Flesh and Blood - Tournament Rules and Policy
Last updated 31 March 2023
Table of Contents
Preface iii
1 Tournament Information 1
1.1 Event and Tournament Types . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
1.2 Rules Enforcement Levels . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
1.3 Formats . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
1.4 Tournament Eligibility . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
1.5 Player Identification . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
2 Roles and Responsibilities 4
2.1 Roles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
2.2 Player . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
2.3 Spectator . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
2.4 Tournament Organizer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
2.5 Head Judge . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
2.6 Floor Judge . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
2.7 Scorekeeper . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
2.8 Coverage Member . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
3 Tournament Logistics 7
3.1 Round Structure . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
3.2 Timed Rounds . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
3.3 Start-of-Match Procedure . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
3.4 End-of-Match Procedure . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
3.5 Intentional Draws and Concessions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
3.6 Dropping from a Tournament . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
3.7 Card-Pool Registration . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
3.8 Deck-Checks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
3.9 Judge Calls and Appeals . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
3.10 Accessibility . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
3.11 Coverage . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
4 Tournament Materials 13
4.1 Player Materials . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
4.2 Cards . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
4.3 Proxy Cards . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
4.4 Placeholder cards . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
4.5 Tokens . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
4.6 Counters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
4.7 Markers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
4.8 Dice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
4.9 Sleeves . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
4.10 Inventory . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
4.11 Electronic Devices . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
4.12 Infringing and Offensive Material . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
5 Gameplay Logistics 20
5.1 Game Information . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
5.2 Shortcuts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
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5.3 Out-of-Order Play . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
5.4 Reversing Actions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
5.5 Triggered Effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
5.6 Game Layout . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
5.7 Slow Play . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
5.8 Note-Taking . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
5.9 Outside Assistance . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
5.10 Card Identification and Interpretation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
5.11 Card Shuffling . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
5.12 Random Values . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
5.13 Marked cards . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
6 Behaviour and Conduct 29
6.1 Sporting Conduct . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
6.2 Cheating . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
6.3 Aggressive and Disruptive Behaviour . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
6.4 Bribery . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
6.5 Wagering . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
6.6 Stalling . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
6.7 Buying, Selling, and Trading Cards . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
7 Constructed Formats 31
7.1 Constructed Card-Pool . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
7.2 Classic Constructed Format . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
7.3 Blitz Format . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
8 Limited Formats 32
8.1 Limited Product . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
8.2 Limited Card-Pool . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
8.3 Sealed Deck Format . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
8.4 Booster Draft Format . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
9 Special Formats 36
9.1 Deck Construction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
9.2 Welcome Deck Format . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
Appendix A - Organized Play Programs 37
Appendix B - Recommended Number of Swiss Rounds 38
Appendix C - Time Limits 39
Appendix D - Tiebreakers 41
Appendix E - Card-Pool Registration Requirements 43
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Preface
Flesh and Blood
TM
is a competitive Trading Card Game where two heroes face off in a fight to the death. Each
player starts the game with their hero, weapon, and equipment set in play. The battle is fought through the
strategic use of resources, knowing when to defend, and when to go in for the kill.
“Our mission is to bring people together in the flesh and blood through the common language of
playing great games.
The rules in this document apply to any officially sanctioned tournament of Flesh and Blood and supersede any
previous version of the rules document for the game. If the information in this document contradicts the
Comprehensive Rules of the game, this document takes precedence.
iii
1. Tournament Information
1.1. Event and Tournament Types
Flesh and Blood events comprise one or more tournaments. Tournaments are categorized into four tiers and are
run under three different levels of rules enforcement (see Appendix A - Organized Play Programs). The tier of an
event is the highest tier of any of its tournaments.
Tier 1 and 2 tournaments can be run by any Tournament Organizer who has an active Game Event Manager
(GEM) Tournament Organizer account - some tournaments require an invite from Legend Story Studios (LSS) to
run. Tier 3 and 4 tournaments are run by LSS or Organized Play (OP) partners appointed by LSS.
1.2. Rules Enforcement Levels
There are three rules enforcement levels (RELs): Casual, Competitive, and Professional. Each REL has different
expectations and infractions during the tournament are ruled differently, which can be found in the Procedure and
Penalty Guide.
Casual rules enforcement is designed for local in-store play, with emphasis on player education and enjoyment.
Competitive rules enforcement is designed for competition, with emphasis on balancing player education and
enjoyment, and tournament integrity.
Professional rules enforcement is designed for the highest levels of competitive play, with emphasis on
tournament integrity.
Most tournaments are run under a single REL, but some tournaments may have multiple RELs, such as a Calling
that changes from a competitive to a professional REL between day 1 and day 2+.
1.3. Formats
Tournaments comprise one or more formats. There are three categories of tournament formats that Legend Story
Studios supports: constructed, limited, and special. Constructed formats involve players preparing their card-pool
beforehand and require players to provide their own cards for the format. Limited formats involve the
Tournament Organizer providing the materials required for the format. Special formats vary and don’t necessarily
fit into the categories of constructed and limited.
Legend Story Studios currently support the following official formats:
Constructed
Classic Constructed (7.2)
Blitz (7.3)
Limited
Booster Draft (8.4)
Sealed Deck (8.3)
Special
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CHAPTER 1. TOURNAMENT INFORMATION
Welcome Deck (9.2)
1.4. Tournament Eligibility
Everyone is eligible to play in Flesh and Blood tournaments, subject to tournament-specific eligibility policies,
with the following exceptions.
Individuals who are currently banned
Individuals who are currently suspended, if the tournament is part of a tier 2+ event
Individuals specifically prohibited from participation by LSS or who have been asked to leave the venue by
the Tournament Organizer
Individuals twelve (12) years of age or younger who do not have permission from their guardian(s)
Individuals prohibited by local laws, the rules of the Tournament Organizer, or the venue’s management
Tournament officials, if the tournament is a Skirmish or tier 2+
Everyone is eligible to be a tournament official for a tournament, with the following exceptions.
Individuals who are currently suspended or banned
Individuals who have already participated as a Player in the tournament, and the tournament is a Skirmish
or is part of a tier 2+ event
Employees and independent contractors of LSS are not eligible to participate in Professional tournaments unless
a special dispensation has been granted in writing by Legend Story Studios. Whenever an employee or
independent contractor of LSS attends a tournament, they must make their position known to the Tournament
Organizer, who at their discretion, may deny them entry into the event.
Suspended individuals may play in tier 1 events, but may not play in tier 2+ events. Suspended individuals may
attend and spectate any Flesh and Blood event, but may not be tournament officials at those events.
Banned individuals may not participate in, attend, spectate, or be tournament officials at any Flesh and Blood
event. If a banned player attends a Flesh and Blood event, they should be asked to leave the venue.
1.5. Player Identification
Individuals are required to have a GEM profile to participate in a tournament. Any individual may create a GEM
profile by registering an account on the official Flesh and Blood website. Each GEM profile has a Player ID that
uniquely identifies the individual. Individuals may only have one GEM profile - if an individual has more than
one GEM profile, they must contact [email protected] to resolve the situation.
Events that require an invitation to participate and/or have an age restriction will require personal identification to
participate. These include, but are not limited to, National Championships, ProTours, and World Championships.
The following forms of identification are acceptable.
Proof of control of the associated GEM profile
Birth Certificate (for players under the age of 13)
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CHAPTER 1. TOURNAMENT INFORMATION
Driver Licence
Passport
School ID card
Government-issued ID card
3
2. Roles and Responsibilities
2.1. Roles
Each individual at a tournament is considered to have one or more of the following roles.
Player
Spectator
Tournament Organizer
Head Judge
Floor Judge
Scorekeeper
Coverage Member
Individuals with the Tournament Organizer, Head Judge, Floor Judge, or Scorekeeper roles are considered
tournament officials. The Head Judge and Floor Judge are both considered judge roles. Coverage Members are
collectively referred to as coverage.
Tournament officials may change roles throughout the duration of the tournament, but an individual serving as
the Tournament Organizer or Head Judge should remain in that role for the entire tournament.
For tier 1 tournaments (excluding Skirmish), tournament officials may also be Players. For tier 2 tournaments and
above (including Skirmish), tournament officials may not be Players.
For tier 1 tournaments, the Tournament Organizer may also be a judge. For tier 2 tournaments and above, the
Tournament Organizer may not be a judge.
2.2. Player
A Player is an individual who is participating in the tournament. A Player is responsible for:
Being familiar with the rules and policies of Flesh and Blood tournaments.
Bringing the appropriate tournament materials to participate in the tournament.
Complying with announced start times and time limits, and being physically present for games.
Acting in a respectful way and refraining from unsporting conduct at all times.
Maintaining a clear and legal game state, and good communication with other Players.
Calling a judge to rule an infraction or to settle a disupute between Players.
Informing Judges or Scorekeepers of any discrepancies in their tournament record.
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CHAPTER 2. ROLES AND RESPONSIBILITIES
2.3. Spectator
Any individual is considered a Spectator for any match they are not participating in, with the exception of
individuals who are judges. A Spectator is responsible for:
Remaining silent and passive towards players, to ensure they do not influence the outcome of any match in
progress.
Discreetly alerting a Judge if they have observed a game action or otherwise that is in violation of our rules
or policy.
2.4. Tournament Organizer
A Tournament Organizer is the designated individual that is responsible for organising and maintaining the
logistics of a tournament. A Tournament Organizer is responsible for:
Ensuring the tournament details are advertised well in advance of the tournament date.
Providing a venue that adequately supports the tournament and the players.
Providing all materials necessary for tournament operations and logistics.
Organizing appropriate staff for the tournament to ensure a smooth and efficient operation.
Dealing with infractions in player conduct.
Organizing the distribution of tournament prizes to players.
Reporting the tournament results to LSS.
The role of tournament organizer (TO) needs to be designated before each event, at the latest before the start of
the tournament.
2.5. Head Judge
A Head Judge is an individual who oversees the general operation of the tournament. In addition to Judge
responsibilities (see Section 2.6 - Floor Judge), a Head Judge is responsible for:
Using sound judgement to enforce (or modify when necessary) the rules and policy of the game to uphold
the integrity of the tournament.
