TGX TEAM TOURNAMENT
Location:
Small Arms Inspection Building
1352 Lakeshore Rd E, Mississauga, ON
Important Dates:
Dec 8 BCP link sent for registering teams
Dec 15 lists due, rules and FAQ cutoff
Dec 22. Lists live!
Jan 5 Pairings live
Schedule:
Saturday January 10th
Start Time | End Time | Activity |
8:00 | 8:50 | Registration |
8:50 | 9:00 | Opening Announcements |
9:00 | 12:15 | Round 1 |
12:15 | 1:30 | Lunch |
1:30 | 4:45 | Round 2 |
Sunday January 11th
9:00 | 12:15 | Round 3 |
12:15 | 1:30 | Lunch |
1:30 | 4:45 | Round 4 |
4:45 | 5:00 | Points Calculation |
5:00 | 5:15 | Awards |
Overview:
This is an Age of Sigmar team’s event. Each team will be comprised of 5 players (see below for roles). Each team will play 4 games across 2 days.
Rounds will be 3 hrs 15mins in length. Players will have 10 minutes to be used for the pairings process (see below) the remaining 3 hours and 5 minutes will be used for game play.
Fully painted armies including manifestations and faction terrain are required for this event. Models must be painted and based to a battle ready standard. Any proxies or conversions must be approved by the TO prior to the event.
Games will be played on a standard 60x44 table. Terrain maps in the current Generals Handbook will be used.
Battle Plans:
Round | Battle plan A | Battle plan B | Battle plan C |
1 | Cyclic Shifts | Passing Seasons | Lifecycles |
2 | Surge of Slaughter | Roiling Roots | Paths of the Fey |
3 | Linked Leylines | The Liferoots | Bountiful Equinox |
4 | Creeping Corruption | Grasp of Thorns | Noxious Nexus |
Scoring Rubric (This is subject to change):
VP Point Difference | Winner VP | Loser VP |
Draw | 10 | 10 |
Winning Tie | 11 | 9 |
1-6pts | 12 | 8 |
7-12pts | 13 | 7 |
13-18pts | 14 | 6 |
19-24pts | 15 | 5 |
25-30pts | 16 | 4 |
31-36pts | 17 | 3 |
37-42pts | 18 | 2 |
43-48pts | 19 | 1 |
49+ | 20 pm | 0 |
Maximum Points Per round:
This event will put a limit on the amount of points a team can score per round. A team can score no more than 75 points per round (even if in game points would be higher) and a team may score no less than 25 points per round (even if in game score would be lower).
Team Composition:
Each Team will be led by a Captain and/or Coach.
Teams are therefore composed as follows:
1 Captain (Either an active player or act as non-playing Coach)
5 Active players (mandatory)
1 Coach (may be an active player)
Captain
Each team must be led by a captain, if there are any questions regarding the role of Captain or any help is needed, feel free to approach the Tournament Organizer.
The Captain is ultimately responsible for the conduct of their team, will oversee their team’s pairings each round, and will be responsible for submitting match results. It is also the Captains responsibility to check all tables for any discrepancies in terrain density or placement before the start of the round, and for organizing their teams to triple-check the final submitted army lists prior to the event.
The Captain will also be held responsible for the manner in which their team leaves behind the tables and surrounding area. If a team does not dispose of their trash after each round, the Captain may receive a warning.
Players
Team Players are the team members playing the matches in each round of the event. Once players are at their tables at the start of any given round, players are not permitted to communicate with their fellow team members, nor share information on matches or strategy between them by conversation, mobile devices or other communication devices.
Once per event round, each player is able to call a time-out, during which they are permitted to speak with their Team's Coach, but not any other Team members. Please note; ONLY an active player may call for a time-out.
Coach
A Coach may assist the Team and Captain in various ways throughout the Event, as well as during the rounds. A player can also be designated as a playing Coach. This means when this player is done with their game, they can act as a Coach when a member of their team asks for a time-out. Having a Player as a Coach is only allowed if a Team does not have an official Coach.
A Coach is permitted to:
A Coach is not permitted to:
Army Lists:
The following limits are set for the event when writing their army lists:
Missions & Scoring:
The most recent versions of the official Matched Play Battleplans will be used, taken from the GHB 2025-2026. Each Battleplan from this GHB will be used during the event. Terrain maps in the GHB will be used.
Pairing System:
10 minutes at the start of each round is allocated for the pairing process to take place.
Who can participate in the pairing process?
In order to avoid confusion, the Captain has the final say in every pairing decision and must validate the decision. If the pairing process is not completed within the allocated 10 minutes, it should be immediately brought to the attention of the Organizers to oversee and facilitate the conclusion of the pairings.
Step 1 - Mission A Pairings (Matches 1 & 2)
For the first mission, both teams select one army and place it face down on the table. When both teams have selected their armies, they are then revealed simultaneously.
Each team then selects two armies (“Invaders”) as prospective opponents for the initial revealed army of the opposing team, and places them face down on the table. When all four armies have been placed, they are then revealed simultaneously. Each team selects one of the two armies presented by their opponent to play against the army that they placed initially.
The remaining, unselected, army from each team is returned to its team’s hand.
Step 2 - Mission B Pairings (Matches 3 & 4)
For the second mission, the same process as laid out for the first mission is repeated.
Step 3 - Mission C Pairings (Match 5)
For the third mission, each team will have one remaining army in their hand, these armies will face each other
Time-Outs:
Each player is allowed to use one time-out every team round (so 8 per team in total, per team round). To initiate a time out, notify your opponent you will use a time-out and call for your Coach/Assistant/Captain. This time-out is on your own time and can be a maximum of 3 minutes. While you use a time out, your opponent is also allowed to use this time to talk to their Coach/Assistant/Captain about the game state. However, when the active player is done with their time out, the inactive player will also have to stop theirs.
You can only initiate a time out when you have priority (so in your own turn, or when it is your turn to make a decision or use an ability). You cannot use the time out to interrupt an active player’s decision making or while they are using an ability.
The following rules will be in use regarding chess clocks:
Pausing or Changing Time
Time may only be paused/added/subtracted on a clock in two instances:
Time Usage – Setup
Time Usage - During Game
Time will always be used by the active player with the following exceptions.
Time Expiration
Should one player run out of time, they are not allowed to take any action in the game, and they immediately become the inactive player.
They cannot interact with the game except by performing the following actions:
During these exceptions the active player may pause their time only during these actions.
Should both players run out of time; they will become inactive players with the mentioned exceptions above. If the players cannot agree on the outcome, a referee that will assess the situation is to be called.
In case a chess clock is broken, stop the game, take note of the time spent and call a referee. It is the referee's job to guide you to a solution.