Monday, July 7, 2014

Tournement Etiquette

So, as we head into the heart of OP season (for people who can find it), it's important to remember that just because it's alright in casual play doesn't mean it's alright to take that behavior with you into tournament play. Some of these are just good gaming etiquette in general, but some of them it can be hard to remember when you're in the heat of your game.

Remember, these sorts of things aren't just 'because', they are the way that a game can be executed in the fairest and cleanest way possible. If you want to have a reputation as a game-rushing jerk, go through whatever motions you want, but if you want to grow the community and do things the right way, keep these simple rules in mind as you head to your FLGS with your dice and cards.


Don't Draw Your Dice Before Your Turn Starts


This might seem pretty obvious, but it bears repeating. Beast, Nova, and others are going to affect your ability to draw dice before your opponent's turn is over. It's entirely possible that we will start seeing cards that will allow your opponent to go into your dice bag and cull your dice, as well. If you have an effect that allows you to draw dice, you WILL have to put those dice back and draw again.

With several cards/dice that manipulate your used pile as well (including cards like Rogue that allow you to grab an opponent's character or action) it is unfair to cycle your dice pile any earlier than dictated by the rules. Having something in your used pile is a calculated risk. You also run the risk of mixing up dice that came from KO/the field and dice you drew from the bag, and then you've made a huge organizational mess. Your opponent is well within his or her rights to demand an accounting of those dice and/or maybe even send them all to used or your bag, destroying your next turn.

This improper turn order also allows your opponent to see what you are going to have to roll next turn, which places you at a disadvantage and him/her at an advantage. Not only did you not follow proper etiquette, you have your opponent an edge. It is absolutely not worth the 10 seconds it saves you, and it makes you seem aggressive and impatient.

Announce the End of your Main Phase


Globals like the ones on Mr. Fantastic and Phoenix allow you (or your opponent) to force a character to attack during the incoming attack phase. An energy spent during your opponent's attack phase is an energy wasted. You do NOT get to say 'oh, and you also attack with that other die' after attackers have been declared. As such, announce the end of your Main Phase.

If you don't, your opponent has every right to demand you go back to the end of your Main Phase and play out their globals, already knowing how you want to attack. You've been impatient and you've given your opponent an advantage. Again, poor form all around.

Wait for your Opponent to React


This ties into the last point, in general do not rush your opponent: he or she has the right to a few seconds (or more) to take in what you have done. Do not buy characters in a jumbled mess, spend with a purpose, show which dice energy you are using to buy which characters; move the die you bought and the energy you bought it with to the Used Pile all together. This will keep you honest, so you're not using 4 energy to buy that 5 cost card; you might never cheat intentionally, but that doesn't mean you might fumble your dice accidentally.

There may be a time when there are 'counterspell' characters (or globals) that allow you to deny a die purchase, or deny an action being played. If and when this happens, you will want to buy with a purpose, allowing your opponent to react to each action in turn.

Place your Dice Properly


Place purchased dice in the used pile, place fielded dice in the field, place attacking dice in the attack area, move KO'd characters to prep and unused energy to your used pile at the beginning of your turn. This is all in the rules, but don't muck it up, don't try to do it too quickly, don't scatter your dice around. Your opponent has the right to ask how you are suddenly rolling 8 dice, and you need to move your hands, and your dice, in such a way as your opponent can watch, and assure you are playing according to the rules.

Your opponent affording you the same courtesy means that you will have your open chance to watch the dice being played and figuring out how they came to the table.

This might seem like common sense, but if you move with a deliberate purpose, you will find it less likely you find a misplaced die 6 turns later and wonder where the heck it was supposed to be.

Resolve Damage Properly


Damage all resolves at the same time; remember this. You can't stop an attacking character by redirecting damage to it with Philanthropist Iron Man; that character will still deal damage to you. There are too many intricacies to explain it in detail exactly how to resolve damage, but remember that you get to deal damage all at once.

Characters are NOT KO'd yet.

You can mark characters that will be KO'd by damage by moving them slightly back in the attack area, or another marker, but leave them lined up with the character they blocked; this will make it much easier if it comes down to redirecting a damage or two via abilities later.

Use Triggered Abilities at the Correct Time


If an ability takes place 'on KO'd' or 'on damage taken' or another trigger like that, it resolves AFTER all damage is dealt. Again, you can't use a damage taken trigger to prevent damage to you, or something similar. All damage has already been dealt.

Resolve who attacks or is attacking, and how that triggers abilities, clear those.

Resolve who blocks or is blocking, and how that triggers abilities, clear those.

Resolve who is engaged, and how that triggers abilities, clear those.

Resolve who takes damage, and how that triggers abilities, clear those.

Resolve who is KO'd by damage, and how that triggers abilities, and clear those.

You may get to skip many of these each turn, but still remember they take place in discrete steps, and how that affects your next move.

The Reserve Pool is not a Rules Authority


Last but not least, we are not the be-all and end-all of rules authority. We do FAQTalk to show that there are still a lot of questions out there; our answers rarely agree with each other, and it might be the case that WizKids disagrees with us entirely.

Do not use us to say "well Reserve Pool says it goes like this"; always defer to your local game runner when it comes to rules resolutions. You are more than welcome to use our justifications to argue for your desired outcome, but we are not WizKids! If it's in the rule book, we usually tell you where it is in the rulebook, and you can use that to show your game authority, but on matters of rules interpretation and rules lawyering, we carry no more authority than that guy across the table from you.

Closing Thoughts


Be awesome, play nice, shake your opponent's hand whether you win or lose. Have fun!

3 comments:

  1. Great Post, Katie!

    Everyone around the store where I get to roll dice at have been tremendous in their game play so far. But even saying that, there have been minor OOPs in matches as we learn the phases of the game and have to do a bit of backtracking. Following the example you laid out here will allow everyone to learn the stages correctly and make for a better, more enjoyable gaming experience for the long haul.

    Again, super nice article. Going to print this off and get it posted in our local game store... if allowed. lol.

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    1. Thanks so much, Karen! I think that's the closest I'll come to being a celebrity if you get to put this up on the wall! Really glad we can keep helping people, though. I hope this helps people start to understand the phases, since the rules were pretty stripped down and it didn't really help people understand the way combat goes as much as people might have hoped.

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