Is anyone else concerned that, as far as I can tell, we are headed into the first regionals season for this game without official tournament guidelines released? Or do we think FFG is going to send those out with the game night/regionals kits?
Regionals Scheduled, but no Official OP Rules?
stormwolf27 said:
Is anyone else concerned that, as far as I can tell, we are headed into the first regionals season for this game without official tournament guidelines released? Or do we think FFG is going to send those out with the game night/regionals kits?
Yes, especially since my group is trying to get a game night kit and have a league night. I think the biggest issue is incomplete game scoring.
For those of you that have played through a regional season before, is there a chance more regionals will be added later?
Holliday88 said:
For those of you that have played through a regional season before, is there a chance more regionals will be added later?
Considering the date, and the deadline for places to put in applications was 1/31/13… I doubt it.
I am very confident that we will have tournament rules by the time the first regional hits. I bnelieve I read somewhere that Nate French said the tourney rules will be up when FAQ 1.1 hits.
I am very confident that we will have tournament rules by the time the first regional hits. I bnelieve I read somewhere that Nate French said the tourney rules will be up when FAQ 1.1 hits.
So how about this idea for scoring:
each match is played so that each person plays both light and dark. You have 25 min per side 50 min per match. Incomplete games are scored differently depending on sides. The dark side gets total damage done to objectives (including full value of destroyed objectives), and the number on the Death Star dial. Light side gets damage on objectives (same as ds) plus 12 minus the number on the dial. Since the dial turns out to be a wash and thus punishes a defensive dark side player my other idea is the ls gets a bonus 4 points for each destroyed objective. Thus the ds player gets credit for the dial and the ls player gets credit for his conditions, both with a 12 point potential.
So for league or tourney standings you get 1 pt for each win and a bonus point for a sweep. So in one match you either end up with three, one or zero.
comments are welcome, especially from other math nerds.
flightmaster101 said:
So how about this idea for scoring:
each match is played so that each person plays both light and dark. You have 25 min per side 50 min per match. Incomplete games are scored differently depending on sides. The dark side gets total damage done to objectives (including full value of destroyed objectives), and the number on the Death Star dial. Light side gets damage on objectives (same as ds) plus 12 minus the number on the dial. Since the dial turns out to be a wash and thus punishes a defensive dark side player my other idea is the ls gets a bonus 4 points for each destroyed objective. Thus the ds player gets credit for the dial and the ls player gets credit for his conditions, both with a 12 point potential.
So for league or tourney standings you get 1 pt for each win and a bonus point for a sweep. So in one match you either end up with three, one or zero.
comments are welcome, especially from other math nerds.
First Level - Match Win 3, Match Draw 1 and Match Loss 0
Secondary - Your DS Dial score +(DS Objectives You Captured *4)
Tirtiary - Strength of Schedule
On a match that times out, DS Dial 5-8=one objective, 9-11=2 objectives.
I was working out some rules as well. Will post them later on. Thanks for starting the thread.
DISCLAIMER: This is NOT an official guide.
I have finished creating the tournament guide I will be using this weekend and until something official comes from FFG. Please post your comments; as this guide was generated from the Android: Netrunner tournament guide, thoughts already posted, and some of my own thoughts.
Hope this is helpful to people who want to get leagues or organized play started; enjoy!
*EDIT - For anyone who just tried to access the file, the link did not work. Please try again.
Tournament rules would be nice. I just played in my first tournament on Saturday (and I mean first ever, not just SW:TCG). We only had four people show up. I won both games in the first round and so did my second opponent. But when we faced each other, we each won as the LS but lost as the DS. The losers played off and also ended up with one win each, so whether you include prestige or not, we both tied.
I can't wait to see how they deal with tie-breakers. As has been pointed out repeatedly, scoring points for death star dial and damage to objectives completely changes how you play the game, so I really don't think those methods are optimal.
Scoring in a tournament is pretty tricky in SWLCG I think.
Let's assume that the "force points" are only ever used for tiebreakers.
Let's also assume that the Ds gets points in some fashion connected to the DSdial (as their victory objective is tied to it) and that the LS gets points from destroying objectives.
The first problem seems to be that the DS can get "odd" points and the LS cannot. Perhaps this can be solved by giving the ds 1 point per 2 steps on the dsdial, which means that he has to survive until at least turn 2 to get one point, and gets a maximum of six points if the dsdial reaches 12.
The light side then would get two points per objective destroyed, netting them six points on a win, just like the DS.
I'm not sure why you would include alternate means, such as the "the light side gets three points, minus one for each objective destroyed by the ds player". First off such a rule would invalidate certain ds playstyles (Sith force control springs to mind) and it would also create problems with the maximum points pool for the sides and so on. The DS already has incentives to attack objectives, seeing as they gain points from the dsdial, which destroying objectives advances. Also, the faster that dial advances, the less time the LS player will have to destroy objectives and get points.
It seems most reasonable to give each side equal opportunity to get the same amount of points. It should be relatively rare to see a side get no points at all, even if the Ds player gets to 12 the ls player will have destroyed an objective or two and even if the LS player wins by destroying his three obj the ds player will have points from the dsdial having advanced during the game.
