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Tournament Policy

    110. Formats The DCI sanctions the following formats for Dreamblade tournaments:

    Constructed

    • Constructed


    Limited Formats

    • Sealed-Box

    • Draft


    120. Dreamblade DCI Ratings The DCI provides one single rating category for each player, calculated from that player’s total Dreamblade tournament performances; this is known as a player’s Dreamblade DCI Rating. All games played under the following formats shape a player’s Dreamblade DCI rating:

    • Constructed

    • Limited (includes all Sealed-Box and Draft event matches)


    121. Dreamblade DCI Ratings (Explained) Dreamblade DCI rating points are awarded to players based on:

    • Individual match results from DCI-sanctioned Dreamblade tournaments

    • Finishes at certain Premier Events.


    The sum total of all points received in a tournament season constitutes a player’s Dreamblade DCI Rating.

    DCI Rating Points from Sanctioned Tournaments
    Players receive DCI rating points for each match played in DCI-sanctioned Dreamblade tournaments as follows:

    Match ResultDCI Rating Points
    Win2
    Loss1
    Draw1
    Bye2

    Players also receive bonus rating points for their finishes at certain Premier Events. Please see the Dreamblade Premier Event Invitation Policy for details. The Dreamblade Premier Event Invitation Policy can be found at www.thedci.com/docs

    Players' DCI Dreamblade ratings can be viewed online at www.wizards.com/dci.

    130. New Releases Dreamblade miniatures can be used in DCI-sanctioned Constructed tournaments two weeks after the release date of the expansion they appear in.

    Dreamblade miniatures can be used in DCI-sanctioned Limited tournaments the same day the expansion that they appear in is officially released by Wizards of the Coast.

    The following Dreamblade sets are scheduled for release during 2006 and 2007. They become tournament legal for DCI-sanctioned tournaments on the dates listed:

    (*Note: dates are tentative and subject to change)
    Set NameLimited Formats:Constructed Formats:
    Base SetAugust 9, 2006August 23, 2006
    Baxar's War ™October 27, 2006November 10, 2006
    Chrysotic PlagueJanuary 19, 2007February 2, 2007
    AnvilbornApril 20, 2007May 4, 2007
    Night FusionSeptember 7, 2007September 21, 2007
    Serrated DawnDecember 7, 2007December 21, 2007


    210. Necessary Tournament Materials: Each player must have the following items to participate:

    • A tournament-legal dreamscape battle map.

    • No less than 8 Dreamblade battle dice.

    • No less than 1 standard six-sided die. These die must not be especially large or small, or weighted.

    • Tokens or pen and paper for tracking damage, victory points, and other effects.

    • A Dreamblade warband consisting of no more than 16 miniatures (for Constructed events).


    220. Dice Battle dice can either be official Dreamblade dice produced by Wizards of the Coast, or Dice approved by the DCI for the Dreamblade game.

    230. Miniatures All Dreamblade miniatures released by Wizards of the Coast, Inc. are legal for DCI-Sanctioned tournament play.

    231. Conversions Conversions (customization of a miniature’s physical appearance) are allowed in Dreamblade DCI-sanctioned tournaments, but must adhere to the following rules:

    • The original miniature (the miniature being converted) must be a Dreamblade miniature.

    • Miniatures must remain easily identifiable. A player must be able to tell what each miniature is at first glance on the dreamscape battle map.

    • Miniatures must remain attached to their original bases.

    • All decisions relating to a miniature being easily identifiable will be made by the event’s head judge.


    232. Repaints Repaints (customization of a miniature’s original colors) are allowed in Dreamblade DCI-sanctioned tournaments, but must adhere to the following rules:

    • The original miniature (the miniature being repainted) must be a Dreamblade miniature.

    • Miniatures must remain easily identifiable. A player must be able to tell what each miniature is at first glance on the dreamscape battle map.

    • The original aspect color of the miniature’s base cannot be changed, and must be easily identifiable to all players.

    • All decisions relating to a miniature being easily identifiable will be made by the event’s Head Judge.


