Tournament Rules

Objective #1

"Live to Fight Another Day"


You earn 1 Objective Point if your Samurai is alive at the end of the battle.  You earn 1 additional Objective Point if your Samurai is undamaged at the end of the battle (damage taken earlier in the battle that is removed before the end of the game does not prevent you from earning this Objective Point).  

Objective #2:

"Assassination"


You earn 1 Objective Point if your opponent's Samurai is routed/dead at the end of the battle.  Death by Seppuku counts, but leaving the battlefield as a Messenger does not.  You earn 1 additional Objective point if your Samurai inflicted damage on the opponent's Samurai before he died. 

Objective #3:

"Messenger"


You earn 1 Objective Point if your Samurai is fully within your opponent's deployment zone at the end of the battle.  You earn 1 additional Objective Point if your Samurai leaves the battlefield by coming into contact with the opponent's long table edge during your movement phase. Your Samurai is then removed from play, but does not grant the opponent attrition points at the end of the battle.  

Objective #4:

"Fearsome Warrior"


You earn 1 Objective Point if your Samurai causes more damage than the opponent's Samurai.  Keep score of every point of damage dealt by both Samurai (damage that is later healed is still counted) and compare the totals at the end of the battle.  You earn 1 additional Objective Point if your Samurai inflicts at least twice the damage of your opponent's Samurai.

Objective #5:

"One Man Army"


You earn 1 Objective Point if your Samurai Routes an enemy unit in single combat (meaning no other friendly units charged the Routed enemy during the same fight phase).  You earn 1 additional Objective Point if you route at least 1 more unit in the same way.

Objective #6:

"Die with Honor"


You Earn 1 Objective Point if your Samurai dies by Seppuku before the end of the battle.  You earn 1 additional Objective Point if your Samurai is fully within the opponent's deployment zone when he dies from Seppuku.

Tournament Scenarios

Scenarios will be chosen at random from the list of 3rd Edition scenarios listed in the main rule book.  Before each game the TO will roll a dice to determine which scenario will be next.  There will be no modifications to these scenarios.  The only scenario that will not be used is "Kill", there will be a bonus for Kills made during your games, so Killing the enemy is already rewarded.  Bonus points will be available for completing additional objectives beyond the minimum to win; see the Scoring Section for details.

Until 3rd Edition is released we do not have a complete list of scenarios available, but the following list from CoK19 should be fairly accurate:

Loot Token Scenarios:

  • Push (3 Loot Tokens Per Player)

  • Loot

  • Scavenge

  • Plunder

Objective Marker Scenarios:

  • ​Pillage (7 Objective Markers)

  • Ransack

  • Occupy

  • Raze

Unit Strength Scenarios:

  • Dominate

  • Control

  • Invade

Venue Rules:

  • Alcohol is available in the lobby / bar area starting at 3:00pm.

  • Hotel rules do not allow us to publicly consume alcohol that was not purchased from the hotel.

  • Any player caught with alcohol will be required to remove it from sight / the premises.

  • The hotel cannot regulate alcohol that is opened out of sight within your home, vehicle, or hotel room.

  • The TO's & Hotel Staff cannot see through opaque drinking vessels and will assume you are following the rules.

  • Anyone obviously intoxicated and causing a scene will be removed from the tournament.

Army Lists: 2300 points 

  • Submit your army list to ContactDojoGT@gmail.com (please use Army Builder for easier reading).

  • Army lists will be built using the most recent Kings of War rules (3rd Edition).

  • Official supplemental rules (from Mantic) that have been released at least 60 days prior to the tournament date are also allowed.

    • Supplemental army lists.

    • Campaign books​ with special heroes and formations.

    • Clash of Kings books.

    • Historical Armies book (pending review):

      • If updated 3rd Edition rules are released at least 1 month before the event they will be allowed.

      • If no new rules are released then the 2nd Edition rules may be permitted after reviewing them for balance.

  • All players must bring a single Infantry Hero to represent their Legendary Samurai Hero; see the "SAMURAI HERO RULES" section for details.

 

Miniatures Guidelines 

  • Miniatures may be produced by any manufacturer.

  • 3D printed miniatures are allowed.

  • "Toys" are allowed, assuming they meet all the other requirements, but they should fit some appropriate theme and look reasonable.

  • Proxies are not allowed (no paper cutouts or pipe cleaner stick figures with googly eyes).

  • "Counts As" miniatures are allowed as long as they are similar in size to the unit type they are representing.

  • Miniatures must be fully assembled with all of the appropriate pieces.

  • Miniatures must be painted: At least 3 colors must be painted on ALL models.

    • This can be as simple as a base coat, a wash, and a dry-brush highlight.  The new GW Contrast paints work great for fast painting.

  • Miniatures must be properly based.

    • Miniatures must be affixed to their bases and the bases need to be painted at least 1 color or have at least 1 basing material present.