Making the final ruling decision in the event a player appeals the ruling of a Judge.
Assigning Judges tasks and ensuring they have adequate knowledge to carry out the tasks assigned to them.
Providing feedback to Judges to support their rules, policy, and personal development.
Final authority on the official properties of a card and interpretation of its rules text.
Establishing the threshold for misprinted, damaged, altered, or marked cards; sleeves; game-layout;
electronic device use; and issuing proxies.
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CHAPTER 2. ROLES AND RESPONSIBILITIES
The Head Judge may temporarily transfer their responsibilities to any judge if the Head Judge is unable to
perform them. In exceptional circumstances where the tournament’s integrity would otherwise be damaged, the
Tournament Organizer may fill the role of the Head Judge.
Large tournaments may have multiple individuals in the role of Head Judge simultaneously. In this case, one
individual serves as the official Head Judge, and the rest serve as Appeals Judges. An Appeals Judge shares the
same responsibilities and has the same level of authority as a Head Judge, but is directed by the Head Judge.
2.6. Floor Judge
A Floor Judge is an individual who is tasked with assisting the Head Judge with the general operation of the
tournament. A Floor Judge is responsible for:
Attending judge calls.
Answering Player and Spectator questions
Providing assisted information to Players.
Settling disputes between Players.
Assisting with reasonable requests.
Issuing rulings and applying appropriate procedures and penalties.
Pausing and investigating games when an infraction is observed.
2.7. Scorekeeper
A Scorekeeper is an individual who collects and processes the information of the tournament to generate the
pairings, standings, and other records throughout the tournament. A scorekeeper is responsible for:
Generating the correct pairings for each round.
Inputting the results of each round into GEM.
Generate standings, typically before and after the final swiss rounds.
Resolving any incorrect tournament information in consultation with the Head Judge.
Ensuring the tournament information entered in GEM is legitimate, true, and correct before submission.
2.8. Coverage Member
A Coverage Member is an individual who is doing media coverage for the event. A coverage member is
responsible for:
Reporting appropriate tournament information in a way that ensures Players are not able to gain a strategic
advantage.
Coordinating with tournament officials to organize feature matches.
Directing the match timing and game-layout for Players in feature matches.
6
3. Tournament Logistics
3.1. Round Structure
Tournaments are separated into rounds. A round in a tournament typically consists of a match between pairs of
Players. If a Player wins a specified number of games in a match, that Player is the winner of that match. Swiss
rounds are rounds of a Swiss-system tournament, where Players participate in each round and are paired based
on a combination of Player standings, match history, and the tournament format. Elimination rounds are rounds
of a knockout-style tournament, where Players are eliminated from the tournament if they lose a match (single-
elimination) and do not participate in subsequent rounds.
Rounds structure and format can vary between tournaments. A tournament is typically a single format with timed
Swiss rounds for all Players followed by untimed single-elimination rounds for the top 8 players in the standings
(referred to as the top-cut or play-off rounds). The number of rounds and round structure recommended/required
for a tournament is outlined in Appendix B - Number of Swiss Rounds.
For timed rounds (see Section 3.2 - Timed Rounds), the Players play games until a Player has won a specified
number of games or the time in the round expires. For untimed rounds, the Players play games until a Player has
won a specified number of games. At the end of a match, if a result has not yet been determined, the Players
complete the end-of-match procedure to determine the match result (see Section 3.4 - End-of-Match Procedure).
Generally, only 1 game is required to win a match, unless otherwise announced by the Tournament Organizer
prior to the start of the tournament.
3.2. Timed Rounds
Timed rounds ensure that the tournament proceeds at a reasonable pace and gives Players a good idea of when to
be ready to find their pairings for the next round.
The timer for a round should begin when the vast majority of Players are seated or have been given a fair
opportunity to be seated. Players may perform the first game’s start-of-game procedure before the round timer
starts, but they must wait to begin the first turn of the first game until after the round timer starts.
If a Judge pauses a match for more than one minute while the round timer is running, the Players in the affected
match will be given at least an equal amount of additional time to finish the match. If the match is paused for
a regular deck-check (see Section 3.8 - Deck-Checks), the Players will be given additional time to shuffle and
present their decks again.
Feature matches (see Section 3.11 - Coverage) should be given additional time to compensate players for the time
spent moving and/or setting up, or the feature matches should be timed separately.
3.3. Start-of-Match Procedure
A match officially begins with the players performing the first start-of-game procedure. The start-of-game
procedure is as described in-depth by the Comprehensive Rules, but simply are as such:
Step 1: Each Player places their hero card face up in their hero zone.
Step 2: A selected Player chooses who the first-turn Player of the game will be.
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CHAPTER 3. TOURNAMENT LOGISTICS
Step 3: Each Player selects arena-cards from their card-pool with which they will start the game (e.g. equipment
and weapons).
Step 4: Each Player selects the deck-cards from their card-pool that will become their deck (i.e. cards that start
in the deck zone).
Step 5: All other legal cards that are not selected from a Player’s card-pool become that Player’s inventory (see
Section 4.10 - Inventory).
Step 6: Each Player shuffles and then presents their deck to their opponent to be shuffled and/or cut.
Step 7: Each Player reveals and sets up their arena-cards in their respective zones.
Step 8: Each Player draws up to their hero’s intellect. Once both Players have drawn their cards, the game is
considered to have begun, and the first-turn Player may begin their turn.
For Step 2, a Player is selected using a random method (e.g. highest roll, flipping a coin, etc.), and that Player
chooses who has the first turn. If it is the first game of a play-off round, the Player with the higher standing
chooses who has the first turn. If it is not the first game of a match, the Player who lost the previous game of the
match is the Player who chooses; or if the previous game ended in a draw, the same Player as the previous game
chooses.
The maximum time allowed for the start-of-game procedure is 5 minutes for the first game of a match, and 3
minutes for each subsequent game in the match. Players who exceed this time limit have committed slow play
(see Section 5.7 - Slow Play).
3.4. End-of-Match Procedure
At the end of a match, Players must agree on the results of the match and then submit that result to the
Scorekeeper.
For timed rounds, when the time in the round expires and a winner of the current game is yet to be determined
the turn player completes their turn, and then 1 additional turn is played. When the additional turn is complete, if
a winner of the game has not been determined, the current game is a draw.
For elimination rounds, where a draw is not an acceptable match result, take the following steps to determine the
winner of the match.
Step 1: The winner of the match is the Player who has won more games in that match. If neither Player has won
more games and a game is currently in progress go to Step 2, otherwise go to Step 4.
Step 2: The winner is the Player whose hero has the highest life total in the current game. If neither hero has a
higher life total go to Step 3.
Step 3: The game continues until one hero has a higher life total and the winner of the match is that hero’s
Player. If a game ends in a draw, go to Step 4.
Step 4: Players start a new game with 4 turns total (2 turns per player). After 4 turns go to Step 2.
3.5. Intentional Draws and Concessions
Players may intentionally draw games and/or matches by mutual agreement at any time, except for elimination
rounds. Matches in elimination rounds can not be intentionally drawn, and games in elimination rounds can only
be drawn when there is a stalemate or deadlock.
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CHAPTER 3. TOURNAMENT LOGISTICS
When a Player concedes a game/match, the result is processed as a game/match loss for the conceding player.
A judge should be called when a Player wants to concede. Players may concede games and/or matches at any
time, except for timed rounds. For timed rounds, Players may concede any time up to and including when time
expires in the round, but once a Player takes an in-game action after this point, that player may no longer concede
the match and must play the game to its natural conclusion. If a Player wants to concede after time is called, the
player should be dropped from the tournament if there is not a genuine reason why they need to stop playing the
current match. Examples of genuine reasons include but are not limited to:
There is a personal emergency that requires the attention of the player.
A player feels physically unwell.
A player is uncomfortable playing against the opponent.
A player spills a cup of coffee over themselves and their belongings (only) and they want to concede in
order to clean themselves up.
If a Player refuses to play a game and/or match, that Player is considered to be conceding the game and/or match.
If all Players refuse to play a game or match, the match result is a loss for all Players.
Players may ask for a concession from their opponent before presenting their deck during the first start-of-game
procedure (see Section 3.3 - Start-of-Match Procedure). Players may not ask for a concession after they have
presented their deck. Implicitly suggesting or pressuring a Player to concede may be considered to be asking for
a concession.
Players may not concede in exchange for any kind of consideration (see Section 6.4 - Bribery).
Examples:
Two players do not want to play a game against each other during the Swiss rounds, but do not want the
result to affect their personal ranking. They agree to a draw for the match and submit that result.
It is the last Swiss round for the tournament and two friends are paired. One Player has enough match
wins to make the top 8, so their friend asks them to concede the match before presenting their deck so that
the friend has better tie-breaker odds.
Time is called in the round and one Player is in a clearly advantageous position, but can not win in the
next two rounds. The Player does not ask for a concession, but their opponent decides to concede before
taking any actions anyway because they want their opponent to have a win, based on the game state.
Time is called in the round, the Players have already completed the additional turn in the end-of-match
procedure, and neither Player has won the game. Because neither Player decided to concede between the
time being called and taking an action, neither Player may concede the game and it must be declared a
draw.
3.6. Dropping from a Tournament
A Player may drop from a tournament at any time. To drop from the tournament the Player must inform the
Scorekeeper. Dropped Players may only be re-entered into a tournament at the discretion of the Head Judge.
Players who do not show up to their match are considered to have conceded the match and should be dropped
from the tournament unless they inform the Scorekeeper before the next round pairings are generated.
If a Player drops from a tournament before the first pairings have been generated, they are considered not to have
participated in the tournament and will not be listed in the final standings. If a Player drops after pairings for a
round have been generated, they are considered to have conceded that round’s match before being dropped.
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If a Player drops during a limited format portion of a tournament, they own all the cards they correctly and
currently have, including any opened, unopened, and partially-drafted booster packs.
If a Player drops from a tournament early, they may not be eligible for participation prizes at the discretion of the
Tournament Organizer. If a Player drops from the tournament after it is announced that they are in the top cut,
there will not be a replacement for them in the top cut.
Players may not drop from a tournament in exchange for any kind of consideration (see Section 6.4 - Bribery).