    233. Misprinted Miniatures In Constructed events, you may not use misprinted miniatures. The figure, sticker, and base must all match.

    In Limited events, the top of the base (not the figure or the text on the bottom) is the official miniature if the rest of it doesn’t match up.

    Printing errors (such as smudged ink on a base or a double-stamped sticker) may be allowed at the discretion of the head judge.

    240. Dreamscape Battle Maps: All Dreamblade dreamscape battle maps released by Wizards of the Coast, Inc., or battle maps approved by the DCI for the Dreamblade game are legal for tournament play.

    All Dreamblade dreamscape battle maps produced by Wizards of the Coast, Inc. are legal for use in DCI-sanctioned tournaments as soon as they go on general sale.


    310. Participation Minimums: A minimum of four (4) people must participate in a Dreamblade DCI-sanctioned event. If this minimum is not met, the event is no longer considered DCI-sanctioned, and will not be included in DCI ratings. If participation minimums are not met for any DCI-sanctioned event, the tournament organizer must report the event as "did not occur".

    320. Match Structure Dreamblade matches consist of one (1) game per match.

    321. Playoffs If a tournament organizer chooses, he or she may run single-elimination final rounds as best two games out of three. This choice must be announced before the tournament begins. The DCI recommends that all Dreamblade tournament playoffs consist of the top four tournament players of that particular event. Match results, not individual game results, are reported to the DCI for the purpose of inclusion in worldwide ratings and rankings.

    330. Draws Draws are worth zero (0) match points in all Dreamblade Tournament Formats.

    Intentional Draws
    Players may mutually agree to accept an intentional draw at any time before the match or game result of a Swiss round is submitted. Declaring an intentional draw has the same results for competitors as playing to a draw.

    Unfinished Games
    The DCI understands that games may naturally end in a draw (i.e. a tie) when playing in a structured tournament environment. Because of that reason, the DCI has created a detailed procedure for handling tiebreakers in a Dreamblade tournament. For a full description of the end-of-match procedure please see section 420.

    340. Match Time Limits The required minimum time limit for any Dreamblade match is forty (40) minutes. Fifty (50) minutes are recommended for each tournament round of a Dreamblade tournament.

    Warband-Construction Time limits (Limited Formats)
    Twenty (20) minutes are recommended for the warband-construction portion of all Limited Dreamblade tournaments. (Note: The Limited formats are Sealed-Box and Draft.)

    Ten (10) minutes are recommended for Sealed pool registration if the tournament utilizes a Sealed Box-swap prior to warband construction.

    350. Warband Registration The head judge or tournament organizer may require players to register their warbands upon arrival at a tournament. Registration records the composition of each warband. Once a tournament official receives a player's warband registration list, the warband may not be altered. Failure to properly register a warband will result in the head judge applying the appropriate provisions of the DCI Penalty Guide.


    410. Pregame Procedures Players are given three (3) minutes to complete all of the following pregame procedures.

    Decide upon a Battle Map:
    The two players must decide which player’s dreamscape battle map will be used for the current round. Rolling a die is the recommended procedure to determine who chooses which dreamscape battle map will be used.

    Arrange Miniatures:
    Players are required to keep the miniatures in their reserves zone easily identifiable and in full view of all players. (Note: The DCI recommends that players arrange the miniatures in their reserves zone into a line by cost, from, lowest to highest.)

    Miniature Facing:
    Players must agree on miniature facing directions. (See section 440 for additional information about miniature facing requirements)

    Warband Inspection:
    After each player has clearly organized his or her miniatures in their reserve zone, players are then allowed to perform the pregame miniature inspection of their opponent’s Dreamblade warband. During this inspection period, players are allowed to do the following:

    • Read a miniature’s base text.

    • Confirm a miniature’s identity.


    420. End-of-Match Procedures Determining a Winner
    If the match time limit is reached before a winner is determined, players must finish the current turn of the game to determine a match winner. If no player has clearly won the game after finishing this turn, the player that has earned the most victory points for the match is considered to be the winner.

