Post by YodaBreaker on Jun 30, 2005 11:38:21 GMT -5
UNOFFICIAL ATTACKTIX TOURNAMENT RULES
1 TOURNAMENT DIVISIONS
1.1 There shall be three point levels for tournament play, each of which shall constitute a division of tournament play: 100 points, 200 points, and 400 points.
1.2 Singles vs. Doubles, Age Classes
1.2.1 In singles Tournament play, there shall be two players for each game. In doubles Tournament play, there shall be two players on each of the two sides. Hence, each side in a singles game shall have the designated number of points, whereas each player in a doubles game shall have the designated number of points.
1.2.2 There shall be three age classes for tournament play: children (ages 12 years and under), adolescents (ages 13-17 years), and adults (ages 18 years and over). An additional parent-child class may be added at the Tournament organizer's discretion for doubles play.
2 SETUP
2.1 Playing Field
2.1.1 The playing field shall be a 1m x 1m (39.3 in x 39.3 in) square of a smooth surface, preferably made of plastic, poster board, or smooth cardboard. The playing field shall be colored white to maintain the visibility of the bases.
2.1.2 The field shall have three straight, black lines drawn upon it. One line (the midfield line) shall bisect the playing field, and the other two lines (the starting lines) shall be located 5 cm (2 in) from opposite edges of the playing field. The starting lines shall be parallel to the midfield line.
2.1.3 The field shall also have one straight, black line (the backups line) along one edge that runs perpendicular to the midfield line.
2.1.3.1 Backups for each side shall be placed .3 m (1 ft) to the side of the backups line. Backups for each side shall be placed on that side of the midfield line.
2.1.3.2 Each side's defeated figures shall be placed .3 m (1 ft) on the side of the playing field opposite the backups line. Defeated figures for each side shall be placed on that side of the midfield line. Defeated figures shall be ruled as knocked down as described in rule 4.2.
2.1.4 There shall be no other marks on or additions to the playing field.
2.1.5 Each player shall either be seated on a chair or stand behind the edge beyond his or her starting line. If a player walk around the playing field to move his or her figures or to perform an attack, that player may do so, provided that he or she returns to the area around his or her chair at the end of his or her turn.
2.2 Figures
2.2.1 Except when stated otherwise by Tournament organizers, players are responsible for bringing their own figures to the Tournament.
2.2.2 Each player shall choose figures that add up to the designated number of points. Points shall be determined by adding the numbers on the left side of each figure's label. Aside from these constraints, players may choose whatever Attacktix figures they wish to use.
2.2.3 Each player shall be allowed to have backup figures in the amount of half of the division point level: each player in the 100 point division shall have 50 points worth of backup figures, those in the 200 point division shall have 100 points of backups, and those in the 400 point division shall have 200 points of backups. Aside from these constraints, players may choose whatever figures they wish for their backups.
2.2.4 Any figures that are used in Tournament play must not have undergone substantial modification that would change the way in which they would operate during the Tournament. This includes modifications to the weight, balance, or striking or shooting capabilities of the figures.
2.2.4.1 When practicable, each figure shall be weighed before tournament play. Those weighing more than .3 grams over the standard weight for each figure shall be disqualified.
2.2.4.2 When practicable, each figure shall be inspected and manipulated before being allowed in tournament play. Those not moving in the way that standard figures should move (e.g., figures that have a hand attached to a lightsaber that do not have that hand attached to the lightsaber out of the factory, figures that fire substantially harder than they would out of the factory) shall be disqualified. The substantial variance in shooter figure firing strength must be considered when disqualifying a figure.
2.2.4.3 A player may request that a Tournament official inspect a figure that the player believes to have been illegally modified.
2.2.4.4 In Tournament play, customized figures shall not be allowed, except by determination of the Tournament organizers. At their option, Tournament organizers may have a separate division for customized figure play. Customized figures may include ordinary figures that would ordinarily be disqualified under rule 2.2.4.
2.3 Initial formations
2.3.1 At the start of each game, each player shall arrange his or her figures so that at least half of the figure's bases have the back edges of the base touching the edge the starting line.
2.3.2 Each player's remaining figures that are not on the starting line may be stacked behind other figures. However, the entirety of all figures' bases must lie on the surface of the playing field. If any part of a figure's base does not lie on the surface of the playing field, that figure must be moved so that its base rests wholly on the surface of the playing surface.
3 OFFICIALS
3.1 Referee
3.1.1 There shall be one referee at each table.
3.1.2 The referee shall be the final arbiter of the rules and disputes that arise regarding them during play.
3.1.3 The referee shall attend to the positions of the figures, the manner in which figures are moved about the playing surface, the manner in which attacks are carried out, and the conduct of the players.
