Game On!
Your table is warmed up and waiting
Game On!

Think fast, play smart, and get ready to face opponents who came to win. This tournament is packed with tight matchups, clever maneuvers, and players who won’t go down without a fight.

Welcome to ALL ABOARD EXPO 2026! We’re so glad you’re here, because this year’s tournaments are all about having fun, hanging out with fellow gamers, and enjoying some friendly competition. Whether you’ve been playing your favorite games for years or you just learned a new one last week, you’re in exactly the right place.

Over the next set of events, you’ll see everything from clever plays to hilarious missteps, last-second comebacks, and those unforgettable “did that really just happen?” moments. It’s the kind of atmosphere where you can cheer for friends, make a few new ones, and share stories between rounds about that one wild move you can’t believe actually worked.

Think of this tournament as a big gathering of people who love the same thing you do: getting around a table and seeing what happens. No pressure, no ego—just good games, good vibes, and a whole lot of excitement as each matchup unfolds.

So grab a seat, relax, and get ready to play your heart out.


The ALL ABOARD EXPO 2026 Tournament is kicking off, and we can’t wait to see what you bring to the table.

Game Rules

Click on any game to view tournament rules and formats

Unmatched (Play Ins)
Play-Ins
Unmatched Asia Championship
Asia Championships
Splendor
Ashes Ascendancy
Harmonies
The Vale of Eternity
Catan
Quoridor
Summoner Wars
Cascadia
Dice Throne

Tournament Format

For Catan, Splendor, Harmonies, The Vale of Eternity, Cascadia: The tournament is made up of two sets: the Preliminary tables (3-4 Modified Round-robin games) and the Finals. Tables will be assigned with a random seating order. The Top players for the Finals will be determined by the highest tournament total points from the Preliminary games. 

Tournament points per game: +6, +4, +2, +0 (for the 1st, 2nd, 3rd, and 4th, respectively). Tiebreakers, in order: most 1sts, most 2nds, most 3rds, and total raw game score from all three Preliminary games. If still tied, the winner will be random.

For the other games, see their respective sections.

Registration & Table Assignments

Players must register 10-15 minutes before the first game at the registration booth. Table assignments will be drawn randomly and will be posted at the registration booth. You must then proceed to your assigned table, where a Judge will confirm your presence via roll call. Absence in the assigned table during roll call will mean an automatic loss (0 points) in the first game, but the player can still join the 2nd and 3rd games of the Preliminary game.

* Note: Some tournaments share the same schedule. A player can join only one at a time and should avoid conflicts with overlapping tournaments.

A table will be composed of 4 or 3 players. If a table will only have 2 or 1 assigned players (due to no-shows of other players), they will be reshuffled to the other tables at random so that tables will have either 4 or 3 players.

Set-up

The tournament organizers will set up the game components.

  • Splendor, Harmonies (Side A board), Cascadia, Vale of Eternity, Summoner Wars - Normal setup.

Unmatched - Maps will be randomly assigned. See fighter selection rules below.

General Conditions

Please follow the rules found in the base game of Splendor, Harmonies, Vale of Eternity, Summoner Wars, and all released Unmatched® sets. No expansions will be used for the tournament.

The Organizers reserve the right to cancel or modify the Tournament if fraud, technical failures, or any other factor beyond their reasonable control impairs the integrity of the Tournament, as determined by the Organizers in their sole discretion.

The Organizers reserve the right in their sole discretion to disqualify any individual they find to be cheating, tampering with the entry process or the operation of the Tournament, or acting in violation of these Official Rules or any other promotion, or in an unsportsmanlike or disruptive manner.

If rules are broken at a table, players must call for a referee immediately. The referee’s ruling is final. If a rule is broken and players do not report it immediately, this is considered “normal” play, and its effect on the final game results must be accepted.

Repeated incidents can be called out individually even if previous incidents not judged by a referee were deemed as “normal.”

The recording of information through note-taking or any other physical method is prohibited.

No competitor in the Tournament may bring personal notes, strategy guides, player aids, or any form of “cheat sheet” into the Tournament. The use of mobile devices is not allowed. Taking photos by participants is allowed before the start of the game and after the game. Coaching is not allowed.

Time Limit

If players are still in the game after the time limit has elapsed, they finish the game’s round (so that everyone plays the same number of turns).

The Organizer has the authority to introduce and enforce a time limit on player turns, or players may, following set-up, call in a referee to enforce timed turns. The timed turn length is limited to 2 minutes.

There are no breaks during the tournament. Players are advised to take their breaks before the start of the Tournament and in between games.

Protest

If players feel that the outcome of a game is unfair due to broken rules or illegal play, they must immediately inform a referee. Once the game record sheet has been signed, further protest is not permitted, and the results cannot be further altered.

The Head Judges’ ruling is final.

Sportsmanship

Attendees are expected to behave in both a legal and civil manner at all times.

We do not tolerate harassment of any kind, including intimidation or threats, inappropriate disruption of events, hurtful language, physical assault of any type, inappropriate physical contact, unwanted sexual attention, unwanted photography or video recording, bullying, stalking, or following, especially in connection to: race or ethnicity, national origin, gender identity or presentation, sex or sexual orientation, age, disability, religion, citizenship status, medical condition, or pregnancy.

