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3 Tournament Logistics

Tournaments are divided into rounds. Each round typically consists of matches between pairs of Players. A Player wins a match by winning a specified number of games.

  • Swiss Rounds: In Swiss-system tournaments, players compete in each round and are paired based on their standings, match history, and the tournament format.
  • Elimination Rounds: In knockout-style tournaments, players are eliminated from the event if they lose a match (single elimination) and do not participate in subsequent rounds.

Round structure and formats may vary across tournaments. A typical tournament will consist of a single format with timed Swiss rounds for all players, followed by untimed single-elimination rounds for the top 8 players (also known as the “top-cut” or “play-off” rounds).

For timed rounds, players compete until one player wins a specified number of games or the round timer expires. For untimed rounds, players compete until one player wins a specified number of games. If a match is still undecided at the end of a round, players complete the end-of-match procedure to determine the match result. Generally, only one game is needed to win a match unless the Tournament Organizer announces otherwise before the tournament begins.

Timed rounds are used to keep the tournament progressing at a reasonable pace and give players a clear understanding of when to be ready for their next round.

  • The timer for a round starts when most players are seated or have had a fair chance to do so. Players may perform the first game’s start-of-game procedure before the round timer begins, but the first turn of the first game cannot start until after the round timer starts.
  • If a Judge pauses a match for more than one minute during the round, the players in that match will be granted at least the same amount of additional time to finish the match.
  • If the match is paused for a deck-check, players will receive the time taken for the deck-check plus an additional three minutes to shuffle and present their decks. However, this should not exceed the original round time.

Feature matches should be allotted extra time to compensate for the time spent setting up or moving players, or the feature matches should be timed separately from the regular rounds.

A match officially begins with the players performing the start-of-game procedure. The procedure is detailed in the Comprehensive Rules, but the general steps are as follows:

  • Step 1: The players agree on which objects will be used as stones.
  • Step 2: A selected player determines who will take the first turn.
  • Step 3: Each player shuffles their deck and presents it to their opponent, who may then shuffle and/or cut the deck.
  • Step 4: Each player draws up to 7 cards and may mulligan up to three cards, as described in the Comprehensive Rules. Once both players have drawn their cards, the game officially begins, and the first-turn player starts their turn.

For Step 2, the player is chosen through a random method (e.g., a coin flip or a roll of the dice). The chosen player decides who will take the first turn.

  • If it is the first game of a play-off round, the player with the higher standing chooses who takes the first turn.
  • If it is not the first game of a match, the player who lost the previous game decides who will take the first turn. If the previous game ended in a draw, the same player who chose in the prior game will choose again.

The maximum time allowed for the start-of-game procedure is:

  • 5 minutes for the first game of a match
  • 3 minutes for each subsequent game of the match

Players who exceed this time limit are considered to have committed slow play.

At the end of a game, players must reveal any cards with hidden information if requested by their opponent or a tournament official.

At the end of a match, both players must agree on the match result and then submit it to the Scorekeeper.

If time is called at the 50-minute mark and a winner of the current game has not been determined, starting with the current turn player, each player may complete up to three additional turns. This includes any actions or free actions that are still resolving.

At the conclusion of these turns, the players are considered to have passed in succession, and the round ends as outlined in the Wonders of the First Comprehensive Rules.

If a player does not have enough actions or free actions to complete their remaining turns, that player is considered to pass for their turn.

If, by the end of these turns, the game has not reached Round 7, the game is considered a draw.

If the game has reached Round 7, the player who controls the most Stones at the end of the final turn is declared the winner.

If the game has reached Round 7 and both players control an equal number of Stones, the player who controls the lowest-numbered Realm is declared the winner.

For elimination rounds, where a draw is not an acceptable outcome (e.g., untimed or timed elimination), use the following procedure to determine a winner:

Step 1: The winner is the player who controls the most Stones. If both players control an equal number of Stones, the player who controls the lowest-numbered Realm is declared the winner.

