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Campaign Tournament Rules

Mage Knight tournaments are designed to be fast and fun, to play quickly
and keep all players in the action. Tournament rules are designed to build on the
existing body of Mage Knight rules.

Registration
Anyone can play in a sanctioned Mage Knight tournament.
Registered players will earn Battle Points for their victories, which are
tracked on the Mage Knight website at www.mageknight.com. Registered players
should report their login name to the judge when they arrive so their Victory
Points can be properly credited.

Tournament Format
Campaign tournaments will be organized in a Swiss, or round-robin,
format for the opening rounds, with a number of final rounds based on the
number of players. All players participate in the entire tournament.
Players will be matched according to their victories as closely as possible
for each round. Players are guaranteed a certain number of rounds depending on
the number of participants. Warlords will announce the number of final rounds
before the first round of play. The number of players to advance to the final
rounds will also be determined by the number of players. Each round, including
finals, must be completed in 50 minutes. When time is called, the game ends as
soon as the current action is resolved.
Swiss rounds are used to seed players for the finals. The final rounds (if
more than one) are single elimination.

Army Size & Selection


All players must bring a 500-point army to the tournament.
Figures are considered tournament legal if the collector’s number on the
combat dial matches the collector’s number on the base. Original figures must be
used so all players can identify the figures they are facing; however, these figures
may be painted and/or detailed as the player likes. MK Metal figures that match
the collector’s number on the warrior’s base and combat dial are considered
legal. No more than one of each unique figure may be used in a single army.
At the end of each round, players must set aside all figures that have been
eliminated during the round, except for Skeletons and Zombies. These figures
may no longer be used in the campaign.

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At the start of each new round, players may select a new 200-point army
from the remaining and the surviving figures. Players are free to completely
redesign their armies or bolster their existing army with their surviving figures. If,
at any time, a player does not have enough surviving figures to create a
complete 200-point army, the player uses as many figure points as possible.

Variations
Warlords may choose to run the following Campaign tournament variation.
Faction Campaign: Use the Campaign tournament rules, except each
player must select at least 250 points worth of figures from a single faction in the
original 500-point army.

Terrain and the Battlefield


Booster Draft Tournaments are played on a standard 3’ x 3’ playing
surface. Only Standard Terrain Templates are tournament legal, including Special
Terrain (Shallow Water, Deep Water and Low Walls). Elevated terrain may not be
used. Standard Terrain Templates are available for download from our website at
www.mageknight.com.
Each player must bring four pieces of terrain to the tournament. Both
players place their terrain in a pool (totaling eight pieces), from which four pieces
of terrain are selected using Setting the Scene rules on page 3 of the Mage
Knight rulebook. No terrain may be placed in an opponent’s Starting Area, or
within 2” of another terrain piece, or within 2” of a battlefield edge.

Tournament Rules
1. Tournaments use all Mage Knight rules and the abilities listed on the Special
Abilities Card (SAC) unless otherwise noted here. The latest edition of the
Mage Knight rules and SAC are considered the legal standard for the
tournament.
2. Rules questions will be decided based on the Frequently Asked Questions
(FAQ) posted on the Mage Knight website at www.mageknight.com. The
Warlord’s ruling is final for all questions. Players are encouraged to resolve
disputes themselves using the Mage Knight Etiquette suggestions on page 11
of the rulebook.
3. Captives must be returned to a player’s Starting Area in order to count toward
final Victory Points.
4. If a figure is discovered to be illegal during the course of the game, the player
using the illegal figure loses the current round and is disqualified from the
tournament.

Victory
Victory in each game is determined by each player’s accumulated Victory
Points. When 50 minutes elapses or all figures on one side are eliminated,
demoralized and/or captured, the game ends. At the end of the game, total your

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1/17/18
Victory Points and give them to the Warlord. The player with the highest Victory
Point total wins. To determine the Victory Point total:
1. Start with the total point value of all opposing figures you have eliminated.
Opposing figures that are eliminated multiple times add their value to your
Victory Points for each instance they were eliminated.
2. Add double the point value of all opposing captured figures in your
Starting Area.
3. Add the point value of each friendly, non-captured figure that remains on
the battlefield at the end of game, as long as it was on the battlefield for
the entire game (i.e., it cannot have been eliminated at any point during
the game and returned using Necromancy). If all your figures are either
captured and/or demoralized, you add no points.

The sum of this calculation results in the Victory Point Total. If the Victory
Point Totals end in a tie, use the following tiebreakers, in the order presented.
1. Player who built his army with the fewest points wins (i.e., a 198-point
army wins against a 200-point army).
2. Player with the highest cumulative point value of non-demoralized figures
on the map at the end of the game wins.
3. Both players roll two dice. High result wins.

Campaign Rules 3 Version 1.3


1/17/18

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