If you experience or witness any form of harassment, please contact an Organizer or Referee. If you are asked to stop any harassing behavior as listed above, STOP immediately.

Poor gameplay is not a justification for disqualification. Players colluding strictly in service to advance mutual positions in the game can be frustrating but is not a justification for disqualification. Collusion among players to advance other players' positions in the tournament rather than to further your own position in-game is discouraged and will be served with a warning.
Referees can disqualify players from the tournament if the rules of the game are broken on

purpose or a player has violated the Code of Conduct. These circumstances include, but are not limited to, players breaking the rules with the intention of winning the game, players engaging in abusive play, or intentionally causing or promoting another player to win. 

Publicity

Except where prohibited, participation in the Tournament event constitutes consent to the Sponsor's use of the participant's name, likeness, voice, opinions, hometown, and country for promotional purposes in any media without further payment or consideration. 

These images and videos may appear in any form of marketing material and social media posts, which may be found inside or outside the official Gaming Library website.

Take-down requests can be sent to: support@gaminglib.com

Data Privacy

The Organizers collect personal information from you when you enter the Tournament. The information collected is subject to the Privacy Policy.

Republic Act No. 10173, otherwise known as the Data Privacy Act, aims to protect personal data in information and communications systems. The Organizers will not be using your information outside of this event, and it will not be shared with anyone except the Organizers.

Game Overview

Prepare for an epic clash as warriors from across the multiverse step into the arena! Whether you’re outwitting foes with Sherlock Holmes or striking fast with Medusa, only the sharpest minds and boldest fighters will claim victory. Do you have what it takes to become the ultimate champion?

Schedule

MAY 30 (SAT), 11 AM - 5:35 PM - Unmatched Play-Ins

  • Maximum Players: 100
  • Schedule: May 30, Saturday 11 AM - 7 PM
  • Format: 7 Round Swiss
  • Time Limit per game: 40 mins

Registration & Table Assignments

Players must register before the first game at the registration booth from 10:45 AM to 11:00 AM. You must then proceed to your assigned table, where a Judge will confirm your presence via roll call. Absence in the assigned table during roll call will mean an automatic loss.

Time / Activity

  • 10:45 AM – 11:00 AM — Tournament Briefing and Registration
  • 11:00 AM – 11:45 AM — Swiss Match 1
  • 11:55 AM – 12:40 PM — Swiss Match 2
  • 12:50 PM – 1:35 PM — Swiss Match 3
  • 1:35 PM – 2:05 PM — Break
  • 2:05 PM – 2:50 PM — Swiss Match 4
  • 3:00 PM – 3:45 PM — Swiss Match 5
  • 3:55 PM – 4:40 PM — Swiss Match 6
  • 4:50 PM – 5:35 PM — Swiss Match 7

The schedule is subject to change depending on the number of players, and matches may finish earlier than anticipated.

Tournament Format

Swiss 

Each game has a time limit of forty-five (45) minutes. When the timer expires, the current game shall be scored.

Setup & Components

Preparation

Players will bring and declare five different characters at the start of the tournament. All participants will play 4 rounds and be matched against other players with similar scores.

First Game Set-up

  1. Players will determine their advantage by a coin flip or die roll. The winner then chooses between:
    Position Advantage – choose their position once the fighters are selected.
    Drafting Advantage – ban second during drafting.
  2. Players will then proceed to draft. The winning player will be the first to ban. Both players will lay their 5 characters on the table. Then the banning and picking start in this order:
    The first player bans 1 character from their opponent.
    The second player bans 2.
    The first player bans 2.
    The second player bans 1.
    They simultaneously choose the fighter they want to use from the two remaining fighters in the draft. If fighters are mirrored, both players use their unassigned fighters. (If these are also mirrored, both players randomly pick from their banned fighters until unmirrored.)
  3. In player order, Buffy chooses sidekick, Geralt of Rivia chooses gear, and Yennefer & Triss chooses hero.
  4. Shuffle decks and draw starting hands.
  5. Place heroes on designated starting spaces.
  6. In player order, place sidekicks.
  7. Alice chooses the starting size.

Game Rules

The tournament follows the official rules, which are found in the Unmatched Core Rulebook and Unmatched Special Rules (Version 10.0  from BGG). Gaming Library rulesets are in effect for this tournament. Before the tournament begins, Gaming Library will publish a bracket on Challonge, to show all match-ups in the tournament. On arrival, players register and have their roster recorded. Players must bring five (5) different official playable fighters.

NOTE: All fighters are allowed, but with 1 S-Tier only (Sherlock Holmes, Elektra, Dr. Strange, and Medusa). Solomon’s Mine and Yukon maps will not be part of circulation.

Match Rules

  1. Players may take a single full mulligan by shuffling their hand back into their deck and drawing 5 new cards. 
  2. The following information is public knowledge and cannot be hidden. 
  3. Deck count;
  4. Cards in the discard pile (Discard layouts are optional);
  5. and the number of cards in hand. 

Players must call for a referee if the rules are broken at a table. The referee’s ruling is final. If a rule is broken and players do not report it immediately, this is considered “normal” play, and its effect on the final game results must be accepted.