3.1.4 The referee shall respot any figures that have been disturbed by incidental contact or by a figure that initiated an attack and that made contact with other figures with any non-striking surface of the attacking figure.
3.1.5 The referee shall have a copy of Tournament rules on his or her person for reference during a dispute.
3.1.6 When possible, the referee shall have studied Tournament rules and and have demonstrated that he or she can apply them correctly at least 90% of the time..
3.2 Umpire
3.2.1 During the final game of each Tournament division, and whenever else practicable, there may be at least one umpire at each table.
3.2.2 The umpire shall call the referee's attention to potential violations of Tournament rules that the referee did not detect.
3.2.3 The umpire shall consult with the referee when figure respotting is necessary due to incidental contact.
3.2.4 When possible, the umpire shall have studied Tournament rules and have demonstrated that he or she can apply them correctly at least 80% of the time.
4 PLAY
4.1 Standard Play
4.1.1 Starting the game
4.1.1.1 In lieu of a coin toss, the referee may place his or her finger over the top window of one of the Attacktix figures to be used. The referee shall then grind this figure by moving it forward, backward, then forward again and have the player whose figure the referee is grinding call whether the window is more than 50% red or more than 50% black. If the player's call matches the window color of the figure, that side assumes the first move. Otherwise, the other side assumes the first move.
4.1.1.2 If the referee cannot determine the color of the window, the referee shall regrind the figure as per rule 4.1.1.1 until the window's color is decipherable.
4.1.2 Effects
4.1.2.1 If a player has on the playing field figures that confer effects for that player's team, that player may elect to use those effects figures before moving any other figures. However, that player may also elect not to use any or all effect figures on that player's team.
4.1.2.2 A player may have multiples of the same effect figure on that player's team. However, only one of each of the same effects figure may be used on each turn.
4.1.3 Figure movement
4.1.3.1 As few as no figures and as many as all of a side's figures may be moved during a side's turn.
4.1.3.2 Movements shall be judged preferably by counting the auditory Tix that a figure makes as it is moved across the surface of the playing field. If a figure cannot make auditory Tix, figures shall be moved according to visible Tix (defined as the complete motion of the window on top of each figure's base from red to black). If a figure cannot make neither auditory nor visible Tix, it shall be considered broken and dealt with according to rule 4.4.
4.1.3.3 Figures shall be advanced as few as no Tix and as many as the number of allotted Tix printed on the top of the figure's base on each turn. However, moving a figure more than its allotted Tix shall be penalized as described in rule 4.3.1.3.
4.1.3.4 A player may not move his or her figure so that it makes contact with any part of his or her opponent's figures, except that such contact occurs in the context of an attack under rule 4.1.3. Movement-based contact shall be penalized as described in rule 4.3.1.2.
4.1.3.5 If a player makes incidental contact with his or own body against an opponent's figure such that the opponent's figure can be respotted by the referee (perhaps in consultation with an umpire), the referee shall respot the figure. Otherwise, the player shall be penalized according to rule 4.3.1.1.
4.1.3.6 Once a player has performed an attack as described in rule 4.1.4.1, no more figures may be moved by the player performing the attack. Thus, all figure movements must be accomplished before the first attack of a player's turn.
4.1.3.7 In a doubles game, as few as no figures and as many as all figures may be moved by both players on a side. However, each player shall move only his or her own figures; if a player moves his or her teammate's figures, that player shall be penalized according to rule 4.3.1.
4.1.3.8 In a doubles game, each player may move his or her figures at the same time as the other player on that side.
4.1.4 Figure attacks
4.1.4.1 An attack shall be considered either the release of a projectile from a shooter figure or the release of the striking surface of a striker figure after that striking figure's base or striking surface has been rotated. In the case of the Emperor, an attack shall be considered the clamping of the Emperor onto a figure whose base the Emperor's base was touching, resulting in the entirety of the Emperor's base being lifted off the playing field and the Emperor remaining affixed to the figure that the Emperor is attempting to possess.
4.1.4.2 Contact of a figure's projectile or striking surface with another figure shall not be not necessary to consider an attack to be valid.
4.1.4.3 Each player shall be allowed as few as no attacks and as many as two attacks per turn, except as modified by figure effects in rule 4.1.2 or special powers.
4.1.4.4 Once a figure has attacked, it shall not move again until the start of the next turn, unless a special power or ability allows otherwise.
4.1.4.5 If during an attack, a player causes the non-striking surface of the figure initiating the attack (e.g., its base, its head) to come into contact with a figure from the other side such that the opposing side's figure is moved enough to require respotting by the referee, the referee shall respot the figure to its position before the attack occurred. Furthermore, the attacking player shall be penalized according to rule 4.3.
