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Official Mage Knight Dungeons Heroic Team Tournament Rules


Effective Date: February 5, 2002 Introduction Welcome to Mage Knight Dungeons tournaments! Mage Knight Dungeons (or MK Dungeons) events are designed to play fast and feature lots of fun and exciting action. Players should always have a great time at a sanctioned Mage Knight Dungeons tournament. Whether they win or lose, their efforts never go unnoticed. WizKids tracks the results of its sanctioned tournaments and provides players with ratings and rankings they can compare with others. Players can win prizes and honors at many different types of tournaments and share the good fellowship that comes from playing a great game with great people. Questions about a sanctioned tournament or these rules should be directed to the Warlord running the event or directly to WizKids. This document contains rules for sanctioned Mage Knight Dungeons Heroic Team tournaments. WizKids requires that all sanctioned Mage Knight Dungeons events be run in compliance with these rules. The most recent version of this document is posted on our Web site: www.wizkidsgames.com/mageknight/. Player Registration Only registered players earn official ratings and rankings when they participate in WizKids sanctioned tournaments. Players can register quickly and easily on our Web site: www.wizkidsgames.com/mageknight/. WizKids provides a Personal Player Page free to every player. Players can use this page to track their ratings and rankings, locate events, and sign up to play in tournaments. WizKids strongly encourages players to sign up for tournaments in advance through their Personal Player Pagethis helps tournament officials plan to accommodate all players, and ensures that players receive their official ratings and rankings.

MKD Heroic Teams rules Feb 2002

Unregistered Players Players are not registered on the WizKids web site before the tournament may still participate, but their tournament records do count toward official ratings and rankings. Late Registration Players who are registered on the WizKids web site, but who do not sign up for the tournament online, may still do so for a limited time after the tournament ends. Players who wish to do so should contact the Warlord at the tournament. Official Rules Sanctioned MKD Heroic Team tournaments use these rules and all of the following official rules, except as noted herein: The Mage Knight Dungeons game rules, including any official Errata and Rulings; The Mage Knight Dungeons Special Abilities Card (SAC); The Mage Knight Dungeons Builders Kit and Artifact Set rules; and The WizKids General Tournament Rules and Sanctioning Policy. All official rulings and rules clarifications are considered part of the Mage Knight Dungeons Tournament Rules. The most recent versions of these documents are considered the standard for sanctioned tournament play and are available at our Web site: www.wizkidsgames.com/mageknight/. Pairing Players Tournament officials must choose a pairing style for all sanctioned tournaments. WizKids recommends the Swiss-style format because it guarantees that all players can participate in an equal number of opening rounds. Other pairing styles, such as round robin and single-elimination, are also acceptable. The pairing style must be announced before the tournament begins. Swiss-style events consist of a number of opening rounds, followed by a series of single-elimination rounds to determine the final tournament winners. All players participate in the opening rounds; the players with the best victory records advance to the final rounds. Players are matched according to their victories for each

MKD Heroic Teams rules Feb 2002

3 Swiss round and are guaranteed to play a certain number of rounds, depending on the number of participants. In Swiss-style tournaments, the head judge announces the number of final rounds before the first round of play. The total number of players determines the number of players that will advance to the final rounds. Final rounds are singleelimination. Time Limits Each round, including finals, must be completed in 50 minutes. When time is called, the game ends as soon as the current action is resolved. Required Materials All players must bring the following materials to the sanctioned MKD Heroic Team tournament in which they participate: A hard copy of the players registration confirmation printed from the WizKids web site (unnecessary if the player did not sign up online for the event). A Team of Heroes. Players should check with the Warlord or Venue for the correct point value of the tournament. The standard point value for a MK Dungeons Heroic Team tournament is 100 points, but this value may vary from 100 to 400 at the discretion of the tournament officials. The player uses the same Heroic Team throughout the tournament. Only one figure of a given name may be included in a players Heroic Team. Mage Spawn. Each player must bring a minimum of the following Mage Spawn figures: 3 Mage Spawn each of 10 points or less, 3 Mage Spawn each of 20 points or less, and 3 Mage Spawn each of 30 points or less. Players may bring more Mage Spawn than the minimum, but may bring no more than a total of 20 Mage Spawn figures. Heroes and Mage Spawn may be from any Mage Knight or Mage Knight Dungeons set or expansion. At the discretion of the Venue or Warlord, all the Heroes and Mage Spawn must be selected from one or more specific Mage Knight sets or expansions, such as MK Unlimited, MK Whirlwind, or MK Dungeons.