Scoring & Tiebreakers

The tournament will use these tiebreakers in this order:

  1. Wins vs Tied Participants
  2. Median - Buchholz
  3. Points Difference

Time Limits

  1. Each match is 45 minutes
  2. Players are only allotted Bronstein 5 minutes - 1 minute extra time to play out their entire turn
  3. The official timer will be chessclock.org, and one player can set it before the match starts, with the other player's approval.
  4. Pause the timer during combat interactions and card resolutions that include the opponent’s decisions (ex, 3 wishes discard, Kinshasa Directive)
  5. Players are encouraged not to abuse this pause time and try to keep thinking during this time, around 30 seconds max. Penalties may be dished out for players found to be consistently stalling for time. (See Sportsmanship Disqualifications)
  6. For rule clarifications, a player’s timer will be paused, but the overall match time limit will continue.
  7. If a player exceeds their allotted turn time, they end their turn and are forced to maneuver in place for their remaining actions (and discard random cards from their hand if they overdraw). The offending player is now in overtime.

Overtime: Call a judge, and take note of the offender and the other player’s final time. The offender will play only the delay time, with one minute on their clock. The other player maintains the current time.

  1. If a match exceeds 45 minutes, complete the current game round so that each player has played the same number of turns. Then, Sudden Death is declared. Players are now only allotted 2 minutes. Players will now be allowed to take 5 additional turns only. After 5 turns, the match is over.
  2. In sudden death, players who overtime lose immediately.

There are no breaks during the matches. The 20 minutes between matches are for overtime or sudden death. Players should take breaks before the tournament starts and during the 30-minute scheduled break.

Punctuality

Players are expected to be punctual to the tournament. Rulings on punctuality are strictly enforced by the tournament organizers.

Players have a grace period of 10 minutes to arrive at their table after matchup announcements have been made. At the 8-minute mark, judges will assist the present player in a simulated draft. After the grace period expires, the present player must inform a judge to begin the match. 

Simulation: 

  1. During the Pick phase, randomly ban 3. During the Assignment phase, randomly pick 1. 
  2. The judge will draw 5 on behalf of the opponent. Proceed as usual with the absent player’s clock running during their turn. Absent players must approach a judge or Gaming Library staff the moment they arrive at the venue. 
  3. If the absent player’s timer expires before they arrive, they are disqualified. 
  4. If the absent player arrives before their timer expires, pause their timer for a maximum of 3 minutes for set up and strategizing. 

Qualification

The top 14 of the Play-Ins will proceed to the Nationals the next day. They will be joined by the winners of the All Aboard Expo ‘25 tournament (Haince De Leon) and the High Stakes ‘25 tournament (Russel Perez).

Schedule

  • Players: 16
  • Schedule: May 31, Sunday, 11 AM - 7 PM
  • Time Limit per game: 45 mins

Registration & Table Assignments

Players must register before the first game at the registration booth from 10:45 AM to 11:00 AM. You must then proceed to your assigned table, where a Judge will confirm your presence via roll call. Absence in the assigned table during roll call will mean an automatic loss, and the seat will be awarded to the next in rank available.

Time/Activity

  • 10:45 AM – 11:00 AM — Tournament Briefing and Registration
  • 11:00 AM – 11:45 AM — Swiss Match 1
  • 11:55 AM – 12:40 PM — Swiss Match 2
  • 12:50 PM – 1:35 PM — Swiss Match 3
  • 1:45 PM – 2:30 PM — Swiss Match 4
  • 2:30 PM – 3:00 PM — Break
  • 3:00 PM – 3:40 PM — Semifinals (1st game)
  • 3:40 PM – 4:20 PM — Semifinals (2nd game)
  • 4:20 PM – 5:00 PM — Semifinals (3rd game, if needed)
  • 5:00 PM – 5:40 PM — Grand Finals (1st game)
  • 5:40 PM – 6:20 PM — Grand Finals (2nd game)
  • 6:20 PM – 7:00 PM — Grand Finals (3rd game, if needed)

The schedule is subject to change as matches may finish earlier than anticipated.

Game Rules

The Final Rounds will follow the same rules as the Play-Ins. All rules regarding game structure and time limits remain the same.

Additional Information

Winner: IELLO Surprise Gifts

Prizes are subject to updates upon publisher confirmation.

Game Overview

The path to prestige awaits! Master the art of gem-trading, build a powerful engine, and impress nobles in this high-stakes Splendor tournament. Will you craft the perfect strategy to outshine your rivals? Every move counts in the race for points and victory!

Schedule

  • Minimum Players: 12
  • Maximum Players: 48
  • Schedule: May 30, Saturday 11 AM - 3 PM
  • Format: 3-4 Modified Round-Robins, then cut to Top 4
  • Time Limit per game: 45 mins

Setup & Components

All players should confirm the components before play begins, base game only. No promotional Noble Tiles. The seating, start player, tiles, and cards will be random. 

Randomly select the 1st player, with turn order proceeding clockwise. The player in Seat 2 selects and reveals the noble tiles before the cards are revealed.

