Wednesday, April 25, 2007

Captain’s Personal Log: Disciplinary Action

Whether by intent or accident, misunderstandings between players arise in almost every tournament. Sometimes it can be something as simple as resolving two card’s conflicting effects, while the possibility also exists for larger arguments escalating into shouting matches, threats, and in the worst cases, physical violence. As the stakes get higher, players naturally become more defensive of their tournament life, but it’s up to the tournament director to keep any potentially volatile players in check. Here are some suggestions on how to increase the peace at your TOC:

•Communicate. This is the best way to avoid any unintentional misunderstandings; by disarming these situations ahead of time, you greatly enhance the TOC experience for both your players and yourself. Some ways you can communicate with your players before your Territorial:

1. Have your players pre-register for the event by submitting their e-mail addresses to you, then send out updates through a mail forwarding group (through GoogleGroups or another service).
2. Post flyers! Not just at the venue you have scheduled, but also at other game & hobby stores around town (make sure you ask permission first, as most game store owners do not take kindly to advertisements for their competition in their own store).
3. Make sure your flyers list the date, start time, cost, number of rounds, prizes offered, venue address, venue phone number, and your phone number (an e-mail address might be a nice addition on the bottom edge of the flyer, printed vertically in strips so that players can tear a section off to take with them). Mention if you are using decklist registration.
4. Keep a blog like this one! This gives you a great compromise between the hassle of e-mailing everyone when some of the event details change, and the administration challenges of your own web site.

•Know the rules, and make sure your players have access to them. Many times you can deflect a player’s claim of bias by directing them to a passage in either the Call to Arms Rulebook or Current Rulings Document. If a player sees it in writing, he/she often becomes less suspicious that they are being ruled unfairly against. Besides the two documents already mentioned, make sure you have a copy of the DGMA Code of Conduct handy so that you may point players to where they can see examples and commensurate punishments for tournament infractions.

•During your event, watch as many games as possible. While you may not offer rulings before players ask for them in any given round, your continual presence will encourage players to ask more questions than they might in a run-of-the-mill tournament. This is a good thing; as championship-level events, TOCs should have higher play standards. This may also assist you in making rulings; if you are familiar with the game state before players ask you a question, it saves them the trouble of having to explain to you the exact circumstances of the questioned interaction.

•If you use decklists, check the list twice when you deckcheck (even if it’s right the first time). It works for Santa, and it can work for you too. While deckchecks can be time-consuming, they are the most important line of defense against players who would try to abuse the tournament structure. Since the penalty is fairly high for a failed deckcheck, make sure you have concrete evidence before you issue any game losses. (Trust me, I know what I’m talking about here…)

•Be consistent in your rulings. This may be the toughest part of being a TD; no one likes to see an unassuming player get burned because they didn’t know about a particular rule. You can only do so much to prepare your players before they must endure the rigors of a higher-level tournament; once in a tournament, they must accept your rulings or risk ejection from the event. Trek players are some of the most forgiving CCGers around right now, but even the most patient players will put their foot down when confronted with someone who double-clutches on every decision during a game. Encourage players to treat each other fairly during their games.

•If a shouting match breaks out, take both players outside while a third party watches their belongings. This unfortunate occurrence can happen to even the most prepared TD, and between the most unsuspected players. The first step in resolving the conflict is to remove both parties from the tournament environment; the change of perspective will help to calm the down, and the distraction to your other players will be removed as well. Tell both players that you want to hear their side of the story uninterrupted by the other player, and that your decision will take into consideration their reaction during the other player’s testimony. Sometimes these arguments turn out to be silly things like an “improper” shuffle, and other times the specter of cheating is raised. Keep your voice firm but level while resolving the conflict. Only when you are convinced that they have regained their composure should you allow them to re-enter the tournament area.

•Any physical violence or threat thereof should be treated seriously. The DGMA Code of Conduct (CoC) automatically disqualifies any participants who throw punches, as well as any that threaten to do so. This occurrence should be dealt with swiftly; you might want to have your local police department’s non-emergency number in your cell phone on the off-off-off chance that this happens.

High stakes demand higher standards. As seasoned TOC season players know, even the strongest players can be tripped up by a minor CoC infraction; players and TDs alike should strive for the highest level of commitment to these standards so that every TOC this season comes off without a hitch. Good luck in all your tournaments this season; may they be free of incident thanks to your preparation!