3.7. Card-Pool Registration
Card-pool registration (referred to as a decklist) is a recorded list of all the cards that a Player may use (see
Section 8.2 - Limited Card-Pool) or intends to use (see Section 7.1 - Constructed Card-Pool). Decklists are
required from Players for all competitive and professional REL tournaments. While not required, the Tournament
Organizer may require decklists for Casual tournaments. For specific decklist requirements, see Appendix E -
Card-Pool Registration Requirements.
When a decklist is submitted to a tournament official, the decklist and the information contained therein become
the property of the Tournament Organizer. Decklists that are illegal, illegible, or not properly formatted may be
rejected. Once a decklist has been accepted, the Player may not alter it. Players are responsible for submitting
all decklists required before the beginning of the first round (for constructed formats), end of deck construction
(for limited formats), or at another time specified by the Tournament Organizer. Players may request to see their
decklist between matches, which should be honored if logistically possible.
It is recommended that decklists are kept private to the Player and tournament officials for the duration of the
tournament, with the exception of using it for coverage and providing it to Players in the play-offs at professional
REL. If there are any changes to this, the Tournament Organizer should make it clear before the tournament
begins. At professional REL, each Player in the play-offs of a constructed format should be provided copies of
their opponents’ decklists at the earliest convenience and given sufficient time to review them before the first
game begins. This is not required for limited-format play-offs.
3.8. Deck-Checks
A deck-check is a procedure to verify a Player’s cards against their accepted decklist (see Section 3.7 - Card-Pool
Registration). For a regular deck-check, the Player’s cards are collected when a Player has presented their deck
for a game (before they have drawn their opening hand), and are returned without the guarantee that they are in
the same order. Regular deck-checks should ensure that the cards are not considered marked (see Section 5.13 -
Marked cards) and that the player has presented cards legally (see Section 3.3 - Start-of-Match Procedure).
Regular deck-checks must be performed at professional REL and are recommended at competitive REL. Regular
deck-checks may be performed at casual REL at the discretion of the Tournament Organizer. If regular deck-
checks are being performed at a tournament, it is recommended that all Players in the play-offs have had regular
deck-checks during the Swiss rounds of the tournament before they begin the first round of the play-offs.
The Head Judge reserves the right to perform a (non-regular) deck-check for any Player, including when they
are in the middle of a game or between rounds. If a deck-check is performed in the middle of a game, it must
be returned to reinstate the game exactly before the deck-check was performed. If a deck-check is performed
between rounds the Head Judge should keep in mind that it is not presented as though the Player was about to
play the game with it; marked cards and presentation errors are typically not applicable.
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CHAPTER 3. TOURNAMENT LOGISTICS
3.9. Judge Calls and Appeals
A Player may call a Judge at any time during their match. The recommended way to call a Judge involves
pausing the game, raising a hand, calling out “Judge!”, and waiting for a Judge to attend the call. At a
competitive and professional REL Spectators may not call a Judge, but may discreetly bring a game to the
attention of a Judge if necessary. Judges should attend judge calls guided by the official Comprehensive Rules,
Procedure and Penalty Guide, and Tournament Rules and Policy.
During a match, a Player should immediately call a judge when:
Any Player commits a minor infraction that can not be resolved between the players in a timely manner.
Any Player commits an infraction that requires a corrective procedure or might create a significant
advantage/disadvantage for one of the Players.
There is a dispute between Players that can not be resolved in a timely manner.
There is an issue or emergency that requires a tournament official.
The Player needs to leave the table for any reason.
The Player otherwise needs the immediate oversight of a Judge.
A Player may also call a Judge when they want assisted information (see Section 5.1 - Game Information).
During a judge call, Players must answer all questions completely and honestly and may request to do so away
from the match.
For tournaments where there are both Head Judges and Floor Judges, it is preferable that a Floor Judge is the first
responder to a judge call. If a Floor Judge is not available to respond to a judge call in a reasonable amount of
time, a Head Judge should be the first responder to the call.
Players may not request a specific Judge to attend their judge call or request a different Judge other than the first
attending Judge. If there is an issue with language barriers, Players may request a translator to aide in the judge
call, which should be honored if logistically possible.
After the attending judge has made a ruling, but before the procedure or penalty has been applied, either Player
may appeal the Judge’s ruling. When a ruling is appealed, a Head Judge attends the judge call to make the final
ruling. When a Head Judge is the first responder, the player may still request an appeal, in which case the Head
Judge should consult with another Judge before affirming or modifying their ruling.
3.10. Accessibility
The Tournament Organizer is responsible for making a reasonable effort to provide an accessible environment for
Players to participate in the tournament.
Players may request help from tournament officials in regard to accessibility. Exceptions to specific tournament
rules may be made on a case-by-case basis to make the tournament more accessible to individual Players,
provided the exceptions do not give a strategic advantage to the Player. All exceptions must first be approved by
the Head Judge.
Examples:
Assigning a caretaker, friend, or legal guardian to aid a Player with certain tasks like drafting or
shuffling when the Player is physically disabled.
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CHAPTER 3. TOURNAMENT LOGISTICS
Assigning a specific play-table for a Player with a physical disability that prevents them from reaching
their seat each round.
Allowing a player to use written phrases made before or during the event, to communicate common
aspects of gameplay to their opponent.
Allowing the use of electronic devices to facilitate translation during a judge call if no translator
personnel are available.
3.11. Coverage
LSS reserves the right to publish any official tournament information at any time, including during the
tournament. The Tournament Organizer may also publish this information after the tournament is complete. By
participating in a tournament, players consent to their tournament information being used for coverage purposes.
This information includes, but is not limited to, the Players’ names, decklists, and results.
Tournaments may have live media coverage, including video coverage of matches by live streaming or replay
broadcast (feature matches). During feature matches, coverage may direct the gameplay logistics and the use of
tournament materials to improve the quality of the content being recorded and prevent players from gaining a
strategic advantage. This includes, but is not limited to, using additional markers to visually represent
information for the cameras, having the Players wear noise-cancelling headphones, and prohibiting the use of
material that features non-LSS IP.
The Head Judge may authorize the use of video replays from official media coverage to assist in making rulings
during a match. Video replays may also be used for the purpose of investigations after a match has been
completed.
At casual and competitive REL, players may decline to be featured during Swiss rounds without penalty. At
professional REL, or during play-off rounds at casual and competitive REL, if a player declines to be featured,
they receive a match loss for the round.
Spectators are permitted to record matches provided that they do so unobtrusively. If a Player or Spectator wants
to use an obtrusive method to record a match, they must request the permission of the Tournament Organizer and
the Players of the match.
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4. Tournament Materials
4.1. Player Materials
Players are responsible for bringing their own materials required to play the event:
Physical, visible, and reliable items to record and maintain game information (pen and paper, tokens,
counters, markers, etc.)
Materials required for the specific formats and REL of the tournament (assembled decks, decklists, sleeves,
etc.)
For formats where Players are provided cards and tokens to play with, a Player is expected to care for those
materials once they possess them. Players are responsible for looking after their own belongings at all times.
During a match at competitive and professional REL, Players are expected to keep their registered card in their
card-pool clearly distinguishable from the other card-like objects. If there are cards stored with their card-pool
that could conceivably be in the Player’s registered card-pool due to proximity, they are considered part of the
Player’s registered card-pool unless they are:
Cards not the decklist that are promotional cards given out at event.
Cards on the decklist that have been proxied for the duration of the tournament (see Section 4.3 - Proxy
Cards).
Double-faced cards represented by official placeholder cards in the deck (see Section 4.4 - Placeholder
cards).
Double-faced cards that are being used represent the back-face of cards in the deck.
These cards must not be sleeved in a way that they could be confused with actual cards in the registered card-
pool. Tokens are not considered part of a player’s card-pool and may be stored with the card-pool even if there
are no registered cards that could ultimately create them. Created cards may be sleeved like registered cards, and
may be stored with the Player’s registered card-pool.
4.2. Cards
A card is a physical object that represents itself in the game of Flesh and Blood. Players may use any official card
in a tournament. A card is an official Flesh and Blood card if it:
Is genuine and published by LSS.
Has a standard Flesh and Blood back-face, has a full-art back-face, is a double-faced card, or is a double-
sided token-rarity card.
Is not a token.
Official cards are printed in core sets, expansion sets, supplements, and promotional printings. Artist proofs are
not official cards.
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Cards may only be included in a Player’s registered card-pool if they are legal in the format being played. Players
are responsible for ensuring their cards are legal for the tournament. If they are unsure, they should ask the Head
Judge. Card legality is defined and managed through the Card Legality Policy.
The properties of a card are defined by the latest printing of the card, subject to any errata published by LSS.
Double-sided token-rarity cards
A double-sided token-rarity card (DST) is a card where both sides are the different faces of two unrelated token-
rarity cards and/or tokens. A Player may use only a single side of DST to represent a single card or token in the
game at a time. If the DST represents a card (not a token) in the game, the Player may not switch the sides of the
DST to represent a different object in the game.
Double-face cards
Double-faced cards (DFC) are cards with another card face on the back side instead of the standard Flesh and
Blood back-face. When a player includes a DFC in their deck, it must be in card sleeve with an opaque back.
When the card would be flipped to its back-face, the card should be taken out of the sleeve and flipped to its
correct orientation. It should be flipped back to its front-face when it leaves the arena.
Alternatively, Players may use an identical DFC with its back-face displayed. This identical DFC must be sleeved
differently to ensure that it is not confused with registered cards in the Player’s card-pool. When the front-face
DFC from deck would be flipped, the back-face DFC can be swapped to replace front-face DFC, and vice versa
when it leaves the arena.
Created cards
A created card is a card that is not registered by the Player but is created by a registered card’s effect. If a Player
has a registered card that creates a deck-card, the Player is responsible for having a reasonable number of those
deck-cards to be used during the game. If a Player’s created cards are in a public zone they own, they may use a
marker placed on top of a single created card to represent how many of that card are in that zone, provided that
all the represented cards are otherwise identical.
Reprinted cards
A reprinted card (reprint) is a card for which a version has already been printed in a previous product. Reprints
may feature new art, border, rarity, and even updated properties such as card text. Reprints are legal to play as
soon as they are available.