The player in Seat 3 shuffles all the decks, and any player may cut the decks after shuffling.

Match Rules

Gameplay will proceed normally and according to the printed rules, but it will adhere to the following structure:

  1. Players must keep all tokens, played development cards, and face-down, reserved development cards on the table in front of them. The number of tokens and reserved cards each player has is public knowledge.
  2. When purchasing a development card, any tokens used must be placed ON THAT CARD so all players may confirm that the active player owns enough bonus cards to complete a legal transaction. After all players confirm the cost has been paid in full, any tokens spent are returned to the pool, and the card may be claimed by the active player.
  3. When reserving a card, the Active Player must take any rewarded gold token and place it on top of the card they wish to reserve. If no gold tokens are available, the player must instead rotate the card sideways. After all players have had the necessary time to see which card is being reserved and to confirm that the Active Player has less than three reserved cards, the Active Player may take both the token and the card.
  4. We will impose a touch-move rule. Once tokens are taken, they cannot be returned to the supply unless it violates the base game rules.

Before ending any turn, the Active Player should confirm that their actions are legal and complete. They should then pass the Active Player Card to the next player, who will confirm that all players have a legal state of gameplay, and then proceed with their own turn.

Scoring & Tiebreakers

Ties within games will be broken by the following:

  1. The player with the fewest development cards (base game rules).
  2. The player with the most nobles.
  3. The player with the most gems remaining.
  4. The player who went later in the turn order.

If the tournament has more than 32 attendees, the Organizer may add the Semi-Final round and take the highest 16 scores after three Preliminary games to create the Semi-Final round. The Top 4 of the Semi-Final games reach the Final game. 

Time Limits

Players are expected to take their turns within 2 minutes. If a player takes too long, a Judge will issue a warning and instruct them to finish promptly. If the player still doesn’t act, a second warning will be given. Then the Judge will give up to 3 random different tokens from the supply (if the token limit is reached, tokens will be discarded randomly). Each player can receive up to two warnings. A third infraction results in disqualification, and the player’s future turns will be skipped.

Additional Information

Winner: Pokemon Splendor

Prizes are subject to updates upon publisher confirmation.

Schedule

  • Minimum Players: 8
  • Maximum Players: 16
  • Schedule: May 30, Saturday, 11 AM - 3 PM
  • Format: Swiss Rounds based on the number of players
  • Time Limit per game: 60 mins

Setup & Components

Players should come to the event prepared with a legal 30-card deck, 10 dice, their chosen Phoenixborn, all necessary conjurations, and a set of game tokens. Card sleeves may be required if markings are found. Players should also complete the deck list registration form prior to attending.

Match Rules

The tournament follows the official rules and FAQ, which are found on the Plaid Hat Games website (Ashes Rulebook v1.5), and Organized Play Rulebook V6.

Time Limits

Each pair of players uses a chess clock or a chess clock app. Set each side of the chess clock to 30 minutes per player. Chess clocks begin with the first player at the start of the first turn of the game. Once a player’s turn is over, they should hit their chess clock to pass time to the other player. Time may only be passed in the middle of a player’s turn if the opponent is offered a decision window (such as whether or not to play a reaction spell, or how to declare blockers or a guard during an attack action), and time should only be passed if the opponent requires more than a few seconds to make their decision. In these cases, time should be passed back as soon as the opponent has made their decisions. All resolutions of effects and battles should be done on the active player’s time. 

Once time runs out for one player, they immediately lose the game at the end of their turn unless they win during that turn.

After each match, players should update their match slips by recording the winner, loser, and how many blood points each player scored. Winning players score 25 blood points, and losing players score blood points equal to the number of wound tokens on their opponent’s Phoenixborn at the end of the game. The TO should confirm the validity of the results, then collect all match slips to determine the next round pairings.

Additional Information

Winner: Plaid Hat Games Exclusives

Prizes are subject to updates upon publisher confirmation.

Schedule

  • Minimum Players: 12
  • Maximum Players: 48
  • Schedule: May 30, Saturday 3 PM - 7 PM
  • Format: 3-4 Modified Round-Robins, then cut to Top 4
  • Time Limit per game: 45 mins

Setup & Components

All players should confirm the components before play begins, base game only. No Nature’s Spirit cards. The seating, start player, tiles, and cards will be random. Use SIDE A: THE RIVER.

Randomly select the 1st player, with turn order proceeding clockwise. The player in Seat 2 fills the Central board, and the player in Seat 3 shuffles all decks and reveals cards as normal.

Match Rules

Gameplay will proceed normally and according to the printed rules, but it will adhere to the following structure:

  1. We will impose a touch-move rule. Once a token has been touched from the Central board, the active player must take the other 2 tokens. Once the tokens have been dropped into the Personal board, they can no longer be moved to another space (if this results in incorrect placement, tokens should be discarded by that player out of the game). 
  2. Placing Animal cubes can only be done during a player’s turn. 
  3. The active player who just finished their turn is responsible for pulling out tokens and replenishing animal cards.

Scoring & Tiebreakers

Ties within games will be broken by the following:

  1. The player with the MOST placed Animal cubes  (base game rules).
  2. The player with the MOST completed Animal card.
  3. The player with the FEWEST unplaced Animal cubes.
  4. The player who went later in the turn order.

