TEDH – Rules
GENERAL RULES
1.1 – The TEDH rules fully include the official Wizard of the coast rules for the Commander Multiplayer format “Free-for-All Variant”.
1.2 – All games are played in BO1 mode.
1.3 – Each game has a duration of 50 minutes plus any extra turns, except for the single table finals that have no time limit.
1.4 – The number of extra turns is 3 plus 2 for each player in addition to the second still in play (3 turns for 2 players, 5 turn for 3 players, 7 turns for 4 players).
1.5 – The training of the tables takes place based on the number of participants according to the section “ORGANIZATION OF MATCHES AND TABLES” present at the end of this rule book.
1.6 – Initial matches are decided at random and/or by appropriate application.
1.7 – Matches from the second game to the next are generated based on the score of the previous round.
1.8 – Matches are generated by starting with the players with a higher score and favouring a player who has not yet played with the majority of players to match to the table.
1.9 – The number of top players at the end of the tournament is equal to the number of tables formed in the first round +1.
BANLIST
2.1 – The TEDH banlist is the same as the official Wizard of the Coast banlist for the Commander Multiplayer format.
2.2 – If a player has one or more ILLEGAL CARDS, at the beginning of his next round, that player leaves the game following the CONCEDE rule. That player can fix the deck by replacing the illegal cards only with basic land cards.
PROXY CARDS
3.1 – A PROXY CARD is an easy-to-buy or home-made replacement for a collectible card. A proxy card is used when a collectible card player does not own a card and it would be difficult to obtain it in a useful time.
3.2 – The number of proxy cards that can be used by each player must be determined in advance by the organizer of the TEDH event (recommended up to 10 proxy).
3.3 – The proxy card to be used in a TEDH tournament must meet the following parameters:
- the represented card must be recognizable;
- the name of the represented card must be legible;
- the card must not be traceable to the other cards in the deck.
3.4 – All PROXY CARDS must be shown at the time of registration and communicated to the players at the table before the start of each game.
3.5 – If asked, before the game start, the player has to show the proxy cards to the opponents.
3.6 – If one or more PROXY CARDS contained in a player’s deck violate the rule, at the beginning of his next round, that player leaves the game following the CONCEDE rule. That player can fix the deck by replacing the illegal cards with a regular PROXY CARDS or a basic land cards.
KILL POINTS
4.1 – Every time a player makes an opponent lose the game, that player gets 1pt.
MILL
5.1 – If a player forces an opponent to draw a card while his/her library is empty, causing that opponent to lose the match, that player receives 1pt.
5.2 – If a player removes the last card from an opponent’s library and this loses the game by fishing its own trigger or maintenance, that player receives 1 pt.
5.3 – If a player loses the game by fishing his own trigger or upkeep without any opponent taking away the last card left on the deck, no opponents receive points. The player who lost left the game.
WINNER
6.1 – The player who wins the match always receives a total of 3pt, regardless of the points accumulated during the match (Ex. in the first round, Cinzio at table 1 kills three opponents and wins the match, totaling 3pt. Instead, Osvaldo, who at table 2 kills one opponent and wins the match, totals 3pt).
WIN THE GAME
7.1 – If a player successfully triggers a “WIN THE GAME” trigger, he gets a total of 3pt and leaves the game. The other players continue the game without winning the game (they can’t receive the win points).
TIE GAME
8.1 – If all the players remaining in a game lose simultaneously, the game is a draw. If that happens, the players still in play receive 1pt and the game ends.
8.2 – At the end of the final rounds, if no one wins the game, the players still in play receive 1pt and the game ends.
8.3 – If an infinite combo ends the match without a winner, all players still in play at the combo activation receive 1pt and the match ends.
CONCEDE
9.1 – A single player may only CONCEDE the match during his or her turn of play.
9.2 – If a player has more than one opponent and concedes, that player takes 1pt of penalty for each opponent in game after the first.
9.3 – If all opponents want to concede the game to one player, that player wins the game and all opponents lose the game.
LEAVE THE GAME
10.1 – A player may decide to leave the tournament stage only after finishing a game.
10.2 – The player who has abandoned retains all collected points from the matches played, but waives the place in the ranking for the ongoing event.
10.3 – When one or more players leave the stage, the formation of the next tables follows the table “ORGANISATION TABLES” according to the number of participants still in play. If the number of participants is less than six, a single table will be formed.
PENALITY SYSTEM
11.1 – If a player starts the game voluntarily in violation of the provisions, that player at the beginning of his next round leaves the game following the CONCEDE rule and receives 1 extra penalty point.
ORGANIZATION OF MATCHES AND TABLES
NUMBER OF PLAYERS | NUMBER OF TABLES | NUMBER OF ROUNTS | TOP PLAYERS | T 1 | T 2 | T 3 | T 4 | T 5 | T 6 | T 7 | T 8 | T 9 | T 10 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
6 | 2 | 3 | 3* | 3 | 3 | ||||||||
7 | 2 | 3 | 3* | 4 | 3 | ||||||||
8 | 2 | 3 | 3* | 4 | 4 | ||||||||
9 | 3 | 4 | 4* | 3 | 3 | 3 | |||||||
10 | 3 | 4 | 4* | 4 | 3 | 3 | |||||||
11 | 3 | 4 | 4* | 4 | 4 | 3 | |||||||
12 | 3 | 4 | 4* | 4 | 4 | 4 | |||||||
13 | 4 | 4 | 5* | 4 | 3 | 3 | 3 | ||||||
14 | 4 | 4 | 5* | 4 | 4 | 3 | 3 | ||||||
15 | 4 | 4 | 5* | 4 | 4 | 4 | 3 | ||||||
16 | 4 | 4 | 5* | 4 | 4 | 4 | 4 | ||||||
17 | 5 | 4 | 6 | 4 | 4 | 3 | 3 | 3 | |||||
18 | 5 | 4 | 6 | 4 | 4 | 4 | 3 | 3 | |||||
19 | 5 | 4 | 6 | 4 | 4 | 4 | 4 | 3 | |||||
20 | 5 | 4 | 6 | 4 | 4 | 4 | 4 | 4 | |||||
21 | 6 | 5 | 7 | 4 | 4 | 4 | 3 | 3 | 3 | ||||
22 | 6 | 5 | 7 | 4 | 4 | 4 | 4 | 3 | 3 | ||||
23 | 6 | 5 | 7 | 4 | 4 | 4 | 4 | 4 | 3 | ||||
24 | 6 | 5 | 7 | 4 | 4 | 4 | 4 | 4 | 4 | ||||
25 | 7 | 5 | 8 | 4 | 4 | 4 | 4 | 3 | 3 | 3 | |||
26 | 7 | 5 | 8 | 4 | 4 | 4 | 4 | 4 | 3 | 3 | |||
27 | 7 | 5 | 8 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | |||
28 | 7 | 5 | 8 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | |||
29 | 8 | 5 | 9 | 4 | 4 | 4 | 4 | 4 | 3 | 3 | 3 | ||
30 | 8 | 5 | 9 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 3 | ||
31 | 8 | 5 | 9 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | ||
32 | 8 | 5 | 9 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | ||
33 | 9 | 6 | 10 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 3 | 3 | |
34 | 9 | 6 | 10 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 3 | |
35 | 9 | 6 | 10 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | |
36 | 9 | 6 | 10 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | |
37 | 10 | 6 | 11 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 3 | 3 |
38 | 10 | 6 | 11 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 3 |
39 | 10 | 6 | 11 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 |
40 | 10 | 6 | 11 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 |
You know | how to | continue… | G | o | o | d | l | u | c | k | ! |
*One final match, all versus all.