2012-05-21 - 12:00 AM |
1E Sealed tournament -
2012 Online Event (Mission to Talos IV) |
# of Rounds: | 4 |
Entry Fee: | 0 |
Status: | Completed |
Format: | Sealed - Players are provided with cards to build a deck at the event. |
Card Pool: | Limited - A subset of all cards, as determined by the tournament director |
Rules: | Warp Speed - Reduced victory conditions for quicker games. |
Special Scenario: | - |
Decklist Required: | N |
Pre-registration Required: | Y |
Discuss this Event |
Location and Contact Information |
Tournament Director: |
Danny Nuttall |
Contact Phone #: |
Please login to view contact information. |
Contact Email: |
Please login to view contact information. |
Host Venue: |
Online |
Address: |
www.trekcc.org |
Other Information: |
A Warp Speed Sealed Voyager Tournament
The release of Voyager brought with it an emphasis on the Warp Speed format; a short game with only three missions for each player, a maximum of 10 seed cards and a minimum of 20 cards in draw deck.
For this tournament, I suspect every game will be done within the hour, and the amount of time needed for 'set-up' is significantly reduced. I'll set a time limit of 1 hour 30 minutes for each round, therefore.
Card pool: 1 Voyager starter and 4 voyager boosters.
Starts: Card pools will be emailed to all registered players on Friday the 18th of May. The first round begins on Monday the 21st and each round will last exactly 7 days.
Rules:
We shall use the following (slightly adapted rules)
Constructing your deck
Each player may select up to 3 missions (I would suggest at least a planet and a space mission). Missions don't count as seed cards.
All decks have to follow the 10/20 rule: a maximum of 10 seed cards and a minimum of 20 cards in your draw deck.
Your 10 seed cards may contain 1 ship, personnel or equipment.
Each player may seed only one outpost. Additional outpost may be built later.
Regions and quadrants are ignored. You may build a Nekrit Depot outside the Nekrit Expanse and you may report all drawn personnel and ships at the Outpost.
This is an OTF format. Cards on the OTF banlist may not be used.
Seed Phase
Missions are not shuffled; each player selects his sequence of missions.
The player going first seeds his first mission on his left side; this is the mission where he has to build his outpost.
The second player places his mission in direction of the other side of the spaceline. Both players take alternate turns in placing missions.
The last mission on the far side of the spaceline is the mission where the second player has to place his outpost. So player 2 must save the outpost mission to seed last. Thus the outposts are at opposite ends.
Missions may duplicate; players don't overlap duplicate missions.
Artifacts and dilemmas are batch seeded. If both players wish to seed at a mission, the owners seed cards are encountered last.
You may not seed more than 4 cards under an opponents mission.
If a player chooses to seed a single personnel, ship or equipment it must be seeded last at his outpost face up.
Play Phase
Each player may make up to two card plays at the start of each turn.
All cards may mix regardless of affiliation (imagine an universal treaty in play). Matching personnel are still needed for mission attempts, ship staffing e.a.
No attack restrictions!
Holographic personnel are treated as normal personnel - ignore the icon.
Quadrant reporting restrictions are ignored as well as the icon.
Players may not attempt opponents missions.
At the end of turn the player draws 1 card. If the players hand is not 7 cards he must to even up by discarding or drawing cards until he holds 7 cards.
Each player may regenerate once; if a player is not able to draw any more cards, he may take all personnel, ships and equipment cards from his discard pile and form a new draw deck with those cards.
Winning the game
The player who solves first a planet and a space mission wins the game (FW).
If no player scores a full win before both draw deck exhaust, then the player who solved the most missions wins the game (MW).
If both players solved the same number of missions, the player with the most points wins (MW).
If both players solve the same number of missions, score the same amount of points then the game is scored as a tie (TT) - or you simply play a second game.
Other
We will skip the Warp Speed rule that Red Alert! applies to both players. It's just dumb.
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