    • Unit base sizes must follow the requirements in the official rules.

    • Exceptional Base Size for Monsters & Heroes are allowed, but you must use the standard base size if your opponent requests it. 

      • Players using Exceptional Base Size should bring some blank bases in case this happens to you.

  • Minimum Model Count is highly recommended (you earn easy Appearance Points for doing so), but it is not required.

  • Anyone who has controversial model choices, or fails to meet the painting/basing standards risks having their model/unit removed from play OR they may be allowed to use the unit, but receive a penalty to compensate for failure to follow the rules.

  • If you are unsure if your unit meets these requirements please send photos to ContactDojoGT@gmail.com for a ruling.

Samurai Hero Rules

Your Daimyo lord will send a single Samurai to join your army as a leader & legendary warrior that can assist you in your rise to power.  Each clan has their own distinct fighting style and your clan allegiance is determined by your army's alignment.  All Samurai are worth 200 points, this is added to your 2300 point list to make a total army size of 2500 points.

 

Samurai Hero: 200 points
Sp 6 | Me 3+ | Ra - | At 7 | De 5+ | Ne 14/16
Infantry (20x20 or 25x25 base)

Crushing Strength (2), Very Inspiring, Individual, Fury, Mighty, Duelist

Seppuku, Samurai Showdown, Clan Rules

  • Good: Fokkusukuran (Fox Clan)

Elite, Iron Resolve (2)

  • Neutral: Tatorukuran (Turtle Clan)

Ensnare, Regeneration (5+)
 

  • Evil: Baipakuran (Viper Clan)

Vicious, Lifeleach (2)

  • Seppuku: 
    During your shooting phase you may order your Samurai Warrior to commit ritual suicide "Seppuku". If you do so, he will be removed from the battlefield as a casualty and your opponent will gain the 200 attrition points for him being slain/routed. Additionally, all enemy units within 12" of the Samurai become disordered.

  • Samurai Showdown:
    Any Samurai that was charged in the previous turn by the opponent's Samurai must counter-charge that enemy Samurai or be dishonored and immediately have D6 damage inflicted upon him (this takes place after Regeneration and does not cause a Nerve Test).  Additionally, If your opponent's Samurai is routed in a turn that your Samurai charged him, then your Samurai will gain Rallying(2) as he carries his defeated enemy's head as a trophy.

  • Your Samurai Hero is treated as a selection from your main army list, so spells, Inspiring, and other special rules that affect friendly units also work with your Samurai.

Samurai Objective Cards

Before each battle begins both players will select a special Samurai Objective that will be worth up to 2 Objective points if completed. You will have a set of 6 Samurai Objective Cards from which to choose and you will only choose 1 card per battle (meaning 1 card will not be used at all during the tournament). Before selecting your cards, choose sides, deploy armies, make Vanguard moves, and determine which player will take the first turn. The player who won the choice to take the first turn will select and reveal his Samurai Objective to the opponent. After seeing their opponent's objective, the 2nd player selects a Samurai Objective Card and reveals it to his opponent. The battle begins once both players have selected and revealed their objectives.  Samurai Objective Points earned will affect the outcome of the Battle Score by up to +2/-2 points.

Tournament Re-Roll Tokens

Players may opt into purchasing a Re-Roll Token for $5 that will allow you to re-roll a single dice during your turn (so only dice you personally rolled).  This re-roll takes place outside the normal sequence of events and it replaces the original roll and means the re-roll can be re-rolled due to other special rules.  [Example: A melee to-hit dice might have rolled a 2, then you use your tournament re-roll and get a result of 1 that replaces the original result of 2, then if that unit has the Elite special rule the new result of 1 will trigger a re-roll to-hit.]  Money collected from the re-rolls will go towards snacks & breakfast for the players on Saturday & Sunday mornings.

Game Length & Chess Clocks

All games will last for 6 full turns per player with the possibility of a 7th turn being played on a D6 roll of 4+ (the player who finished the bottom of turn 6 will roll this dice).

Players are encouraged to use a chess clock to prevent their games from running long.  If one player wants to use a clock, then the other MUST accept the clock rules.  When using chess clocks, each player is given 70 minutes starting from the moment the round begins (this includes any terrain placement, objective placement, army deployment, bathroom breaks, etc).  This will give you an extra 10 minutes to complete your score tallying at the end of the battle.

 

We are allowing 2.5 hours per game to get the scores turned in.  Any table that fails to turn in their score sheet on time will be docked 1 Battle Point per player at that table.  If your opponent is slow-playing, notify a Tournament Organizer ASAP, so we can keep an eye on your game.  If it is obvious just one player is responsible for the slow play only that player will be docked the point.  Any Game that does not complete at least 5 full turns before time is up will result in a loss of Battle Points as if they failed to turn in their scores on time.