4.1.4.6 In a doubles game, each player may attack only with his or her own figures. However, each player on a side may use the maximum number of turns described in rule 4.1.4.3.
4.1.4.7 In a doubles game, each player on a side may alternate attacking with the other player on that side. However, to permit special powers to come into play properly as described in rule 4.1.6, attacks may not occur concurrently between players on a side.
4.1.5 Knockdowns
4.1.5.1 If during a striking attack, a player causes the figure that is performing the attack and other figures to be knocked down as defined in rule 4.2, none of the figures shall be considered knocked down. All figures shall be respotted as described in rule 3.1.4. However, the attacking player shall be penalized according to rule 4.3.2.2.
4.1.5.2 If a player attacks his or her own figure and causes that figure to be knocked down as defined in rule 4.2, that figure shall be considered knocked down.
4.1.5.3 If during an attack, a player causes the non-striking surface of the figure initiating the attack (e.g., its base, its head) to knock down a figure from the other side, that figure shall not be considered knocked down. Furthermore, that figure shall be respotted by the referee to its position before the attack occurred. Furthermore, the attacking player shall be penalized according to rule 4.3.2.2.
4.1.6 Special powers
4.1.6.1 A figure's special power shall be activated immediately after that figure has been ruled to be knocked down as described in rule 4.2. Special powers shall be activated only if that figure's special power window is white at the time of being knocked down, unless that figure's base specifies that a special power shall be activated if the window is black. The special power must be used at that time; a player shall not have the option of not using the special power.
4.1.6.2 If the referee cannot determine whether the special power window is more than 50% white or more than 50% black, the referee shall move the figure in question 1 Tix backward, then 1 Tix forward to reset the special powers wheel. If the referee still cannot determine the color of the special power window, the referee shall move the figure in question 1 Tix forward, then 1 Tix backward to reset the special powers wheel. If the referee still cannot determine the color of the special power window, it shall be assumed to be black.
4.1.6.3 If multiple figures have been knocked down by one attack, the player who attacked shall determine the order in which the special powers are activated. If figures from both the attacker and the recipient of the attack are knocked down in the same attack, the special powers for the recipient's figures will activate first, followed by those for the attacker.
4.1.6.4 If a figure's special power states that another figure shall be removed from the playing field, the special power for the figure that is to be removed shall not be activated.
4.1.6.5 If during the execution of an attack called for by a special power's activation, another figure is knocked down with an active special power, the player to whom that figure belonged shall immediately use that figure's special power without waiting for any other special powers that the attacking side may have ready to activate from knocked down figures.
4.1.6.6 If a figure that has been knocked down is called back into play by a special power, the player whose figure is recalled shall move that figure forward at least 2 Tix to reset its special power window.
4.1.6.7 In a doubles game, any special powers that are active on a side may be applied to any figures on that side. Special powers from one player's figures may be used to affect the figures of the other player on that side.
4.1.7 End of turn
4.1.7.1 A player's turn shall end either once that player has performed the maximum number of attacks as described in rule 4.1.4.3 or when the player gives a predetermined sign to the referee that he or she considers his or her turn to be complete.
4.1.7.2 Once a player has ended his or her turn, that player shall not be allowed to touch his or her figures until the other side has completed its turn.
4.1.7.3 In a doubles game, a side's turn shall end once both players on the side have ended their turns.
4.1.7.4 Once a side's turn has ended, the other side shall immediately be allowed to reload its shooter figures, activate any figure effects, move its figures, and attack, in that order.
4.1.8 End of game
4.1.8.1 The game shall end when all figures from one side have been knocked down, as defined in rule 4.2, and placed in that side's defeated figures area, as described in rule 2.3.1.2.
4.1.8.2 In a doubles game, elimination of one player's figures shall not constitute elimination of that side. However, the player whose figures have been eliminated shall not be permitted to continue playing the current game, except for instances in which the special power activated by a figure on that player's side would allow that player's figures to be returned to the playing field. In this case, the other player on that side shall make the final determination as to whether figures from the first player may be brought back onto the playing field.
4.1.8.3 If the tournament is being conducted according to the Multiple Elimination format (see rule 5.2), and if neither side has won the predetermined number of games, the same figures shall be used by each player in another game, which shall start with the figures arranged as in rule 2.3. The player who did not win the first move (as described in rule 4.1.1) in the game that was just completed shall have the first move in the next game.
4.1.9 End of match
4.1.9.1 If the tournament is being conducted according to the Single Elimination format (see rule 5.1), winning a single game shall constitute winning the match.
4.1.9.2 If the tournament is being conducted according to the Multiple Elimination format (see rule 5.2), and if a side has won the predetermined number of games, that side shall have won the match.
