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5 Gameplay Logistics

There are five categories of information in a game: Visible, Public, Assisted, Historical, and Private.

Visible Information refers to any aspects of the game state that are physically represented. Players are responsible for maintaining the physical representation of the cards, tokens, and counters they own. Visible Public Information includes:

  • The state and zones of cards and tokens.
  • The printed properties of public cards and tokens.
  • The counters on objects in play.

Public information refers to aspects of the game state that are not physically represented but are known to all players. Players are responsible for recalling public information about the decisions they’ve made, the cards and tokens they own, and the assets they have. There is a shared responsibility among players to recall and keep track of the public information regarding the state of the game and the match. Public information includes:

  • The properties of public objects that differ from their printed properties.
  • Details of current public decisions, effects, or events that define the current game state.
  • Details of past public decisions, effects, or events that influence the current game state.
  • Assets of players, including unspent action and resource points.
  • The current first turn player.
  • The game score of the current match.

Assisted information refers to details that are unrelated to the current game state. Players are not required to recall assisted information on their own, but they may request it from a Judge if needed. Assisted information includes:

  • The printed properties of any card or token in Wonders of The First.
  • The game rules.
  • Tournament rules and policies.
  • Official information regarding the tournament.

Historical information refers to details that were once public but no longer affect the current game state. Players are not responsible for recalling this information. Historical information includes:

  • Printed properties of cards that were revealed but are now private.
  • Details of public decisions, effects, or events that no longer influence the current game state.

Private information refers to details that are not accessible or cannot be known by all players. Players are not required to recall private information. Private information includes:

  • Printed properties of cards that are private (i.e., cards that have not been revealed to all players).
  • Details of private decisions, effects, or events that have not been made public.

Players are responsible for recalling and accurately providing Visible and Public information. However, they are not required to recall Assisted, Historical, or Private information. Players must answer questions about Visible and Public information completely and honestly. If a Player notices that Visible or Public information is incorrect, they are responsible for pointing it out.

Players are entitled to know Visible, Public, and Assisted information, but not Historical or Private information. Judges are obligated to provide any requested Assisted information when logistically possible.

Players may not misrepresent or intentionally mislead another Player about any Visible, Public, Assisted, or Historical information, nor may they misrepresent one type of information as another.

Players are expected to carefully consider their options, take actions intentionally, and commit to them. In general, players are not allowed to reverse a completed action that has been communicated, whether verbally or nonverbally (commonly referred to as “take backs”). Players may not pressure or coerce their opponent into allowing them to reverse a completed action.

Dexterity errors (such as accidental movements) are not considered as intentional actions taken by a Player.

If a Player realizes they have made the wrong decision regarding an action they have just taken and wishes to correct it, they may request to reverse the action. The Judge may allow this as long as the Player has not gained any additional information since making the decision. If the Judge cannot confirm that no new information was acquired, they should not allow the reversal of the action.

Players are expected to remember and acknowledge the triggered effects they control. While Players are not required to acknowledge triggered effects controlled by their opponent, they may choose to do so.

A triggered effect is considered missed if:

  1. Neither Player acknowledges the trigger, and
  2. The controller of the triggered effect takes an action (or allows an action to be taken) that moves the game state beyond the point where the triggered effect would have been relevant.

The point at which a triggered effect becomes relevant varies based on the nature of the trigger. A trigger is not considered missed if the following criteria are met:

  1. Triggers requiring decisions (e.g., choosing targets or modes):
    • Must be acknowledged before the controller passes the turn to their opponent.
  2. Triggers affecting game rules:
    • Must be acknowledged before an action is taken that would otherwise be made illegal by the triggered effect.
    • Alternatively, the triggered effect must be acknowledged by stopping such an illegal action before it completes.
  3. Triggers with visible effects or decisions upon resolution:
    • Must be acknowledged before any player takes an action that could only occur after the trigger would have resolved.
  4. Triggers with non-visible effects:
    • Must be acknowledged before the trigger first visibly affects the game state.
  • If an optional trigger is missed, it is assumed that the controlling Player chose not to apply the effect.
  • Intentionally ignoring either player’s mandatory triggers is considered cheating and will be treated as a rules infraction.

The play-space is defined as the area consisting of zones owned and shared by the Players during a game. At Competitive and Professional REL, Players are required to adhere to the official Wonders of the First zone layout.

The official layout may be reasonably adjusted to accommodate a Player’s physical needs. If a Player wishes to deviate from the standard layout, approval must first be obtained from a Judge. Tournament officials and coverage teams may adjust or enforce layout guidelines as necessary to maintain clarity in the representation of the game. The Head Judge has the final authority on what constitutes an acceptable game layout for the tournament.

  • Cards should be kept in neat piles within their respective zones.
  • The deck is the only zone where the order of cards must be strictly maintained.
  • In all other zones, Players are not required to maintain card order unless it is necessary to differentiate between face-down cards.

Players may rearrange cards in zones to ensure clear communication and facilitate efficient gameplay. However:

  • Abyss and banished zones must not be sorted to determine the contents of a Player’s deck. Sorting these zones by cost, name, type, or other criteria is considered note-taking and is prohibited.
  • Players may maintain one additional separate pile for each of their abyss and banished zones if the cards are relevant to the current game state. When separating cards in this way, it must remain clear which zone the cards belong to.
  • If cards are playable or have functional abilities while in a zone, they may be fanned or spread out, provided this does not obstruct an unreasonable amount of the play-space.

