You are on page 1of 5

1

Official Mage Knight Dungeons Sealed Starter Tournament Rules


Effective Date: January 28, 2002 Introduction Welcome to Mage Knight Dungeons tournaments! Mage Knight Dungeons (MKD or MK Dungeons) events are designed to play fast and feature lots of fun and exciting action. Players should always have a great time at a sanctioned Mage Knight Dungeons tournament. Whether they win or lose, their efforts never go unnoticed. WizKids tracks the results of its sanctioned tournaments and provides players with ratings and rankings they can compare with others. Players can win prizes and honors at many different types of tournaments and share the good fellowship that comes from playing a great game with great people. Questions about a sanctioned tournament or these rules should be directed to the Warlord running the event or directly to WizKids. This document contains rules for sanctioned Mage Knight Dungeons tournaments. WizKids requires that all sanctioned Mage Knight Dungeons events be run in compliance with these rules. The most recent version of this document is posted on our Web site: www.wizkidsgames.com/mageknight/. Player Registration Only registered players earn official ratings and rankings when they participate in WizKids sanctioned tournaments. Players can register quickly and easily on our Web site: www.wizkidsgames.com/mageknight/. WizKids provides a Personal Player Page free to every player. Players can use this page to track their ratings and rankings, locate events, and sign up to play in tournaments. WizKids strongly encourages players to sign up for tournaments in advance through their Personal Player Pagethis helps tournament officials plan to accommodate all players, and ensures that players receive their official ratings and rankings.

Sealed Starter Rules Jan 2002

Unregistered Players Players are not registered on the WizKids web site before the tournament may still participate, but their tournament records do count toward official ratings and rankings. Late Registration Players who are registered on the WizKids web site, but who do not sign up for the tournament online, may still do so for a limited time after the tournament ends. Players who wish to do so should contact the Warlord at the tournament. Official Rules Sanctioned MKD Sealed Starter tournaments use these rules and all of the following official rules, except as noted herein: The Mage Knight Dungeons game rules, including any official Errata and Rulings; The Mage Knight Dungeons Special Abilities Card (SAC); and The WizKids Sanctioning Policy. All official rulings and rules clarifications are considered part of the Mage Knight Dungeons Tournament Rules. The most recent versions of these documents are considered the standard for sanctioned tournament play and are available at our Web site: www.wizkidsgames.com/mageknight/. Tournament Pairing Styles Tournament officials must choose a pairing style for all sanctioned tournaments. WizKids recommends the Swiss-style format because it guarantees that all players can participate in an equal number of opening rounds. Other pairing styles, such as round robin and single-elimination, are also acceptable. The pairing style must be announced before the tournament begins. Swiss-style events consist of a number of opening rounds, followed by a series of single-elimination rounds to determine the final tournament winners. All players participate in the opening rounds; the players with the best victory records advance to the final rounds. Players are matched according to their victories for each Swiss round and are guaranteed to play a certain number of rounds, depending on the

Sealed Starter Rules Jan 2002

3 number of participants. In Swiss-style tournaments, the head judge announces the number of final rounds before the first round of play. The total number of players determines the number of players that will advance to the final rounds. Final rounds are singleelimination. Time Limits 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.

Required Materials All players must bring the following materials to the sanctioned MKD Sealed Starter tournament in which they participate: A hard copy of the players registration confirmation printed from the WizKids web site (unnecessary if the player did not sign up online for the event); A sealed Mage Knight Dungeons starter box. At the discretion of the tournament organizer (Venue), players may be required to purchase their Mage Knight Dungeons starters for the tournament from the Venue hosting the event.

Preparation Period The Warlord pairs all players into groups of two, and then provides each player with 1 unopened Mage Knight Dungeons starter box. Players receive these boxes as part of the event registration fee. Players may not open their sealed boxes until directed to do so by the head judge. When instructed to do so, all players open their sealed starters. Players should then count the figures in the box (each MKD starter contains 2 Heroes, 6 Mage Spawn, and 2 treasure chests), and confirm that each figure is tournament legal by comparing the figures collector number printed on its base with the number printed on the combat dial window one click to the left of the figures starting position. If a player receives the wrong number of figures, or an illegal figure, he or she must immediately notify the

Sealed Starter Rules Jan 2002

4 Warlord, who will replace the entire box. A player who needs help verifying the figures should ask the Warlord for help. After this procedure is concluded, players have ten minutes to choose one Hero and prepare to play a Lone Wolf game as described on pages 3 through 6 of the MKD game rules included in each sealed starter. These steps include choosing a Hero, laying out the map, placing the treasure chests and wandering monster tokens, creating the Mage Spawn pool, and choosing entrances and exits. During the preparation period, each player chooses one Hero and adjusts its combat dial so that the Hero begins the round at 2nd level. Players start the round when the head judge gives permission.

The Dungeon The box contains one paper map of the playing area, called the dungeon. During the preparation period for the round, each player rolls 2 dice. The player with the lowest die roll chooses which of the two maps will be used for the dungeon, and the player with the highest die roll chooses which side of the map will be used for the round. Mage Knight Figures Players may use only the Heroes and Mage Spawn figures included in their MKD sealed starters during a sanctioned tournament. Players use the same Hero for the entire tournament. Players should sure to collect all figures, maps, and treasure chests that came with their sealed starters at the end of each round. Basic Rules Only the MK Dungeons Basic Rules, found on pages 3-17 of the MK Dungeons game rulebook, are used in sanctioned MK Dungeons Sealed Starter tournaments. Heroic Teams The rules for Heroic Teams that appear on pages 19 through 21 of the MKD game rulebook are not used in sanctioned Sealed Starter tournaments.

Sealed Starter Rules Jan 2002

5 Hero Experience Levels At the beginning of every round, Hero experience levels are reset to the value they had at the beginning of the tournament. Any additional experience levels gained through play are lost at the conclusion of the round in which they were earned. Victory Victory in each round is determined by the rules on page17 of the MKD game rulebook, Ending the Game. When 50 minutes have elapsed or all Heroes have left the dungeon or been eliminated, the round ends. At the end of the round, the winner is the player with the highest total of gold successfully carried out of the dungeon. Tie Breakers If two opposing Heroes have the same total of gold successfully carried out of the dungeon when the game ends, or if all Heroes are eliminated, use the following tiebreakers, in the order presented: 1. The player with the Hero that ends the game with highest total experience levels wins. Example: a Hero that ends the game at 3rd level wins against a Hero that ends the game at 2nd level. 2. The player with the Hero that started the game with the lowest total points wins. Example: a Hero with a starting point total of 25 wins against a Hero with a starting point total of 30. 3. Both players roll two dice; the high result wins.

Sealed Starter Rules Jan 2002

You might also like