Time Limits

If a player exceeds the time allocation for their turn (2 minutes), he/she will be given a warning by a Judge to finish his/her turn promptly. The judge will discard tokens from a random Central board space. Warnings can be given twice per player only. The third infraction will cause disqualification (future turns will be skipped).

Additional Information

Winner: Libellud Package

Prizes are subject to updates upon publisher confirmation.

Game Overview

In this fast-paced fantasy card game, players take on the role of tamers who hunt and tame legendary creatures from myths around the world. Through careful drafting, clever action-taking, and timely card effects, players compete to build the most powerful lineup of minions. Dragons are the ultimate prize—but only one tamer will emerge victorious. Step into the Vale and prove you're the best.

Schedule

  • Minimum Players: 12
  • Maximum Players: 24
  • Schedule: May 30, Saturday, 3 PM - 7 PM
  • Format: 3-4 Modified Round-Robins, then cut to Top 4
  • Time Limit per game: 40 mins

Setup & Components

All players should confirm the components before play begins, base game only. No expansion or promo cards. The seating, start player, and cards will be random.

Randomly select the 1st player, with turn order proceeding clockwise. The player in Seat 2 shuffles all the decks and reveals cards as normal.

Match Rules

The tournament follows the official rules, which are found on the BGG website.

Players must announce the sequence, the target/s, and any effect/s of their actions. Players are encouraged to verbally announce that they have ended their turn as a courtesy before the next player can take their turn.

Scoring & Tiebreakers

Ties within games will be broken by the following:

  1. The player with the most summoned cards wins (base game rules).
  2. The player with the highest total summoning cost in their area.
  3. The player with the most Red Stones (actual count only, without applying effects).
  4. The player who went later in the turn order.

Additional Information

Winner:  Mandoo Announcement

Prizes are subject to updates upon publisher confirmation.

Game Overview

Our settlers have gathered, the island is open, and trading is already getting interesting. Whether you're joining to build, bargain, or block all the way, the tournament players are waiting for you!

Schedule

  • Minimum Players: 8
  • Maximum Players: 48
  • Schedule: May 29, Friday, 11 AM - 7 PM
  • Format: 3 to 4 Modified Round Robins, then cut to Top 4
  • Time Limit per game: 90 mins

Tournament Format

Reference: Catan World Championships Tournament Rules

In a preliminary round, all participants will play three games with the base Catan

The organizer will generate a schedule that determines the table and starting positions for each round. The player in first position selects color and chair first, followed by second, third, etc

After 3-4 games, the 4 players with the highest rankings reach the Final game. In the Final, seating is based on ranking from the Preliminary round. The players select their starting position, along with player color in order of their rank. 

Match Rules

The following are areas of Catan rules that occasionally cause confusion.

These are clarifications to the standard rules. If there is any disagreement between the standard rules and these clarifications, then the clarification is considered to be the official rule.

A player’s turn begins with receiving the passed dice. Players are allowed to play any development card (for example, a Soldier / Knight card) before they roll the dice. No other actions may occur prior to the rolling of the dice.

Once the dice are rolled, the dice roll must be resolved before any other actions are taken.

Players are not allowed to build a road beyond a settlement or city of another player.

Players are allowed to upgrade a settlement to a city in the same turn it is built. To do that, the player cannot have five settlements on the board before building the settlement the player wants to upgrade.

If a player buys a development card with a victory point on it, they may immediately reveal it if it is their tenth victory point to win the game. This is only possible with development cards that have a victory point printed on it. Players are not allowed to immediately play a soldier / knight out of turn, even if this means that the player would get the largest army and win the game. The player must wait until their next turn before playing the soldier / knight.

There is no distinction between the trade and building phase.

A harbor may be used the same turn that a player builds on it.

If after rolling the dice, there are not enough resource cards of one kind to give every player, no one will receive a card of this kind. The other resource cards are handed out to the players as usual. If only one player gets resource cards and there are not enough cards of this kind in stock, they will receive all available cards of this kind.

It is not legal to intentionally show your resource cards to any other players outside of cards displayed for trade during a players trading phase. If shown, this information is public until the end of that trading phase.

A player has won if they have 10 or more victory points (although only 10 will be counted for the ranking) and it is the player’s turn. If a player does not notice that they have 10 points, the player must wait until the next turn before winning the game (assuming no earlier player wins, and the player still has 10 points).

The robber is in effect as soon as the game begins, from the first throw of the dice. There is no “grace period” before the robber is moved. The robber MAY be moved back to the desert during the game.

If a player forgets to move the robber, it will be:

a) placed on a field of the player’s choice if the player is still the active player. The active player can then, according to the rules of the basic game, draw a resource card from the hand of another player, provided that the active player hasn’t taken further actions like attempting to trade with other players.

b) placed on the desert field, if the turn is completed. No cards may be taken.

Players take a series of actions on their turn. They may build and trade in any order. An action is considered complete as soon as the player begins the next action. For example, if a player is building a road and they place the road on the board they may still reposition the road while they are in their road building action. The instant a player instigates a trade, or begins another action like building a settlement or buying a development card, their road building action is over and the road may not be moved. Likewise, a robber movement action is complete when you attempt to take a card from another player.

