TOURNAMENT RULES - Fantasy Flight Games

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TMTMTOURNAMENT RULESAll changes and additions made to this document since the previous version are marked in red.VERSION 1.1 / UPDATED 6.24.20151

All tournaments supported by the Organized Play programfor the Star Wars : Armada Miniatures Game, sponsored byFantasy Flight Games (FFG) and its international distributionpartners, follow the rules provided herein.The beginning of this document provides tiers of tournamentplay and details for the Star Wars: Armada tournamentstructure. Following are fleet-building rules. At the end of thedocument are rules for conduct, additional gameplay rules, andcomponents legal in tournament play.RU L E S A N DI N T E R P R E TAT I O NSanctioned tournaments are played using the rules in the StarWars: Armada core set Learn to Play and Rules Referencebooklets, which may be downloaded from the Support pageof the Star Wars: Armada website at any time. If there is acontradiction between the Rules Reference and Learn to Playbooklets, the Rules Reference booklet takes precedence.The most up-to-date rulings for components can be found in themost recent FAQ available on the Star Wars: Armada Supportpage. During a competition, players must refer to this FAQ toresolve disputes concerning printed values and icons or theinterpretation of a card’s wording. Also, the golden rule applieswhen interpreting card effects and interactions; if the rules textof a card contradicts the game rules, the rules on the card takeprecedence.The head judge is the final authority for all card interpretationsand may overrule the FAQ when a mistake or error is discovered.T IERS OFT OU R NA M E N T PL AYFantasy Flight Games’ Organized Play events are divided intothree tiers of play. Each tier communicates what expectationsthe players, judges, and tournament organizers should havewhen they are involved with a Star Wars: Armada tournament.In addition, the competitive and premier tiers ensure that nomatter where a tournament is held, it will be run with the samestandards of play and rules enforcement as other tournaments ofthe same kind around the world.CASUALCasual events emphasize fun and a friendly atmosphere. Theseevents help build local communities and are a great way fornew players to experience their favorite game without worryingwhether they know every little rule. This tier may includeleagues, weekly game nights, etc.COMPETITIVECompetitive events require players to have general knowledgeof a game’s rules. While experienced players will come to theseevents to compete for prizes, players should not be punishedfor their lack of understanding in the finer points of Star Wars:Armada rules. Players can come to these events expecting aconsistent experience from store to store. This tier includes StoreChampionships and one-off FFG-sanctioned events.PREMIERPremier events are the highest level of competition forFantasy Flight Games tournaments, and all players, judges,and tournament organizers involved are held to the highestlevels of conduct. Players are assumed to be familiar withthe game’s rules, as well as the latest FAQ and tournamentrules, and should expect all rules to be strictly enforced.Regional Championships, National Championships, and WorldChampionships are premier events.T OU R NA M E N TS T RUC T U R ETournaments for Star Wars: Armada are held in a series of120-minute tournament rounds. Each tournament round, playersscore tournament points based on the result of their game. Aftera predetermined number of tournament rounds (see “RoundStructure” on page 4), the top point scorer is the winner ofthe tournament.SETUP PROCEDUREBefore the tournament begins, the tournament organizer (TO)must set up tables suitable for tournament play. Each table mustcontain a 6’ by 3’ rectangular play area with clearly delineatededges (see “Play Surface” on page 2). Players should haveenough space on the table to comfortably place all of thecomponents necessary for their fleets. The TO should assigneach table a number for the purpose of seating.The Future of ArmadaThe Star Wars: Armada tournament format willexpand as the game itself grows and expands.When Wave 2 is released, the official fleet size willincrease to 400 points, the round time will increaseto 150 minutes, and the Margin of Victory table willbe updated. This is the culmination of the Armadatournament format, and will remain the standard fromthat point on.1