4.2 Determination of Knockdown
4.2.1 If no part of the bottom of a figure's base is in contact with the surface of the playing field or if a figure is knocked off entirely off its base by figure breakage, that figure shall be ruled knocked down.
4.2.2 If any part of a figure's base touches a surface outside of or aside from (e.g., another figure's base) the surface of the playing field, that figure shall be ruled knocked down.
4.2.3 If any part of a figure's Tix wheel remains off the surface of the playing field for more than 5 s, that figure shall be ruled knocked down.
4.3 Penalties
4.3.1 Forfeiture of attack
4.3.1.1 If a player moves his or her opponent's figures with his or her body such that the referee cannot spot the opponent's figure back to its original position, that player shall forfeit one attack.
4.3.1.2 If a player moves his or her opponent's figure with his or her own figure in a non-attack move, that player shall forfeit one attack.
4.3.1.3 If a player moves his or her figure more than 2 Tix beyond that figure's allotted Tix, or if that player moves that figure 2 or fewer Tix beyond that figure's allotted Tix and does not move that figure back to the allotted number of Tix before removing his or her hand from that figure, that player shall forfeit one attack.
4.3.2 Forfeiture of turn
4.3.2.1 If a player commits 3 offenses under section 4.3.1 in a single game, that player shall forfeit the remainder of his or her current turn. The count of the player's offenses under section 4.3.1 shall then be reset to zero.
4.3.2.2 If during an attack, a player causes the non-striking surface of the figure initiating the attack (e.g., its base, its head) to come into contact with a figure from the other side such that the opposing side's figure is moved enough to require respotting by the referee, that player shall forfeit the remainder of his or her current turn.
4.3.3 Forfeiture of game and match
4.3.3.1 If a player commits 3 offenses under section 4.3.2 in a single game, that player shall forfeit the game.
4.3.3.2 If a player commits a gross offense under section 4.3.1 such that multiple of the opponent's figures are affected (e.g., throwing one of his or her own figures with his or her own hand at those of the opponent, overturning the playing field), that player shall forfeit the match.
4.4 Figure Breakage
4.4.1 If a figure is broken in the course of play, the player whose figure is broken shall be granted a 5-minute period to fix the figure at his or her option. Tournament organizers should have materials (e.g., super glue, hobby knives) available for this purpose.
4.4.2 Figures that are fixed by the player must comply with the standards under rule 2.2.4 to be readmitted to Tournament play.
4.4.3 Figures that are not fixed but that the player deems still playable and that meet the standards under rule 2.2.4 may continue in the Tournament.
4.4.4 Figures that cannot be repaired in the period allowed may be replaced in one of the following ways:
4.4.4.1 If a player has a figure in backups identical to the one that was broken, that player must replace the broken figure with the same figure from backups.
4.4.4.2 If a player has at least one figure in backups of the same point value as the broken figure but does not have a backup figure identical to the broken figure, that player must replace the broken figure only with a figure of an equivalent point value from that side's backups. However, that player may not introduce multiple figures from backups that add up to the same point value as the broken figure.
4.4.4.3 If a player's broken figure is a striker, that player may designate an alternate striking surface to be used in striking attacks, such as a cape or a fist. Striker figure heads and bases shall not be considered valid alternate striking surfaces.
4.4.5 If replacement figures are not available in a player's backups (as described in rules 4.4.4.1 and 4.4.4.2), and the figure either is not a striker figure or has not had an alternate striking surface designated, and the broken figure may be moved with an audible or visible Tix, the broken figure may retained in the game but may not be used during the attack phase of that player's turn.
4.4.6 If the broken figure cannot move with audible or visible Tix, it must remain stationary for the remainder of the current game or placed into that player's defeated figures area at the player's option.
5 ELIMINATION
5.1 Single Elimination
5.1.1 Bracket format
5.1.1.1 If the Tournament organizers choose a single elimination format, sides shall be grouped randomly into paired brackets. The side winning of each pairing shall go on to play the winner of the game in the adjacent bracket.
5.1.1.2 The side that wins the final game shall be declared the winner.
5.1.2 Round robin format
5.1.2.1 If the Tournament organizers choose a round robin format, each side within a division shall play each other side in that division in a randomly assigned sequence. The side that has the most wins shall be declared the winner.
5.1.2.2 If two or more sides have an equal, greatest number of wins, they shall play each other in the same sequence as before. This process may be repeated as often as necessary to determine a winner.
5.2 Multiple Elimination Tournaments shall proceed in the same manner as Single Elimination Tournaments, except that each side shall have to win a predefined number of games before its opponent does to advance to the next match.
6 RULE MODIFICATION
6.1 Tournament organizers may modify any or all of these rules, as they see fit.
6.2 If Tournament organizers have decided to modify these rules, the modifications shall be posted clearly at the place where Tournament registration shall occur.