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As promised we have finalized rules for TCGPlayer.com Realms Open Championship (ROC) tournament play. We follow Wizkid's rules with a few addendums. Our addendums are need specific for ROC events. Adherence to these rules are effective immediately. Please read over the addendums and then the article that follows. The article gives a little more explanation of those addendums and how those addendums came about.
All ROC Tournaments will be run utilizing the most current WizKids Comprehensive Tournament Rules with the following addendum:
1.Ties: In a Swiss style event when a round ends, and both players involved have scored zero victory points, both players will be given a zero point loss. All other ties will be broken according to the WizKids tournament rules, a 2d6 roll off.
As this pertains to Single Elimination Final 16 events in ROC Super Qualifiers and Super Qualifier Campaign Events in the result of a tie the following steps will be taken to determine the winner (all will be determined by the head judge of the tournament):
Step 1. Determine the total number of clicks moved (damage) from the starting line each team has taken (to all figures). The team with the least amount of damage taken is declared the winner. In the result of a tie proceed to step 2.
Step 2. Determine the most number of clicks moved (damage) from the starting line on the one figure, on each team, that has taken the most damage. The owner of the figure that has taken the most damage losses the match. If this results in a tie proceed to step 3.
Step 3. Play will continue starting with player 1, regardless when the match previously ended. Each player is given 1 non-free action per turn and as soon as an action resolves with a dial being turned stop the match and re-evaluate step 1. In the event a tie, please proceed to step 4.
Note: Slow play or other questionable play, as determined by the judge over-seeing this tie-breaker, can result in a disqualification or a double disqualification.
Step 4. Each player will roll 2d6 with the higher result determining the winner.
2. Round Timing: Once a round has started the head Judge/time keeper will give out four time warnings. One at the beginning, all matches will run between 45 and 55 minutes (Judges discretion), two when there is around 30 minutes remaining (do not be precise with the time remaining announcement) and three when there is less than 5 minutes remaining. And lastly once time expires a “Final Action” notice will be given. At that time only those actions that a player is in the middle of resolving or any action already declared may resolve. All other game activities cease immediately.
3. Maps: In all one-on-one matches only 2'x3' maps will be allowed. In Battle Royal events only 16 square x 16 square maps will be allowed. Maps will follow with the “Age” of the tournament. All appropriately colored (for terrain) Grid Reality map are legal regardless of release date. All orange text on maps will be ignored and all orange terrain will be treated as clear terrain for all ROC affiliated tournaments.
4. Byes: In ROC events byes will be scored as a win with 50% of the build total in victory points. This rule does not apply to Campaign event winners as their bye is an exception to this rule.
5. Late Player: Any player that arrives after any given round has officially started may continue to participate. Any round for which a player is late will be scored as a zero point loss. This is not limited to the first round.
6. Print & Play: Every game element that was made with a card must have it's card with it (either the original or a printed version) for it to be a legal element. You must have one unique card for each element in play.
7. Eligibility: Those persons involved officially with the ROC (Other ROC event coordinators, Director, etc.) may participate in ROC events that they are not affiliated with. Those persons directly involved in officiating any given event may not participate. This includes time keepers, Judges, scorekeepers and any other position directly involved with the event. Any and all funds won by any existing ROC Board members, at a ROC event, will be forwarded to Typhon (HCRealms.com owner) to be maintained and accounted for. These funds may only be used to contribute to future ROC events as determined by the ROC Board.
8. Standard Rulings: There are no “official ROC Rules” when it comes to normal, every-day, rule interpretations & clarifications; as seen at just about every tournament. All tournament judges need to remain current on official rulings (as seen in the official rule book, Powers and Ability Card, the Player’s Guide and the Orange posts in the HCrealms.com Rules Forum) and to take under consideration all those rule sources when making any clarifications during, after or before a tournament. If a judge at a ROC event incorrectly makes a ruling that, for whatever reason, differs from an official WizKids or ROC rule that ruling stands for that event. Judges and organizers are human, just like the rest of us, and, as such, mistakes or misunderstandings will happen
9.House Rules: All “House Rules” need to be decided upon and publicized at least one week in advance of the tournament.
