Tournament
Scoring
Each game in tournament play should match the official Tournament Floor Rules. All games are timed:
- 3 player games have a 75 minute time limit.
- 4 player games have a 100 minute time limit.
In the event that a time runs out, the game will end immediately unless an attack is in progress. If so, finish that attack. At the conclusion of the attack, the game ends.
To determine the winner of a tied game, first check victory conditions; the player closest to achieving victory wins. In the event multiple players are still tied, the player iwth the highest game points wins. If two players have the same game points, they are tied.
Match Points
- Winner: 4 match points
- Winner, Time-out: 2 match points
- Tie, Time-out: 1 match point for every tied player
- Unconventional Win (Mount Erebus, Project Apocalypse, Underworld Gateway): 4 match points
Game Points
- Feng Shui Sites Seized: 4 game points
- Feng Shui Burned for Victory: 3 game points
- Feng Shui Sites Played: 2 game points
- Non-Feng Shui in BFV Pile: 2 game points
- Cards that reduce FSS to win: 1 game point
- Another player's FSS controlled through card effects: 1 game point
- Cards that increase FSS to win: -2 game points
Lackey Leagues
In a lackey league, you may play as many times during the span of the tournament as you like. Your best two games (by Match Points first, Game Points second) count, and will carry on. At the end of the league, there will be a final. The tournament judge can determine how the final is organized.
Formats
Final Brawl / "Classic"
Constructed decks with normal Shadowfist deck restrictions only. All cards are allowed.
SWS Final Brawl / "Classic"
Constructed decks with normal Shadowfist deck restrictions. Cards published by Daedalus, Z-Man Games, Shadowfist Games, and Inner Kingdom Games are allowed, as are the 2020 Promos and SWS fan cards.
Modern
Only cards from the Inner Kingdom Games era allowed:
- Combat in Kowloon
- Back for Seconds
- Reloaded
- Reinforcements
- Revelations
- Knight's Passage
- Queen's Gambit
- Endgame
- Coming Darkness
- Year of the Goat
- Promos printed during this period.
SWS Modern
This is a modification on the "Modern" format above. It includes cards from the Inner Kingdom Games era and SWS expansions. Any SWS card that has the Blue Spear () logo on it anywhere is not legal in the 'SWS Modern' format. Currently, the following sets are legal in SWS Modern:
- Combat in Kowloon
- Back for Seconds
- Reloaded
- Reinforcements
- Revelations
- Knight's Passage
- Queen's Gambit
- Endgame
- Coming Darkness
- Year of the Goat
- Promos printed by IKG during this period & The 2020 print-on-demand promos, save for The Golden Gunman
- A Better Tomorrow
- A Better Yesterday
100 Names
All decks may contain only one copy of a card with a given title. No exceptions made for No Max cards. Different copies of a different card with the same title are disallowed.
Ritual of the Unnaemeable
Chooose any 3 letters.
All cards in the deck must begin with one of the three chosen letters. Ignore all punctuation and numbers not written as cards. Articles such as an and the are considered to begin with the article's starting letter.
Comrades in Arms
Choose a designator. Each deck must contain at least 23 cards with that designator.
Halloween
17 cards that have, but do not need to share the designators:
- abomination
- demon
- ghost
- horror
- monster
- spirit
- undead
- vampire
- vampiric
- witch
- zombie
Old Masters
Decks may only contain cards from the Daedalus era:
- Limited
- Standard
- Netherworld
- Flashpoint
All current rules and errata remain in effect.
Optional "Faction Hoser" Ban List
At the discretion of the tournament organizer, the following Limited cards may be banned as they are "faction hosers." The tournament organizer must make it widely known well in advance of the tournament that these cards are banned
- Seed of the new Flesh
- Arcanowave Pulse
- Monkey King
- Wind Across Heaven
- Chains of Bone
- Flood on the Mountain
- Banish
- Hill of the Turtle
- Thunder on the Mountain
Mystery Basket
The tournament judge will select a basket of 12 cards.
For each 25 cards in your deck (or major portion thereof), pick one card. If it is a unique card, you must include at least three copies of that card in your deck. If it is not unique, you must include at least five copies of that card in your deck. So, for example, a 50 card deck must include two "ingredients." a 65 card deck must include 3.
Is That All You Got
An Is That All You Got tournament bans a specific set of cards that are commonly seen in decks. The goal is to encourage new deck builds that do not rely on staple / standard cards. The list is updated from time-to-time to reflect shifts in the meta. The current Is That All You Got list can be found here.
The Mark of Evil
All abomination, demon, demonic, disguise, evil, ghost, haunted, horror, infernal, macabre, monster, ritual, ritualistic, spirit, undead, underworld, vampire, vampiric, and witch cards may substitute for any and each faction resource requirement. All crucible, hunter, paranormal, shade and shamanistic cards gain One-Shot, Toast It, and Uncopyable.
Blood of the Valiant
Decks must include a minimum of 22 cards that have, but do not need to share the designators:
- brave
- broadcaster
- cadet
- captain
- champion
- colonel
- combatant
- commandant
- commander
- commando
- commodore
- conscript
- corporal
- doctor
- dr.
- fighter
- general
- guard
- hero
- heroine
- journalist
- knight
- leader
- lieutenant
- major
- medic
- militant
- military
- pilot
- pursuivant
- reporter
- sentinel
- sergeant
- soldier
- squad
- squadron
- squire
- troop
- trooper
- vet
- veteran
- warrior
At the start of your turn you may choose to generate X Power. X = the number of Characters in all players' smoked piles divided by the number of players, minus the number of cards in your burned-for-victory pile. If you do, no card you control or play generates Power during this Establishing Shot.