Categoria: Regolamenti

  • MCIC – Rules: International Doomtrooper Tournament

    Revision date: 2025-03-26

    CLICK OR TAP TO REVEAL CHANGES

    Since rev. 2025-03-25

    • Changed time limit per game from 25 minutes to 30 minutes (+ finishing the turn in progress + a complete turn)

    Since rev. 2025-03-21

    • From the file IDT_milan_chroni-con_2025_card_errata the following text has been REMOVED:
      INITIATIVE
      Special – General – (Doomtrooper)
      Q: I killed the last opponent’s warrior with my first attack action. May I sabotage the opponent with the additional attack action?
      A: Yes, once per turn you may sabotage an opponent with an tactical/attack action.
    • From this very rules page, the following text has been REPLACED from this:
      Personal Anti-Personnel Mines
      Mines are triggered at the end of MODIFY COMBAT RATINGS phase. So you are able to play cards or effects that ends the combat during the modify combat ratings phase.


      to this:
      Personal Anti-Personnel Mines
      Use of Personal Anti-Personnel Mines ends the combat and no cards interrupting the combat can be played after that.


    SUMMARY
    Modus: Constructed Deck (minimum 60 cards deck with minimum 5 warriors + exactly 25 cards sideboard IF PRESENT).
    Combat type: TOTAL WAR! (no faction limitations).
    Proxy cards: Yes, they are allowed.
    Card protectors: Mandatory, with a non-transparent back.
    Format: 1vs.1 duels. 40 Promotion Points for the win. 30 minutes time limit per game + finishing the turn in progress + a complete turn. Swiss Round Robin with Semifinal and Final.
    Editions: All OFFICIAL Doomtrooper expansions (Base Set to Paradise Lost).


    Except for these CUSTOM RULES or rules mentioned here or in the attachments:

    We will use the following five sections (from thewinternet.com) for the tournament:

    Exceptions or specifications in rules in those links are specified in the document bellow in related sections.
    In General, we will use 2nd edition rules with SABOTAGE rule and TOTAL WAR.

    TURN BREAKDOWN & PLAY AT ANY TIME (PAAT)

    • START OF THE TURN
    • PAAT
    • DRAW STEP
    • PAAT
    • FIRST ACTION
    • PAAT
    • .. LAST ACTION
    • PAAT
    • DISCARD STEP
    • PAAT
    • END OF THE TURN = START OF THE OPPONENT‘S TURN

    PAAT applies to cards which have no more exact determination in CARD TEXT , like play whenever something happens cards.
    (Cards which have specific time when they should be played should be played as is described in the CARD TEXT regardless any PAAT phase.)

    TIMING
    Example – If you, as a first player, draw cards and start to play action cards in your turn, without gaining opportunity to opponent to play at any time cards, he can put you back to PAAT directly to his phase of PAAT (you loose your opportunity to play first PAAT), then you can play PAAT card, then he can.. and then you can perform your action.

    • The best way, how to do it properly is to tell you opponent after draw “I’m not playing any time”. If you instead ask your opponent if he wants to play something, it means the same thing (You don’t want to play anything).

    If a card is somehow countered (MISCOMMUNICATION, REPUDIATE…), we go back to the moment, when it was originally played.

    • So first player play something, second player counters it and first do not want to counter-counter (card is countered), the first player can again play another PAAT card (it means, that even countered cards are not taken the opportunity from you to play any time card (first).

    COMBAT BREAKDOWN & PLAY AT ANY TIME (PAAT)
    Due to time savings we do not apply MOAC (Mother off all combat breakdown), however we try to use as many applications as possible.

    • ANNOUNCE THE COMBAT
    • PAAT
    • ANNOUNCE ATTACKER AND DEFENDER
    • PAAT
    • ANNOUNCE BATTLE TACTICS
    • PAAT
    • ANNOUNCE WARZONE
    • PAAT + MODIFY COMBAT RATINGS
    • RESOLVE COMBAT
    • PAAT
    • CHANGE WARRIOR STATUS AWARD POINTS
    • PAAT

    There is a PAAT phase after announcing the combat and before announcing attacker and defender.
    It means that you can e.g. play, during this PAAT, COWARDICE and force all attacker’s warrior take cover.
    Then in ANNOUNCE ATTACKER AND DEFENDER phase attacker has no legal warrior which can attack, so this attack action is lost.
    You can not perform any other action instead of this lost action (because you already announce the combat).
    If you have more attack actions you can do them, but still be aware that you already performed attack action (even if wasted) in this turn.
    Same thing is if you just discard attacker warriors during PAAT after announcing the combat.

