> ## Documentation Index
> Fetch the complete documentation index at: https://extendedrules.echoesofastra.com/llms.txt
> Use this file to discover all available pages before exploring further.

# EoA Tournament Guidelines

> Tournament framework, deck preparation, matchmaking, judging, and penalties for Echoes of Astra events.

This guide gives Tournament Organizers (TOs) and Judges a consistent framework for running *Echoes of Astra* events, resolving disputes, and applying penalties fairly. Cite rulings using the most specific section and clause identifier (Example: `2.1b`).

## `0.` Tournament tiers

Event sizes and expectations fall under four tiers:

* **Level 0: Unofficial tournaments**
  * Not officially sponsored by Parhelion Studios
  * Prizing: not required
  * Judge: not required

* **Level 1: Local weeklies** (Hosted on AstraPlay)
  * Prizing: provided
  * Judge: recommended

* **Level 2: Store Championship** (Hosted on AstraPlay)
  * Prizing: provided
  * Judge: required

* **Level 3: Publisher Ran Events** (Regionals, Nationals, Worlds)
  * Paid entry
  * Prizing: provided
  * Judges will be present (provided by Parhelion)

## `1.` Judge Prerequisites

`1.1`Official judges will need to be approved on AstraPlay after taking the Judge Exam. If approved, they will have their account tagged with the "Judge" label.

`1.2`Judges are able to participate in events as participants, given that their attention is not required full-time. Typically with 8 or more participants, a judge will be called too frequently to be a participant as well. Every event and local has a different situation, so event organizer should exercise best judgment on whether a full-time judge is needed.

***

## `2.` Deck Preparation

### `2.1` Deck list

`2.1a` Deck lists are a formal submission of the content of a players deck. Deck lists are submitted before the tournament and cannot be changed once submitted. These are the rules for deck preparation:

`2.1b` Must have AT LEAST 50 tournament legal cards

`2.1c` Maximum of 100 tournament legal cards.

`2.1d` Up to 3 copies of each card (by name). Alt Arts count as the original base card.

`2.1e` Consists of AT MOST two Affinities (Neutral cards don't count and can be added to any deck)

`2.1f` Contains AT MOST a 10 card sideboard. A sideboard is optional.

`2.1g` Be sleeved in matching sleeves to prevent marking.

> ***Judge tips***
>
> If a player's deck doesn't match their submitted deck list, let them attempt to rectify the inconsistency with a Verbal Warning, then a Verbal Caution if repeated. Continue to escalate the punishment with each repetition.

`2.1e` **Tournament Legal Cards:** Cards used in Tier 1, 2, and 3 tournaments must use cards that are officially manufactured by Parhelion Studio Co. Proxies, modified cards, and custom cards are not allowed. For Tier 2+ Tournaments, random deck checks should be done. Target one random player per round of play.

> *Judge tips*
>
> If a card legality question comes up mid-round, pause the match and confirm legality using the official card index. Apply a Verbal Warning if an illegal card or deck is confirmed to be found.

### `2.2` Sideboarding

`2.2a` Sideboarding is when a player modifies their tournament deck with submitted sideboard cards (up to 10). This may only happen between games and matches.

`2.2b` In a Best of 3 game, a player may sideboard between each match.

`2.2c` Before a match starts, a both players may ask what their opponent's deck composition is (which Affinities are included). Either player may use this information to sideboard before beginning.

> ***Judge tips***
>
> If a player presents an incorrect deck configuration accidentally, treat it as an *Incorrect deck* situation and Verbal Caution.

### `2.3` Card placement & play area

`2.3a` Players are encouraged to use proper board placement according to the Comprehensive Ruleset graphics.

`2.3b` Staging Area should be above the Supply Area.

`2.3c` Combat Zones should be laid out in between both players battlefield zones.

`2.3d` Deck, graveyard, and banish pile can placed to the left or right of the battlefield. You may use any configuration that you need to, but please make sure that your opponent's know what zone is what if you are using a non-standard layout.

`2.3e` Players must keep all zones visible and distinct.