Step 2: If both players control the same number of Stones and neither player controls the lowest-numbered Realm, the winner of the match is the player who has won more games in that match.

Step 3: If both players control the same number of Stones and neither player controls the lowest-numbered Realm, and neither player has won more games than the other, one additional Realm opens, and the players begin one additional Round. After this Round concludes, repeat Step 1.

Players may mutually agree to an intentional draw only before the start of the first game of a match. Once the start-of-game procedure has begun, intentional draws are no longer permitted, and the outcome of the match must be determined through normal gameplay as defined by the game rules. Intentional draws must be agreed upon solely between the two players involved in the match and may not involve coordination, incentives, external influence, or random methods. Any intentional draw that does not meet these requirements is prohibited.

Players may concede games and/or matches at any time, except during timed rounds. In timed rounds, players may concede up until the time expires, but once a player makes an in-game action after this point (or acknowledges their opponent’s action), they may no longer concede and must continue the game until it reaches its natural conclusion. It is recommended that players call a Judge when they wish to concede.

Players may not concede in exchange for any form of consideration. If players discuss possible considerations based on the match outcome (e.g., prizes), they may no longer concede.

Players are prohibited from asking their opponent to concede at any time. Implicitly suggesting or pressuring a player to concede may be considered as asking for a concession. Discussing player advantages, past or future actions, or potential outcomes in a timed round after the time expires is considered pressuring an opponent to concede.

If a player refuses to participate in a game or match, that player is considered to have conceded. If both players refuse to play, the match result is a loss for both.

When a player concedes a game or match, the result is recorded as a loss for the conceding player. If a player is not allowed to concede at that point, they should be removed from the tournament unless there is a valid reason for stopping the current match. Examples of valid reasons include, but are not limited to:

  • A personal emergency requiring the player’s attention.
  • The player feels physically unwell.
  • The player spills coffee and needs to clean up.

A player may drop from a tournament at any time by informing the Scorekeeper. Once dropped, a player may only re-enter the tournament at the discretion of the Head Judge.

Players who fail to show up for their match are considered to have conceded that match and should be dropped from the tournament unless they inform the Scorekeeper before the next round’s pairings are generated.

If a player drops before the first pairings are made, they are considered not to have participated and will not be listed in the final standings. If a player drops after the pairings for a round have been generated, they are considered to have conceded that round before being dropped.

If a player drops during a limited format portion of the tournament, they retain ownership of all cards they have legally obtained, including any opened, unopened, and partially-drafted booster packs.

Players who drop early may not be eligible for participation prizes, at the discretion of the Tournament Organizer. If a player drops after being announced as part of the top cut, there will be no replacement for them in the top cut.

Players may not drop from a tournament in exchange for any form of consideration.

Card-pool registration (decklist) refers to the recorded list of cards a player may use or intends to use during a tournament. Decklists are mandatory for all tournaments.

When a player submits their decklist to a tournament official, the decklist and its contents become the property of the Tournament Organizer. Decklists that are illegal, illegible, or improperly formatted may be rejected. Once a decklist is accepted, the player is not permitted to alter it. Players are responsible for submitting all required decklists before the start of the first round (for constructed formats), the end of deck construction (for limited formats), or another time designated by the Tournament Organizer. Late submission of decklists may result in penalties.

Players may request to review their decklist between matches, which should be accommodated when possible.

It is recommended that decklists remain private between the player and tournament officials throughout the tournament, except for use in coverage or sharing with players in the play-offs at a professional REL. If there are any deviations from this, the Tournament Organizer should notify participants before the tournament begins. At professional REL, players in the play-offs of a constructed format should be provided with copies of their opponent’s deck lists as soon as possible, with sufficient time to review them before the first game of the match. This requirement does not apply to limited-format play-offs.

A deck-check is a procedure used to verify a player’s cards against their accepted decklist. During a regular deck-check, the player’s cards are collected when they have presented their deck for a game (before drawing their opening hand) and are returned without any guarantee of the cards being in the same order. The goal of regular deck-checks is to ensure that the cards are not marked and that the player has presented their deck legally.