    COMBAT IN COMBAT
    Not possible.

    ADDITION RULES
    Special cards, which permanently effects the game (not one time effects) are remaining in game, even if it is not directly in CARD TEXT .
    This mostly covers special cards from base set or cards related to change affiliation (MANIFEST DESTINY, DOOMED, TAINTED CONJURER, INSUBORDINATION, but also RECRUITMENT, PROGRAMMED…).

    USAGE OF CARDS
    Your warrior attachments are still active (even if warrior lose affiliation).
    You have to use it even outside of the combat.
    E.g. if you kill the opponent warrior with UNHOLY POWER attached outside of the combat by MORTAL WOUND, you will always receive points equal to its modified value (if not determined in CARD TEXT otherwise).

    CARDS & PROTECTION
    Color proxy cards are allowed. Every card in the deck and sideboard must have identical revers.

    CARD TEXT
    Can be found on DoomtrooperDB

    except for Base set cards (Unlimited Revised)


    ANIHILATED CARDS
    Once used, the following cards are annihilated (removed entirely from the game instead of simply discarded).

    See the following:


    TIME LIMIT
    30 minute time limit per game + finishing the turn in progress + a complete turn.
    Last games of the tournament will be played without time limit!

    COLLECTION, PLAYING DECK AND SIDE BAR (SIDE BOARD)
    All cards in your collection do not need to consist of cards from the same language edition, i.e. it is allowed to mix for example English / Italian / Czech etc. cards. But only English text applies!

    Before the tournament begins, each player must present a Deck list with all the cards in his Collection to the Referee. The Deck must consist of at least 60 cards (no upper limit).

    The Collection can be divided into a Playing Deck (at least 60 cards; no upper limit) and a Side Bar (Side board) (exactly 25 cards). If you don’t wish to have a Side Bar, your entire Collection is your Playing Deck, and must remain your Playing Deck throughout the tournament.

    All participating players must have at least 5 warriors in their Playing Deck.

    You may change the composition of your Playing Deck and the Side Bar between games (but not before the first game in the tournament), and you may not change the composition of your Collection during the course of a tournament.
    Your Side Bar must always contain exactly 25 cards at the start of each game (if you have one).

    COLLECTION CONSTRUCTION
    The number of copies of each card in your collection is mandated by the following allowances, in this order:

    1. Banned cards may not be used at all.
    2. Restricted cards are limited to 1 copy per collection.
    3. Limits imposed by card texts.
    4. All other cards are limited to 3 copies per collection.


    BANNED/RESTRICTED CARDS
    Determined by dedicated sheet.

    TOTAL WAR
    All warriors may freely attack all other warriors, affiliation has no effect on combat.
    A player may still not attack his or her own warriors (but some cards can allow you to do so: GREATER MANIPULATION, TEMPORARY INSANITY…).

    For the rest, please refer to: DOOMTROOPER 2nd EDITION RULES

    THE TABLE LAYOUT
    You may not look through your Discard pile during the game, unless a card allows it.
    You may not look through your Annihilated pile during the game, unless a card allows it.

    SETTING UP
    Decide by lot which player begins (no choice to begin).

    The Cardinal’s Gift
    If a player does not have any warrior in his opening hand of seven cards, he may claim the Cardinal’s Gift. He must show his hand to the other players and pick seven new cards. The first seven cards are then shuffled back into the playing deck.

    A player that does have a warrior in his opening hand may also claim the Cardinal’s Gift, but in this case the first seven cards are not shuffled back into the playing deck. Instead, they become the first seven cards of the player’s discard pile.

    The Cardinal’s Gift may only be claimed after opening draw, and may only be claimed once by each player.

    OTHER RULES
    No warriors in play
    You are not forced to muster the warrior within 3 rounds. You will not lose the game if you have any cards in your draw pile.
    But this rule takes effect if you are out of your draw pile.

    Personalities
    Even if personality under not in game special card (MISSING IN ACTION, SHORE LEAVE or Imprisoned…), you still can not muster the same personality in game.

    Optional rule: SABOTAGE
    You can always perform SABOTAGE only once between your two draw steps.

