The 9th Age

Fantasy Battles

Tournament Rules Pack

Rules for the World Team Championships 2019

 Version 1.0  - 20. February 2019

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Accessories

What you need to bring

Army Composition

WYFIWYG

General Rules

Gaming Etiquette

Getting Started

Playing the Game

Spectators

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Team Tournaments

Coaches

Playing the Team Tournament

Finishing the Game

Winning the Team Tournament

Maps

Accessories

Different people have different ideas about what is needed to play a game of Fantasy Battles: The 9th Age. But in order to have the games run smoothly, you should come prepared.

What you need to bring

Below is a list of things that  you need  to bring:

  1. Fantasy Battles: The 9th Age Rulebook, Arcane Compendium and your Armybook 
  2. Dice, tokens, Flux- and Spell Cards and tape measure;
  3. At least one printed copy of your Army List per game played at the tournament even when the TO provides printed rosters for the event as it will be the case for WTC;
  4. Your painted and assembled army, including movement trays;
  5. A printed or digital copy of this Tournament Rules Pack;

1. Rulebook, Armybook and Arcane Compendium

Make sure that you bring a printed version or a version on an electronic device (phone or tablet) with enough battery power and/or a charger to last the day with copies of the The 9th Age: Fantasy Battles Rulebook. These must include the Armybook and the Arcane Compendium for the Magic Path you are using.

2. Dice, tokens and tape measure/ruler

Make sure you bring all the tokens needed for the following purposes:

  1. objective markers for the missions like Secure Targets and Hold the Ground (maximum size 50mm square / round base). Note that only the center of the marker counts to determine the winner who wins the Secondary Objective;
  2. marking / counting Health Points suffered;
  3. marking which Units are under the effect of which spell.
  4. counting Veil Tokens.

Some dice use custom symbols to represent results of '1' or '6'. You can use such dice on the condition that you don't mix the two types of dice: custom symbols must all represent the same result.

3. Your Army Roster

Army rosters must follow this format

[Name] “[Nickname][Last Name] - [Army] - [specific Army Organisation]

[Points] - [Unit1], [General/BSB​], [Marks, Virtues​, etc.], [X (amount) Spells], [Mount], [Equipment], [Magic Equipment], [Wizard Master, Vampiric Bloodlines​, Gifts of the Dark Gods​, etc.], [Magic Path]

[Points] - [Amount] [Unit1], [Marks etc.], [Equipment], [M, S, C], [Magic Banner]

[total points]

Of course the Brackets “[ ]” should not be part of the final roster as they are only placeholders for individual content.

4. Your painted and assembled army, including movement trays

Make sure you bring your painted and fully assembled army. A painted army usually means that at least 3 colours have been applied to the models in a manner that makes sense (see pictures for an example what is considered to be a painted model.):

Painting.jpg

WTC has predefined a minimum standard of painting for the events by picking level 4 from the picture above. Unassembled models are not allowed and cannot be fielded.  For all units consisting of more than 3 models movement trays are required. This is especially important for skirmishing units.

Army composition

The format for the World Team Championships is the common size of 4,500 points. All participants’ armies must be built according to the rules in the Fantasy Battles: The 9th Age Rulebook and specific Armybook.

WYFIWYG 

What You Field Is What You Get

We encourage the use of models provided by all miniature manufacturers, as well as handmade and scratch built models, as long as a serious effort has been made. In case of doubt about any aspect of WYFIWYG (for example you have a fully themed army with wild conversions), ask the Tournament Organiser.

Here you can find  some guidelines regarding WYFIWYG. 

  1. Models (including summoned models) must be mounted on the appropriate base sizes, as stated in the appropriate Armybook;
  2. Models (including summoned models) should represent the appropriate army, or at least not be easily mistaken for another army;
  3. Models (including summoned models) should represent the appropriate Troop Type, or at least not be easily mistaken for another Troop Type;
  4. Models (including summoned models) should represent the appropriate weapon option (in case of multiple weapon options) according to the Army List (e.g. at any time during the game at least 51% of the models in the unit should represent the appropriate weapon (and shield) option according to the Army List, these models should be placed as far to the front of the unit as possible);
  5. Models should not be mistaken for other models (e.g. if you are using a chariot with one mount to represent a heavy chariot (Chosen Chariot / Razortusk Chariot) you cannot use the same model to represent a light chariot (Warrior Chariot / Raiding Chariot);
  6. Command groups should be represented by the appropriate models (see picture for an example of a unit  of Barbarians, with full command and at least 51% of the models equipped with the correct weapons (Flails)).