Fleet Deployment ProcedureThe setup steps described in this section supersede steps 1–2 ofthe standard setup rules described on page 10 of the Star Wars:Armada Rules Reference booklet. These steps must be performedbefore each game begins and may be performed before the TOofficially announces the start of a tournament round:1.2.3.Each player places his or her fleet outside of the playarea next to their assigned player edge. Both playersreveal all ships, squadrons, and upgrade cards in theirfleets. Players do not reveal their objective cards.Players set each shield dial and squadron disk to itsmaximum shield and hull values. Players also set theactivation slider of each squadron to display the blueend of the slider with the a icon. Players then assignflagship or ID tokens to any duplicates of ships on thesame team. If both players are fielding fleets from thesame faction, they assign ID tokens to all ships andsquadrons (see “Mirror Matches” on page 4). Oneplayer must exclusively display the white versions of hisor her ID tokens; the other player must display only theblack tokens.Each player shuffles his or her Damage deck thoroughlyand presents it to the opponent. The opponent mayshuffle and cut the deck if desired.Players then proceed through steps 3–8 of the standard setuprules on page 10 of the Star Wars: Armada Rules Referencebooklet. Players use the second player’s obstacle tokens in step 5.Play SurfaceCompetitive play in Star Wars: Armada depends on preciseplacement of ships and squadrons. It is strongly recommendedthat each play area be covered with playmats, felt, or a similarmaterial in order to create friction and prevent ships andsquadrons from sliding out of place when accidentally bumped.In events where players provide their own playmats, only officialFFG X-Wing Playmats are allowed. This is to guarantee aconsistent experience for all players and prevent any advantageplayers may gain from familiarity with a particular playmat thatis not widely available. FFG playmats are widely available forexamination and play. If a venue provides playmats for theirevent, they may use third-party playmats. Players may replacethird-party playmats if they provide their own FFG playmat to use.END OF MATCHEach Star Wars: Armada match ends in one of the followingways: One Player Defeated: All of one player’s ships are destroyed.The player with at least one ship remaining earns a win andthe opposing player receives a loss. The players determinetheir scores. Mutual Destruction: All of both players’ ships are destroyed.The player with the higher score earns a win and the opposingplayer receives a loss. Six Rounds Pass: Players finish the sixth game round. Theplayer with the higher score earns a win and the opposingplayer receives a loss. Time: After time is called, the players finish the current round.The player with the higher score earns a win and the opposingplayer receives a loss. Concession: A player concedes the match. All of that player’sships and squadrons are destroyed. The players determinetheir scores.ScoringPlayers always calculate their scores at the end of a match todetermine the margin of victory, which is described below.Scores are calculated as described on page 9 of the Star Wars:Armada Rules Reference with the following exception: If all of a player’s ships are destroyed, his or her fleet isworth 300 points, even if friendly squadrons remain inthe play area or the fleet is worth less than 300 points.His or her opponent still adds any points scored from theobjective to the 300 points scored for destroying the fleet. If two players have exactly the same score or both players’fleets are destroyed at the same time, the second player isthe winner, but his or her margin of victory is 0.Margin of VictoryTo determine the margin of victory for the match, subtract theloser’s score from the winner’s score, to a minimum of 0. Themargin of victory determines how many tournament points eachplayer receives for the match and is used as a tiebreaker.Since margin of victory is used as a tiebreaker, each player’scumulative margin of victory must be tracked during thetournament. The winner adds the match’s margin of victory tohis or her cumulative margin of victory; the loser’s cumulativemargin of victory does not change.TOURNAMENT POINTSPlayers earn tournament points at the end of each match. Thesepoints are used to determine the winner of the tournament.Tournament points are awarded based on the match’s margin ofvictory.Margin of Victory0–2021–5051–9091–150151–220221 Win5678910Loss543210End of match example: Gabe wins the game, destroying 108 fleetpoints of his opponent’s ships and earning two 15-point victorytokens for a total score of 138. Gabe’s opponent, Kris, has destroyed90 points of Gabe’s ships and earned one 15-point victory token fora total score of 105. Gabe wins by a 33-point margin of victory. Hecompares this number to the scoring table. Gabe earns 6 tournamentpoints and Kris earns 4 tournament points.2