10. Final 16 & Campaigns: For all ROC Super Qualifiers and Campaign Events the final tournament to determine the champion [b]will be a 16 player, single elimination tournament with random pairings each round. The build format for campaign events must be the same as the Super Qualifier they are feeding into. There will be no “House Rules” for these events and they will be run strictly adhering to the official WizKids & ROC rules.
This is a randomizer that you can use for adherence to Rule 10. Box 1: Enter 1, Box 2: Enter Number of Players, Box 3: Enter 1, Box 4: Enter Number of players. Box 5 is Yes. Box 6 is No. Click Randomize now. You will then get a list of random numbers. The first two numbers play each other, the second two numbers play each other etc...
11. Ages: For the 2014 ROC season we will be enforcing a rotating “age” through the year. From October through December it will be “ROC Age” (300 points, every “carded” set of clix ever produced, Star Trek ships excluded, no feats or battlefield conditions) From January through March it will be Modern Age (300 points, no tactics, theme teams allowed, no figure larger than a double base {peanut base}). From April through June it will be “Silver Age” (300 points, all Marvel/DC “carded” clix ever made, no feats or battlefield conditions). From July through September it will be the standard 300 points Modern Age. NOTE: Any event scheduled prior to release of these rules shall be exempt from this rule and may run its original format.
12. Ban: The ROC reserves the right to ban any game element from any Super Qualifier and any attached Campaign event.
Hello all, Terman8er here! I am the current rules authority for the Realms Open Championships. Sounds cool, right? Yet it means very little. I get to poll those involved with the ROC and see what the majority prefer and then I get to write it all down. I do hold some sway, however, as the head judge at Dragon*Con, where the ROC Championship takes place.
You may have read the ROC rules and noticed the tweaks we at the ROC have made that differ slightly from the WizKids Tournament Rules. I would like to go over those tweaks and discuss why we made them as well as introduce you all to some new rules we have added recently.
1. Ties: The ROC got this idea from the Majestix crew out in southern California, thanks Pat! This rule is in place for one major reason, to encourage playing your opponent and discourage “playing the clock”. This is a simple as it sounds; if a match ends, during a Swiss style event, between two players with no victory points scored for either side then both players get a zero point loss. Al other ties will be broken according to standard WizKids rules, a 2d6 roll off.
We have, however, modified the tie rule to reflect what we want to occur in the finals. A dual lose does not sit well with us during the finals. The finals could very well end with no games being played and we don't want that.
Our tie breakers, rather extensive, were conceived in an attempt to avoid the dreaded “roll off” and as such can be confusing.
Step 1. Once “Final Action” is declared, and resolved, and a tie in victory points is determined call over the head judge. This judge will then, without changing the game board or the status of the pieces on it, count out the total amount of damage each figure on each team has taken.
Keep in mind if a figure has been healed, in any way, during the match the initial damage does not count since it has been healed back. And healing beyond the starting line the figure entered on does not count as negative damage.
For example team 1 has 3 figures, A, B & C on it. Team 2 has 4 figures, Z, Y, X, & W.
Team 1: Figure A has taken 0 damage. Figure B has taken 3 clicks of damage (as determined from the starting line the figure entered the game on) and figure C has taken 1 click of damage.
Team 1 has taken a total of 4 clicks of damage.
Team 2: Figure X, W & Z have taken 0 damage. Figure Y has taken 3 clicks of damage.
Team 2 has taken a total of 3 damage.
Team 2 is declared the winner as 3 is less than 4.
Step 2. Let’s pretend, in the above example, figure Y has taken 4 clicks of damage. Thus both teams took a total of 4 clicks of damage, a tie.
Now we look at the figures individually and determine which figure, on each team, has taken the most damage individually. In this case on team 1 figure B has taken the most, 3.
On team 2 figure Y has taken the most, 4. In this case team 1 would be the winner since Y has taken more damage than B.
Step 3. Let’s assume from the step above Y & B had taken the same amount of total damage resulting in a tie, still. At this point the judge will ensure all figures have not been moved or their dials changed from when the game originally ended.
Starting with player 1, play will resume with each player getting only 1 non-free action per turn (in a 300 point match each team would normally get 3 non-free actions for comparison). Leadership, or other special powers, could possible increase this. Free actions are treated normally, there is no restriction on them.