    Handling Ties (Swiss Events)
    If both players have the same amount of victory points at the end of the final turn when time is called, follow the procedure listed below to determine the match’s outcome.

    1. Play one additional turn. At the end of this turn, the player with the most victory points is the winner. (Note: if victory points are still tied, go to step 2.)

    2. Players add up the spawn costs of all their miniatures currently in the dreamscape zone. The player whose miniatures in the dreamscape zone have the highest total spawn cost is the winner. (Note: if both players' spawn-point totals are tied, go to step 3.)

    3. The game is considered a draw.


    Handling Ties (Single-Elimination Events)
    If both players are have the same amount of victory points at the end of the final turn when time is called in a single-elimination event using a match time limit, follow the procedure listed below to determine the match’s outcome.

    1. Play one additional turn. At the end of this turn, the player with the most victory points is the winner. (Note: if victory points are still tied, go to step 2.)

    2. Players add up the spawn costs of all their miniatures currently in the dreamscape zone. The player whose miniatures in the dreamscape zone have the highest total spawn cost is the winner. (Note: if both players' spawn-point totals are tied, go to step 3)

    3. Repeat steps 1 and 2 until a winner is determined.


    Time Extensions
    If a judge assigned a time extension to the match, the end-of-match procedure does not begin until the end of the time extension.

    430. Special Initiative Phase Rule for Tournaments Skipping Spawn Phases: If either player rolled a 1 during the previous turn’s initiative phase, re-roll all 1’s rolled during the current turn’s initiative phase.

    Example: On the previous turn Andy rolled a 1, causing both Scott and Andy to skip their spawn phases. During the current initiative phase, Scott rolls a 1 and Andy rolls a 4. Since Andy rolled a 1 last turn, Scott re-rolls his result of 1, and ends up rolling a 3. Scott and Andy then proceed to complete their spawn phases spawning miniatures normally this turn, and have 7 spawn points to spend.


    : Players must agree upon a unique direction for their miniatures to face during the current match. Both players’ miniatures cannot face the same direction during a match. A player’s miniatures are required to always face the agreed upon direction while in the dreamscape zone.

    Example: Victor and Colleen are opponents for the current round of a Dreamblade miniatures event. While performing their pregame procedures, Victor asks Colleen if it’s okay that his miniatures face to the East during the match. Colleen accepts and then decides to face her miniatures to the West. As a result, both players’ warbands are facing different directions and are easily identified as different warbands.

    : The facing rule may be ignored if distinctive base markers are used on at least one player’s miniatures. The player’s base markers must all match, and all of a player’s miniatures must have a base marker.

    Players may use base markers to mark single miniatures. However, if all of a player’s miniatures do not have base markers, then the facing rule applies.

    If both players are using the same base markers, one player must remove the base markers from his or her miniatures or the facing rule applies.

    450. Picking up Miniatures in the Dreamscape Zone During a match, players may need to pick up miniatures that are in play to either shift them or look at the rules text on the bottom of their bases; players may only pick up one miniature at a time when doing so.

    460. Shifting Dreamblade Miniatures Both players are responsible for tracking which miniatures have shifted during any shift action (yours and your opponent’s).

    Note: To help prevent confusion when moving miniatures during a shift action, the DCI recommends the following procedure:
    Once a player has announced that he or she will be performing a shift for his or her current action phase, that player may begin shifting their miniatures in the dreamscape zone. To do this, and to help prevent confusion during a complicated shifting phase, players should put each miniature to be moved a quarter of the way into the cell that it is moving into, so that three quarters of the miniature is still in the cell it was moving from. This process should be repeated for each miniature moving during that shift action. Once the player has indicated in this way each miniature that he or she wants to move during that shift action, he or he should then move those miniatures completely into their new cells to complete the action.

    461. Binding Actions During a shift phase, a shift is considered to be binding (irreversible) and a player may not back up if either of the two following actions occurs:

    • A player begins resolving triggered effects resulting from the shift, or

    • The shifting player begins to move another miniature.


