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UNPLUGGED GAMES

COMMANDER LEAGUE
1. Structure

A. A Commander League spans over the course of a calendar month, i.e. four or
five nights depending on the month.

B. Players pay an entry fee for each League at their first game for that League. No
additional fees are collected for the remainder of that League.

C. A Commander Season spans over the three calendar months that comprise a
season, e.g. the Commander Leagues of September-November comprise the
Spring Commander Season.

D. Players are automatically entered into the Commander Season that their League
feeds into – there is no additional fee for joining a Commander Season.

E. Every night features two rounds with a time limit of 90 minutes for each round.

F. Players will be randomly drawn into pods of 3-5 players.


a. Seating order around the table will also be determined by this drawing of
pods.
b. As pods are randomly drawn, players may play against the same
opponent multiple times in a League or even in a single night.

G. If a game is still in progress at the end of 90 minutes, after the active player
finishes their turn every other player in the pod will take one more turn. If no
result is reached in these additional turns, the game will be considered drawn.
2. Prizes

A. Prizes will be awarded to players at the end of each League. Every player will be
guaranteed at least one prize.

B. Prizes could include, but are not limited to the following:


a. Unplugged Games store credit
b. Booster packs
c. Gaming accessories
d. Single cards
e. Promotional cards and other promotional material

C. Approximately 75% of the entry fees taken at the start of a League are awarded
at the end of that League, with the remaining 25% being rewarded to the top 8
players from that League’s Season.

D. Players are eligible to win prizes from a Season so long as they participated in at
least one League from that Season.

E. For calculating League results, the two lowest-scoring games during that League
for each player will be ignored.

F. For calculating Season results, the six lowest-scoring games during that Season
for each player will be ignored.

G. If two or more players are tied on points at the end of a League or Season, the
following tiebreakers are used:
a. Greatest number of Last Man Standing awards
b. Greatest number of Eliminate a Player awards
c. Lowest total of negative points awarded
d. If two or more players are still tied, we will attempt to split any relevant
prizes as fairly as possible
e. If splitting is not an option, the tie will be broken by random chance

H. Beginning in League 3, If two or more players are tied on points at the end of a
League or Season, the following tiebreakers are used:
a. Greatest number of Game Placement points
b. Greatest number of Eliminate a Player awards
c. Lowest total of negative points awarded
d. If two or more players are still tied, we will attempt to split any relevant
prizes as fairly as possible
e. If splitting is not an option, the tie will be broken by random chance
3. Scoring

A. Players can win or lose points for the following in-game actions:

+3/+2/+1 Game placement (effective


League 3)
+2 Points Last Man Standing
(removed effective League
3)
+1 Point Participation (removed
effective League 3)
+1 Point Eliminate a Bounty
+1 Point Eliminate a Player
+1 Point Commander Damage
Elimination (effective
League 3)
-2 Points Lockout Rule
-2 Points Early Elimination Rule
-1 Point Multiple Elimination Rule
-1 Point Multiple Extra Turns Rule
-1 Point Long Turns Rule

B. Except for the first three actions listed above, each action can be awarded
multiple times in a round as defined in Section 3.

C. Total points gained for a player in a single round cannot total less than 1, i.e. a
player is always guaranteed their Participation point.

D. Scorecards must be signed by the player awarded Last Man Standing and their
last remaining opponent(s). In the event that a game ends in a draw, all
remaining players must sign the scorecard.

E. Sportsmanship and common sense are core tenets of the League. If a player
feels they are deserving of a points penalty, they are encouraged to accept the
penalty in the name of sportsmanship. If a player can make a reasonable case to
avoid a points penalty, it should be made to the players in their game. If a
disagreement persists, staff of Unplugged Games will issue a ruling in
consultation with the players.
4. Rules

A. The rules of the Commander League are subject to change. Unplugged Games
asks that players provide regular feedback so that we can make your League the
best version of itself that it can be.
a. We will endeavour to make changes to the rules take effect at the end of
a League (i.e. at the end of the month), however some higher priority
changes may be effective immediately.

B. The Commander League uses the official Commander banlist available here:
https://magic.wizards.com/en/content/commander-format

C. Players are expected to utilise common sense when interpreting these rules. If a
disagreement between the players occurs, staff of Unplugged Games will issue a
ruling in consultation with the players.