DSC_0114.JPG

  1. Unit fillers are allowed,  adhering to 4 general guidelines:

General Rules

You and your opponent can always decide to resolve situations differently from this Tournament Rules Pack. But, if an argument arises on the battlefield, call a judge to resolve the issue before touching any models or moving anything. Step away from the table and wait for the judge to help resolving the issue.

When a judge asks you to do something it means “it is not a problem for now, but please…”. The judges are acting in good faith. If the situation occurs that the judge forces you to do something, you are ignoring what you were asked to do or your behaviour is off limits. Some penalty points may be attributed to address your behaviour. We would like to give you some tips that will help you during the game. Most of them are obvious but still it would be nice if you read them, they will help you avoid problems.

Gaming Etiquette 

Please remember you are playing the game with your opponent and many others at the venue, so be polite to your opponent, and to the other players. The whole purpose of a tournament is that everyone attending plays fun and polite games.

Commenting on tables other players are playing on is forbidden unless agreed upon by both players. So if you need help with a rules question, line of sight, or determining distances, you may ask a player on another table, just make sure you and your opponent agree before doing so.

Communication

Clear communication is the way to prevent disputes in between you and your opponent:

  1. Every action needs a visual or vocal confirmation from the opponent.
  2. You should agree with your opponent on distances between units before it gets crucial (i.e. before declaring a charge, it is a good idea to measure what the distance is between the two units).
  3. You should agree on the position and facing of your units (i.e. if I place my unit like this it is out of line of sight of your unit / I place my model facing your unit, but due to its massive axe it needs to be standing differently);
  4. You should make sure your opponent understands the action you are performing.

Communication is key!

Time

Please be on time and make sure to have your army unpacked as soon as possible.  Being late or taking game time to unpack and set up your army is considered to be bad behaviour.

Stalling and Slow play

There should be enough time for everyone to complete their games. But sometimes the games take too long, there might be a lot of arguments or some other unforeseen event that takes up the time, and that is fine. But not finishing your games should be rare. If you bring a list with an abundance of single models or just a lot of models in general you need to adapt to the list that you have brought. It’s not an excuse to not finish your games.

Stalling is a series of actions aimed towards not playing the full game in the given time. Whenever a player thinks his opponent is prolonging the game the player should report this. Note that the player is reporting a potential problem, not a fact. If the player suspects the opponent is stalling, the player should ask his opponent politely to play a bit faster, if the opponent refuses the player should inform a judge, during the game.

Unsporting conduct

Unsporting conduct will not be tolerated at any time. Tournament participants must behave in a

polite and respectful manner. Unsporting conduct includes, but is not limited to:

Cheating

When both players have the same level of knowledge of the rules, the situation might occur where a player is caught cheating. There might be situations where both players are applying the rules incorrectly, because both players play the rules in the same incorrect way. In this case both players are gaining the same benefit, so nobody will be considered to be cheating. However, if a player purposefully applies the rules incorrectly to gain a game advantage and the opponent points this out to the player, but the player does not correct his actions, this might be considered cheating.

A player is fully responsible to apply all rules/effects for his army, both advantageous and disadvantageous. (e.g: Frenzy, overrun, loss of Frenzy). If a player forgets to apply a rule/effect that would grant the army an advantage, there is no obligation to backtrack the situation (e.g. forgetting to apply a +1 to hit modifier). If a player forgets to apply a rule/effect that would grant the army a disadvantage, the situation should be backtracked if possible (e.g. forgetting to take a Frenzy test).

Penalties

Bad behaviour may cause a player to be penalized. If the behaviour affects the game you can expect a score change. Possible penalties for a player are (not limited to):

  1. Warning for a player
  2. Penalty points for a player
  3. Game score change
  4. Disqualification of a player
  5. Combination of above

Getting Started

Before the game:

  1. Make sure the table is clean, and there is no garbage underneath the table.  Tidy up if needed.
  2. Make sure the terrain is positioned according to the map on the table.
  3. Determine whether you will be using one set of dice and agree upon which set of dice will be used.  In case of disagreement, call a judge.
  4. Introduce your army to your opponent, explain what all the units represent and how these are equipped.
  5. Make sure to write down or use spell cards to mark which spells each of your casters (wizards or non-wizards) know.
  6. Make sure to have your Flux Cards, Army List and Armybook prepared for the game.