Non-English cards
A non-English card is a card that is printed with text translated into a language other than English. A Player may
use an otherwise-legal non-English card provided it is clear what card it represents and the Player is not using it
to create an advantage, such as by having misleading text or pictures.
Misprinted cards
A misprinted card is card that through a design or printing error, does not accurately represent its intended form.
A Player may use an otherwise-legal misprinted card provided it is clear what card it represents and the Player is
not using it to create an advantage, such as by having misleading text or pictures. If it’s clear what the misprinted
card is, but certain printed information on the card is missing or objectively incorrect (such as colour, power,
defence etc.), the Player is required to have the correct information available that their opponent can refer to and
point it out when the misprinted card becomes visible to the opponent.
Damaged cards
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CHAPTER 4. TOURNAMENT MATERIALS
A damaged card is a card that has received physical treatment that ruins its aesthetic quality and/or functionality
as a game piece. A Player may use an otherwise-legal damaged card provided that the damage was due to wear
and tear or is otherwise accidental, and the damage does not cause the card to be unrecognizable, or give strategic
assistance. Intentionally damaged cards, such as cards that have been cut, ripped, or shredded and reconstructed,
are not legal. This does not apply to cards that have been intentionally altered, especially for artistic purposes. If
a Player opened a damaged card from limited product, or their card was damaged by an opponent or tournament
official, the Player may be issued a proxy (Section 4.3 - Proxy Cards).
Altered cards
An altered card is a card that has been intentionally physically altered, especially for artistic purposes.
Alterations include, but are not limited to, painting, foiling, collages, printed inner-sleeves, and anything that
intentionally alters the visuals of the card. A Player may use an otherwise-legal altered card provided that any
modifications do not cause the card to be unrecognizable, contain offensive material, or give strategic assistance.
For the avoidance of doubt, altered cards must originally be official Flesh and Blood cards (not proxies); any
artistic modification must not cover or obscure the name, pitch, color bar, or cost of the card; and at least one side
of the card must remain unmodified to allow tournament officials to validate its authenticity.
For collage-like alterations (e.g. shadowboxing), only arena-cards are can be altered this way. If a Player wants
to use a collage, it must have the represented card as a base/background (with an unmodified back for validation
purposes), or the Player must provide an official unmodified card that their opponent to refer to.
At professional REL the primary subject(s) of the artwork must not be altered beyond recognition, including
drastic changes to the silhouette, color scheme, and focus of the primary subject(s) in the artwork. The Head
Judge decides what is an acceptable alter for the tournament.
4.3. Proxy Cards
A proxy card (proxy) is a card that is used to represent an official card in a game. Proxies are not permitted
unless officially issued by the Head Judge of the tournament. The Head Judge may issue a or approve a proxy at
their discretion in the following situations:
A foil card where the foiling is the cause of it being marked in the deck, and there is no non-foil version of
the card or it would be unreasonable to expect the Player to find a substitute.
A damaged card where the damage is the cause of it being marked in the deck, and the card was opened
from limited product damaged or the damage was caused by the Player’s opponent or a tournament official.
A token-rarity card at a limited event where there are insufficient official cards.
A created card where a Player has made a reasonable attempt to supply enough created cards for their
game but it is not sufficient for the current game-state.
Printed Ira Welcome decks at a Learn to Play event.
A proxy is used during the tournament to represent an official Flesh and Blood card. The player must have the
original card or the information of the original card for the opponent to reference during a game that involves the
proxy.
The proxy is only legal for the duration of the tournament it is issued. Proxies that have been issued from other
tournaments and self-made proxies are not tournament-legal.
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CHAPTER 4. TOURNAMENT MATERIALS
4.4. Placeholder cards
A placeholder card (placeholder) is a card that represents another deck-card (typically a double-faced card) while
it is in a private zone. Placeholders are designed so a Player can play with unsleeved double-faced cards or so a
Player does not have to unsleeve double-faced cards to use their back-faces.
Players may only use official placeholders in place of cards in their deck. To use a placeholder, the player must
ensure that the name and pitch of the card it represents are legible; any other modifications must follow the same
rules as altered cards (see Section 4.2 - Cards).
A placeholder card can only be used while the card it represents is in a private zone. While the placeholder card
is in a private zone, the card it represents is not outside of the game. When the placeholder card moves into a
public zone the player must swap it out with the card it represents (in the correct orientation). If the represented
card would then go back into a private zone, the placeholder card is swapped in again.
A checklist card is a placeholder that contains a list of cards that the checklist card could possibly represent (with
a checkbox next to each card). Each individual checklist card used by a Player must have exactly one card
checked - the checklist card represents the card that is checked.
4.5. Tokens
Tokens are card-like objects that represent tokens within the game. Official tokens are printed similarly to official
cards but have the “token” type printed in the typebox of the card. Tokens are not to be confused with
token-rarity cards, which do not have the token type.
The properties of a token are defined by the latest version of the Comprehensive Rules.
At competitive and professional REL, if a Player has registered cards that create tokens, they must have the
appropriate physical tokens to represent each of them. If the Player’s cards may create same token but with
different states (e.g. creating a token under each player’s control), they must have an appropriate amount of
tokens to represent each token in those states.
A token should only be present in the arena if it is representing a token that exists in the game. If the Player’s
cards are able to create multiple instances of the same token, they may use a marker placed on top of a single
token to represent how many of that token you control provided that all tokens are otherwise identical. Players
may not start the game with a token in the arena, with the intention of adding a marker when tokens of that type
are actually created in the game.
Players may create and use unofficial tokens, as long as it is card-like and the token’s game-related properties are
clearly readable and can’t be confused with another token or card.
4.6. Counters
A counter is a small item that represents a specific type of counter on an object in the game. Players may use any
item to represent a counter, as long as it is clear what type of counter it represents; does not give the Player
strategic assistance; is not so small or colored in a way to make that makes it difficult to see; and is not be so
large as to obstruct the play-space.
If two or more counters of the same type are on an object, they must be homogenous and must not be arranged
in a way that makes it difficult to determine how many or what other counters are on the object. Dice and similar
counting items may be used to represent the number of a specific type of counters on an object, instead of using
an item per counter.
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CHAPTER 4. TOURNAMENT MATERIALS
Examples:
A glass bead used to represent a +1{p} counter on a weapon.
A die to represent the number of steam counters on an item.
Two distinct dice on an equipment, one grey die to represent the number of -1 {d} counters, and one red
die to represent the number of energy counters.
4.7. Markers
A marker is a small item that is used to optionally represent part of the state of the game. Markers are not to be
confused with counters which represent a specific in-game element (see Section 4.6 - Counters). Players may use
any non-card-like item as a marker, as long as it is clear what information it represents; does not give the Player
strategic assistance; is not so small or colored in a way to make that makes it difficult to see; and is not be so
large as to obstruct the play-space.
Players may use markers to represent visible or public information in a game, but may not use them to represent
information regarding cards in a Players deck or any historical, assisted, or private information (see Section 5.1 -
Game Information and Section 5.8 - Note-Taking). Players may not use markers to represent information
regarding cards in a deck, to avoid the potential abuse of tracking cards. A Player may only temporarily use a
marker to represent information: once that marker no longer represents the current state of the game the Player
must update the marker or remove it from use.
If two or more markers are used to represent the same visible or public, they must be homogenous and must not
be arranged in a way that makes it difficult to determine the information they represent. Dice and similar
counting items may be used as markers to represent numerical information.
Examples:
A resource-shaped marker is used to represent the number of resources a player has.
A die marker is used to represent the modified power of an attack on the combat chain.
A metal Go Again marker is used to represent that an attack has go again on the combat chain.
4.8. Dice
If an action requires the use of dice, any method may be used to simulate the dice roll, as long as the method can
produce the correct range of possible results and they have an equal chance of occurring. At professional REL,
electronic devices may not be used to simulate dice rolls.
Physical dice must have clear readable values, must be weighted to ensure that landing on each possible side has
an equal chance of occurring, and is not so large that they are disruptive when rolled. Dice with similar values
grouped together (such as spindown dice) may not be used.
When physical dice are rolled, they must be rolled from a discernible height and with enough spin to create
sufficiently random results. Dice that leave the playing surface, become ambiguously mixed with other dice, or
do not come to rest in a stable position on a flat surface, are ignored and re-rolled.
If the result of a dice roll would have no impact on the game, the Player may skip rolling them. If a Player rolls
too many dice at once, they are ignored and the correct number of dice is re-rolled.
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4.9. Sleeves
A sleeve is a thin flexible card-shaped pocket that protects a card during play.
If a Player chooses to use card sleeves, all deck-cards used during a game must be sleeved in an identical manner.
At professional REL, the Head Judge may require all players to use sleeves for their deck-cards. Arena-cards do
not have to be sleeved identically and may sleeved or placed in heavy plastic cases, so long as they do not
obstruct the game-space.
Double-faced cards in a Player’s deck must be sleeved in completely opaque sleeves.
At Competitive and Professional REL, sleeves with highly reflective or holographic patterns are not permitted.
The Head Judge has the final say on whether any type of sleeve is not allowed to be used in the tournament.
Players are responsible for ensuring that their sleeves do not cause their cards to be marked during a tournament
(see Section 5.13 - Marked cards). A Judge may disallow the use of particular card sleeves if they believe that the
sleeves are in a condition or of a design that interferes with shuffling or game play. A Judge may choose to delay
having the Player change sleeves until the end of a match.
4.10. Inventory
A Player’s inventory is a group of cards that is a subset of the Player’s registered card-pool but is not being used
in the current game. During the start-of-game procedure for each game (see Section 3.3 - Start-of-Match
Procedure), each Player selects what cards from their card-pool they will start the game with and any remaining
cards become their inventory for the game.
During a game, Players may look at their own inventory but not their opponent’s inventory. The inventory must
be kept completely separate from other cards in the game. Other card-like objects should also be kept separate
from the inventory during the game (see Section 4.1 - Player Materials).
