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PostPosted: Fri Oct 10, 2008 2:58 pm  Reply with quote
Very Old Dragon


Joined: 25 Sep 2007
Posts: 708
Location: At World's End

Well, since mnightsilver mentioned the idea of a HGC League and this MtG article showed up a week later, I thought I'd suggest this as an activity for the next sem. Here's the basic rundown:

Kelly Digges wrote:

Leagues
In Brief: A league lets you play matches within a limited group of people over a limited period of time, usually with a limited card pool. There are many different ways of organizing a league—I'll give you a rules rundown under, well, "Rules Rundown"—but they're all dedicated to starting everybody on the same playing field.

Rules Rundown: Every league starts by finding a group of people to be in it. You can add more people later, but you'll want a good-sized group to start. That group can then sit down and decide what rules the league should use. You'll want to think about starting card pools, adding cards, deck size and card limits, trading, and scheduling (including minimum / maximum number of matches per "period"). I'll go into each of those in more detail.

Pros: Leagues, just like ritual combat, put everybody on the same page. It doesn't matter that one person has two decks and another has twenty—for league play, you've set those decks aside for a bit. This can also make them a fun change of pace. You get to open a bunch of new cards, trade with your friends, play some games, and see what you like, and you don't have to worry about whether those new cards fit in your existing decks or whether you're just going to get rolled over by "that one deck" again.

Cons: Leagues rely on agreement. Your whole play group, ideally, would agree to play in a league, and then you've all got to agree on rules, too. This means, for instance, that you're going to have to agree on the starting card pool—potentially a contentious issue if people have differing budgets. Leagues do involve setting aside your existing decks for a while, which isn't a plus for everybody (although you don't have to play exclusively league games during a league, of course). Finally, leagues are structured. If you'd rather just play some Magic than worry about keeping your card pools separate, leagues might not be for you.


Budget-wise, starting the League costs almost nothing (for the org). The players will bring their own packs/decks and tallying the results takes only minutes. If there are some rewards like packs, we could charge a minor fee of PhP20~30 per person to fund the rewards. However, if we can get sanctioning for the League, playing in the League by itself is a reward -- namely, it boosts the number of recorded tourneys each player has played in, making it easier to get better MtG Rewards cards. Also, if we use the Limited format, it boosts the player's Limited rankings so those striving to get a 1800 Composite rating for Nationals can play while paying the cost of three packs.

*League Format
Limited -- Each player opens three packs and makes a 40-card deck from it. Trading between players is allowed, however, trades must only be one-for-one's (i.e. each player can only have 45 cards at all times, no more no less.) Don't worry, the cards that you opened for the League are used until the end, so you can get maximum mileage out of those crap commons. See this article for a rough idea of how it works. On a side note, I think it would be better if we stamped on these cards like in the PTQ so that it would be easier to distinguish League cards from your everyday cards. (Though it makes it a bit harder to trade these cards after -- might I suggest donating to the card pool? Twisted Evil )

Constructed -- Each player builds a 60-card minimum Standard deck and a 15 card sideboard. Right, the same thing we do at the tambayan, only with sideboards. However, to shake things up and to make the League accesible to the casual players, the following deck-construction limit can be imposed:

Point-Buy: Each player's deck can only have a total number of points equal to X, using the card pool's tier system.

Pauper: No rares and mythic rares allowed in their decks.

Peasant: No rares, mythic rares and uncommons allowed in their decks.

Singleton: One copy only per card with the exception of basic lands.

None: The sky's the limit... or else your wallet is. (see Screw the Rules, I have Money) People can use their Serious Business decks here, so expect decks with Garruk Wildspeaker, Chameleon Colossus, Cloudthreshers and others. The only difference here with the games that we play at the tambayan is that these games count for the league. So, yeah...

*Scheduling
Scheduling League games can be done individually. Basically, you challenge someone to a duel. There could be a weekly limit on the number of games or none.

Weekly: Setting a weekly limit is better if the League is sanctioned. The matches can be set up as a pseudo-Swiss format. Essentially, the first League game you play in the League is the first round. Depending on your results and your total points, the other matches you played can be arranged so that a suitable Swiss table score can be achieved.

No Limit: If the League is just for casual play and the only prize is bragging rights, then people can set up League games as they will. Though, what's the difference with the games we play at the tambayan? :/

*Match results
Each player is given/provides an index card. After each League game, the players record their match results on their index cards and asks their opponent to sign their card. At the end of week, the index cards are taken and the scores are tallied. Prizes for the high-ranking players can be packs (requires an weekly fee of some sort), free card pool points or simply a hearty 'Congraturations, you are winner.'

Alternatively, if we could get sanctioning for this, the League can count as a tourney for MtG Rewards and DCI rankings for the tourney players out there. If we use the Limited format for the League, players can boost their Limited rankings. (Note that for serious tourney players, Limited tourneys apart from Prereleases and PTQs are rare.)

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PostPosted: Fri Oct 24, 2008 5:02 pm  Reply with quote
Very Old Dragon


Joined: 25 Sep 2007
Posts: 708
Location: At World's End

League Mechanics

Basically, the paperwork for the HGC League. Put here for back-up reasons.

Quote:
Requirements:

To join the league, one must be an UPHGC member, alumni or applicant for the current semester with a valid DCI number.


Weekly Registration:

At the beginning of each week, League players must submit the following materials depending on the tournament format:

Standard: An entrance fee of PhP 50, a completed decklist (includes sideboards) and a 3x5” index card with the player’s printed name, DCI number and signature at the upper right corner.

Limited: An entrance fee of PhP 20, a completed 3x5” index card (see above) and the requisite number of booster packs. Once opened, the contents of the booster packs (disregarding tokens and basic lands) are stamped by a non-participating MemCom member to distinguish League cards from regular cards. Additional booster packs opened for the League must also be registered and stamped by a non-participating MemCom member.


League Matches:

The League tournament is played in a round-robin fashion: Players must play against each other within the week. Only one match per week can be considered a League match and at the end of the week, the results are released. Players have full discretion as when and where to hold their matches as long as it is held within the week of the tournament. (The index cards must be submitted on the Friday of that week.) Matches where players failed to play one another are treated as a draw yet both of them receive no points for the match.

League matches follow the SOPs for tournament matches: Sideboarding is allowed at the end of the first game and the first player to win two games out of three is the winner (or in the case of a draw, the player with the most number of points is the winner.)

In the case of conflicts regarding the rules, players are encouraged to resolve it themselves (Honor system guys); the players can come to an agreement in that match only to an interpretation of the rules to resolve the rules issue. However, should the players disagree the players can ask any relevant authority to resolve the issue for them.

The points for each match per player are calculated as such:

Win: 3 points
Draw: 1 point
Loss/Game Not Played: 0 points

At the end of the week, the total points per player are tallied and the rankings are determined from these. In the event of a tie, the tiebreakers used in order of use are: match-win percentage, game-win percentage, direct match-win percentage and direct competition score as defined in the Tournament Organizer’s Handbook. The rankings will then be organized to a modified Swiss ranking system and submitted to the DCI. Leave the math to the organizers; the online results will be based directly on the match results to get an outcome that is similar to the League rankings.

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