    (*Note: this rule does not affect the DCI’s one quarter shift recommendation, and should not apply to those types of actions)

    470. Striking When a player has announced that he or she will be performing a strike for his or her current action phase, that player chooses a cell and then which miniatures in that cell will be attacking. If a player fails to announce which miniatures are attacking in that cell, it is assumed that all the miniatures in that cell will be attacking.

    Example: Bryan announces that he will be performing a strike for his current action phase. He has four miniatures in the first cell that he wants to attack in, but only wants to attack with three of them. Bryan announces which three miniatures he will be attacking with before he rolls the dice so that his opponent is clearly aware of which miniatures are actually involved in the current combat.

    480. Handling Destroyed Miniatures Destroyed miniatures must be in an area clearly separate from the reserves zone, and must be easily identifiable to all players. All players are responsible for tracking bonus spawn points awarded for destroyed miniatures.

    490. Dice Rolling Random Rolls
    Rolling dice is strictly a means of obtaining random numbers; any other use violates the rules and the spirit of the Dreamblade game. A legal roll consists of shaking the dice vigorously and then simultaneously tossing them out at a discernible height above the dreamscape battle map, allowing them to bounce and roll freely.

    Valid Rolls
    All rolled dice must come to rest flat (not cocked) on the playing surface or battle map. A die that lands on top of another die, on a miniature, or on anything else that is not the playing surface or battle map must be re-rolled. If a die lands on top of another die, both must be re-rolled. All decisions relating to whether or not dice are cocked will be made by the event’s head judge.

    Rolling the Correct Number
    If a player needs to roll more dice than are available, that player rolls as many dice as are currently available, tracks the results, and then re-rolls dice until the correct number of dice have been rolled for the current attack.

    Dice Rolling off the Table
    Any dice that fall off of the playing surface are considered to be invalid rolls, and must be re-rolled.

    Example: Victor rolls 12 dice during an attack, and 3 of the 12 dice accidentally fall onto the floor. Victor must pick up the 3 dice that fell onto the floor and reroll them to complete his attack.


    510. Warband Construction When creating Constructed warbands, players must follow the warband rules as described in the Dreamblade Rulebook.

    The following miniature is banned in Constructed tournaments:


    • Kitsune (Baxar's War)



    610. Limited Warband Construction When creating Limited warbands, players are not restricted by the three-copy limit rule.

    There are two types of Limited tournaments: Sealed Box and Booster Draft.

    620. Rules for Sealed Box Once players are seated, tournament officials provide each player with one of the following:

    • One Starter Set and one Booster Pack

    • Three Booster Packs

    • Two Booster Packs


    All players must receive the same product mix. For example, if a player receives a Base Set Starter and a Base Set Booster Pack; all players must receive a Base Set Starter and a Base Set Booster Pack.

    621. Rules for Sealed Box Warband Construction. If players receive one Starter Set and one Booster Pack or three Booster Packs, players will construct warbands with 16 miniatures.

    If players receive two Booster Packs, players will construct warbands with 12 miniatures and will use the “Refresh” rule (see section 622 below).

    622. “Refresh” Rule If players are using two Booster Packs for Sealed Box, player will use the “Refresh” rule:

    Once per game, at the start of his or her spawn phase (before any other actions are taken), a player may put all miniatures from his or her graveyard into his or her reserves.

    630. Rules for Booster-Pack Draft Tournaments Players are seated randomly in drafting circles, called pods, of roughly equal size. Pods may not contain less than three or more than five players, and tournament officials must maximize the number of four-person pods. For example, if nine players are registered for a draft tournament, they should be seated in two pods: one with four players and one with five, not three pods of three people.

    A tournament official then distributes new Booster Packs to each player. Each player must receive same product. For example, if one player receives two Base Set Booster Packs and one Baxar's War Booster Pack; all players must receive two Base Set Booster Packs and one Baxar's War Booster Pack.

    If players receive two Booster Packs, players will construct warbands with 12 miniatures and will use the “Refresh” rule (see section 636 below).

