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We're a local unofficial Magic gathering group in Hixson, TN.
Showing posts with label procedure. Show all posts
Showing posts with label procedure. Show all posts

Thursday, December 8, 2011

Innistrad Initial Rules Posted

Hey guys!
  Follow the link below for the initial Innistrad League details. Feel free to post any feedback here.

https://docs.google.com/document/d/1BTJZZCZbTDOq2FkqvlnH81TjqbzZp9KHFao7Gikny8I/edit?hl=en_US

Any and all feedback is welcome! :)

Tuesday, September 20, 2011

POLL: Draft Pod Cutoff Number

Hey guys!
  I was wondering what you all felt would be a good number of people to start making draft pod cutoffs (that is, when we reach X number of people we'll add another drafting circle rather than expanding the current one(s)). I've also posted this on Facebook, so if you respond there you don't need to do anything else.

I figured 8 people (then no pod is above 8 people max), I've heard 12 a couple times, and I've also heard "TO's discretion." But I'd like to have a policy ready so we'll know what to expect for any draft.

Let me know in the comments below, on Facebook, or E-mail me at CardGameNut@gmail.com.

Thanks! :)

Tuesday, July 19, 2011

ATTENTION: Change to Overtime Rules for M12 Post-Release AND ALL NON-SWISS EVENTS AT SMM

ATTENTION: I have a change to how the overtime rules will work for Saturday AND FOR NON-SWISS TOURNAMENTS at SMM. 

As many players at SMM have raised a concern over fairness to certain decks over others with the overtime rules I have posted for the M12 Post-Release, the following will be the procedure for non-swiss events starting Saturday (NOTE: This I feel covers the vast majority of all cases we'll have crop up. All other scenarios brought up will be addressed at a later date as they come up, either in actual tournament scenarios or as "what if" questions):



Assume you're in your 5-turn overtime.

GAME 1 or GAME 3, CLEAR WINNER (a player has lost all their life, a player had tried to draw from an empty library, a player has 10 or more Poison counters, etc.): A Game win, thus a Match win, for the winner.

GAME 2, CLEAR WINNER: If the winner of Game 2 causes the Match to tie (1-1-0 for both players), go to a Sudden Death 3rd Game. Go to the first life change where one player ends up with a higher life total than the other. The player with the higher life points wins the Game and thus the Match.

GAME 1 or GAME 3, NO CLEAR WINNER AFTER 5 TURNS (neither player is at 0 life, a player isn't drawing from an empty library, etc.): Whoever is ahead on Life Points gets a Game win, thus the Match win. While Life Points normally aren't used to determine a game winner like this, since there MUST be a winner it's the only alternative to use.

GAME 2, NO CLEAR WINNER AFTER 5 TURNS: The game ends in a TIE. THEN, if that does not tie the match results, most of the time whoever won Game 1 will win the Match. If the MATCH ends in a tie because of the tie for Game 2, do a Sudden Death 3rd Game and go to the first life point change where one player ends up with higher life points than the other.

I'll also post reminders Friday. If you have any questions, comments, or concerns, feel free to post here or E-mail me.

Thanks for reading! We hope to see a lot of you for the M12 Post-Release Saturday! :)

Tuesday, October 5, 2010

Possible New End of Match Procedure. Please Discuss!

As we're an informal group (we don't follow DCI rules to the letter, for example), we get to consider things like different formats (outside of Standard or traditional Drafts), procedures, etc.

I want to consider a procedure change for our "end of match" determinations.

Currently, we do adopt the DCI's "five extra turns" rule: At the end of time, after the current turn there are 5 additional turns (total) in the game.

The way we do the "who wins" consideration is this:

CURRENT POLICY
Games 1 or 3: Whoever has the most life at the end of the 5 extra turns wins the game and thus the match (winner would either be 1-0 or 2-1, so there's no need for an extra game).

Game 2: If there's no clear winner, the winner of Game 1 wins the match.


To be honest, I'm personally tired of losing Game 2 in extra turns because I can't kill my opponent. And I've had opponents not even go to Game 2 because time was about to run out and they had no chance to kill me. If Games 1 and 3 get to determine their game (thus match) winner by ending life totals, I want Game 2 to do something similar and mean something.


So I want us to consider this end-of-match policy:

PROPOSED POLICY
Games 1 and 3: Same as normal, since the game records would give one player the clear win of the match.

Game 2: At the end of the extra 5 turns, the winner of Game 2 is determined by who has the highest life total. If it's a tie, ignore non-combat damage/life gain and go to the first combat damage dealt. If there's no clear Match winner (after extra turns, the result is 1-1), go to Game 3. In Game 3, non-combat damage is ignored, as is non-combat life gain. First combat damage in Game 3 wins.



This is just an idea. The crux of it is I want Game 2 to possibly mean something, to not let people quit just because the winner of Game 1 got to run the clock out. I want to do some form of "go to Game 3 if the match score is tied after extra turns", but I don't want cheap burn/life gain to win the game by itself in Game 3. Combat damage would make you work for it. I know it would take longer, but I think it's be a better system to ensure the person who works hardest wins, not the guy who happens to luck up on the clock/direct damage topdeck/life gain topdeck.


Feel free to comment below or send an E-mail to CardGameNut@gmail.com . Chances are we won't implement this for the Scars of Mirrodin draft unless we get a majority approval, so take your time to think about this and respond.