Tournament Materials

From Archon Arcana - The KeyForge Wiki

There are several materials and game components needed to facilitate a tournament. The organizer and players are both responsible for supplying certain items.

Organizer Materials

In addition to arranging a location, the organizer is responsible for securing tables and chairs to accommodate all players. The organizer should have table numbers on hand or some other method of demarcation so players can easily find their seats at the beginning of each tournament round.

Finally, the organizer is also responsible for having all required rules documents on hand for reference during the event. This includes the KeyForge Rulebook, KeyForge Tournament Regulations (this document), and any Event Outline or other document relevant to the event. Most of these documents can be found on the KeyForge website.

Player Materials

Players are responsible for bringing all of the game components they need to play a game of KeyForge. This includes Æmber tokens, damage counters, a chain tracker, and status cards. For Archon tournaments, players must also bring their own unique deck, including the deck’s identity card.

Regarding Player Decks

Each KeyForge deck is unique, and no player-driven deckbuilding can occur at any time. Any player who attempts to alter the contents of their deck so that it contains anything other than what is listed on its identity card is not eligible to compete in a KeyForge tournament. If, during the course of the tournament, a player is discovered to have altered their deck, that player is disqualified and his or her opponent receives a win for the round.

Players must use the same deck for the duration of the tournament.

NOTE: Miss “Onyx” Censorius and Radiant Argus the Supreme are the two starter decks included in the core box of KeyForge. These decks are not eligible for tournament play because they are not unique.

Identity Cards

Each KeyForge deck has an identity card that displays the deck’s name along with a list of all the cards within that deck. Each player’s identity card must be visible and accessible at all times. In the Archon format, players are only able to review their opponent’s list prior to the match (standard 2 minute time limit). In the Sealed format, players are not allowed to review their opponent’s list.

Each player must present his or her deck’s identity card in order to register for a KeyForge tournament. If a player cannot present the identity card, then the associated deck is not valid and cannot be used in that tournament.

Card Sleeves

Players are required to sleeve their deck in opaque sleeves for Premier tier tournaments. All sleeves within a single deck must be identical in size, color, texture, and condition. At Relaxed and Formal tier events, players may use transparent sleeves so long as there are no distinguishing marks on any of the card backs in the deck.

The organizer can determine whether or not a particular deck needs opaque sleeves at these events. Players are not required to sleeve their deck’s identity card. Players should bring a few spare sleeves for their deck in case a card sleeve breaks or becomes unusable during a tournament.

Because of the nature of KeyForge’s unique deck mechanic, a player may check the printed deck name on the face of any card in play at any time. If the deck name on a card does not match the name of the deck being used, that constitutes altering a deck’s contents and the player using that deck is disqualified, granting his or her opponent a win for the round.

Lost and Damaged Cards

Players should take extreme care not to lose a card from their deck. Because of the nature of KeyForge’s unique deck mechanic, it is not possible to find replacements for lost cards. Any player that discovers they are missing a card at the beginning of a round should notify a leader. The leader will give the player a short time extension to their game in order to search among their belongings to find the card. If the player cannot find the card within that time, they must concede the game. If the player cannot find the card before the start of the next round, they should be removed from the tournament.

During a game, if a player discovers they are missing a card from their deck, they must concede the game. If the card simply fell on the floor due to carelessness, give the player a warning, fix the problem, and allow them to continue the game.

If a player’s card becomes damaged during the course of the tournament, at a leader’s discretion a proxy card may be used. A leader will create the proxy, including the card name, the deck name, any information that is no longer legible or available on the damaged card, the name of the leader who created it, and the date it was created. The original card must be kept facedown and nearby, available for reference when the proxy card is played.

Tokens and Status Cards

Tokens are representations of information about the game or game state. The presence of tokens is marked by one or more indicators. Indicators may also be used to represent multiple tokens, or other open or derived information.

Typically, players use the cardboard tokens included in official product as indicators. However, players may choose to use other items as indicators, so long as they do not obscure significant component information, are resistant to accidental modification, and their purpose of use is clear to both players. The marshal is responsible for determining the legality of an indicator and its reasonable use during a match if objected to by its owner’s opponent.

NOTE: The use of dice of any kind is not permitted in KeyForge Organized Play.

Similar to tokens, Power and Stun status cards are used as indicators for certain information throughout the course of the game. Players may choose to use other items (except dice) to represent these as well, and once again the marshal is responsible for determining the substitutes’ legality and reasonable use.

Legal Products

Players may use only official KeyForge components in tournament play, with the following exceptions for third party replacements:

  • Tokens that do not obscure card information
  • Power/Stun cards (or tokens) that are clearly distinguishable
  • Key tokens in red, blue, and yellow that have distinct, easily-discernable differences between their “A” and “B” sides
  • A chain tracker card and its associated token, so long as the former is clearly legible and does not omit any information compared to the official component.

Determining the legality of any questionable third-party tokens is the marshal’s responsibility. Proxies of cards are not allowed unless used under the rules of “Lost and Damaged Cards”.

All official promotional status cards, tokens, and other components given out at events or tournaments are legal in any tournaments where the original version of those components are legal. For all tournaments, all product is legal in North America upon the product’s official release.