Players are expected to maintain a reasonable pace of play to ensure fairness and the timely progression of the tournament. This includes respecting their opponent’s time for decision-making and contributing to the overall smooth flow of the event. The expectation to play at a reasonable pace applies regardless of whether:

  • Players agree to divide round time between themselves.
  • The round is untimed.
  1. Reasonable Pace of Play:
    • Players must make decisions in a timely manner that progresses the game state.
    • Prolonged indecision or delays may be deemed as slow play.
  2. Addressing Slow Play:
    • Players are encouraged to remind their opponent to play at a reasonable pace if they believe their opponent is taking an unreasonably long time.
    • If necessary, Players may call a Judge to moderate the pace of play. Judges should address these requests if logistically possible.

A Player exceeding the time limit for the start-of-game procedure is committing slow play and should receive the appropriate penalty.

Intentionally playing slowly to gain an advantage is considered Stalling.

Note-taking refers to the use of aids to record information related to the game. Players, Spectators, and Judges must adhere to the following guidelines regarding note-taking during a tournament. Players are generally not allowed to take notes during a game.

Notes regarding assisted, historical, or private information are strictly prohibited.

Recording misleading or misrepresented visible or public information is not allowed.

Players may take notes between games, but these notes cannot be referenced during games.

Spectators may take notes at any time, but these notes must not influence gameplay or be communicated to Players during a match.

Players may record specific elements of the game state to ensure clarity and accuracy:

  • Actions taken and energy spent by both Players to maintain the correct game state.
  • Markers or other temporary aids may be used to represent visible or public information (e.g., counters or resources).
  • Markers must accurately represent the information they are tracking.
  • Any permitted notes or markers must be clear, accurate, and available for review by all Players and Judges upon request.

During a match, draft, or any time as directed by the Tournament Organizer or Head Judge, Players may not seek advice from Spectators or refer to personal notes made before or during the event. Spectators are also prohibited from providing play advice to Players during a match or draft. However, Players are allowed to take and refer to personal notes during the start-of-game procedure before each game. Electronic devices may also be used during the start-of-game procedure, as long as they are not used to communicate with Spectators or to gain advice.

Players may receive assistance from Spectators, notes, or electronic devices if it is necessary to make the tournament accessible to them. Such accommodations must be approved by the Tournament Organizer or Head Judge to ensure they are appropriate and do not disrupt the integrity of the event.

At Competitive and Professional REL, both Players and Spectators are required to remain silent during a draft. This policy ensures a fair and focused environment for all participants.

5.8 Card Identification and Interpretation

Section titled “5.8 Card Identification and Interpretation”

A Player may identify a card by its full name or by providing a description or partial name that could reasonably apply to only one specific card. If a Player or Judge believes that the description or partial name is ambiguous, they must request further clarification before providing any card information.

The official text for any card is the English text from the most recent printing of that card, including any published errata. Players have the right to request the official text for a card, and such requests should be honored if it is logistically possible.

Players may not exploit errors in the official card text to manipulate or abuse the rules. The Head Judge serves as the final authority for card interpretations and has the discretion to overrule official card text if an error is discovered.

Shuffling is the act of sufficiently randomizing a set of cards so that no Player has any information regarding the order of the cards within that set. Players must shuffle their decks at the start of every game and whenever directed to do so. Once a Player has shuffled their deck, they are required to present it to their opponent. While it is recommended that the opponent cuts the deck, they also have the option to shuffle it themselves. If an opponent believes the deck has not been sufficiently shuffled before being presented, they should call a Judge.

There are various methods to shuffle a deck. Players are encouraged to use a combination of riffle and overhand shuffles, followed by a cut, to ensure the deck is adequately randomized. Methods like pile counting or other deterministic techniques are not acceptable on their own as shuffling methods. Players are expected to shuffle their decks both sufficiently and efficiently.

If a Player has had the chance to see the faces of any of the cards while shuffling, the deck is not considered randomized and must be shuffled again.

Dice may be used to determine random values. If a specific type of die is specified in the card text, that type must be used.

When a Player is instructed to select one or more random cards from a set of cards, dice should be used to determine the selection. The Player must announce beforehand which values on the dice correspond to which cards in the set. If the number of possible dice values does not match the number of cards in the set, the Player may, within reason, assign certain values to represent a reroll. It is essential that all cards have an equal likelihood of being selected.

Alternatively, if none of the face-down cards in the set are considered marked, the Player may shuffle the set and have their opponent select the card(s) while the cards remain face-down.

A card or set of cards is considered marked if it can be distinguishable from other cards without seeing the front of the card. Players are responsible for ensuring that none of their deck-cards are marked during a tournament. If a Player suspects that their opponent’s cards are marked in a way that could give them an advantage, they may alert a judge.

If the cards are sleeved, the distinction is based on whether the cards are distinguishable while they remain in their sleeves. It is recommended that players shuffle their cards or sleeves before sleeving to reduce the likelihood of creating a distinguishable pattern. Players should also be mindful that sleeves may need to be replaced during the tournament if they become worn from use.

The Head Judge has the final authority in determining which cards are marked. If any issues are found, Judges may request that a Player sleeve or resleeve their deck immediately or before the beginning of the next round.