Playing the Game

To make sure that the game keeps flowing smoothly, do not demand the possibility of correcting your mistakes when it is too late (e.g.: a decision by the opposing player has been taken or a dice or some other random action has happened) If you forgot to Stomp, to use an item, etc. do not demand to go back to that situation, if it would change an already­ made decision or some random action. For example: changing the position of your Wizard in a unit after you rolled for Magic Flux is not allowed but changing his position after saying “now let’s begin the Magic Phase” is acceptable because no decision has been taken and no dice have been rolled.

Dice & Tokens

The use of dice for marking lost/remaining Wounds on models must be avoided. If you are using dice, you may not use the same dice that you are rolling. Wounds must be marked with unique tokens or different sized and/or colored dice.

All dice that are not clearly on the battlefield (of the respective game) must be rerolled. This includes “everything not on green” as defined by:

  1. crooked dice;
  2. dice that land in pieces of terrain;
  3. dice on magic cards, army lists etc.

Once a player picks up the dice, he has agreed upon the result. Example: if you reroll a Leadership Test you automatically agreed that you have failed the first attempt.


Permanent and lasts on turn spells, and other more complex effects (such as drunkard, manifestations etc) must be marked in a way such that it is clear to both players what which effects are in play. The responsibility lies with the owner of the effect to remove the cards or tokens once the effect leaves play.

Movement

Before you move or touch units make sure both players agree on distances, unit facings and Lines of Sight the new placement will cause. Situations might occur where a converted model will be placed facing a different direction due to how the model is built, make sure your opponent is aware of the intended facing.

Prior to moving units their starting positions should be marked so it is easily retraceable how far (especially single models) they are moved.

Prior to Swift Reforms, the center of the unit should be marked.

Repositioning of a unit is allowed, as long as it has not been affected in any meaningful way by later dice rolls (e.g. could march/reform checks), and the original position can be determined. If the position of a unit is changed, because someone bumps into the table or a player's hand trembles, a player is allowed to correct the position of the unit, as long as this does not grant the player additional benefits.

All measurements are made from the base of the model, not the movement tray.

Maintaining a legal unit spacing between units is the responsibility of the person moving the units, so often the active player. You are responsible for the position of all your units at all time. This means that if person B sees, during his charge phase, that player A has two units standing too close to each other he can ask the player or a judge to separate the units so that there is 1” between them. This can lead to a new charge being possible for player B, that player A thought was impossible.

Magic

Either a very clear documentation sheet to keep keep track of all actions in the Magic Phase or the use of proper Veil Tokens and Flux Cards are mandatory for any games unless both players agree to use an application or similar to keep track of cards and tokens. Any of these agreements have to be made before the game starts.  

In case of not using a documentation sheet, Veil Tokens have to be actual tokens. The use of dice to keep track of Veil Tokens is prohibited. Flux Cards either have to be actual cards that are drawn from the Flux Card pile or you can use a D8 to determine the Flux Cards to use while keeping track of them on a documentation-sheet or with the help of actual cards. Flux Cards have to be set up in a way that they are clear and understandable for both players to avoid misunderstandings and arguments. 

We strongly recommend that each player keep track of both players veil tokens and flux cards (either with tokens or a piece of paper) to avoid misunderstandings.

Combat

Calculating Combat Score is often tedious because players do it in many different ways. Players have to agree on a way to remove losses and keep track of the losses suffered in a combat. Otherwise both players place the dead one-Wound models on a free spot on the table. For multiple Wound models use appropriate tokens. 

Spectators

During tournaments there can be a lot of people that watch others play, including of course players that are finished with their own games. Everyone is welcome to spectate a game, but each player has the right to play their game in peace. So always respect the people playing the game. If they ask you to leave, you have to leave them alone.

Any communication around the table should always be in a language spoken by both players. You are not allowed to interfere in the game in any way (remind people about rules, give tips or hints how to play, remind players about secondary objectives, and so on). If you as a spectator spot a mistake done in a game, talk to the captain or a judge.

Communication around the table in other languages than English or a language both players can understand can be seen as an attempt to cheat.


Team Tournaments

Team Composition

Each player in a Team is playing a different valid army. All army lists will be limited to 4,500 Army Points each.  Each Team can bring up to two coaches.