`2.3f` Players should clearly announce effects that move cards between zones.

### `2.4` Accessories

`2.4a` **Allowed (recommended)**

* Card sleeves (uniform, clean, not transparent)
* Dice/counters (clear meaning, not misleading)
* Playmat (non-distracting and PG-13)

`2.4b` **Not allowed**

* Marked sleeves or anything that could reveal card identity
* Counters/dice that can be mistaken for something else (e.g., multiple meanings with no agreement)

***

## `3.` Recording Wins and Points

### `3.1` Matchmaking

The default tournament format uses Swiss matchmaking with a Median-Buccholz tiebreaker algorithm. AstraPlay will automatically assign seats for each round, however the tournament organizer may rearrange and adjust seating as necessary to accommodate disability or improve player experience.

**Recommended Swiss Rounds:** The recommended round for accurate win tracking depends on the amount of players. They are as follows:

* **5–8 players:** 3 rounds
* **9–16 players:** 4 rounds
* **17–32 players:** 5 rounds
* **33–64 players:** 6 rounds
* **65–128 players:** 7 rounds

### `3.2` Point Tracking

Within the AstraPlay event software, points should be tracked as follows:

* WIN is worth 3 points
* TIE is worth 1 point
* LOSS is worth 0 points

`3.2a` In the case of win/loss disagreements, the judge is to discern the game state to the  best of their ability to determine the victor. If the board has been cleared and win record is still inconclusive, **a judge should void the match (0-0).**

***

## `4.` Judging guidelines

Judging should be consistent, calm, and transparent. Apply the lowest penalty that corrects the issue and protects the integrity of the event. With each repeated infraction within the event, escalate to the next level. At locals and casual community events, the emphasis for judging should be on education and keeping things moving.

If a player has history of malicious behavior, your initial infraction can begin higher (Verbal Warning).

### `4.2` Time Limit and Overtime

`4.2a` Organizers are allowed to set maximum time limits for a single match to maintain expediency.

`4.2b` **Best of 1 Match:** Recommended time is **30 minutes.**

`4.2c` **Best of 3 Matches:** Recommended time is **60 minutes.**

`4.2d` After exceeding the time limit, there will be 5 **minutes of overtime, or 3 more alternating turns** (whichever comes first). Alternating turns start counting after the current turn player ends their turn.

`4.2e` At the end of overtime, the player who has a higher VP wins. If both players have the same VP, the match will be a draw **(1 – 1)**.

### `4.3` Penalty types

`4.3a` **Verbal Caution \[Minor Infraction]**

* No direct ramifications beyond informing the player
* Use for minor offenses and mid-level offenses during level 0 and 1 events

`4.3b` **Verbal Warning \[Minor Infraction]**

* Communicates: "If this repeats, there will be consequences."
* Use for minor offenses that can be easily rectified

`4.3c` **Game loss \[Repeated Minor Infraction]**

* Player immediately loses the current game
* Used if a player receives a Verbal Warning for the same infraction twice or more during the same event

`4.3d` **Match loss \[Major Infraction]**

* Player immediately loses the current match
* Used for larger punishments and repeated minor infractions of varying types. The Caution, Warning, and Game Loss should all precede this penalty.

`4.3e` **Disqualification \[Major Infraction]**

* Player is eliminated from the tournament
* Player may be asked to leave tournament grounds by the TO
* Use for repeated major infractions during Level 2 and Level 3 events
* May also be used after multiple game loss or match loss penalties have been dealt to a single player

### `4.4` Types of infractions

<table>
  <colgroup>
    <col width="83" />

    <col width="250" />

    <col width="325" />

    <col width="325" />
  </colgroup>

  <thead>
    <tr>
      <th>Clause</th>
      <th>**Name**</th>
      <th>**Description**</th>
      <th>**Judging**</th>
    </tr>
  </thead>

  <tbody>
    <tr>
      <td>4.4a</td>
      <td>**Incorrect Game State**</td>
      <td>A broad/catch-all infraction when game procedure is not followed correctly.</td>
      <td>Minor Infraction; Help resolve game state and continue the game.</td>
    </tr>