Cards played into the supply are spent cards. Cards spent may be used for something different than what they were originally intended for, but may not be taken back. For example, a player may trade four sheep in for a wheat, a player can decide to take brick instead as long as it is in that trading action.

If either of the dice are ever completely obscured by rolling off the table or landing in a cup/pocket/etc, reroll both dice. If a die is cocked, balance the other die on top, if it slides off, reroll both dice.

Scoring & Tiebreakers

During a preliminary round, the number of victories will be used to rank players.

In case of ties, the total sum of victory points across all three games will be used as the first tiebreaker.

If ties still exist after that, the second tiebreaker will be the sum of the percentage of victory points the players reached at their three tables. If there are still any ties after that, lots will be drawn.

Example: Players A and B both win 2 games. Both get 28 victory points - so there is still a tie. Now the percentages of victory points will be calculated.

For Player A:

Game 1: A gets 10 VPs, there were 32 VPs at the table, their percentage is: 31.25%.

Game 2: A gets 8 VPs, there were 30 VPs at the table, their percentage is: 26.67%.

Game 3: A gets 10 VPs, there were 36 VPs at the table, their percentage is: 27.78%. A’s sum is: 85.70.

For Player B:

Game 1: B gets 10 VPs, there were 30 VPs at the table, so their percentage is: 33.33%.

Game 2: B gets 10 VPs, there were 33 VPs at the table, so their percentage is: 30.3%.

Game 3: B gets 8 VPs, there were 36 VPs at the table, their percentage is: 22.22%. B’s sum is 85.85.

Player B is ranked higher than Player A.

In the case of a three-player game, a fourth score will be created by averaging the other three scores (rounding any 0.4 remainder down, and any 0.5 remainder up). This average score is included into the calculation as if it were a fourth player for purposes of the percentage of points earned.

Player Conduct & Penalties

The tournament organizers set up the game boards. All Qualifier games will use the same game board layout for all players. Each game will have a new board layout.

All game materials must be kept on the table at all times, so that they are clearly visible to all players. This is especially true for development and resource cards, which must be held above the table throughout the game. All shuffling should happen above the table, including when one player is stealing from another.

The number of cards in a player’s hand is public information, and must be defined upon request.

In all games, with the exception of the Final, the starting player will act as resource banker, receiving used and distributing new resource cards to and from the supply The starting player has to announce clearly when they are handing cards to themselves or when they are paying resources to the bank.

By agreement, players may create two resource piles, and/ or collect cards on their own. If there is a disagreement as to players collecting the correct number of cards, these agreements are voided and the starting player must distribute all cards.

If the starting player is uncomfortable being the banker, the table can elect another player to be the single banker if all agree. At any time, players may ask for a Judge to handle all cards for the rest of the game. In the Final a Judge should automatically handle all cards.

Newly obtained development cards must be kept well away from the other cards the players might have in hand. If this rule is broken, the player forfeits the opportunity to play a development card until their next turn, such as Victory Point cards.

Players are responsible for verifying that they have the correct number of pieces at the beginning of the game (5 settlements, 4 cities, 15 roads). Also, all players should verify that there are 25 development cards and 19 of each resource card. In the case of an issue, the organizer should be immediately notified.

Players shall exhibit kindness, courtesy, and fair play to others during tournament games, during other tournament activities, during related event activities, and throughout the tournament and event program

Additional Information

Winner: AEG Exclusive Item

Prizes are subject to updates upon publisher confirmation.

Schedule

  • Minimum Players: 8
  • Maximum Players: 16
  • Schedule: May 31, Sunday, 11 AM - 3 PM
  • Format: Swiss Rounds based on the number of players
  • Time Limit per game: 10 mins

Match Rules

The tournament follows the official rules of Quoridor.

Each match will follow the standard Quoridor 2-player rules.

If, during a player’s move, the player breaks contact with the pawn they just moved, the pawn must remain where it is until the player’s next turn.

If, during a player’s turn, they change their mind regarding the movement of a pawn, they may return the pawn to its original position and move it to the desired position or place a fence in accordance with the standard Quoridor rules provided contact between the player’s fingers and the pawn remains unbroken.

If, during a player’s turn, they change their mind regarding the placement of a fence, they may remove the fence and place it in the desired position or move their pawn in accordance with the standard Quoridor rules provided contact between the player’s fingers and the fence remains unbroken.

All rulings from the tournament officials (Event Organizer and/or location staff) are final.

Time Limits

Each pair of players uses a chess clock or a chess clock app. Set each side of the chess clock to 5 minutes per player. Chess clocks begin with the first player at the start of the first turn of the game. Once a player’s turn

is over, they should hit their chess clock to pass time to the other player. Once time runs out for one player, they immediately lose the game at the end of their turn unless they win during that turn.

Additional Information

Winner: Giant Quoridor

Prizes are subject to updates upon publisher confirmation.

Game Overview

The battle for supremacy begins! In the Summoner Wars tournament, you'll lead your faction with tactical precision, summon powerful units, and outmaneuver your opponents in intense skirmishes. Will you master the battlefield and prove your summoning skills? Victory awaits only the strongest strategist!