MKD Heroic Teams rules Feb 2002

4 Dungeon Chamber and Hallway Tiles. For a 100 point tournament, each player brings a minimum of 4 dungeon chamber tiles and 1 dungeon entrance tile from the MK Dungeons Builders Kit for. For every 50 points above 100, each player brings 1 extra dungeon chamber tile. Example: in a 200 point tournament, each player brings a total of 6 chamber tiles and 1 entrance tile. At the discretion of the Venue or Warlord, all players may use a paper dungeon map from the MK Dungeons Starter in place of the tiles. All players must use either tiles or a paper map, but not both. Treasure Chests. Each player brings a number of treasure chests equal twice the total number of Heroes in the players Heroic Team to place in the treasure pool. Example: a player using a Heroic Team consisting of 3 Heroes must bring 6 treasure chests). Players may not bring duplicate versions treasure chests. Tokens. 2 Standard and 4 Weak wandering monster tokens. At the discretion of the Venue or Warlord, players may substitute 1 Tough token for 1 of the Weak tokens. Terrain tokens, doors, and artifacts are not used. Basic and Advanced Rules The tournament officials should determine which version of the MK Dungeons game rules, found in the MK Dungeons game rulebook, are used for the tournament: the Basic Rules (pages 3-17), or the Advanced Rules (pages 17-22).

Heroic Team Rules All sanctioned Heroic Team tournaments use the Heroic Teams rules found on pages 1922 of the MK Dungeons game rulebook. If figures from MK Rebellion, MK Unlimited, or MK expansions are used, the tournament uses the Using MK Rebellion rules found on pages 22-23 of the MK Dungeons game rulebook. Hero Experience Levels At the beginning of every round, Hero experience levels are reset to the value they had at the beginning of the tournament. Any additional experience levels gained through play are lost at the conclusion of the round in which they were earned.

MKD Heroic Teams rules Feb 2002

5 The Dungeon Before each round begins, each player rolls 2 dice. The player in each pair of opponents with the highest die roll is the starting player. If the tournament is using MK Dungeons tiles, the starting player chooses and places the first tile, then the other player chooses and places the next tile, and so on until all the tiles are placed. If the tournament is using MK Dungeons paper maps, the starting player chooses which map will be used for the dungeon, and the other player with chooses which side of the map will be used for the entire round. Victory Victory in each round is determined by the rules on page17 of the MKD game rulebook, Ending the Game. When 50 minutes have elapsed or all Heroes have left the dungeon or been eliminated, the round ends. At the end of the round, the winner is the player with the highest total of gold successfully carried out of the dungeon. Tie Breakers If two opposing Heroic Teams have the same total of gold successfully carried out of the dungeon when the game ends, or if all Heroes in both Heroic Teams are eliminated, use the following tiebreakers, in the order presented: 1. The player with the Heroic Team that ends the game with the highest total experience levels wins. Example: a Heroic Team that ends the game with a 4thlevel Hero and a 3rd-level Hero wins against a Heroic Team that ends the game with two 3rd -level Heroes. 2. The player whose Heroic Team started the game with the lowest total points wins. Example: a Heroic Team with a starting point total of 100 points wins against a Heroic Team with a starting point total of 120 points. 3. Both players roll two dice; the high result wins.

MKD Heroic Teams rules Feb 2002

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