Thoughts?
Edit: Also, I dont think there should be an extra point for one side in a draw, or for winning both matches. Why not simply keep it at one point per match win?
Wait, so card sleeves are an official thing? So not only am I expected to have spent $80 for two core sets to build a competitive deck, and pay whatever entry fee to get into the tournament, but I have to shell out for card sleeves too?
Do note that the ones put up there isnt official. Even if they have rules like that in the big official tournament you can get sleeves (that arent ffg's own) for a pittance. Literally the price of a small cheeseburger. ![]()
AshesFall said:
Edit: Also, I dont think there should be an extra point for one side in a draw, or for winning both matches. Why not simply keep it at one point per match win?
This is for paring in Swiss Tournaments. A draw should not carry the same weight as a loss.
DailyRich said:
Wait, so card sleeves are an official thing? So not only am I expected to have spent $80 for two core sets to build a competitive deck, and pay whatever entry fee to get into the tournament, but I have to shell out for card sleeves too?
typically yes, to avoid marking issues I assume. FFG requires opaque-backed sleeves in AGoT tournaments, so I assume SWLCG will be the same.
Niranth said:
AshesFall said:
Edit: Also, I dont think there should be an extra point for one side in a draw, or for winning both matches. Why not simply keep it at one point per match win?
This is for paring in Swiss Tournaments. A draw should not carry the same weight as a loss.
Niranth said:
AshesFall said:
Edit: Also, I dont think there should be an extra point for one side in a draw, or for winning both matches. Why not simply keep it at one point per match win?
This is for paring in Swiss Tournaments. A draw should not carry the same weight as a loss.
Hm. I'm feeling a bit stupid, because I dont quite get it
.
I mean, if you get one point per win, there are three possible outcomes. 1-1, 2-0, 0-2. In either case a draw (when you and your opponent win one each) isnt valued the same as a loss (when you loose both, getting 0 points).
Please explain if possible? Not trolling here, I just dont understand.
I have created a Tourney guide derived from the Android: Netrunner guide. It allows for a total of 3 Match points per round.
Vaapad said:
DailyRich said:
Wait, so card sleeves are an official thing? So not only am I expected to have spent $80 for two core sets to build a competitive deck, and pay whatever entry fee to get into the tournament, but I have to shell out for card sleeves too?
typically yes, to avoid marking issues I assume. FFG requires opaque-backed sleeves in AGoT tournaments, so I assume SWLCG will be the same.
The Android: Netrunner rules do say that sleeves are necessary for regional and national events, but it doesn't mention anything about opaque sleeves.
You could run the the same way Decipher ran their tournaments:
Players are split into two random groups before round 1 is paired and each group is assigned a side of the force.
Players are paired up.
Round 1: player plays one side of the force
Sides are ordered top to bottom winners to losers (taking into account secondary scores - see below), and paired off with winners playing winners from the opposite group.
Round 2: player plays the opposite side than the one he played in Round 1.
Everyone is ranked best to worst scores (taking into account secondary scores - see below) and split into two groups (1 goes to G1, 2 goes to group 2, 3 goes to group 1, etc) and one is randomly assigned a side of the force.
Round 3: player plays one side
Sides are ordered top to bottom winners to losers, and paired off with winners playing winners from the opposite group.
Round 4: player plays the opposite than the one he played in round 3.
rinse and repeat for however many even number of rounds you need based on ratio of player turnout to Swiss pairing
Because this is a very fast game rounds could be 30 min, where 1 game played.
Players get 2pts for a Full Win, 1 for a Timed Win, 0 for a loss. Additionally the players get a secondary score based on the number of cards left in the winning players command deck. Winner adds that number to their secondary score, the loser subtracts that number. This way the most efficient winners rise to the top of the standings.
Cut to top whatever and play turns into match play where both players will play1 game with both sides of the force. Winner of the match is the player with the most wins, or in the case of a tie (1-1) the player with the higher secondary score.
The only drawback to the secondary score the way it would be applied to this game is that there is no max objective limit so command decks could vary in size which could be dealt with by simply saying if the winning player is playing more than 10 objectives subtract X from the command deck score where X=(Total # of objectives - 10)x5.
It seems complex but it is actually quite simple once you get used to it.
Shikaku said:
You could run the the same way Decipher ran their tournaments:
….
It seems complex but it is actually quite simple once you get used to it.
I thought about this as well; it is easy for me because I have been doing it for a while. After some thought, though, I decided I would not recommend it, but something similar.
This is what I am suggesting (and will try out this weekend):
• Swiss Format
• 65 minute rounds (the TO may adjust this time by +/- 10 minutes at his or her discretion before
the tournament begins)
• Match play consisting of two games
Match Structure
A match consists of two games. Players alternate playing the Dark and Light Sides of the Force during a
match. For the first game of a match, the player with the most Force points will decide which side of the
Force they will play first. For the first match of the tournament, sides will be determined randomly by the
TO.
After drawing his or her starting hand, the DS player must decide first whether to take his or her mulligan,
followed by the LS player.
