[MECCG] CRF 7 Tournament Rulings

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Ichabod

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Sep 28, 1997, 3:00:00 AM9/28/97
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IV. Tournament Rulings

Tournament rulings are modifications and additions to the rules presented
in the Unlimited Edition rulesbook that are required for sanctioned Council of
Lórien tournament play.

General

Dice must be used to obtain random numbers.
There isa required 30 card minimum for both resources and hazards for
sanctioned tournament play.
Up to 3 copies of one Wizard or Ringwraith is allowed in a play deck, or up
to 2 copies of one and 1 copy of another . One copy each of three different
Wizards or Ringwraiths is not allowed.

Deck Construction

Cards that can be played as either hazards or resources may count as either
for purposes of deck construction.
Each deck must contain at least 12 creatures.
The following count as 1/2 a creature for deck construction: hazards that
can be played as creatures or events, At Home Dragon manifestations, Ahunt
Dragon manifestions and agents. Note that agents count as characters in
Ringwraith decks, not as 1/2 creatures.
@ You may play with three Ringwraiths in your play deck, as long as they are
not three different Ringwraiths.
@ You may place Ringwraiths or Wizards in your sideboard, as long as only one
of them is duplicated in the deck and sideboard combined, and you have only
Ringwraiths or only Wizards in the deck and sideboard combined.

The Character Draft

The starting character pool consists of 10 characters.
Each player reveals one character at a time from their pool, simultaneously
with their opponent. Non-duplicated characters go into the starting parties,
duplicated charcters are put aside and not allowed in either starting company.
Each player continues until they want to stop, they have 20 points of mind in
their starting company, or they have five characters in their starting
company.
Ringwraith players may start with 6 characters in the character draft
If one player stops revealing characters, the other one may continue to
play charcters.
No player may reveal a character that would bring his starting company's
total mind over 20.
When players are finished, each may put up to 10 characters into their
deck, including characters from his starting pool that did not end up in the
starting company.

Great Secrets Buried There

If you play this card as a hazard on your opponent, you must be able to
provide your opponent with a copy of any uncommon Under-deeps sites if he does
not have a copy in his location deck.
@ If you give an Under-deeps site to your opponent, it will return to your
location deck we they are done with it, unless you have also used the site, in
which case it returns to your discard pile.

Movement

Maps of the regions of MECCG may be used in place of region cards in
Council of Lórien tournaments. If two companies move on the same turn, then
the second company does not have to determine the site path to its new site
until the begining of it's movement/hazard phase.
@ Wizard companies cannot use starter movement to or from sites in Gorgoroth.
If using region movement to or from sites in Gorgoroth, they must move from a
site in Imlad Morgul, through either Nurn or Udun, or use a movement enhancer
like Ash Mountains or Eagle-mounts. Such sites may be reached normally with
Under-deeps movement.

Starting Companies

@ Ringwraith/Sauron players may have starting companies at Dol Guldur and/or
Minas Morgul. A Ringwraith may also be brought into play at Dol Guldur, Minas
Morgul, or his home site.

The Weakest Link Method

If there is a tie at the Free Council, add one corruption point to each
non-Wizard in play. Each character then makes a corruption check and
marshalling points are recounted.
Continue this until there is no longer a tie or until all non-Wizard
characters are corrupted away.

------- "The Crossing-guard of Mordor" -------
Craig "Ichabod" O'Brien http://www.cstone.net/~ichabod
ich...@cstone.net Me:CCG Official Netrep
"It's for discipline that the Lord scourges his worshippers" Jdt 8:17
-- Check out my Shadowfist, INWO, and MECCG traders on my web page --

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