Schedule

  • Minimum Players: 8
  • Maximum Players: 16
  • Schedule: May 31, Sunday, 11 AM - 3 PM
  • Format: Swiss Rounds based on the number of players
  • Time Limit per game: 60 mins

Setup & Components

In the 3-Deck select format, players bring 3 base faction decks. At the start of each round, players reveal their 3 decks to one another. Both players simultaneously select 1 of their opponent’s decks to ban. Then, both players simultaneously select which of their own 2 remaining decks they will play that round.

In addition to bringing their deck(s) to the event, players should also bring their own supply of dice and tokens.

Match Rules

The tournament follows the official rules and FAQ, which are found on the Summoner Wars website (Summoner Wars Second Edition Rulebook v2).

Any time a card receives damage or boost, the owner of that card is responsible for placing tokens from their supply onto the card. When tokens are removed from a card, the tokens are returned to the owner’s supply.

Time Limits

Each pair of players uses a chess clock or a chess clock app. Set each side of the chess clock to 30 minutes per player. Chess clocks begin with the first player at the start of the first turn of the game. Once a player’s turn

is over, they should hit their chess clock to pass time to the other player. Once time runs out for one player, they immediately lose the game at the end of their turn unless they win during that turn.


Players are expected to play in a timely fashion with the intent of finishing each game by the time limit. Players are prohibited from stalling the game’s progress by way of excessive thinking time, delaying resolution of effects, or any other manner. The TO should be actively monitoring the progress of all games to ensure they are being played at an appropriate pace. If a player suspects their game will not be completed within the time limit at its current pace, or if their opponent is not playing in a timely fashion, they may ask for the attention of the TO. If the TO agrees that slow play is happening, they will issue a warning. If a player issued a warning for slow play repeats this behavior, they may be issued an immediate game loss by the TO.

After each match, players should update their match sheets by recording the winner, loser, and how many blood points each player scored. Winning players score 25 blood points, and losing players score blood points equal to the number of wound tokens on their opponent’s summoner at the end of the game. When recording a bye, the player’s “opponent” scores 0 blood points. The TO should confirm the validity of the results, then collect all match sheets to determine the next round pairings.

Additional Information

Winner: Plaid Hat Games Exclusives

Prizes are subject to updates upon publisher confirmation. 

Game Overview

It’s time to craft the perfect ecosystem in the Cascadia tournament! Strategically place habitats and attract diverse wildlife to claim victory. Will your region flourish with harmony, or will your rivals outmaneuver you?

Schedule

  • Maximum Players: 48 
  • Schedule: May 31, Sunday, 3 PM - 7 PM
  • Format: 3 Modified Round-Robins, then cut to Top 4
  • Time Limit per game: 1 hour

Setup & Components

Promotional wildlife scoring cards will not be used. Seating, start player, starter tiles, and scoring cards will be selected at random. Habitat and keystone tiles will be shuffled and distributed from a pile. 

Wildlife tokens will be placed, whenever necessary, from left to right, with the rightmost being located beside the pool of nature tokens. 

All players should confirm that all required wildlife tokens are in the drawbag before the start of the game.

Match Rules

All wildlife tokens shall be drawn one at a time.  If more than one is ever drawn at once, then all of those tokens will be placed back in the draw bag, with another player having the opportunity to shake the bag before a single replacement tile is drawn.

Once a pair of tokens and tile has been taken from the center, players are not allowed to exchange it.

Players must finalize their placements before the next player can take their turn. Players are encouraged to verbally announce that they have ended their turn as a courtesy.

Players must clearly announce the use of their nature token on their turn.

Players must clearly announce if they will be resolving overpopulation.

Scoring & Tiebreakers

Ties within games will be broken by the following:

  1. The player with the most nature tokens (base game rules).
  2. The player with the most number of largest habitat corridors.
  3. The player with the most tiles from their largest habitat corridor.
  4. The player who went later in the turn order.

Time Limits

The time limit for each match is 1 hour. If players are still in the game after 1 hour has elapsed, they finish the round (so that everyone plays the same number of rounds), and we will then proceed to scoring. 

Players are expected to take their turns within 2 minutes. If a player takes too long, a Judge will issue a warning and instruct them to finish promptly. If the player still doesn’t act, a second warning will be given. Then the Judge will take the leftmost tile and add it to the player’s largest terrain type. The animal pair will be returned to the bag. Each player can receive up to two warnings. A third infraction results in disqualification, and the player’s future turns will be skipped.

Additional Information

Winner: AEG Exclusive Item

Prizes are subject to updates upon publisher confirmation.

Game Overview

It’s a showdown of skill, luck, and brutal combos! Pick your hero, roll with power, and fight your way to the throne—only one will stand victorious.

Schedule

  • Minimum Players: 8
  • Maximum Players: 48
  • Schedule: May 31, Sunday, 3 PM - 7 PM
  • Format: 4 Swiss Rounds, Best of 1
  • Time Limit per game: 30 mins

Tournament Format

SWISS

All participants will play 2-3 rounds and be matched against other players with similar scores.