4.11. Electronic Devices
An electronic device is a personal machine capable of recording or presenting strategic notes, communicating
with other people, or accessing the internet (or a similar network). In general, Players may use electronic devices
during a match as long as it is not used to gain strategic advice (see Section 5.8 - Note-Taking and Section 5.9
- Outside Assistance). During a match, Electronic devices may be used during the start-of-game-procedure for
strategic notes, but not for communication.
The use of an electronic device during a match must be visible to all Players. If a Player wants to use a device
privately, they must request permission from a Judge.
Physical records should be preferred over electronic records when resolving discrepancies in a game (e.g. life
totals).
At competitive and professional REL, devices may not be used at all during a draft.
At professional REL, Players may not use any electronic devices during a game.
Additional restrictions or exceptions to the use of electronic devices are enforced at the discretion of the Head
Judge.
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4.12. Infringing and Offensive Material
Individuals may not possess material that infringes the intellectual property rights of LSS, or non-LSS material
that is offensive, disruptive, or affects the enjoyment of others. If an individual is seen in the possession of such
materials, the Tournament Organizer should request that the individual remove the material, or be disqualified (or
for non-Players, leave the venue).
A detailed policy regarding IP usage rights can be found in the Terms of Use for Game and Studio Assets and IP.
The Tournament Organizer determines what non-LSS material is acceptable for use throughout the tournament.
Examples:
Unofficial play-mats with unauthorized use of artwork or logos owned by LSS.
3rd-party merchandise with unauthorized use of artwork or logos owned by LSS.
Counterfeit cards, designed specifically to mimic genuine Flesh and Blood cards.
Custom card sleeves or play-mats with overly sexualized characters.
Materials that are racist, homophobic, transphobic, sexist, ableist, or otherwise hateful.
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5. Gameplay Logistics
5.1. Game Information
There are five categories of information in a game: Visible, Public, Assisted, Historical, and Private.
Visible information is information about that game state that is physically represented. Players are responsible
for maintaining the physical representation of cards and tokens they own, counters on those cards and tokens, and
their own record of hero life totals. Visible public information consists of:
State and zones of cards and tokens.
Printed properties of public cards and tokens.
Counters on objects.
Life totals of heroes.
Public information is information about the game state that is not physically represented. Players are
responsible for recalling public information about decisions they’ve made, cards and tokens they own, and assets
they have. Players have a shared responsibility for recalling public information about the shared state of the game
and match. Public information consists of:
Properties of public objects that differ from their printed properties.
Details of current public decisions, effects, or events that define the current game state.
Details of past public decisions, effects, or events that affect the current game state.
Assets of Players (unspent action and resource points).
Current turn player, phase of the game, and step of combat.
The game score of the current match.
Assisted information is information unrelated to the game state. Players are not required to recall assisted
information, but it may be requested from a Judge. Assisted information consists of:
Printed properties of any card or token in Flesh and Blood.
Game rules.
Tournament rules and policy.
Official information regarding the tournament.
Historical information is information that was previously public information but does not affect the current
game state. No Player is responsible for recalling this information. Historical information consists of:
Printed properties of cards that have been revealed but are now private.
Details of public decisions, effects, or events that do not affect the current game state.
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CHAPTER 5. GAMEPLAY LOGISTICS
Private information is information that is not, or can not be, known by all Players. No player is responsible for
recalling private information. Private information consists of:
Printed properties of private cards that have not been seen by all players.
Details of private decisions, effects, or events.
Players are responsible for recalling Visible and Public information, but not for Assisted, Historical, or Private
information. Players must answer questions about Visible and Public information completely and honestly. If a
Player notices that Visible or Public information is incorrect, they are responsible for pointing it out.
Players have the privilege to know Visible, Public, and Assisted information, but not Historical or Private
information. Judges must provide any requested Assisted information if logistically possible.
Players may not misrepresent (or mislead another Player about) Visible, Public, Assisted, or Historical
information.
Players may not misrepresent (or mislead another Player that) a type of information is a different type of
information.
Examples:
A Player has a Frost Fang in their hand (private information). They reveal Frost Fang to pay an ice
fusion cost, showing the card to all other Players (visible information). After the reveal, all Players are
responsible for recalling that an Ice card was revealed to pay the ice fusion cost (public information), but
do not have to recall exactly what card was revealed (historical information).
A Player plays Twin Twisters (visible information) and chooses the second mode to get +1p (public
information). The opponent calls a judge and asks about the card text of Spinning Wheel Kick (assisted
information).
A Player accidentally drops the cards in their hand (private information). Even if the opponent sees all of
the cards’ faces this way, it is still considered private information - it does not become public or
historical information.
5.2. Shortcuts
A shortcut is an action (or lack of action) taken by Players to skip parts of in-game play without explicitly
acknowledging them. Shortcuts allow Players to efficiently progress a game with a shared understanding of the
game-state by not having to perform otherwise irrelevant and tedious actions.
A shortcut can only be performed if all Players mutually understand what shortcut is being performed and what
the game-state will be as a result. The types of shortcuts that can be taken vary between different Players based
on their mutual understanding, but the majority of shortcuts involve skipping one or more passes in priority.
Shortcuts that involve skipping decisions (other than passing priority) of the opponent must be explicitly
explained and agreed upon before being performed. Once all Players have acknowledged the final result of the
shortcut, the shortcut has been completed.
Players may interrupt a shortcut (including their own), but only if they do so before all Players acknowledge the
result of the shortcut. They must explain how they want to deviate or at what point they want to respond, in
which case the game-state continues from the earliest point of interruption.
Players may not use shortcuts to take advantage of poor communication or create ambiguity in the game.
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CHAPTER 5. GAMEPLAY LOGISTICS
Examples:
A Player plays a non-attack action card with go again. The Player takes a shortcut to skip all Players
passing priority the and card resolves. Then the Player plays another card.
A Player controls 5 Runechant tokens and plays an attack action card. The opponent proposes a shortcut
to go to the defend step by saying “I won’t prevent the Runechants”, and the Player accepts. They both
skip passing priority and the opponent takes the damage from the 5 Runechant tokens.
A Player is targeted by an attack with 3{p}. The Player proposes a shortcut to go to end of the damage
step by saying “I’ll take the 3 damage” and the opponent accepts. They both skip passing priority and
declaring defending cards, and the Player takes the damage.
A Player has a Fyendal’s Spring Tunic with 2 energy counters on it. The Player takes a shortcut to
resolve the start-of-turn trigger, activate and resolve the ability to gain 1 resource, and play Tome of
Fyendal paying 1 resource. They do this by saying “Tunic, paying for Tome”, physically removing the two
existing counters, and putting Tome of Fyendal into the play-space. They skip putting a counter on the
Fyendal’s Spring Tunic in the start phase and passing priority in the action phase.
A Player plays a non-attack action card with go again. The Player takes a shortcut to skip all Players
passing priority and plays another card. The opponent interrupts the shortcut to skip priority and wants
to play a card in response to the non-attack action card. The game-state continues from the point where
the non-attack action card is on the stack and the opponent has priority.
A Player controls Teklo Pistol and Induction Chamber, with 1 steam counter on each of them them. The
Player explains that they want to use the verbal shortcut “Pistol for 2, go again” to mean attacking with
Teklo Pistol and activating Induction Chamber, skipping priority and the opponent deciding to defend.
The opponent declines the use of the shortcut. The Player must now explicitly attack with Teklo Pistol and
wait for the opponent to declare any defending cards before activating Induction Chamber.
5.3. Out-of-Order Play
An out-of-order play (OOP) is when a Player executes a set of in-game actions that are not strictly sequenced
correctly (as defined by the Comprehensive Rules). All in-game actions a Player makes as part of an OOP must
be legal and the resulting game-state must be correct and clearly understood, as if those actions were performed
in the correct order. Actions in an OOP can not been made based on information that would not have been
available if the actions were in the correct order.
A Player may ask the acting Player to perform the actions in the correct order so that an action can be responded
to at the appropriate time. If any Player wants to respond during an OOP, the game state continues from the point
where the Player wishes to respond and the acting Player is not committed to any pending actions they would
have otherwise made during the OOP.
A player may not add to, or modify, their OOP based on the reactions of an opponent or the information they
have gained by making the actions out of order. A Player cannot use an OOP to retroactively take an action they
have previously missed. In general, a substantial pause indicates that an OOP has been made and completed, and
that the game-state correctly represents the result of the actions in the OOP.
Examples:
A Player pitches cards before declaring the card being played or the ability being activated.
A Player, playing as Briar, plays three non-attack action cards and then creates an Embodiment of
Lightning token as a resolution of a trigger from playing the second non-attack action card.
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CHAPTER 5. GAMEPLAY LOGISTICS
A Player announces defending cards and a defense reaction at the same time. The attacking player wants
to play an instant in response to the defending cards, so the defense reaction goes back to the Player’s
hand.
A Player has a Fyendal’s Spring Tunic. At the start of their turn they immediately play a card, pauses,
then realize that they missed their start-of-turn trigger. The Player can not retroactively resolve the
trigger, claiming it was an OOP.
A Player, as an attacking player, asks “Any reactions?” during the reaction step of combat and their
opponent says no. The Player can not record the damage and then retroactively play an attack reaction,
claiming it was an OOP.
5.4. Reversing Actions
Players are expected to consider their options, then take actions intentionally and commit to them. In general,
Players are not permitted to reverse a complete action that has been communicated either verbally or
non-verbally (a.k.a. taksies backsies). Players may not coerce their opponent into allowing them to reverse an
action they have completed. Dexterity errors are not considered actions taken by a Player.
If a Player realizes they have made the wrong decision for an action they have just taken and wants to make a
different decision, a Judge may allow that player to change their action as long as they have not gained any
information since. If the Judge cannot be sure that information was not gained, they should not allow the action
to be reversed.
Examples:
A Player pitches a card to pay a cost, then before anything else happens they say “Sorry, I meant to pitch
this card. A judge determines they have not gained any information and allows the player to take back
the pitched card, and declare a different card to pitch.
A Player says “No blocks”, then immediately says “Wait, I’ll block with these cards. A judge determines
they have not gained any information and allows the player to take back the defending cards and declare
a new set of defending cards.
5.5. Triggered Effects
Players are expected to remember the triggered effects they control. Players are not required to acknowledge
triggered effects they do not control, but may still do so.