ConcessionsPlayers are discouraged from conceding. If a player concedesa match, all of that player’s remaining ships and squadrons aredestroyed. That player receives 0 tournament points. His or heropponent calculates score, margin of victory, and tournamentpoints as normal.TiebreakersIf two or more players have the same number of tournamentpoints, they are ranked based on each player’s cumulativemargin of victory from games they have won. The player withthe greatest total margin of victory is ranked first, the player withthe second greatest total margin of victory is ranked second, andso on.If two or more players have the same number of tournamentpoints and have not won any games or are still tied aftercomparing their margin of victory, calculate each player’sstrength of schedule by combining the total tournament points ofall their opponents. The player whose opponents had the highesttotal combined tournament points (highest strength of schedule)is ranked first, the player with the second highest strength ofschedule is ranked second, and so on.Tournament Software Strength of ScheduleFFG’s tournament software, TOME, is currently in beta andaccessible to some tournament organizers. This software uses adifferent strength of schedule calculation than what is outlinedin this document. We have made this change to improvethe tournament experience for players and more accuratelyrepresent each player’s actual standing in the tournament.TOME calculates a player’s strength of schedule by dividingeach opponent’s score by the number of rounds the opponenthas played, then adding the results of all opponents played bythat player. The software then divides that total by the numberof rounds the player has played to find a player’s strengthof schedule.Tournament organizers using TOME should communicate thatuse to players before the tournament starts so that players areaware of the different strength of schedule.PAIRINGSSwiss style pairings are used for Star Wars: Armadatournaments. The number of tournament rounds is outlined in“Round Structure” on page 4. For the first round, players arepaired at random. For casual-level events, players may requestthe TO to not match them against family partners or travelpartners, if possible, for the first round.For each round after the first, players are paired at randomagainst another player with the same number of tournamentpoints. If there is an odd number of players with the samenumber of tournament points, one player is paired against arandom player from the group with the next most number oftournament points. If there is an odd number of players in thetournament, the lowest ranked player receives a bye (see “Byes”to the right).The tournament organizer should make sure no two players arepaired against one another more than once before the end of thetournament or the beginning of elimination rounds, whichevercomes first. If two players have played each other, the TO insteadpairs them with a different player he or she has not played whohas the same number of tournament points.Pairing example: Mike, Gideon, and Ally each have 24 tournamentpoints. Mike is paired against Ally, and Gideon is paired againstSara, who has 22 tournament points. Mike wins against Ally andreceives 6 tournament points for a total of 30 tournament points,while Ally receives 4 for a total of 28 tournament points. Gideonwins against Sara and receives 6 tournament points for a total of 28tournament points, while Sara receives 4 for a total of 28 tournamentpoints. In the next round, Sara, Ally, and Gideon are all tied with28 tournament points. Since Sara and Gideon have already played,Sara plays Ally and Gideon plays a player with the next highesttournament points.3

