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Subject: Floor Rules Released

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lynchpt
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05/22/2006 1:44 PM  
Just scroll down a bit and get the Floor Rules and Premier Event Invitaion Policy (talks about prizes and bonus points for the big events)

http://www.wizards.com/default.asp?x=dci/doccenter/home

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Fenris
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05/24/2006 11:54 AM  
Here's an interesting rule:

quote:

430. Special Initiative Phase Rule for Tournaments
Skipping Spawn Phases: If either player rolled a 1 during the previous turn’s initiative Phase, re-roll all 1’s rolled during the current turn’s Initiative phase. (Example: On the previous turn Scott and Andy skipped the Spawn Phase. During their current Initiative Phase, Scott rolls a 1 and Andy rolls a 4. Since they skipped their last spawn phase, Scott re-rolls his result of 1, and ends up rolling a 3. Scott and Andy then proceed to complete their Spawn Phase spawning miniatures normally this turn, and have 7 spawn points to spend)



Doesn't the rulebook say or imply that you can have any number of consecutive turns where you skip the spawn phase? I suppose this change is meant to allow more combat, which should make the game conclude in a more satisfactory fashion. I suspect people will play this way all the time since that's how it will be in sanctioned tournaments.


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striderlotr
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05/24/2006 2:38 PM  
Good find Fenris. I'll have to go back nd reread everything again.

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Fry
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05/24/2006 3:03 PM  
Interesting things I saw:

drafting: there is no "wheel", that is, whoever picks fourth out of the current booster does not pick fifth

best of 3?: apparently the single elimination portions of an event can be best of three games if announced beforehand. Swiss rounds are always single games.

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ChristopherGroves
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05/24/2006 11:49 PM  
Hmmm ... haven't read yet, but with that I wonder if they'll do more swiss rounds than 1/hour.

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ChristopherGroves
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05/24/2006 11:54 PM  
anyone see a recommended match time length?

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Shivan Darkeyes
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05/25/2006 3:00 AM  
340. Match Time Limits
The required minimum time limit for any Dreamblade match is 40 minutes. Fifty minutes are recommended for each tournament round of a Dreamblade tournament.

Warband-Construction Time limits (Limited Formats)
Twenty minutes are recommended for the warband-construction portion of all Limited Dreamblade tournaments. (Note: The Limited formats are Sealed-Box and Draft.)

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XAos
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London

06/27/2006 4:43 AM  
quote:
Originally posted by Fenris

Here's an interesting rule:

quote:

430. Special Initiative Phase Rule for Tournaments



Doesn't the rulebook say or imply that you can have any number of consecutive turns where you skip the spawn phase? I suppose this change is meant to allow more combat, which should make the game conclude in a more satisfactory fashion. I suspect people will play this way all the time since that's how it will be in sanctioned tournaments.



I will guess it's intended to speed up the game by getting all the units into play earliar. But it looks to me as if the fast way to win is to gain VP's by out-manuvering your opponent. And if the map is full of units, you won't be able to do that quickly.
It will certainly change the game balence for abilities like "Purge" which destroy units in the opponents reserves.
Overall I don't like the idea of using different rules in tournament & non-tournament play. Particularly when it's possible that this rule will actually increase the length of the game. It would take a lot of playtesting with warbands optimised for the 2 different rules to determine what it really does to the game length.
Have WotC playtested this rule. Or have they playtested the origional rulebook & then let DCI mess the game balence up at the last minute.[:p]

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ChristopherGroves
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06/27/2006 7:45 AM  
My impression is that this is similar to the "summoned creatures and minions score VP" deal. Originally they didn't think this was an issue however as they began to test the OP portion more and more they exposed a problem. Reprinting a bunch of rule books that were already in boosters was simply not possible so the change was made in the OP rules. Just as the summons/minion VP rules made it into the Aberrations rulebook I'd fully expect this one to make it into the Dreamblade rulebook.

In the casual games last week Pat and I started playing by NOT rerolling 1s and we missed several consecutive spawn phases. The WOTC guys (Mike / Shoe) came by and corrected us - and from there on out EVERYONE played rerolling 1s to prevent consecutive non-spawns.


And remember, this is going to be a BIG tournament game (as in, nearly the primary reason for its existence).

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XAos
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London

06/27/2006 8:07 AM  
I was considering asking what rules you had played to in that demo...

So at least they are being consistant.[:)]


Balduran I
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06/27/2006 1:36 PM  
Because the high scoring cells are adjacient to the opponent's spawn row what gets spawned can have a drastic affect on scoring. Planning for a skipped spawn phase is part of a well though out strategy - planning for 2 or 3 skipped spawn phases in a row isn't really. How you going to plan for that? Never advance past the center? Play exclusively on your own side?

Also, skipping two spawn phases in a row can be devistating if you're playing a slower, non-mob type of warband. Bringing out 2 or 3 figs each spawn phase for the first two turns is powerful enough as is; if playing someone bringing out half your number of figs (but of higher cost and quality), *then* skipping 2 spawn phases on turns 3 and 4, you're in a very good position through really nothing but luck. There's enough luck in the game as is; when there's a couple thousand dollars on the table you probably don't want too much.


striderlotr
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06/27/2006 2:27 PM  
quote:
Originally posted by Balduran I

Because the high scoring cells are adjacient to the opponent's spawn row what gets spawned can have a drastic affect on scoring. Planning for a skipped spawn phase is part of a well though out strategy - planning for 2 or 3 skipped spawn phases in a row isn't really. How you going to plan for that? Never advance past the center? Play exclusively on your own side?

Also, skipping two spawn phases in a row can be devistating if you're playing a slower, non-mob type of warband. Bringing out 2 or 3 figs each spawn phase for the first two turns is powerful enough as is; if playing someone bringing out half your number of figs (but of higher cost and quality), *then* skipping 2 spawn phases on turns 3 and 4, you're in a very good position through really nothing but luck. There's enough luck in the game as is; when there's a couple thousand dollars on the table you probably don't want too much.



Except that in a tournament setting you can never skip 2 spawn phases back to back. If one player rolls a 1 the next turn they get to reroll that 1. This can also change initiative order if they roll higher then their opponent with the second roll.

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