A triggered effect is considered to be missed if neither Player acknowledges the trigger, and then its controller
takes an action or allows an action to be taken, past the point in the game where the triggered effect would
become relevant to the game. The point when a triggered layer becomes relevant is different for different triggers,
and if the following criteria are met for the trigger is it not considered missed:
A triggered effect that requires its controller to make decisions (such as choose targets or modes) must be
acknowledged before the controller next passes priority.
A triggered effect that affects the rules of the game must be acknowledged before an action is taken, or
acknowledged by stopping an action taken by a player, that otherwise would be made illegal by the
triggered effect.
A triggered effect that affects the game state in a visible way upon resolution, or requires any player to
make decisions upon resolution, must be acknowledged before any player takes an in-game action that
could only be taken after the triggered effect has resolved.
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CHAPTER 5. GAMEPLAY LOGISTICS
A triggered effect that affects the game state in a non-visible way must be acknowledged before it first
visibly affects the game state.
If the triggered effect is optional and it is missed, it is considered that the controlling player decided to not apply
the effect. Intentionally ignoring mandatory triggers is considered cheating (see Section 6.2 - Cheating).
5.6. Game Layout
At competitive and professional REL, Players must follow the official Flesh and Blood official zone layout. From
the Player’s perspective:
The Player’s graveyard, pitched, and banished cards, should be adjacent to their deck and on one side (left
or right) of the play-space, with their equipped head, arms, chest, and legs cards on the opposite side of the
play-space.
The Player’s hero and other equipped cards (weapons, off-hands, etc.) should be in the center of the play-
space.
The graveyard should be above the deck, pitched cards towards the center of the play-space from the deck,
and banished cards below the deck.
An equipped head card should be above an equipped chest card, equipped arms card towards the center of
the play-space away from the chest, and equipped legs card below their chest.
Cards on the combat chain should be placed equally between all Players. Cards on a chain link should be
grouped together, and chain links should be in an ordered sequence from one side of the play-space to the
other.
Each face-up permanent controlled by the Player should face that player and be on their side of the play-
space, above or next to their hero and below cards on the combat chain. They may be turned to represent
public information.
Cards and tokens under a permanent should be clearly associated with the permanent they are under.
Cards and tokens that are not in the game, and cards that are in a Player’s inventory, should be outside of
the play-space. They should not be placed next to or under other card-like objects in the play-space.
The official layout can be modified within reason to meet the physical requirements of a Player. If a Player would
like to deviate from the official game-layout, it must first be approved by a Judge. Tournament officials and
coverage may enforce and make exceptions to these guidelines in order to keep the representation of the game
clear. The Head Judge is the final authority on what is an acceptable game-layout for the tournament.
The deck and the combat chain are the only zones in the game where cards (and tokens) are strictly ordered;
Players are not required to maintain the order of cards in any other zone. Generally, Players may not intentionally
order cards in the graveyard or banished zone (see Section 5.8 - Note-Taking). Players may have one additional
separate pile for each of their graveyards and banished zones for cards that are relevant to the current game state.
If they separate out cards this way, it must be clear what zone these cards are technically in. Players may order
the cards in these separated zones to ensure clear communication of the game state.
Examples:
A Player is playing as Fai and has a Phoenix Flame in their graveyard. They may place that Phoenix
Flame in a separate pile from the other cards in their graveyard.
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CHAPTER 5. GAMEPLAY LOGISTICS
A Player has cards with a combination of Blood Debt and “You may play this from your banished zone”
in their banished zone. They may place those cards into a separate pile from the other cards in their
banished zone, and sort them to make it clear what cards have Blood Debt and what cards can be played
from the banished zone.
5.7. Slow Play
Players are expected to play games at a reasonable pace, to ensure that the match finishes within the round time
limit and that the tournament can proceed on schedule.
Players are encouraged to remind their opponent about playing at a reasonable pace when the opponent is taking
an unreasonably long time to make a decision that progresses the game state. Players may call a Judge to
moderate the pace of play, which should be honored if logistically possible.
If a Player exceeds the time limit for the start-of-game procedure (see Section 3.3 - Start-of-Match Procedure),
they have committed slow play and should be issued the appropriate penalty.
Intentionally playing slowly is considered Stalling (see Section 6.6 - Stalling).
5.8. Note-Taking
Note-taking is a broad term that refers to the use of aids to record information relating to the game. In general,
Players may not take notes during games.
Players may take notes between games and Spectators may take notes at any time, but those notes may not be
referred to during a game (see Section 5.9 - Outside Assistance).
Players may record hero life totals and changes to hero life totals (see Section 5.1 - Game Information) in order
to maintain the correct game state. Additionally, markers may be used to temporarily represent visible or public
information (except information concerning a Player’s deck), but they must be updated or removed when they no
longer represent that information (see Section 5.1 - Game Information and Section 4.7 - Markers).
Any acceptable forms of note-taking must be clear, accurate, and available to all Players and judges. Acceptable
note-taking during a game includes, but is not limited to, the following:
Examples:
Recording meta-game information, between rounds such as the opponent’s name and hero, who went first,
and the winner of the game.
Using a marker to represent the current turn-player, phase of the turn, or step of combat.
Recording the life total, changes to the life total, and the source of the change (i.e. the source of the
damage or effect).
Using markers or dice, to represent remaining resource and action points.
Turning permanents sideways or placing markers on them, to represent the use of activated abilities or
triggered effects for the turn.
Using dice to represent the power of an attack or the damage of an effect.
Using dice to represent the number of specific cards in a public zone. (e.g. blood debt)
Using markers to represent gained abilities or effects (e.g. Go again).
Writing down, using dice, or using markers to represent the value of X for effects.
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CHAPTER 5. GAMEPLAY LOGISTICS
Recording a card named by a player due to a card effect (e.g. Chain of Eminence).
All other forms of note-taking during a game are not permitted, including recording assisted, historical or private
information, and misleading or misrepresented visible and public information. Unacceptable note-taking during a
game includes but is not limited to the following:
Examples:
Using a dice or marker to record the current turn number.
Recording the order of cards that you or your opponent pitch.
Recording opponent’s cards that are revealed from effects.
Recording cards that have been played by you or your opponent.
Intentionally ordering your graveyard or banished cards to determine what is in your deck (except cards
that are relevant to the game state).
Calculating numbers or future game-states by writing them down.
Using dice to track how many cards you or your opponent has drawn.
Using dice to represent how many cards are in your deck.
Placing markers on your deck to remind you of start-of-turn triggered effects.
Using a life pad with incorrectly labelled columns for the Player and their opponent.
Leaving a dice above the pitch zone that no longer represents the number of resources a Player has.
5.9. Outside Assistance
During a match, draft, or when otherwise directed by the Tournament Organizer or Head Judge, Players may not
seek advice from a Spectator or refer to personal notes made before or during the event, and Spectators may not
give play advice to a Player. However, Players may take and refer to personal notes during the start-of-game
procedure before each game (e.g. sideboard guides). Electronic devices may also be used during the
start-of-game procedure, as long as they are not used to gain or seek advice from a Spectator.
Players may be assisted by Spectators, notes, or electronic devices in order to make the tournament accessible for
them (see Section 3.10 - Accessibility).
At competitive and professional REL, Players and Spectators are expected to remain silent during a draft.
5.10. Card Identification and Interpretation
A player may identify a card by name (or name and pitch), or they may provide a description or partial name that
could only reasonably apply to one card (or card cycle in some cases). If a Player or Judge thinks the description
or partial name is ambiguous, they must request further clarification before they assist with providing card
information.
The official text for any card is the English text of the latest printing of that card, subject to any errata published.
Players have the right to request the official text, which should be honored if logistically possible. Players may
not use errors in the official card text to abuse the rules. The Head Judge is the final authority for card
interpretations and may overrule official card text if an error is discovered.
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CHAPTER 5. GAMEPLAY LOGISTICS
5.11. Card Shuffling
Shuffling means sufficiently randomizing a set of cards so that it is in a state where no Player has any information
regarding the order of the cards in the set.
Players’ decks must be shuffled at the start of every game and whenever instructed to do so. After a Player has
shuffled their deck, they must present it to their opponent. It is recommended that the opponent cuts the present
deck, but they may also shuffle it themselves. If an opponent does not believe the Player has sufficiently shuffled
their deck before presenting, the opponent should call a Judge.
There are numerous ways to shuffle a deck. It is recommended that players use multiple riffle and overhand
shuffles, followed by a cut, to get a sufficiently randomized deck. Pile counting and other deterministic forms of
shuffling are not acceptable methods alone to shuffle a deck. Players are expected to be able to shuffle their deck
sufficiently and in an efficient manner.
If a Player had the opportunity to see the faces of any of the cards being shuffled, the deck is not considered
randomized and must be shuffled again.
5.12. Random Values
For simply determining random values by rolling dice, see Section 4.8 - Dice.
If a Player is instructed to select one or more random cards from a set of cards, the Player should use dice to
select those cards at random (see Section 4.8 - Dice). To do so, the Player must announce what values of the dice
correspond to what cards in the set before they roll the dice. If the possible values of the dice (or equivalent) do
not equal the number of possible cards in the set, the player may, within reason, assign certain values to indicate a
reroll of the dice. In all cases, all cards must have an equal likelihood of being randomly selected.
If no cards in the set are considered marked when they are face-down (see Section 5.13 - Marked cards), the
Player may instead shuffle the set and have an opponent choose the card(s) while they are face-down.
5.13. Marked cards
A card, or set of cards, is considered marked if it is distinguishable from other cards without being able to see
the front of the cards. Players are responsible for ensuring that all of their deck-cards are not marked during a
tournament. Players may alert a judge if they suspect their opponent’s cards are marked in a way that would give
that player an advantage.
If the cards are sleeved, this distinction is based on whether the cards are distinguishable while they are in those
sleeves. It is recommended that players exercise care when sleeving cards, and that they shuffle the sleeves or
cards prior to sleeving to reduce the likelihood of creating a pattern. Players should be mindful that sleeves may
require replacement throughout a tournament as they become worn from use.
The Head Judge determines which, if any, cards are marked. If an issue has been found, Judges may request that
a Player sleeve/resleeve their deck immediately or before the beginning of the next round.