    If players receive three Booster Packs, players will construct warbands with 16 miniatures.

    Review and Draft
    Players are given 45 seconds to review the miniatures before drafting begins. During the review period, players are allowed to pick up the miniatures they are reviewing. At the end of the 45-second review, the active player drafts the first miniature. Then each player in turn has 10 seconds to review and draft from the remaining miniatures. If a player fails to select a miniature in that time, the pod judge issues that player the highest-costed, un-drafted miniature.

    631. Active Player Rotation The player drafting first from the miniature pool presented on the table is called the active player. The first active player is the participant in the first seat, designated by the judge. All players in each drafting pod serve as the active player once for each booster-pack group, with the active player moving between players as follows:

    • In a clockwise direction for the first booster-pack group (beginning with the first active player)

    • In a counterclockwise direction for the second booster-pack group (starting with the last active player in the first group).

    • If three boosters are used, in a clockwise direction for the third booster-pack group (beginning with the first active player)


    632. Table Preparation Draft preparation
    Miniatures must be removed from their plastic bags before they can be laid out on the table. (Note: Non-active players can assist in removing miniatures from the plastic bags.)

    Miniature Placement
    Each active player lays out all the miniatures of one booster pack on the table.

    633. Drafting Rules Players may not communicate with others during a draft.

    After the 45-second review, if a player picks up a miniature, that miniature is considered drafted and the player may not select a different miniature. Players should only touch un-drafted miniatures if it is their turn to draft.

    During the draft, players must display all miniatures they drafted standing up placed in a line in front of them in view of all players.

    634. Draft Order The draft order moves in a circular pattern, beginning with the active player and continuing around the table until the last miniature has been chosen.

    1st Booster Pack
    Player 1 opens
    Player 1 drafts
    Player 2 drafts
    Player 3 drafts
    Player 4 drafts
    Player 1 drafts
    Player 2 drafts
    Player 3 drafts
    2nd Booster Pack
    Player 2 opens
    Player 2 drafts
    Player 3 drafts
    Player 4 drafts
    Player 1 drafts
    Player 2 drafts
    Player 3 drafts
    Player 4 drafts
    3rd Booster Pack
    Player 3 opens
    Player 3 drafts
    Player 4 drafts
    Player 1 drafts
    Player 2 drafts
    Player 3 drafts
    Player 4 drafts
    Player 1 drafts
    4th Booster Pack
    Player 4 opens
    Player 4 drafts
    Player 1 drafts
    Player 2 drafts
    Player 3 drafts
    Player 4 drafts
    Player 1 drafts
    Player 2 drafts
    5th Booster Pack
    Player 4 opens
    Player 4 drafts
    Player 3 drafts
    Player 2 drafts
    Player 1 drafts
    Player 4 drafts
    Player 3 drafts
    Player 2 drafts
    6th Booster Pack
    Player 3 opens
    Player 3 drafts
    Player 2 drafts
    Player 1 drafts
    Player 4 drafts
    Player 3 drafts
    Player 2 drafts
    Player 1 drafts
    7th Booster Pack
    Player 2 opens
    Player 2 drafts
    Player 1 drafts
    Player 4 drafts
    Player 3 drafts
    Player 2 drafts
    Player 1 drafts
    Player 4 drafts
    8th Booster Pack
    Player 1 opens
    Player 1 drafts
    Player 4 drafts
    Player 3 drafts
    Player 2 drafts
    Player 1 drafts
    Player 4 drafts
    Player 3 drafts
    9th Booster Pack
    (three boosters only)

    Player 1 opens
    Player 1 drafts
    Player 2 drafts
    Player 3 drafts
    Player 4 drafts
    Player 1 drafts
    Player 2 drafts
    Player 3 drafts
    10th Booster Pack
    (three boosters only)

    Player 2 opens
    Player 2 drafts
    Player 3 drafts
    Player 4 drafts
    Player 1 drafts
    Player 2 drafts
    Player 3 drafts
    Player 4 drafts
    11th Booster Pack
    (three boosters only)

