocks or other devices for enabling Timed Games. Each player has fifty five (55) minutes for each game, including deployment. Schedule The tournament will take place over two days and will adhere to the following schedule: Saturday o 9:00-9:45 o 9:45-10:00 o 10:00-12:00 o 12:00-12:45 o 12:45-14:45 o 14:45-15:00 o 15:00-17:00 Venue opens and event registration Tournament Briefing Game 1 (Invade!) Lunch Game 2 (Kill and Pillage!) Break Game 3 (Loot!) Sunday o 9:00 o 9:15-11:15 o 11:15-11:30 o 11:30-13:30 o 13:30-14:15 o 14:15-16:15 o 16:30 Venue opens (please be on time for an early start) Game 4 (Pillage!) Break Game 5 (Dominate!) Lunch Game 6 (Kill!) Prize Giving Note that the time allocated for each game includes 120 minutes for the game itself (55 minutes per player maximum) plus 10 minutes for meeting, discussing rules and the completing and submitting paperwork afterwards. The schedule may be adjusted on the day if things are running behind (or ahead!). Game Sequence The scenario for each game will be announced by the organiser at the start of each game. All six standard game scenarios will be played. Meet your opponents at the table and discuss the terrain and how you will treat it during the game. Use the terrain as it is laid out on the table. Place any objective markers, and finally roll-off for table side. Players should discuss before the game how they will deal with cocked dice and in what circumstances they should be re-rolled. Sit on your own side of the table and place you army on your side of the table, so that the opponent can see your models and your force list and ask any questions. Roll-off to decide who is going to take the first turn. Once the winner of the roll off decides who will start to setup, that player s clock IS STARTED. Players alternate setting units up using the clock as described in the Timed Games section of the Kings of War rules. Once the last unit is set-up, both clocks are stopped. P a g e 6

Vanguard moves. Roll-off to decide who is going to start making Vanguard moves. Once the winner of the roll off decides who will start to move Vanguard units, that player s clock IS STARTED. Players alternate making any Vanguard moves using the clock. Once the last Vanguard move is made, both clocks are stopped. Roll-off to decide who is going to take the first turn. Once the winner of the roll off decides who will start to play, that player s clock IS STARTED. Players alternate taking turns using the clock. The game lasts 12 turns (each player taking 6 turns). At the end of turn 12, the player rolls a die. On a 1-3 the game ends. On a 4-6 both players play an extra turn and then the game ends work out the winner as normal. If a player runs out of time during of his turns, the game ends instantly and his entire army routs immediately remove all of his remaining units, as if they suffered a Rout! result, and then work out the victory conditions as normal. Note that players cannot decide to suddenly end a turn without completing all actions they have initiated (for example, without resolving the melee against enemy units they have charged in the Move phase). They can, however, simply declare that they are ordering all units to halt in the Move phase, and that no unit is Shooting in the Shoot phase. Rounds The match-ups of the first round (Game 1) will be random. In the following rounds (Game 2 onwards) players will be paired using Tournament Points (TP), as explained below. Once players have completed their game in a given round they should jointly complete the result sheet provided and hand it in to the tournament organisers as soon as possible so that the next rounds can be organised in time. Tournament Points After a game the points will be assigned as follows: Result Victory Draw Loss Time out/concede Tournament Points (TP) 15 TPs 10 TPs 5 TPs 0 TP (with no bonus for attrition score) P a g e 7

Margin of Victory This is the difference between the total number of points the winner has left on the table, compared to the loser. This difference in totals adjusts the Tournament Points by a positive or negative amount. This means that you may score a victory, but should your army be decimated by your opponent, that victory will be a hollow one. Include any points scored for objectives in this calculation in scenarios where it is applicable. The winner of the game subtracts the points value of the losers remaining army from their own army s remaining points value. The players then consult the table below for the adjustment to both players scores: Points Difference Winner adjusts their TP score by Loser adjusts their TP score by +2500 +5-5 +1875 to +2499 +4-4 +1250 to +1874 +3-3 +625to +1249 +2-2 +1 to +624 +1-1 0 0 0-1 to -624-1 +1-625 to -1249-2 +2-1250 to -1874-3 +3-1875 to -1499-4 +4-2500 -5 +5 For example: Fred wins a Kill! game (15 TPs) by beating Sam (5 TPs). Fred has 1255 points of units left on the table and Sam has 750 points of units left on the table. 1251-750 is 505. Consulting the table, the final TPs for the game are 16 for Fred and 4 for Sam. From the second game, players will be paired using a Swiss system (i.e. matching players on the same amount of TPs, in descending order). In the case of more than two players on the same number of TPs, players will be matched in order of descending Attrition Score. By Attrition Score, we mean the amount of points of enemy units routed by the player until that point in the Tournament (excluding points for objectives it s routed enemy units only). Players will therefore have to record the score they get for each game in addition to the overall game result. At all times, the tournament organiser will endeavour to avoid player s re-playing an opponent they have already faced but on occasion, this may become unavoidable and a minor adjustment made. P a g e 8

Winning the Tournament The winner is determined at the end of the last game (game 3), according to the following criteria: The player with the most TP will be the winner In the case of players having the same highest TP, the winner will be the player with the highest Attrition Score. If both the TP and Attrition Scores are matched, games where these players have played each other during the course of the tournament will be evaluated and the winner will be the winner of such a match (based on result and then Attrition scores for that game). Finally, if the players cannot be split, the tournament ends with a joint victory and the players share the first prize. Notes Sportsmanship There are no sportsmanship scores at this tournament but there will be an award. We expect all games to be played in an enjoyable manner. We feel that all players should be fair and respectful to their opponent, displaying a fun and inclusive attitude to the game for themselves and their opponent. Rules Questions and Player Conduct As noted, all rules will be taken from the Kings of War 2015 hardback book. In addition, any official FAQ rulings and errata from Mantic Games (published on their website or official forums) will also be used. Please note that there is absolutely nothing wrong with asking an opponent if they can show you the appropriate rule or set of characteristics so that you can check for yourself that everything is being done correctly. All we require is that you ask nicely and politely, and that you do your best to sort out any problems yourselves. If in doubt, the organisers are available to resolve your problem. Please also respect the time each player has. If a question cannot be resolved quickly, please stop the clock until the answer or a solution is decided upon. Judges will be on hand if players require a ruling. Your judges for the event will be pointed out at the start of the day. A judge s ruling is final. The organisers reserve the right to take appropriate action for any player they deem to be playing unfairly or acting inappropriately. This may be in the form of a warning, a time or TP penalty or even a forced Time Out result. In extreme circumstances a player may be ejected from the Tournament for inappropriate behaviour (such as cheating, excessive swearing, shouting or verbal abuse). Crowd at the Table If one player feels discomfort with amount of spectators present at his table, he may request them to step aside. When this happens, a referee will ask everyone around to step away from the table. Reporting Battle Results As noted previously, players will be given enough time to play a full game of Kings of War and enough time to hand in results. In order to ensure that the tournament runs smoothly, TP penalties (2 points) may be given to players that report battle results after the scheduled time is over at the tournament organiser s discretion. This penalty will always affect both players. P a g e 9