    If a player has no warriors in play that may participate in combat at all, you may have one of your warriors Sabotage that player as one action.
    Clarification: While Sabotaging is not considered an attack, your sabotaging warrior must also be able to participate in combat. Even from the cover.
    By undermining a player, you increase your power, and therefore a successful sabotage will earn you valuable points.
    You may only sabotage each player once per turn (from your Draw step to your next Draw step).

    To perform a sabotage, simply announce which of your warriors will perform the sabotage.
    Unless the player can play a card which will prevent the action, the sabotage will be successful.
    As a reward, you earn a number of points equal to one-half the modified Value (V) of your sabotaging warrior (rounded up).
    You may take Promotion Points, Destiny Points, or a combination of both.

    You may never perform a sabotage action until all players have taken at least one turn.
    You may never perform a sabotage action during another player’s turn.
    If you become able to perform actions when it is not your turn, none may ever be sabotage actions.

    Important: The sabotage action has replaced the first-edition concept of attacking a player directly.
    Many DOOMTROOPER expansion cards will refer to “attacking a player.”
    In all circumstances, these cards now refer to a sabotage.

    • Sabotaging a player is no longer considered an attack, and no attack actions may ever be used to sabotage a player.
    • You can’t perform Attack action and Sabotage in the same turn! Not even by card effects like Grand Assault!
    • If you perform Sabotage sooner than your last action, you will loose all remaining actions.


    Immunity
    No spells may be cast during combat if the opponent is immune to the Art, and no Dark Symmetry abilities may be used if the opponent is immune to the Dark Symmetry (but if the warrior is immune only to Dark Symmetry Gifts, it is still affected by Gifts of Apostles).
    No spells or special abilities may be directly used against immune warriors (this is all usually very obvious).

    You can play Symmetry card effects or Spells if they are not influencing the combat or warriors in combat (e.g. REPUDIATE).

    Alliances
    Alliance cards may never be discarded, except by cards that specifically discard or otherwise remove Alliance cards from the game.

    Alliance cards can be annihilated.

    NEW GAME RULES, with no exceptions
    GLOBAL CARD AND EFFECT QUESTIONS

    Cultists
    CULTISTS with AMNESIA cannot choose between affiliations, the are still both – Doomtrooper in Squad and Dark Legion warrior as well.

    Imprisoned warriors
    Imprisoned warriors can be targeted by cards, e.g. via WAVE OF RIGHTEOUSNESS.

    Relics
    As well as PERSONALITIES, relics attached to warriors which are out of the game (MISSING IN ACTION, attached to Imprisoned warrior) can not be muster to the game again. Only one specific relic on the table no matter what.

    For the rest, please refer to CARD QUESTIONS

    Personal Anti-Personnel Mines
    Use of Personal Anti-Personnel Mines ends the combat and no cards interrupting the combat can be played after that.

    Kanji’s Lucky Sense
    Also protecting from cards, where you choose the warrior (not only directly target by text in CARD TEXT ) e.g. you can counter WAVE OF RIGHTEOUSNESS.

    For the rest, please refer to CARD ERRATA
    SEE ALSO THE LIST: ERRATA Milan Chroni-Con 2025

    TOURNAMENT RULES
    Tournament system: a specifically designed app from MCIC will be used in order to make opponents matching, assigns points to winners and decide further steps in the tournament matching.

    First part: Swiss system on 5 rounds. Then, only the first group of 1-4 will advance into semifinals and so on, in order to let people join other games at the Chroni-Con.

    Time limit: 30 minutes time limit per game + finishing the turn in progress + a complete turn. The player with more Promotion points wins.

    Final games of play offs of the tournament will be played without any time limit.

    Limit for victory: 40PP.

    Not allowed cards in the deck: check your decks for banned or extra restricted cards with extra caution!
    If you will have a banned card or more restricted cards in your deck, and your opponent finds out, it is his/her right to inform the referee and win the game by default! 40:0.

    Destiny / Promotion Points counting: if the opponent can’t count your points (various methods of counting being used) he/she can ask the judge to change your way of counting.
    You will be forced to change your method to more clearer way, for example with pen and paper.

    Game ethics: players play at the fastest way possible, in case of stalling the opponent can ask the judge for timer and measure the opponents turns, steps, etc.

    If you are not sure, always ask & tell. “Anytime?“ Take turns, go step by step… “First action“ “Second action“ “Third action“ “Attack“ After each action, first player has (first) PAAT in his / her turn.

    Attack – who will attack who? PAAT F/S? PAAT etc…

    If you have more questions, just ask:

    info @ mcic.it

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