Examples:
A player has reversed the orientation of one or more cards in their deck.
A player has a deck of otherwise flat non-foil cards, but one is significantly curled making it a marked
card.
A player has a deck of otherwise slightly curled foil cards, but one is completely flat making it a marked
card.
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CHAPTER 5. GAMEPLAY LOGISTICS
A player has an unsleeved deck and one of the cards is slightly bent.
A player has used the same type of sleeves, but from two packs: one with a lighter hue.
A player has sleeves where some of the corners are folded over from wear and tear from shuffling.
A player has sleeves with art on the back and some of the sleeves have art that is misprinted or
misaligned.
28
6. Behaviour and Conduct
6.1. Sporting Conduct
Players are expected to behave in a respectful manner to anyone in the tournament area. While Players are not
required to show sporting behaviour, they should not behave in an unsporting manner.
Generally, unsporting conduct includes displays of negative, offensive, or disruptive behaviour that affects the
safety or enjoyment of others, and/or negatively affects the integrity or organization of the event. The Head Judge
determines what constitutes unsporting conduct.
Examples:
A Player uses offensive language around others.
A Player shoves others while moving through crowds.
A player takes photos of another person with malicious intent.
A Player ignores the instruction of a Judge (a player may appeal a ruling before following the
instruction).
A player refuses to follow the instruction of the Tournament Organizer or Head Judge.
6.2. Cheating
Players are expected to abide by the rules of the game and tournament and cooperate with tournament officials to
the best of their knowledge and ability. Cheating is when a player intentionally breaks these rules, ignores
someone breaking these rules, or lies to a tournament official, in order to gain an advantage in the tournament.
6.3. Aggressive and Disruptive Behaviour
Everyone should feel safe in a tournament environment.
Aggressive behavior involves physical harm or the threat of physical harm that compromises the safety of
individuals at the tournament. There is no tolerance for physical abuse or intimidation at any event. Items and/or
weapons that are offensive or dangerous to the safety of other individuals are strictly prohibited from all Flesh
and Blood events.
Individuals who disrupt the running of the tournament, create an unwelcoming or unpleasant atmosphere, who
abuse, insult, harass, or negatively impact another individual’s tournament experience, may be asked to leave the
venue by the Tournament Organizer. In addition, individuals may not be under the influence of alcohol or
recreational drugs.
Individuals that attend a Flesh and Blood event are expected to have an acceptable level of hygiene. If a person
does not meet the basic requirements of acceptable hygiene, they may be asked to resolve the issue or leave the
venue.
6.4. Bribery
Players may not offer or accept a reward or other incentive in exchange for determining the result of a game or
match, for dropping from the tournament, or for influencing an in-game decision.
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CHAPTER 6. BEHAVIOUR AND CONDUCT
Players may offer and accept a prize split with their opponent provided it does not influence the result of the
game or match. A prize split does not have to be equal in value. Prize splits are facilitated by the Players
themselves and tournament officials are not required to ensure that the prize split actually occurs.
Examples:
Offering to concede in exchange for a concession in the future is considered bribery.
Offering money in exchange for a match win is considered bribery.
Offering favors to a player or official to induce an action they otherwise would not do is considered
bribery.
6.5. Wagering
Individuals may not wager, ante, or bet on any portion or result of a game, match, or tournament.
Examples:
Players of a match agree that the loser has to pay for dinner.
Two players agree to bet 20 on which of them will end up ranked higher in the final standings.
A group of players start a betting pool on who will win the top 8 of a tournament.
6.6. Stalling
Players must not intentionally play at a pace that avoids completing a game before the round time expires, or
disrupts tournament organization.
Examples:
A Player intentionally takes as long as possible make decisions near the end of the round, so that they get
a draw instead of loss for the match.
A Player continuously makes judge calls to get as many and as large a time extensions as possible and
delay the start of the next tournament round.
6.7. Buying, Selling, and Trading Cards
Individuals are expected to follow the floor rules regarding buying, selling, and trading products and services.
If the event is held in a local game store, the store sets the rules regarding buy, sell, or trade activity. If the event
is held in a public venue, the Tournament Organizer sets the rules regarding buy, sell, or trade activity.
At events run by LSS, or LSS partners, individuals may buy, sell, and trade Flesh and Blood single cards in the
venue, unless otherwise stated in the event information published by LSS. Buying and/or selling goods or
services other than Flesh and Blood single cards at the event venue without permission from a LSS is strictly
prohibited. Individuals caught buying or selling goods this way may be asked to leave the venue and/or subject to
further penalties.
30
7. Constructed Formats
7.1. Constructed Card-Pool
Players may only play with cards in their card-pool, subject to the class and/or talents of their hero, keywords,
and format-specific restrictions. A Player’s card-pool contains cards exactly the cards they supply (and register)
for the constructed format.
7.2. Classic Constructed Format
A Player’s classic constructed card-pool comprises 1 non-young hero card and a combined total of 80 arena-cards
and deck-cards. A card can only be included in a Player’s card-pool if the card’s class/talents are a subset of the
hero’s class/talents. A card-pool may contain up to 3 copies of each unique card.
A Player must start the game with a minimum of 60 cards in their deck.
These specifications are subject to any meta-static abilities of the cards in the card-pool (e.g. Legendary).
7.3. Blitz Format
A Player’s blitz card-pool comprises 1 young hero card, 11 arena-cards, and 40 deck-cards. A card can only be
included in a Player’s card-pool if the card’s class/talents are a subset of the hero’s class/talents. A card-pool may
contain up to 2 copies of each unique card.
A Player must start the game with exactly 40 cards in their deck.
These specifications are subject to any meta-static abilities of the cards in the card-pool (e.g. Legendary).
31
8. Limited Formats
8.1. Limited Product
Product for a limited format must be received directly from tournament officials, and must only be used for that
format. This product must be previously unopened.
At the discretion of LSS, packs may be opened in advanced to be stamped. For draft product, DFCs should be
replaced by an appropriate placeholder card indicating the correct DFC (see Section 4.4 - Placeholder cards).
Players that have drafted placeholder cards should be given the DFC it represented after the draft has concluded,
but before the beginning of the first round of the format.
If the Tournament Organizer allows Players to provide their own product, that product should be pooled with the
rest of the product for the format before being randomly distributed.
If the product does not contain enough token-rarity cards for limited play, the Tournament Organizer is
responsible for to provide the additional cards or appropriate substitutes (see Section 4.3 - Proxy Cards). The
Tournament Organizer may require that any token-rarity cards supplied are returned at the end of the format.
Players may use their own cards in place of token-rarity cards, as long as they are the same unique card.
8.2. Limited Card-Pool
Players may only play with cards in their limited card-pool, subject to the class and/or talents of their hero,
keywords, and format-specific restrictions. A Player’s limited card-pool contains cards from the product they
have received and any number of token-rarity cards from the product being used for the format. A Player does
not have to open token-rarity cards from the product for it to be added to their card-pool (see Section 8.1 -
Limited Product). Token-rarity cards are typically heroes and weapons, but may also include equipment and
deck-cards.
“Cracked Bauble” is token-rarity yellow Gem Resource card with no other properties; it is printed specifically to
support limited play. As with other token-rarity cards, Players may add any number of Cracked Bauble to their
card-pool, but this is only recommended if the Player cannot construct a 30-card minimum deck otherwise.
Players must play as a young hero from the product being used for the format. If card-pool registration is
required (see Section 3.7 - Card-Pool Registration), Players must choose and register the hero they will play
before the end of deck construction, and must play as that hero for the entire format. If card-pool registration is
not required, Players may change heroes between games.
A limited format deck may contain any number of copies of each unique card with the following limitations for
each product:
Uprising Maximum of 3 Phoenix Flame cards
A Player must start the game with a minimum of 30 cards in their deck. There is no maximum deck size.
These specifications are subject to any meta-static abilities of the cards in the card-pool (e.g. Legendary).
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CHAPTER 8. LIMITED FORMATS
8.3. Sealed Deck Format
For the sealed deck limited format, Players are given booster packs and the cards that they open from these
booster packs become the Player’s card-pool. It is recommended that each player is given 6 booster packs from
the same set and that the set is designed to support limited play.
If card-pool registration is required, players must complete their card-pool registration before they are given time
to construct their decks. The recommended card-pool registration process for the sealed deck format is as
follows:
Open and observe (5 minutes)
Players are assigned alphabetical or random seating, so that each Player is sitting across from another
Player. The Players on one side are Side A and the others are Side B. A Judge may be seated in front of a
Player if there is an odd number of total Players.
Each Player is given their sealed product, but does not open them yet.
Each Player fills out their information as the “player using pool” on their registration sheet.
Each Player on Side A opens their sealed product one booster pack at a time, removes the token-rarity
card(s), and counts out the remaining cards face-up while the Player on Side B observes. When all of the
product on Side A is open, the cards are stacked in a single pile in front of the Player. Repeat with Side B
opening and Side A observing. The card-pool of each Player (minus token-rarity cards) should be a single
pile in front of them.
Swap, register, and swap (20 minutes)
Players on each side exchange their card-pool and registration sheet.
Each Player fills out their information as the “player registering pool” on the registration sheet they have
received.
Each Player sorts the received card-pool by class/talent, then by name and pitch. Then each Player registers
every card in the card-pool onto received registration sheet.
The players return the card-pool and registration sheet back to their original side.
Validate (5 minutes)
Each Player validates their sorted card-pool against their registration sheet.
If a Player spots a mistake on their registration sheet, the Player must call a Judge to review and sign-off
any corrections required.
8.4. Booster Draft Format
For the booster draft limited format, Players are arranged into pods and are given boosters packs. During the
drafting process, Players take (draft) one card from a booster pack and then pass the remaining cards along until
all of the cards have been drafted. The cards that they draft from these booster packs become the Player’s
card-pool. It is recommended that each player is given 3 booster packs from the same set and that the set is
designed to support limited play.
For all rounds of a single booster draft format, Players should only play against other Players within the same
draft pod.
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CHAPTER 8. LIMITED FORMATS
The recommended draft procedure is as follows:
Players are allocated into draft pods and are seated in a circular formation. The recommended number of
players in a draft pod is 8.