    <tr>
      <td>4.4b</td>
      <td>**Unsportsmanlike Conduct**</td>
      <td>Not responding to game-relevant questions; Name calling; Not allowing opponent to cut the deck; Not allowing opponent to read cards upon request</td>
      <td>Minor Infraction, escalating with repeated violations; Intervene early, de-escalate, and set expectations.</td>
    </tr>

    <tr>
      <td>4.4c</td>
      <td>**Slow Play**</td>
      <td>Intentionally taking time to run down the clock and win on time.</td>
      <td>Minor Infraction; This can be subtle; rely on pattern recognition across turns and rounds.</td>
    </tr>

    <tr>
      <td>4.4d</td>
      <td>**Tardiness**</td>
      <td>Appearing late to a scheduled match, causing a delay of game.</td>
      <td>Minor Infraction. If player has history of continued tardiness (3 times prior), you may issue a Major Infraction, Game Loss. If tardiness is a result of normal play during a prior matchup, no need for intervention. However, be wary of intentional slow play.</td>
    </tr>

    <tr>
      <td>4.4e</td>
      <td>**Incorrect Deck / Card Marking**</td>
      <td>A deck that is not correct for the event (illegal list, missing cards, wrong configuration), or is manipulated to provide advantage (marked sleeves/cards).</td>
      <td>Random deck checks to encourage compliance. If cheating is suspected, issue escalating infractions and mark the player for future random deck checks.</td>
    </tr>

    <tr>
      <td>4.4f</td>
      <td>**Intentional cheating**</td>
      <td>A player knowingly breaks rules to gain advantage. This includes match fixing and bribery.</td>
      <td>Verbal Warning and escalate appropriately (DQ at Tier 2 or 3 events). Be willing to investigate player's past to learn if there is history of this offense and act accordingly.</td>
    </tr>
  </tbody>
</table>

### `4.5` Player rights

#### `4.5a` Judge call

* A player may call a judge at any time to check the game and/or ask questions.
* The player should raise a hand and call "Judge!"
* When a judge call is made, game play must stop exactly where it is.
* The game may resume only when the judge says it may.

#### `4.5b` Judge cut

* If a player is offered to cut an opponent's deck, either player may ask a judge to cut instead.

#### `4.5c` Deck check

* If a player is uncomfortable with an opponent's deck and believes something is off, that player may request a deck check.
* Call a judge and clearly explain the concern.

## `5` Examples & Common Issues

<table>
  <colgroup>
    <col width="349" />

    <col width="396" />
  </colgroup>

  <thead>
    <tr>
      <th>**Problem**</th>
      <th>**Solution**</th>
    </tr>
  </thead>

  <tbody>
    <tr>
      <td>`5.1 `A player forgets to extend supply or take an optional action on their own turn, but their turn has passed.</td>
      <td>If an ability or game action uses the word "may", then it is considered an optional action and is not compulsory. Inform the players and allow the game to continue.</td>
    </tr>

    <tr>
      <td>`5.2` A player accidentally draws more cards or has more cards in their hand than they are supposed to. \
      </td>
      <td>If the identity of the card(s) was public to all players prior to the mistake, return them to their proper location. Otherwise, determine the number of extra cards to return from the player's hand. Randomly select them and put them on the bottom of the player's deck. \
      </td>
    </tr>

    <tr>
      <td>`5.3` A player sees a private card that they should not have.</td>
      <td>Insert the exposed card randomly into the middle of the deck. Be sure to preserve the positions of any publicly known cards (such as revealed cards on the top or bottom of the deck).</td>
    </tr>

    <tr>
      <td>`5.4 `A player mistakenly performs an illegal game action.</td>
      <td>Attempt to reverse the game state while being least disruptive as possible. This may include inserting misdrawn cards back into the deck, putting cards back into hand, or removing cards from the supply area to restore the last known state of legality.</td>
    </tr>
  </tbody>
</table>


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