The tournament is a Starwars Legion 800 points tournament and follows the official tournament rules. It will be composed of 6 rounds of 2h30 long, organized in Swiss round.
The tournament is open to all, minors must be accompanied by an adult. Visitors are accepted within the capacity of the establishment hosting the event.
The T3 link of the event: http://www.tabletoptournaments.net/fr/t28104
Registration is open from Wednesday, September 1, 2021 to Sunday, October 31, 2021.
The rules of the game will be the latest in force released at least 11 days before the start of the tournament.
Organisation of the day :
9:00 am Welcome of the players, lists validation, breakfast
9.30am - 12pm 1st round
12pm - 1pm Lunch
1pm - 3.30pm 2nd round
16h00 - 18h30 3rd round
9:00 am Welcome players, breakfast
9:30am - 12pm 4th round
12pm - 1pm Lunch
1pm - 3.30pm 5th round
16h00 - 18h30 6th round
6.30pm - Results and prize distribution
Participants: FFG alternative card kits, game boxes and goodies
Tie-breaking in case of a tie:
1- Number of wins
2- Total MOV
4- Number of points on the list
5- Dice roll
The MOV is calculated for each round by taking the difference between the number of victory points won and the number of victory points won by the two participants. At the end of the tournament, the sum of the MOVs is calculated to determine the ranking of the players.
Player A wins 7 VP, Player B wins 3 VP
Player A has an MOV of 0.7
Player B has an MOV of 0.3
Payment of the tournament:
Payment to be made via PAYPAL at the following address: email@example.com
(Payment between friends)
When paying, please specify your name, first name and tournament. Thank you for making a
Payment between friends, otherwise the additional costs will be at your expense.
Your registration will be validated once the payment is received. If you are unable to pay by PAYPAL, please contact a member of the organisation to find a solution. The date of receipt of the payment will be considered as the date of validation of the registration.
Your payment includes :
Access to the event,
The management of the room, decorations and other supplies,
Breakfast and lunch
Covered parking on Saturday and Sunday.
Painting, base, silhouette, proxy :
The painting of the models is compulsory.
Official FFG bases and acrylics are allowed.
Silhouettes used when a weapon or clothing is visible. Place the silhouette behind the model, if the silhouette is visible, then the model is visible.
Proxies are allowed as long as there is no risk of misidentifying the model and the unit. Proxies are limited to 5 miniatures in the army. The proxies must be validated 2 days before the beginning of the tournament at the latest by sending an email to firstname.lastname@example.org
Organization during the games:
At the beginning of the game, both players agree on the rules of the scenery.
The referees will indicate 1h, 30min, 15min and 5 minutes the remaining time to play. After the remaining 15 minutes it is not possible to start an extra round and the current rounds must be finished.
At the end of the 2.5 hours the referees will signal the end of the game. The tournament organizer may give an extra time of 5min, twice.
At the end of each round, the players will fill in the form given to them at the beginning of the tournament to fill in the final result of their game. Be sure to fill in the victory points as well as the points for killed units. Each player signs the paper before handing it in to the scoring table.
The chess clock is optional for this event. Both players must agree to use it. The rules for the chess clock are found below. Clocks will be distributed on request during the event.
1. Provision of hydroalcoholic gel
2. Wearing a mask is mandatory
3. Ventilation of rooms
4. Respect for social distancing
5. No exchange of models
6. Individual game materials (dice, rulers)
The sanitary pass is required for this tournament, this restriction may be modified according to the different government statements.
Rules of Chess Clocks
The term "on the clock" refers to the player who is currently using the time on his clock. The term "passes the clock" indicates that it is now the other player who is "on the clock".
When a player's time is up, the other player is allowed to use the remaining time to continue playing his units. The player who has run out of time must "pass" when he regains control. The only step he still has to resolve is the Rally step (rolling dice, and any resulting panic movement). Furthermore, during the command phase, the player whose time has run out can only play the Hold Position card and can only give the order allowed by this card. If both players' time is up, the game ends immediately.
The total time of a game is 150 minutes, if the time is up the players stop playing immediately, regardless of the time left on the chess clocks and count their points.
Here are the details of the use of chess clocks according to the Phases of Play
The players have to agree on the sets and cutlery, this part is not affected by the chess clock.
The clock is started as soon as the blue player is determined and the battle cards are revealed. The battle cards choice is made on the clock. The blue player is on the clock and passes the clock to the red player when he chooses to banish a card or pass. The clock is passed from player to player until the end of T0.
The deployment phase is done ont the clock. Some command cards must be announced at the beginning of the deployment phase, the announcement of this card is done on the blue player's clock. The blue player starts the deployment phase under clock and passes the clock as soon as he has deployed his unit. The clock passes from player to player until the last player has deployed his last unit.
During the Command Phase, both clocks must be paused, until one of the players has chosen his command card. When a player puts down their command card face down they pass the clock to their opponent. Once the cards are revealed the clock is paused. Priority is determined and the player goes on the clock to assign his Order counters and resolve any game effects that are triggered during this step. When he has finished, he passes the clock to his opponent to assign his counters and trigger his effects.
During the Activation Phase, the player who activates a unit is on the clock. When that unit's activation is complete and its Order counter is flipped face down, that unit's owner passes the clock.
Legion is a game of alternate activations, but players often have to perform actions or make decisions (roll dice, spend counters, etc.) during the opponent's activation. It is required that no more time is spent than is necessary to resolve these actions/effects (called slow play), otherwise the active player is allowed to pass the clock while the reacting player makes his decisions. The key word here is obviously "Fairplay".
During the Final Phase, both clocks must be paused. Players "clean up the table", apply any game effects that occur in this phase (such as the Vigilance card, promoting a new Commander, advancing the turn count, etc.), and then move on to the next Command Phase.
Addendum 1: "Closed"
As soon as a player passes the clock, he "closes" any decision he might make during a unit's activation, including cohesion, or choice of action (you can no longer go back and change a Dodge action to a Wait action, for example).
Addendum 2: "Trigger and Interrupt"
If a player wants to use an effect that interrupts his opponent's activation (such as spending a Standby counter, detonating a charge, etc.), that player must go on the clock to indicate his intention to use that effect. Once the effect is resolved, the clock switches back to the active player. The active player is not obliged to remind his opponent that an effect can be triggered, but it is good practice not to rush his actions in order to prevent an opponent from triggering them. Similarly, the player with the interrupt effect should not take too long to announce that he wishes to use it. Again, fair play is required.
Addendum 3: "Toilet break"
If one of the two players wants to take a short break for a few minutes, both clocks must be paused during this break.
Addendum 4: "Line of Sight"
The clock passes to whoever wants to check a Line of Sight. Whether it is the active player checking the eligibility of an attack, or the defending player checking in turn, they must be on the clock.
Addendum 5: "Calling a Referee"
If the players needs to resolve a dispute with the help of a referee, both clocks must be paused until that referee has made a decision.