ByesOccasionally, tournaments involve an odd number ofcompetitors, resulting in one competitor having no opponent forthe round and immediately being transferred to the followinground. This is called a “bye.” The player who receives a byeis determined randomly in the first round. In later rounds, theplayer with the fewest tournament points receives the bye. In thecase of multiple players with the fewest number of tournamentpoints, the player with the lowest margin of victory receivesthe bye. If players are still tied, the bye is given to one of thoseplayers at random.When a player receives a bye, he or she receives a win worth8 tournament points and a margin of victory of 61 for the round.Mirror MatchesA mirror match is a match between two players who are usingthe same faction. Tournament seeding does not favor matchesbetween different factions, so mirror matches will occur. Ifplayers using the same faction are paired for a match, all normalgame rules apply. Each player may field cards with uniquenames even if his opponent is using a card with the sameunique name.To facilitate a mirror match, each player is required todifferentiate their ships from those of their opponent’s. Playersmay do this in any number of ways; assigning ID tokensprovided in the Star Wars: Armada core set, marking each shipwith tokens, or painting ships/bases are all acceptable methods.ROUND STRUCTUREThe length of a tournament is determined by the number ofplayers. For casual tournaments, tournament organizers maychoose a number of rounds they feel best fits the needs of thetournament and players.The number of Swiss rounds for a competitive or premier-levelStar Wars: Armada tournament is outlined below.Number of Players Number of RoundsUp to 32333 and Above5Large EventsTournaments that contain 33 or more players should be runover the course of two days, three rounds the first day and tworounds the second day.F L E E T BU I L D I N GEach player must build one fleet for use in a tournament. Aplayer’s fleet must consist solely of official Star Wars: Armadaships and squadrons. Proxies cannot be used.A fleet consists of ships and squadrons with their correspondingship and squadron cards, command dials, objective cards, acommander, and any other upgrade cards. Each player’s fleetcannot exceed 300 points, though it may contain fewer than300 points. A player’s fleet cannot contain more than 100 pointsworth of squadrons. A fleet must include a single commanderand one objective card from each category.Each player may choose to field either a Rebel or Imperial fleet,as tournament seeding ignores the player’s faction (see “MirrorMatches” above).Each player must submit a fleet list detailing all ship, squadron,upgrade, and objective cards, commander, and total fleet pointsto the tournament organizer before the start of the tournament.Players must use that fleet for the duration of the tournament.For casual-level tournaments, players do not need to submit afleet list, but they cannot change their fleet in the middle of thetournament.In addition to a fleet, each player must bring all componentsneeded for their fleet and games. This includes, but is not limitedto, dice, range ruler, maneuver tool, speed dials, commandtokens, objective tokens, victory tokens, initiative token, setuparea markers, and a complete damage deck. A player must bringa full set of obstacle tokens, as found in the core set. The TO isnot expected to supply any game components to players.COMPONENT MODIFICATIONSDuring tournament play, each player is required to use thecomponents included in official Star Wars: Armada products(see “Legal Products” on page 6). The head judge is the finalauthority on any component’s eligibility in the tournament.If a component is ruled ineligible and the player cannotlocate a replacement for it, that player is disqualified from thetournament.It is possible for a player to have multiple identical ship cards inhis or her fleet. To avoid confusion, it is required that each shipbe identified to its player and ship card with ID tokens.Players are welcome and encouraged to personalize their fleetsaccording to the following rules: Players may paint their Star Wars: Armada ships andsquadrons. Players cannot modify ship bases to alter their size or shape.Weight may be added to a ship base if it does not alter thesize or shape of the base. Cards must remain unaltered, though they may be sleeved forprotection. Sleeves for Damage cards must be identical andunaltered. Players may mark their tokens, command dials, and speeddials to indicate ownership as long as the function of thecomponent is not compromised. However, players should becareful not to mark the cardboard in their command dials inany way that may indicate to their opponents what commandsthey have selected! Players may mark asteroid fields, debris fields, and otherobstacles to indicate ownership, but cannot otherwise alterthem in any way.4

C O N DUC TPlayers, judges, and all other tournament participants areexpected to act in a respectful and professional manner during atournament.UNSPORTSMANLIKE CONDUCTPlayers are expected to behave in a mature and consideratemanner, and to play within the rules and not abuse them.This prohibits intentionally stalling a game for time, placingcomponents with excessive force, treating an opponent witha lack of courtesy or respect, etc. Collusion among players tomanipulate scoring is expressly forbidden.The head judge, at his or her sole discretion, may removeplayers from the tournament for unsportsmanlike conduct.Slow PlayPlayers are expected to play at a speed that will allow themto complete a match in the time allowed. Stalling is notacceptable. Players may request a judge to watch their game forslow play.MARGIN OF ERRORShips and squadrons are sometimes moved accidentally orplaced inexactly during the normal course of the game. A smallmargin of error is allowed in the position and orientation ofships and squadrons in these situations so that the pace of thegame is not unnecessarily affected. Players should not abuse thismargin of error, and they must use the tools included with thegame to be as accurate as possible. Using excessive force whenplacing components to intentionally move other components isexpressly forbidden. In the event of a dispute, the head judge isthe final authority on rulings.MISSED OPPORTUNITIESPlayers are expected to play optimally, remembering to performactions and use card effects when indicated. If a player forgetsto use an effect during the timing specified by that effect, heor she cannot retroactively use it without the consent of his orher opponent. Players are expected to act with respect and notintentionally distract or rush an opponent with the intent offorcing a missed opportunity.JUDGE PARTICIPATIONThe judge may participate in a casual- or competitive-leveltournam

Fantasy Flight Games tournaments, and all players, judges, and tournament organizers involved are held to the highest levels of conduct. Players are assumed to be familiar with the game’s rules, as well as the latest FAQ and tournament rules, and should expect all rules to be strictly enforced.

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