    Player 3 opens
    Player 3 drafts
    Player 4 drafts
    Player 1 drafts
    Player 2 drafts
    Player 3 drafts
    Player 4 drafts
    Player 1 drafts
    12th Booster Pack
    (three boosters only)

    Player 4 opens
    Player 4 drafts
    Player 1 drafts
    Player 2 drafts
    Player 3 drafts
    Player 4 drafts
    Player 1 drafts
    Player 2 drafts

    635. Draft Tournament Round Procedures Under most circumstances, players should only play against other players in their draft pod. However, it is sometimes necessary to set up matches between people from different pods with the warbands built from the first draft. In this case, the organizer need not conduct a second draft.

    636. “Refresh” Rule If players are using two Booster Packs for Booster Draft, players will use the “Refresh” rule:

    Once per game, at the start of his or her spawn phase (before any other actions are taken), a player may put all miniatures from his or her graveyard into his or her reserves.


    “Refresh” Rule: Once per game, at the start of his or her spawn phase, a player may put all miniatures from the graveyard into his or her reserves. This rule is only used in certain Limited formats.

    Constructed: A tournament in which players bring their own warbands. Warbands are built from a large pool of miniatures, depending on the exact format.

    DCI: Organization dedicated to developing and maintaining tournament structures for trading card and miniatures games. Formerly an acronym for Duelists’ Convocation International, the name is now simply the DCI.

    Destroy: To put a miniature from the dreamscape zone into a graveyard.

    Dreamscape: The zone of play consisting of the 25 cells on the battle map. Also, the name of the battle map.

    Judge: Someone making sure the tournament is run fairly and efficiently.

    Limited: A tournament in which players build their warbands at the tournament from miniatures they have drafted or opened from packs.

    Match: A game or series of games between two players or teams that determines a winner. In the Dreamblade game, each match is one game. See the appropriate game’s DCI Floor Rules for more specific details.

    Organizer: The person responsible for where and when the tournament happens. This person is also responsible for sending the results to the DCI so that ratings are updated appropriately.

    Rating: A method for calculating the relative skill levels of Dreamblade players in DCI-sanctioned events.

    Rules Enforcement Level (REL): This requirement refers to the minimum Rules Enforcement Level that must be used at the event in order for it to receive the desired K-value.

    Shift: One of two actions you can take during an action phase. When you shift, each unengaged creature you control may move to an adjacent cell.

    Single-elimination: A competition structure that eliminates players after one match loss. It may be necessary to award byes in the first round so that only two undefeated participants are playing in the last round of the event.

    Spawn: The act of playing a Dreamblade miniature. Normally, by taking a miniature from your reserves and putting it in the dreamscape after paying its cost.

    Strike: One of two actions you can take during an action phase. When you strike, every engaged creature you control may attack.

    Swiss Rounds: Competition structure that allows players to participate in every round of the tournament. Single-elimination final rounds may follow Swiss rounds in some tournaments.

    Tournament Round: The period during which a match takes place.


    Match Points: Match points for Swiss-style DCI sanctioned Dreamblade events breakdown as such:


    • Match win = 3 Match Points

    • Match Loss = 0 Match points

    • Match Draw = 0 Match points


    Tiebreaker order of operations: Tiebreakers for Swiss-style DCI sanctioned Dreamblade events are applied in the following order (*note: see below for definitions):


    • Tiebreaker 1 = Direct Competition

    • Tiebreaker 2 = Opponent’s match win %

    • Tiebreaker 3 = Opponent’s opponent's match win %



    Match Points: Players earn X match points for each match win and Y match point for each match ending in a draw. (No points are awarded for a match loss.)

    If the time allotment for a match runs out and both players have won an equal number of games, the match is considered a draw. Competitors who have won more games than their opponents when the match’s time allotment runs out are credited with match wins. Players receiving byes are considered to have won the match and earn X match points.

    X and Y are determined by the value of the switches for the game format (for Dreamblade, 3 and 0).