D. Any player that opts to concede a game will be treated as though their
concession takes effect at the end of the active players’ turn.
a. Players should assume all permanents controlled by the conceding player
remain on the battlefield until the end of the turn, and that the player
remains a valid target of any spells, abilities or attacks until the end of the
turn.

E. The following rules apply to the scoring actions outlined in Section 2A:
a. Game Placement:
i. This is awarded to every player based on their final placement
within a game.
ii. If there is one remaining player of the game, that player will
receive 3 points.
iii. The second-to-last player(s) remaining will receive 2 points. These
points will be extended to all players eliminated in the last turn
cycle of the game.
iv. All other players will receive 1 point.
v. Effective starting League 3.

b. Last Man Standing:


i. This is awarded to the one remaining player of a game, no matter
how they were made the one remaining player.
ii. If all players are eliminated at the same time, or if the game ends
in a draw, no player will receive these points.
iii. Last Man Standing will be removed in League 3.

c. Participation:
i. Every player is guaranteed a point for participating in a round, and
will receive this participation point in both rounds of the night.
ii. Participation points will be removed in League 3.

d. Eliminate a Bounty:
i. The player on each table with the highest position in the current
League will award a bonus point for their elimination.
ii. The first game of a League will instead feature a random bounty
player on each table.
iii. If the bounty player is the Last Man Standing, they will not receive
the bounty point for their own elimination.

e. Eliminate a Player:
i. This is awarded to the player that directly causes an effect that
results in a player being eliminated.
ii. Effects that cause a player to “Win the game” count as that player
eliminating all remaining players – but may also trigger the Multiple
Elimination Rule (Section 3Bf).
iii. If a player eliminates themselves, the player awarded Last Man
Standing for that game receives credit for their elimination. If no
player receives Last Man Standing, no player receives credit for
their elimination.
iv. If a player is eliminated by an effect that no player controls (e.g.
drawing a card from an empty library), the player awarded Last
Man Standing receives credit for their elimination. If no player
receives Last Man Standing, no player receives credit for their
elimination.
v. If a player concedes from the game, and would still be alive at the
end of the turn had they not conceded, the player awarded Last
Man Standing receives credit for their elimination. If no player
receives Last Man Standing, no player receives credit for their
elimination.
f. Commander Damage Elimination:
i. This is awarded to a player that eliminates a player by way of
Commander damage.
ii. Effective starting League 3.
g. Lockout Rule:
i. This is awarded to a player who locks one or more opponents out
of the game by the following actions:
1. Destroying three or more lands controlled by an opponent
over the course of the game
2. Hard-locking players out from being able to cast any spells
(through any combination of effects)
ii. This can be awarded to each player once per opponent per game.
iii. If a player destroys all lands, including their own, they will not be
awarded this penalty.

h. Early Elimination Rule:


i. This is awarded to a player who eliminates an opponent before the
end of that opponents fifth turn.
ii. This can be awarded once for each opponent eliminated before
the end of their fifth turn.

i. Multiple Elimination Rule:


i. This is awarded to a player who eliminates more than one
opponent on the same turn cycle, and is awarded once for every
opponent eliminated beyond the first.
ii. Effects that cause a player to “Win the game” count as that player
eliminating all remaining players.

j. Multiple Extra Turns Rule:


i. This is awarded to a player who takes more than one additional
turn in a row, and an additional instance is awarded for every
additional turn beyond the second.
ii. So long as at least one turn is taken by an opponent, the counter
of additional turns is reset to zero.
iii. This can be awarded once for every instance of taking more than
one additional turn in a row.

k. Long Turns Rule:


i. This is awarded to a player who takes a turn of five or more
minutes in length, and an additional instance is awarded for every
additional three minutes of turn length beyond the first five.
ii. This can be awarded once for every instance of a 5+ minute turn.
iii. Players are encouraged to start a stopwatch when they feel a turn
has gone on for approximately two or more minutes, and to give
the active player the benefit of the doubt with close calls related to
this rule.
iv. If players agree that five minutes has passed (by way of
unanimous decision or, preferably, use of a stopwatch), the active
player may ‘F6’ and allow the current stack to resolve without
adding new spells and abilities to the stack and then pass the turn
to avoid this penalty.
v. If a player feels they have surpassed the five minute turn limit, they
are encouraged by way of good sportsmanship to accept the
penalty for a long turn.

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