Regular deck-checks are mandatory at professional REL and recommended at competitive REL. They may be conducted at casual REL at the discretion of the Tournament Organizer. If deck-checks are being performed at a tournament, it is advised that all players in the play-offs have undergone a deck-check during the Swiss rounds before starting the first round of the play-offs. In the case of timed rounds, affected players should be granted additional time to complete their round if necessary.

The Head Judge reserves the right to perform a (non-regular) deck-check for any Player, including during the middle of a game or between rounds. If a deck-check is performed during a game, the deck must be returned to the Player in the exact state it was in before the deck-check was conducted in order to reinstate the game properly.

Players may call a Judge at any time during their match. The recommended procedure for calling a Judge is to pause the game, raise a hand, shout “Judge!”, and wait for the Judge to arrive. Tournament officials can also pause the game and call a Judge on behalf of the Players. Spectators are not allowed to call a Judge in competitive and professional REL, but they can discreetly bring a game issue to the attention of a Judge if needed. Judges should respond to calls in accordance with the official Comprehensive Rules, Procedure and Penalty Guide, and Tournament Rules and Policy.

During a match, Players should immediately call a Judge in the following situations:

  • A Player commits a minor infraction that cannot be resolved between the Players in a timely manner.
  • A Player commits an infraction that requires corrective action or could create a significant advantage or disadvantage for one of the Players.
  • A dispute arises between Players that cannot be resolved promptly.
  • There is an emergency or issue that requires the attention of a tournament official.
  • A Player needs to leave the table for any reason.
  • The Player requires immediate oversight from a Judge.

Players may also call a Judge if they need assistance with information. During a judge call, Players must answer all questions truthfully and may request to do so away from the match.

In tournaments with both Head Judges and Floor Judges, it is preferable for a Floor Judge to be the first responder to a call. If a Floor Judge is not available in a reasonable amount of time, a Head Judge should respond first. Players are not permitted to request a specific Judge to attend their call or to ask for a different Judge than the first one to respond. If there is a language barrier, Players can request a translator, which should be accommodated if feasible.

Once a Judge has made a ruling, but before any procedures or penalties are applied, either Player has the right to appeal the decision. In the event of an appeal, the Head Judge will review the ruling and make the final decision. If the Head Judge was the first responder to the call, the Player may still request an appeal. In such cases, the Head Judge should consult with another Judge before confirming or modifying the initial ruling.

The Tournament Organizer is responsible for ensuring that reasonable steps are taken to create an environment that is accessible to all Players, allowing them to participate in the tournament.

Players may request assistance from tournament officials regarding accessibility needs. In certain cases, exceptions to specific tournament rules may be made to accommodate individual Players, as long as these exceptions do not provide a strategic advantage. Any such exceptions must be approved by the Head Judge before being implemented.

Wonders of The First reserves the right to release any official tournament information at any time, including during the event. The Tournament Organizer may also publish such information after the tournament concludes. By entering a tournament, players give their consent for their tournament information, including but not limited to their names, decklists, and results, to be used for coverage purposes.

Tournaments may feature live media coverage, such as video streams or replays of matches (feature matches). In these feature matches, the coverage team may manage the gameplay logistics and tournament materials to enhance the recording quality and prevent any strategic advantages. This can include, but is not limited to, using extra markers for better camera visibility, having players wear noise-cancelling headphones, and limiting the use of materials containing non-Wonders of The First intellectual property.

The Head Judge may authorize the use of video replays from the official media coverage to aid in rulings during a match. Additionally, video replays may be reviewed after a match for investigation purposes.

At casual and competitive REL (Regulated Event Levels), players can decline to be featured during Swiss rounds without facing any penalties. However, at professional REL or during play-off rounds at casual and competitive REL, players who decline to be featured will receive a match loss for that round.

Spectators may record matches as long as they do so unobtrusively. If a player or spectator wishes to use an intrusive method of recording, they must request permission from both the Tournament Organizer and the players involved in the match.