Coaches

A coach has some privileges. A team can have up to two coaches. If a team does not have a coach, a player may act as one, but only if his game is finished. A coach is allowed to:

  1. Give short commands on what to do (but not how to do something);
  2. Do the pairings;
  3. Consult with each player once during the game up to 3 minutes;
  4. Switch one player once for a consecutive number of games;
  5. Talk with the rival coach to resolve problems that may arise during the games;
  6. Stop a game where a team member plays and get a judge if he spots cheating (or unintended mistakes).

A coach can normally only talk to the players in English or in the mother language of both teams, and openly. He is allowed to say generic advice like “play more aggressive” but not get to specifics “put that unit here to defend your war machine”. During a 3 minute time-out they are also allowed to speak in the language they want to and they can speak in private or whisper. A coach is not allowed to consult with the same player more than once in a game, even if the coach did not use the full 3 minutes during the first consultation.

During the tournament, a coach can replace one of the players. The team is not allowed to change their armies and the swap can only be made once, although the coach is allowed to swap back to the original player. The coach can play any number of consecutive games while substituting for the player, but if the original player returns to play, the coach may not swap with him (or any other player) again.

The role of the coach also has some limits. The team risks a penalty when the coach:

  1. Says how to do something or give tactical advice (except during the 3 min consult);
  2. Interrupts a game;
  3. Violates any of the above rules regarding stalling, cheating or shows bad behaviour;
  4. Hands notes or otherwise communicates with the players in a secretive manner.

A coach should be passive during the game. If both players do not mind that coach chit chats with them, then that is not a problem. If a player objects to this, however, the coach should cease this activity.  As stated at the start of the document, communication is key to a good gaming atmosphere.

Playing at the Team Tournament

Before the tournament your team will be randomly paired with an opponent in the first round of the tournament. After this first round and after results have been processed your team will be matched with an opponent of equal skill or equal luck. This will be based on the Swiss-system.

To determine which players faces which player during the rounds, a pairing system is being used. Below are examples for the pairing sequence for a 5 man team events.

Pairing sequence 5 man team

Step 1 - “The opening” (first two matchups)

  1. Both Team Captains select one army from their Team to put forward to play on table 1 and place the card for this army face down;
  2. Once both Teams have selected an army, turn the cards face up to reveal which armies are chosen.
  3. Both Team Captains now select two armies from the remaining four to face the opposing army revealed in the Step 1.2. The armies put forward by each Team are kept secret and revealed at the same time;
  4. Each Team Captain selects one of the two opposing armies revealed in Step 1.3 to play against the friendly army that they have  revealed in Step 1.2. The other army card is taken back into its own Team Captain’s hand, and each Team Captain has 3 army cards remaining.

Step 2 - “The Showdown” (matchups 3, 4 and 5)

  1. Repeat Step 1.1 and 1.2;
  2. Repeat Step 1.3: both Team Captains select two armies to play against the army revealed by the opposing Team in Step 2.1. This choice should be fairly easy, because both Team Captains should have only two cards remaining in their hands;
  3. Each Team Captain selects one of the two opposing armies revealed in Step 2.2 to play against the army that they have revealed in Step 2.1. This will determine the pairings for table 3 and 4 for the round. The remaining army from each team will play against each other on table 5. The choice of army is kept secret until both Team Captains have made their choice.

This step will determine the last three pairings for the round, and your round is completely set up.

Secondary Objectives and Deployment Type 

Secondary Objectives and Deployment Type are  randomized as per The 9th Age: Fantasy Battles Rulebook.

We will use the Maps 4-8 from the Map Pack including the rules for Special Terrain!

Finishing the game

The TO will make sure to have a clear visual - or an isochronous vocal/acoustical - countdown of the allowed time per game. You should not start a new game turn unless you are sure that both players will be able to finish their entire turn, to ensure that both players get an equal number of turns.

 

After you have played the full six turns, or the time limit has almost been reached (whichever comes first) it is time to determine the winner.  Determine who has achieved the scenario before removing any units. Calculate Victory Points in accordance with the rules for Victory Conditions as described in the Fantasy Battles: The 9th Age Rulebook.

After calculating the scores hand them in with the TO’s and have a deserved break!

Winning the Team Tournament

When the tournament has come to its end and results have been processed the winning team will have been determined. The winning team will be determined based on the total amount of  battle points combined with the total score for potential hobby points. The maximum amount of battle points per round is 65 and the minimum amount of battle points per round is 35 for 5 man team.

In the case of a tie the direct comparison will be used to determine the winner, if there is still a tie the uncapped battle-points will be used to determine the winner, if there is still a tie the winner will be determined by a coin flip.