Next time on Captain’s Personal Log: My round’s over. What do I do now?
Until then, Kirk out.

Wednesday, April 11, 2007

STCCG - Origins Schedule of Events - Proposed

The following schedule has been submitted, but not yet approved, for Star Trek 2nd Edition CCG events at Origins. This includes the North American Continental Championship.

It is probable that this will be the final schedule.

Thursday, July 5th

12:00 PM - Dangerous Missions Draft
Players should bring two packs of To Boldly Go, one pack of Reflections 2.0, and one pack of any other 11-card 2nd Edition set. Draft cards and HQ missions will be provided. $6.00.

4:00 PM - Race to the Alpha Quadrant 2.0
Each round, you roll for a random rule - six of them good, and six of them bad. How will fate affect your deck? $3.00.

Friday, July 6th

9:00 AM - Registration for the North American Continental Championship
Open to any participant. Deck list is required. Registration ends at 9:45 AM.

10:00 AM - STCCG North American Continental Championship - Day 1
Registration required (see above). Top 8 or Top 16 advance, depending on attendance. $4.50.

6:00 PM - Team Tournament
Teams of three players compete for dominance. Standard format. $3.00 per player.

Saturday, July 7th

10:00 AM - STCCG North American Continental Championship - Day 2
Pre-qualification required. Deck list required. Best two out of three matches. $4.50

2:00 PM - STCCG World Qualifier
Deck list required. Last chance to earn a bye into the World Championship! $4.50.

8:00 PM - Deck Lottery!
In the first round, you play your own deck. After that, fate will decide whose deck you will play! $3.00.

Sunday, July 8th

12:00 PM - Dangerous Missions Draft
Players should bring two packs of To Boldly Go, one pack of Reflections 2.0, and one pack of any other 11-card 2nd Edition set. Draft cards and HQ missions will be provided. $6.00.

LoTR TCG - Origins Schedule of Events - Proposed

The following schedule has been submitted, but not yet approved, for Lord of the Rings TCG events at Origins. This includes the North American Continental Championship.

It is probable that this will be the final schedule.

Thursday, July 5th

12:00 PM - Expanded Middle Earth Draft
Players should bring an unopened Expanded Middle Earth draft box to participate. $3.00.

4:00 PM - Expanded Format Constructed Tournament
Four rounds of constructed play using the Expanded format. $3.00.

Friday, July 6th

9:00 AM - Registration for the North American Continental Championship
Open to any participant. Deck list is required. Registration ends at 9:45 AM.

10:00 AM - LoTR TCG North American Continental Championship - Day 1
Registration required (see above). Top 8 or Top 16 advance, depending on attendance. $4.50.

6:00 PM - Team Tournament
Teams of three players compete for dominance. Standard format. $3.00 per player.

Saturday, July 7th

10:00 AM - LoTR TCG North American Continental Championship - Day 2
Pre-qualification required. Deck list required. Best two out of three matches. $4.50

2:00 PM - LoTR World Qualifier
Deck list required. Last chance to earn a bye into the World Championship! $4.50.

8:00 PM - Standard Format Constructed Tournament
Four rounds of constructed play using the Standard format. $3.00.

Sunday, July 8th

12:00 PM - Expanded Middle Earth Draft
Players should bring an unopened Expanded Middle Earth draft box to participate. $3.00.

Tuesday, April 10, 2007

STCCG - HQ Counts - Week 2

Headquarters Total HQs % Top 8 Decks %
Athos IV 2 5.9% 2 7.1%
Bajor 2 5.9% 2 7.1%
Cardassia Prime 0 0.0% 0 0.0%
Caretaker's Array 2 5.9% 1 3.6%
Earth, TNG 8 23.5% 6 21.4%
Earth, DS9 0 0.0% 0 0.0%
Earth, SF 5 14.7% 4 14.3%
Earth, TOS 1 2.9% 1 3.6%
Ferenginar 0 0.0% 0 0.0%
Founders' Homeworld 3 8.8% 3 10.7%
MotW, DS9 1 2.9% 1 3.6%
MotW, TN 0 0.0% 0 0.0%
Qo'noS 3 8.8% 2 7.1%
Romulus 4 11.8% 4 14.3%
Unicomplex 3 8.8% 2 7.1%
Total 34
28





Dual HQ Combinations



Athos IV/Earth, TNG 1 25% 1 25%
Earth, SF/Founder's HW 1 25% 1 25%
Earth, TNG/MotW, DS9 1 25% 1 25%
Earth, TNG/Qo'noS 1 25% 1 25%





Total 4
4

Friday, April 6, 2007

STCCG - Week 1 - Decklists

The decklists for all of the STCCG TOCs in Week 1 (March 30 - April 5th) are now posted on http://www.10-forward.net. You can find them from the link on the right side.