As soon as any action resolves, and a dial has been turned in any direction, healed or damaged, the judge will stop play and re-evaluate both teams per step 1 of the tie-breaker rule.
Example: Using the teams from step 2 above where figure B has taken 3 clicks of damage and C has taken 1. Player 2’s Y has taken 4 clicks of damage.
Player 1 goes first and figure B has 1 token, no way to avoid pushing damage and Regeneration showing on its dial.
Player 1 declares a Power Action to use Regeneration and rolls a 5. As this action resolves figure B would heal 3 clicks (5-2=3) and then take 1 click of damage for the push. A positive total gain of 2.
This would result in Player 1’s team total damage value changing from 4 to 2. And player 1 is declared the winner.
Now look at the above example, imagine figure B rolled a 2 on Regeneration.
Now, after that action resolves, figure B has not healed at all from Regeneration (2-2=0) and has to take the pushing damage. Play stops and the judge now determines that player 1’s team has taken more total damage (5) than player 2 has (4). Player 2 is the winner.
NOTE: During step 3 the game dynamics have changed, we realize that, and we want to make sure the players do not resort to cheating or perceived cheating. If the judge over-seeing the tie-breaker determines that one, or both, player is “slow playing” or is, in some other way, “gaming the system” he/she may disqualify one or both players.
We DO NOT want things to come to this so please, as the player, do not force the hand of the judge over-seeing things.
Step 4. If after all those steps we find ourselves in a tie, for whatever reason, we finally succumb to the dreaded roll off. Each player rolls 2d6 with the higher result determining the winner.
2. Round Timing: This isn’t any different than the official WizKids tournament rules but we thought it important enough to warrant its own bullet in our rules. Timing rules are perhaps the single largest variable in every HeroClix tournament I have ever seen. It is handled in more ways than I can recall. Coupled with our “Zero Point Loss” rule we think this timing format works the best. There is no “gaming” the system this way.
3. Maps: There are so many maps out there. Some large (3’x3’) and some small (see Street Fighter and Team Base maps). We decided to rule that in all non-Battle Royal matches all ROC events will use age appropriate (Modern or Golden) 2’x3’maps with the proper terrain colorizations. We added two caveats to that rule: One is all orange text and terrain is ignored (orange terrain is considered clear terrain) and two, all appropriately colored (for terrain) Grid Reality maps are legal. Since we give out Grid Reality maps as prizes we would love to see them used in our tournaments.
4. Byes: This is perhaps the largest change in our rules from the WizKids Tournament Rules. ROC events are about the players so we decided (after much debate) to alter the standard bye rules to give the player getting the bye some points. We agreed on 50% of the build total. Keep in mind these byes will only occur when a player drops during a tournament. This prevents some possible collusion from occurring. There have been instances where a player dropped, giving their opponent a zero point win, to help their buddy who, at the time, was also undefeated but was behind on points. Another occurrence of this was to give their buddy an easier road to the finals when there will be, eventually, an odd number of undefeated. However you look at it we, the ROC board, decided that this would be the best course of action. This whole thing gets thrown out the window when it comes to Campaign Event winners. This person is awarded a special bye that is an exception to this rule.
5. Late Player: Our first instinct was to not allow late players. Then after discussion we asked ourselves, why? Why not allow late players in? We couldn’t allow them in with a win (everyone has seen a late player arrive and get a zero point win via a bye before), which would be unfair to the rest of the players. So if you are late you get a bye, a zero point loss. You get to play, the other players aren’t treated unfairly and the venue (in the case of cover charges and sealed events) gets to make a profit. Miss the first round and are late for round 2? That’s fine too, two losses and zero points. If the player wants to play, then let them play!
6. Print & Play: To put it bluntly, every game element that has a “card” associated with it MUST have its own unique card on hand during the tournament. Not sure how much more clearly we can make that. As for the how’s and whys, simple: each element having their own perspective card makes things easier, not harder. There simply is no argument for not having the card for each element (aside from table clutter).
7. Eligibility: Can we play too? Those of us organizing the events can play in other events but not our own. Board members can play in events too. For example I am going to be playing in the Danvers Massachusetts Super Qualifier the weekend of the 7th of December. I am not, in any way, affiliated with that event on a professional level. This rule allows us (the organizers of ROC events) to play too and prevents those associated with the event from playing. For example you will not see me playing in the ROC events at Dragon*Con this year.