Winning Matches
Each round consists of one match, and the winner of the match is the player who acquired the most match
points during the round.
The winner of a game scores 1 match point. If a player wins both the DS and LS games, they score an
additional match point, for a maximum of 3 match points per match.
At the conclusion of the match each player totals up the match points he or she scored in both games plus
any bonuses, and the player with the highest total wins the match. In the event both players win one
game, an additional match point is awarded the player with the highest Force point total for the match. If
the players also have the same number of Force points for the match, the game is a draw and neither
player is awarded an additional match point.
Force points
Players are awarded Force points based on the results of each game:
• DS players score Force points equal to the number on the Death Star dial
• LS players will score points equal to the number of DS objectives destroyed multiplied by 4
• LS players score additional Force points equal to 3 minus the number of LS objectives destroyed
(for a minimum of 0)
Remember that you still gain Force and match points each round, even if you lose the match.
Going to Time
Players play both games during each match. The second game is not started until the first game is
completed.
If time is called and neither player has achieved victory in the current game, then play continues until
both players have completed one turn. If victory has still not been achieved after the final turn, players
calculate their Force points for that game. The player with the highest total wins the game.
A player cannot be awarded a match point for the second game unless each player has completed two
turns.
Vaapad said:
DailyRich said:
Wait, so card sleeves are an official thing? So not only am I expected to have spent $80 for two core sets to build a competitive deck, and pay whatever entry fee to get into the tournament, but I have to shell out for card sleeves too?
typically yes, to avoid marking issues I assume. FFG requires opaque-backed sleeves in AGoT tournaments, so I assume SWLCG will be the same.
Sleeves don't have to be opaque or solid any longer. New tournament rules for agot allow for clear or even art sleeves. Some shops still have "house rules" that require opaque solid sleeves, but not FFG.
MasterJediAdam said:
Force points
Players are awarded Force points based on the results of each game:
• DS players score Force points equal to the number on the Death Star dial
• LS players will score points equal to the number of DS objectives destroyed multiplied by 4
• LS players score additional Force points equal to 3 minus the number of LS objectives destroyed
(for a minimum of 0)
Remember that you still gain Force and match points each round, even if you lose the match.
Comments to this (my previous post on points was mainly based in these criteria);
The first problem seems to be that the DS can get "odd" points and the LS cannot. Perhaps this can be solved by giving the ds 1 point per 2 steps on the dsdial, which means that he has to survive until at least turn 2 to get one point, and gets a maximum of six points if the dsdial reaches 12.
The light side then would get two points per objective destroyed, netting them six points on a win, just like the DS.
I'm not sure why you would include alternate means, such as the "the light side gets three points, minus one for each objective destroyed by the ds player". First off such a rule would invalidate certain ds playstyles (Sith force control springs to mind) and it would also create problems with the maximum points pool for the sides and so on. The DS already has incentives to attack objectives, seeing as they gain points from the dsdial, which destroying objectives advances. Also, the faster that dial advances, the less time the LS player will have to destroy objectives and get points.
It seems most reasonable to give each side equal opportunity to get the same amount of points. It should be relatively rare to see a side get no points at all, even if the Ds player gets to 12 the ls player will have destroyed an objective or two and even if the LS player wins by destroying his three obj the ds player will have points from the dsdial having advanced during the game.
@MasterJediAdam: I'm really curious about your reasoning around the points in relation to the above. I'm looking to run a tournament myself so finding a decent points system would be great ![]()
flightmaster101 said:
Vaapad said:
DailyRich said:
Wait, so card sleeves are an official thing? So not only am I expected to have spent $80 for two core sets to build a competitive deck, and pay whatever entry fee to get into the tournament, but I have to shell out for card sleeves too?
typically yes, to avoid marking issues I assume. FFG requires opaque-backed sleeves in AGoT tournaments, so I assume SWLCG will be the same.
Sleeves don't have to be opaque or solid any longer. New tournament rules for agot allow for clear or even art sleeves. Some shops still have "house rules" that require opaque solid sleeves, but not FFG.
Yep, that's right -- I got mixed up.
As AshesFall, We too have found some problems with the "Force Point" reasoning.
The problem stems mainly from Heart of the Empire and Trench Run - in both cases, the used method for counting the Force Points effectivelly punishes the Light Side player for going after these objectives.
I would strongly argue with giving a set number of "Force Points" to the winner of match, while also giving some to the losing player according to the proposed criteria (with what AshesFall presents as a "better" version of the original document). Meaning it would go like this:
Winning player gets 6 Force points.
If the losing player is DS, he gets 1 Force point for each 2 turns of DS dial.
If the losing player is LS, he gets 2 Force points for each objective destroyed.
Maximum number of Force points awarded per match is 6 (meaning DS won't get extra points if DS ended on 15 for example).
This is not really a tremendous improvement (I am not sure it is an improvement after all), but I see strong argument for giving the winner a set number of points due to cards mentioned.
I am anxiously waiting for any ideas, since we have to solve that issue before a tournament we are running this saturday.