STCCG - HQ Count - Week 1

Headquarters Total HQs % Top 8 Decks %
Athos IV 2 9.5% 2 11.8%
Bajor 1 4.8% 1 5.9%
Cardassia Prime 0 0.0% 0 0.0%
Caretaker's Array 1 4.8% 0 0.0%
Earth, TNG 4 19.0% 4 23.5%
Earth, DS9 0 0.0% 0 0.0%
Earth, SF 3 14.3% 2 11.8%
Earth, TOS 1 4.8% 1 5.9%
Ferenginar 0 0.0% 0 0.0%
Founders' Homeworld 2 9.5% 2 11.8%
MotW, DS9 0 0.0% 0 0.0%
MotW, TN 0 0.0% 0 0.0%
Qo'noS 2 9.5% 1 5.9%
Romulus 3 14.3% 3 17.6%
Unicomplex 2 9.5% 1 5.9%
Total 21
17





Dual HQ Combinations



Athos IV/Earth, TNG 1 100% 1 100%





Total 1
1

Monday, April 2, 2007

Captain’s Personal Log: Great Expectations

So you’ve finally arrived at the tournament venue after a long drive with two or three of your friends. What should you expect to find there besides other Trek players? Preparation for a six-round tournament is essential to success, so here are some tips on common challenges faced by tournament directors and players:

•Expect to travel around the block a couple times when you arrive.

Parking can be scarce sometimes in urban areas where card stores are often located. You may have to settle for a piece of curb a few blocks away if it’s a weekend or there’s a community event going on. Card stores also have a reputation for being well hidden among its neighbors in a strip mall: don’t give up if you don’t see Al’s Card Barn at first glance. Double check your directions and GoogleMaps printout, and remain observant for other gamers (teenage/young adults with backpacks or card bags).

•Expect to find nearby restaurants, gas stations, and/or taverns (for older players).

You will need to eat during the course of the tournament. Even with a big breakfast (also highly recommended), most players will tend to fade around the end of Round 4 without some further sustenance. Keep in mind that more players means more rules questions, more bookkeeping, and more logistical difficulty for the TD, which slows things down, increasing round times to 70, 80, and even 90 minutes. By the beginning of Round 5, most TOCs will be well past the 5-hour mark, and you will wish that you had either packed a lunch or had some time to hit that McDonald’s around the corner. Some considerate TDs may go the extra mile of ordering food for his/her players to be delivered to the TOC site; don’t depend on your TD to do this. Provide for a food break sometime during the tournament so you can play consistently throughout the event.

•Expect to share table space.

One luxury that very few venues have enough of is table space. Game stores often overbook their game rooms on the weekend so that they will be assured a full house, even at the expense of alienating smaller player groups. Instead of resenting the fact you may have to sit next to a Magic player, introduce yourself to your neighbors, and find out if you might have anything else in common. Most players of other CCGs/TCGs are curious to know about Star Trek; it supposedly “died” a few years back, and with a little luck, you might spark their interest to demo 2E sometime soon.

•Expect the best from your opponents.

Too many times, I have seen players of other card games look around the room with mistrust, wondering who will be short-changed next, and thinking how to best deal with pushy opponents. I am proud to be part of the 2E community, where that sort of thing rarely happens. Most 2E players I’ve met are congenial and love to see part of a new combo that they can try at their next local tournament. While some 2E players may talk more than others, almost all of them share their love of the game, and it behooves you to put some measure of trust in your opponent until they do something to jeopardize that trust.

•Expect to have fun!

Whether you find fun in pulling off an impossible combo, matching wits with a formidable opponent, or winning a close match, remember that you’re at a TOC to have fun. You’ve spent a considerable amount of time and money to attend a TOC; you deserve to enjoy yourself for the day. If anything is making you uncomfortable, consult the TD for possible solutions; he/she may be able to accommodate your request without much trouble.

Next time on Captain’s Personal Log: Dealing with problem players.
Until then, Kirk out.