8. The rules: During just about every tournament we hear players ask, “Hey, can do that?” or “Do I have line of fire to that figure?”. These types of questions come up all the time. And as such there are no “ROC rules” for these types of questions. WizKids has put out Powers & Ability Cards, rule books and Player’s Guides to help judges make the correct call. Even the newest and more confusing interpretations can be found online at HCRealms.com in the Rules forum. Look for the “Oranges” in that forum for all WizKids sanctioned rulings. The posters with an orange background are WizKids appointed “Rules Deputies” and what they say is official, until countermanded by another orange or a printed rule change. Things do change all the time after all.
9. House Rules:We encourage all venues to use unique formats when running ROC events, up to the “Final 16” (Super Qualifiers & Trail Events only) tournament. But to prevent any confusion we insist that all House Rules, including but not limited to rule changes, formats, map rules and other associated HeroClix elements be posted at least one week prior to the tournament date. So keep an eye out for anything unique at your ROC event.
10. Final 16 & Campaigns: With the existence of campaign events feeding to Super Qualifiers we, the ROC, have decided to enforce a random pairing ruling for the final event for each round. Since this event will be single elimination adhering to any kind of Swiss pairing (those with the most points/wins face off) or “Strength of Schedule” seems unnecessary or unnecessarily difficult to determine. With this being a whole new tournament making the pairings random levels the playing field and places everyone on a level playing field. Granted final standings will be determined by win/loss and “Victory Points” will be used as the first tie breaker. This final event will also be a 16 player, single elimination tournament. The event organizer is free to use whatever means they wish to determine the 16 players in this event. The finals will be run with no “House Rules” (standard WizKids & ROC rules currently in effect only) allowed for the final event. In addition to that the event format must adhere to the current season. Standard ROC map rules apply.
11. Ages:You may have see Howard’s post about how we at the ROC are going to handle the various Ages of our events. I think he explains it as well as needed. Take a look if you have any questions: http://www.hcrealms.com/forum/showthread.php?&t=491186
12. Ban: There it is…that ugly word we loathe to use. Ban. Now please understand we do not want to ban anything. But there may be issues that come up where, for example, an element comes out that even the Oranges cannot rule on, yet. Perhaps they need to get a clarification from the developers before they can rule completely on an issue. While we are waiting for a clarification a Super Qualifier is scheduled. Perhaps it will be healthier for the ROC to simply not allow, ban, this element until we get an official ruling/clarification. We understand this is a drastic measure and we hope to never see it implemented but we do want to reserve the right to do it.
That about covers all the rule clarifications for the Realms Open Championship. If you have any questions or concerns please let me know. Until then, ROC & Roll!!!
The current ROC Board
Tony Burian, CEO
Howard Brock, Director
Terry Terman, Head Judge, Rules Committee Member
Patrick Yapjoco, Casual Play Developer, Rules Committee Member
Norman Barth, Game Play Consultant, Rules Committee Member
Charles Cates, Game Play Consultant
Chris Dunn, European ROC Developer
The Realms Open Championship, not just approved play, ultimate play!
Last edited by Howard Brock; 05/23/2014 at 02:06..
Reason: Zero Point Tie, Byes, Ages (14Jan14)
I'd suggest changing the caption for rule 6. Titling it "Print & Play" makes it seem like it might be disallowing Print & Play and saying that you have to have the original card. It doesn't really have anything to do with Print & Play. Why not just call it "Cards?" (Also I'd suggest a note that this doesn't apply to sealed games if the player doesn't get the right cards, since sealed format is allowed prior to the finals of an event.)
I'm really excited. This is all coming together really well, and it seems 2014 is the year that Heroclix is going mainstream. really mainstream. The ROC format and its enforced standards are going to give players everywhere (not just three conventions a year) a chance to compete that Heroclix has never before offered.
I'd like to say NICE JOB to the ROC board members, especially at this time to Terry and Howard! great job explaining things guys.
See you on the road to Dragon*Con (Lucky for me, that road ends downtown from where I type this… so you know I'll see you there clixers!!)