Setup & Components

Base rules apply and referred to from the Official Dice Throne Organized Play Rulebook. All players will bring and declare 3 Heroes for the entire tournament. All players should confirm the components before play begins, and their heroes are from the Allowed Heroes only. Hero decks include only the standard cards for that Hero, matching the number of cards listed on their leaflet. Duplicates of cards will not be allowed. 

Players will roll a die each to determine the first player to ban and the first player of the match.

  • Determine Who Bans A Hero First

Each player rolls a die. The highest roll wins. The winner of the die roll can: Be the first or second player to ban 1 of their opponent's 3 characters.

  • Determine First Player

Roll again. The highest roll wins. The winner chooses to be:

- The 1st player, who chooses the hero first, or

- The 2nd player, who chooses their hero after the first player has selected their hero.

Match Rules

  • All players are responsible for creating an accurate and fair game state
  • For example, if you notice your opponent doesn’t take a status effect or improperly calculates damage, please alert them.
  • If it is the same turn and a player forgot to roll for a status effect, such as a Nanite or Bleed, the opponent must allow them to go back to roll for it (i.e., if the effect can be resolved without disruption to the current game state, it should be resolved).
  • However, if the turn has ended or an opponent is in the Roll Phase and is interacting with those specific status effects, then the players will not go back in time, and the current board state will remain. 
  • For any rule disagreements that can’t be settled, call a Judge for a ruling.

Scoring & Tiebreakers

The tournament will use these tiebreakers in this order:

  1. Wins vs Tied Participants
  2. Median - Buchholz 
  3. Health Differential (Total Point Difference)

Player Conduct & Penalties

Cheating

  • Cheating will not be tolerated. All instances of cheating will be evaluated for immediate disqualification and/or immediate banning. This may include:
  • Marking a card
  • Presetting organization of cards.
  • Using/placing a card in hand not drawn from the deck.
  • Dice manipulation - beyond those legally allowed by play mechanics (cards/abilities).
  • Spectator Collusion - hand gestures, signaling what the player’s opponent has in their hand, etc
  • Having duplicate cards in your deck (i.e., three “Twice as Wild!” cards in your deck)

Dice, Shuffling, and Other Gameplay Rules

Dice Rules

  • Only dice made by Dice Throne may be used in tournament matches.  
  • All players must roll on the table. This can also be the lid to the hero tray, a purchased dice tray, a dice tower, a lid to a box, etc.  Anything that can be in plain view and contain your dice so they are seen. 
  • If dice are being rolled in a dice tray, and any dice fall out of the tray, they must be re-rolled in the tray.
  • If dice are being rolled on the table, and any dice fall off the table, they must be re-rolled on the table
  • A “cocked die” is any rolled die that is not flush with the surface. If a die is cocked it must be re-rolled.
  • If there is a dispute about whether a die is cocked or not, players may request a Judge to make a ruling. 
  • Roll all dice simultaneously, unless there is a need for individual resolution of dice (e.g., Bleed, Loki’s Bag of Tricks, etc.) or specifically allowed by the rules (e.g., Try, Try Again).
  • Dice must be rolled - dropping or “light” rolling dice will be considered a non-valid roll.
  • If a player has an issue concerning how the other player is rolling their dice, a player may request a Judge to make a final ruling. 
  • Dice should never be manipulated by hand unless: 
  • 1. A card or ability specifies that you can do so.
  • 2. A die was accidentally bumped to a different value after rolling. 
  • If bumped, tell your opponent which dice you are resetting and why before touching any dice.
  • Always confirm with your opponent that they are satisfied with your final roll results before picking up or altering any dice. 
  • Players should make it common practice to ask their opponent for permission to proceed before activating an Offensive Ability or resolving their dice roll. (“Do you want to change my dice?”). Once approval to proceed has been made, players may not revert to a previous state to alter any dice.
  • Set aside “locked” dice to avoid them getting bumped during rerolls. 
  • Best practices include placing your dice outside the dice tray or in a separate space away from where the remaining dice are being rolled.

Cards and Shuffling

  • Promo cards are not allowed in Dice Throne Tournament events unless specifically stated by an event's rules. 
  • Alternate Art Cards are not Promo cards. 
  • For example: Age of Destruction cards can be used in tournament play. Promo cards will contain a yellow box which states “Promo”.  
  • “Buh Bye” Instant Card is removed from play
  • If you draw a Promo card, reveal the Promo card to your opponent, discard it, and draw a new card. Please remove the Promo card for future matches.
  • Each player may “cut” their opponent’s deck before the start of the match.
  • Every player has the right to request that their opponent shuffle in a different way if they feel their cards are not properly randomized. Alternatively, a player may request a Judge to shuffle their opponent’s deck if they feel the cards are not appropriately randomized.
  • Your cards in the deck should all face in the same direction. At any time, your opponent may ask you to fan out your deck. If a card is discovered to be facing the wrong direction, reorient the card to face the correct direction. Then, reshuffle the cards. 
  • If there are known cards  (e.g., from a Covert Ops or Premonition), the player will set those aside, shuffle, and place them back on top of the deck.

Additional Information

Winner: Marvel Battle Chest

Prizes are subject to updates upon publisher confirmation.

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