    Examples (X = 3 and Y = 0):

    • Player A has a record of 6–2–0 (Wins–Losses–Draws). She has 18 match points (6*3, 2*0, 0*1).

    • Player B’s tournament record is 4–2–2. He has 12 match points (4*3, 2*0, 2*0).



    Tiebreaker 1 - Direct competition score: A player’s direct competition score is either 1 or 0.

    If 2 or more players are tied and one of those players has both played and defeated each other player with whom he is tied, that player would receive a direct competition score of 1. The other players would receive a direct competition score of 0.

    Any other situation would give players a competition score of 0.

    Among tied players, the player with a direct competition score of 1 is ranked higher than those with a direct competition score of 0.

    Example: Players A, B, and C are all tied with 24 match points. Each player’s match results against the other players with whom he or she is tied
    are:

    Player A: Played and defeated players B and C.
    Player B: Played player A and lost, did not play player C
    Player C: Played player A and lost, did not play player B

    Player A both played and defeated all the other players with whom he was tied. Player A would receive a direct competition score of 1. Players B & C would receive a direct competition score of 0. Player A would be ranked higher than players B & C.

    Example: Players A, B, and C are all tied with 24 match points. Each player’s match results against the other players with whom he is tied are:

    Player A: Played and defeated player B, did not play player C.
    Player B: Played player A and lost, did not play player C
    Player C: Did not play player A and B

    As no player both played and defeated the other players with whom he or she is tied, players A, B, and C would each receive a direct competition score of 0.

    Tiebreaker 2 - Opponents’ match-win percentage: A player’s opponents’ match-win percentage is the average match-win percentage of each opponent that player faced (ignoring those rounds for which the player received a bye). Use the match-win percentage definition listed above when calculating each individual opponent’s match-win percentage.

    Example: Player F’s record in an eight-round tournament is 6–2–0. Her opponents’ match records were:

    4–4–0, 7–1–0, 1–3–1, 3–3–1, 6–2–0, 5–2–1, 4–3–1, and 6–1–1, so her opponents’ match-win percentage is:

    Calc 1

    Translated to the decimal system, this equation is:

    Calc 2

    With the individual match-win percentages added together, this equation becomes:

    Calc 3

    Player F’s opponents’ match-win percentage is 0.5963.

    Example: Player G’s record at the same tournament was 6–2–0.

    His opponents’ records were:

    Bye, 7–1–0, 1–3–1, 3–3–1, 6–2–0, 5–2–1, 4–3–1, and 6–1–1, so his opponents’ match-win percentage is:

    Calc 4

    With the individual match-win percentages added together, this equation becomes:

    Calc 5

    Player G’s opponents’ match-win percentage is 0.61.

    Tiebreaker 3 - Opponent’s opponent’s match-win percentage: A player’s opponent’s opponents Match-win percentage is the average match-win percentage of all the opponents that each of a player’s opponents faced (ignoring those rounds for which a player received a bye). Use the match-win percentage definition listed above when calculating each individual opponent’s opponent’s match-win percentage.

    Example: Player A has played in a five-round tournament. Her opponent’s (Players B, C, D, E, and F) opponent’s match records were:

    Player B’s opponents: 4-1-0, 3-2-0, 1-4-0, 2-2-0, and 1-1-1
    Player C’s opponents: 2-3-0, 2-2-1, 1-0-0, 5-0-0, and 4-1-0
    Player D’s opponents: 5-0-0, 4-0-1, 3-2-0, 3-2-0, and 2-0-0
    Player E’s opponents: 3-1-1, 2-2-0, 4-1-0, 2-3-0, and 1-2-0
    Player F’s opponents: 5-0-0, 4-1-0, 3-2-0, 2-3-0, and 0-5-0

    So his opponent’s opponent’s match-win percentage is:

    Calc 6

    Translated to the decimal system, this equation is:

    Calc 7

    With the individual match-win percentages added together, this equation becomes:

    Calc 8

    Player A’s opponent’s opponent’s match-win percentage is 0.6368.
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