Each Player is given their draft product, but does not open them yet.
Each Player in the pod opens one of the draft product booster packs and removes the token-rarity card(s).
Each Player drafts one card, places it face-down in a single pile in front of them, then shuffles the
remaining cards and passes them to the Player on their left. Players pick up the cards passed to them and
repeat this process until all of the cards have been drafted this way.
Between drafting each booster pack, Players may review all of the cards they have drafted, before returning
them to a single face-down pile.
Players repeat the opening, drafting, and reviewing process with the remaining product, alternating the
direction that the remaining cards are passed; the first pack to their left, the second pack to their right, and
the third pack to their left.
After all of the product has been drafted, the card-pool of each Player (minus token-rarity cards) should be
a single pile in front of them.
During the draft procedure, Players may not share or seek to gain information about the content of the packs, or
the cards that have been drafted. For the avoidance of doubt, Players may not communicate in any way that could
influence players participating in the draft.
Examples:
Looking at the cards another player is drafting or has drafted.
Saying “Sigh, no good Guardian cards this pack.
Saying “Wow, a Ninja legendary! Guess what I’m picking.
Saying “Looks like I’m drafting my favourite hero again.
Turning cards upside down in a pack before passing it.
If the product contains one or more DFCs (see Section 4.4 - Placeholder cards), Players may not share or seek to
gain information about who has a DFC in their current pack or who has drafted a DFC (including themselves).
Instead, Players may start with a token in their face-down pile and when a player drafts a DFC, they must do so
by putting it under another card in their face-down pile, to prevent it from being the top card of their pile.
When a Player drafts a card and places it face-down in their pile, their choice is finalized and the cards may not
be swapped with another card from the pack.
Players may not look at the face-down pile of cards they have drafted while the drafting of cards is in progress.
They must wait for the review period between drafting booster packs.
A called draft, is when the draft procedure is timed and each step is synchronized by a “draft caller”. At
Professional REL, all booster drafts are called. At Competitive REL, booster drafts are called only if required by
LSS or at the discretion of the Tournament Organizer and announced in advance. At Casual REL no booster
drafts are called.
If the draft is called, the recommended draft times can be found in Appendix C - Time Limits. If the tournament
would differ from the recommended time limit, it must be clearly stated before the draft begins and can not be
changed mid-draft.
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CHAPTER 8. LIMITED FORMATS
If the draft is not called, Players should draft and pass cards at a comfortable pace that does not adversely affect
the overall pace of the draft for other players at the table or extend the draft indefinitely.
If card-pool registration is required, players must complete their card-pool registration before they are given time
to construct their decks. The recommended card-pool registration process for the sealed deck format is as
follows:
Registration (15 minutes)
Players start seated with their face-down pile of cards as their card-pool.
Each Player is given a registration sheet, and is assigned a new seating area where they are not in proximity
to other Players in their draft pod (they do not move yet).
Each Player puts their card-pool into a clear zip-lock bag or folds their registration sheet over their card-
pool to produce a small package of cards.
Each Player moves to their new assigned seating. Players must not communicate or exchange cards in their
card-pool while moving.
Each Player registers every card in the card-pool onto their registration sheet, then calls a tournament
official to collect their sheet.
After the registration sheet has been collected, Players are free to leave the seated area.
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9. Special Formats
9.1. Deck Construction
Deck construction for special formats vary by each format. See each format for the requirements and restrictions
that apply.
9.2. Welcome Deck Format
A Player’s welcome deck card-pool comprises the following cards:
# Card
1 Ira, Crimson Haze
1 Edge of Autumn
3 Whirling Mist Blossom (yellow)
3 Salt the Wound (yellow)
3 Bittering Thorns (yellow)
3 Torrent of Tempo (red)
3 Flying Kick (red)
3 Head Jab (blue)
3 Scar for a Scar (red)
3 Brutal Assault (blue)
3 Lunging Press (blue)
3 Springboard Somersault (yellow)
A Player must start the game with exactly of 30 cards in their deck.
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Appendix A - Organized Play Programs
Tier Tournament Name
Rules Enforcement
Level
4 World Championship Professional
4 Pro Tour Professional
3 Nationals Professional
3 Calling (day 2+) Professional
3 Calling (day 1) Competitive
2 Battle Hardened Competitive
2 ProQuest Competitive
2 Road to Nationals Competitive
1 Skirmish Casual
1 World Premiere Casual
1 Prerelease Casual
1 Armory Casual
1 On-demand Casual
1 Play Anywhere Casual
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Appendix B - Number of Swiss Rounds
The following is the recommended number of Swiss rounds for a tournament based on attendance. The rounds
are calculated to ensure that, with typical match results, there is one undefeated Player and all Players with an
X-1 record (or better) will be in a top 8 play-off. If the number of Swiss rounds differ from the table, the
Tournament Organizer is required to inform players at the time of registration or it must be clearly stated in event
advertising.
Premier tournaments and multi-format tournaments may have different structures, in which case refer to the fact
sheet of that tournament for more information.
Players
Number of
Swiss Rounds
Play-off
3 – 4 2 None
5 – 8 3 None
9 – 16 4 Top 4*
17 – 32 5 Top 8
33 – 64 6 Top 8
65 – 128 7 Top 8
129 – 224 8 Top 8
225 – 384 9 Top 8
385 – 736 10 Top 8
... ... ...
*Top 8 if the play-off format is booster draft
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Appendix C - Time Limits
The following time limits are recommended for each round of the tournament, (inclusive of the start-of-game
procedure) based on the format. If the time limits differ from the recommended amounts, the Tournament
Organizer is required to inform Players prior to the beginning of the tournament or it must be clearly stated in
event advertising. Round times for the game formats are based on 1 game to win a match and are inclusive of the
5 minutes for the start-of-game procedure.
Format Time Limit
Classic Constructed 55 minutes
Blitz 35 minutes
Sealed Deck 30 minutes
Booster Draft 30 minutes
Welcome Deck 30 minutes
Sealed deck registration 30 minutes
Sealed deck construction 30 minutes
Draft deck registration 15 minutes
Draft deck construction 15 minutes
The following time limits are recommended for booster draft operation
Cards Draft time
15 50 seconds
14 50 seconds
13 50 seconds
12 50 seconds
11 40 seconds
10 40 seconds
9 30 seconds
8 30 seconds
7 20 seconds
6 20 seconds
5 10 seconds
4 10 seconds
3 5 seconds
2 5 seconds
1 -
The recommended time limit for the review period is 1 minute.
All players must have drafted a card, placing it face down into their draft pile, within the time limit. If a player is
consistently taking more than the time limit to draft a card, they may be subject to penalties.
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CHAPTER 9. SPECIAL FORMATS
Players may not open or pick up a pack passed to them, until the Judge overseeing the draft pod announces
players may do so. It’s from the Judge’s announcement, that the timer starts for the next draft pick. The Judge
may announce to pick up the next pack before the time limit has expired if all players have completed their draft
pick from the current pack.
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Appendix D - Tiebreakers
Every round, each player plays a match against another player, unless they have been awarded a bye. The result
of each match played is reported to the Scorekeeper and at the end of a round, players are ordered in a list based
on their overall performance during the tournament (i.e. player standings). During the tournament, players
improve their standing by gaining match points and avoiding losses:
Result Letter Points
Win W 1
Bye B 1
Draw D 0
Loss L 0
The following tie-breakers are used in sequence to determine the order of player standings.
Step 1: The player with the higher Match Points
Step 2: The player with the higher Cumulative Match Points
Step 3: The player with the lower Match Loss Percentage
Step 4: The player with the lower average Opponent Match Loss Percentage
Step 5: The player with the higher average Opponent Cumulative Match Points
Step 6: A player selected at random
Cumulative Match Points (CMP):
The player whose total Match Points were higher at the most recent point in the tournament will have the better
CMP tiebreaker. The CMP for a player is calculated as a fractional number between 0 and 1:
CMP =
R
X
r
m
r
(R
2
2
r1
)
R
2
2
r1
where R is the total number of completed rounds, r is the round number, m
r
is 1 if the player had a win in round
r and 0 otherwise. If a Player has Match Wins equal to the round number, their CMP will be 1; if the Player has 0
Match Wins, their CMP will be 0.
Match Loss % (MLP):
The player with the fewest average losses of matches (of the matches that they’ve played) will have the better
MLP tiebreaker. The MLP is calculated as a fractional number between 0 and 1:
MLP =
R
p
X
r
l
r
R
p
41
CHAPTER 9. SPECIAL FORMATS
where R
p
is the total number of completed played rounds, r is the round number, l
r
is 1 if the player had a loss in
round r and 0 otherwise. If a Player has a bye in a round, that round is not considered to have been played by the
Player. If a Player has a draw in a round, it is not considered a loss in that round. With this metric, byes are worse
than draws (if the Player has any losses at all), and losses are worse than draws (because they increase the MLP).
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Appendix E - Card-Pool Registration Requirements
The following card-pool registration requirements are stated for each REL and format. If the requirement differs
from the following, the Tournament Organizer it must be clearly stated in event advertising.
Rules Enforcement Level Format Deck Registration Required
Professional Constructed Yes
Professional Limited Yes
Competitive Constructed Yes
Competitive Limited Yes
Casual Constructed No*
Casual Limited No*
Casual Welcome Deck No
*unless specified by the Tournament Organizer
Constructed Format Decklists
For constructed formats, a Player’s decklist must list every card they intend to play in that format. The decklist
must record the name, pitch value (if applicable), and quantity of every card and be grouped as follows:
Arena-cards (hero, equipment, weapons, etc.)
Deck-cards with pitch value 1 (red) or no pitch value (pearl)
Deck-cards with pitch value 2 (yellow)
Deck-cards with pitch value 3 (blue)
It is recommended that players use the official deck registration sheet.
Limited Format Decklists
For limited formats, a player’s decklist must list every non-token rarity card they have in their limited card pool.
The decklist must record the name, pitch value (if applicable), and quantity of every non-token rarity card, and
must record the hero the player intends to play. It is recommended that the Tournament Organizer provide players
with the appropriate official registration sheet.
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