TABLE Tantrix Tournament Rules
1st Hungarian Open Table Tantrix Championship, 2005
English version – Magyar változat itt
1) Starting each game:
- If
players are unsure whether their bag contains a complete set of tiles, they should check the set before the
game starts. Once the game has begun it will be scored even if the set is
later found to be incorrect.
- It is the
responsibility of both players to ensure that the clock is set correctly.
- Please
use the colour registered as your first
preference, or your second preference if your opponent’s first preference
colour is the same as yours. If second preferences are the same too, we
encourage players to agree on alternative colours. If you cannot agree,
refer to the Controller. If one player has not registered a first
preference, they cannot prevent the other player playing with their first
preference but they can play with any of the other three colours. See also
rule 11 about “Colour-blind sets” below.
- Each
player takes a coloured ‘tile mat’
with the colour they will be playing with as the background. The tile mat
must be placed in way that ensures that the colour you are playing with is
very obvious to your opponent and to spectators, but whether or not you actually place your tiles on the spaces on
your tile mat is entirely up to you.
- Names,
colours and other details known before the game starts should be filled in
on the score sheet.
- Players
should take sensible precautions to ensure that their tile bag cannot be
confused with that of the game next to them.
- Each
player takes one tile at random
from the bag. The player with the higher-numbered
tile will move first.
- The two
tiles should be put back into the bag. Then ach player takes six
tiles at random from the bag and each player places all six of their starting tiles in
front of them. If the game is not going to start immediately, tiles should
be face down until both players
are ready.
- The
player who is not going to make
the first move starts the game
by starting their opponent’s clock.
2) During
the game:
- Play
proceeds according to the official rules of Tantrix as in the latest
Tantrix Game Pack booklet, except as modified by these special table
tournament rules.
- Players
must draw tiles quickly and without looking inside the bag to avoid any
potential for cheating.
- Players
may never touch their opponents’ tiles and should not move (or hide) their
own tiles during their opponent’s turn.
- When
designing a sequence of moves, it is good practice to place the first tile
close to the Tantrix but not touching it and any other forced tiles a
little further back. The tile you are proposing to play should not touch
the Tantrix until the move is ready to be confirmed.
- However, before
the endgame, a move is only confirmed
when the player’s hand enters the
tile bag to pick up a replacement tile. <N.B. This tournament rule differs from the rules in the Game
Pack booklet.>
- Players
must not skip picking up a replacement tile after each move,
even if they are sure of a sequence of moves.
- If a
player picks up a replacement tile before making it absolutely clear which
tile they are playing (i.e. by making it touch the Tantrix) then the tile
closest to the Tantrix (if legal) is taken to be their move.
- When a
player’s turn is complete they must press the button to start their
opponent’s clock only after picking up their last
replacement tile. If a player forgets to do this, they can start their
opponent’s clock at any time during their opponent’s turn. It is your
responsibility to ensure that your opponent’s clock is running when it
should be.
- If you
get too close to the edge of the table, press the pause button on the
clock and move the tiles into the centre.
- If a
player wishes to count the tiles left in the bag, they must do so in their
own time and without looking at the tiles. The bag must be shaken up to
mix the tiles afterwards, also on that player’s time.
- The
player who takes the last tile from the bag should make it very obvious to
their opponent that the bag is empty, e.g. by announcing ‘Bag Empty’.
- During
the endgame, a move is confirmed
as soon as a tile touches the Tantrix and at the end of their turn, the
player should press the clock with the same hand as they made their last
move with.
- As soon
as the final move has been played, the clock should be stopped by pressing
the pause button, i.e. you should not start your
opponent’s clock as you normally would after your turn.
3) Time
limit:
- The time
limit is 20 minutes per player per game.
- There will
be NO mistake penalties.
- If a player goes over the limit, the game
should carry on. However, at the end, a player who takes 20:00 or more
loses 1 Tournament Point (TP) from their total and their opponent gains 1
TP. This is repeated for every full minute by which the time taken exceeds
the time limit, e.g. times between 21.00-21.59 incur two time penalties.
- The combined TPs for a game after any such
adjustments should always add up to 20.0 (unless the Controller needs to
penalise both players in some way) and any adjustments are limited so that
no player can score more than 20.0 TPs or less than 0.0 TPs from a single
game.
- If a player’s time exceeds 25 minutes, the
Controller can stop the game and adjudicate the final result.
4) After
the game:
- Tournament Points (TPs), on which
final tournament positions will be based, are awarded as shown on the
score sheet. They are
based on sharing out 20 TPs for each game according to the margin of
victory. Time penalties as described in rule 3 above may affect the final
TP score in a game.
- As
soon as the game has finished, the score sheet must be completed and
signed by both players, then handed to the Controller (via a spectator if
necessary) immediately.
- The
Tantrix must be left intact and the clock paused until both
players have signed the score sheet.
5) Time-outs:
Mistakes have the potential to ruin a game,
so players should check each other’s moves. When your opponent has made an
illegal move or a mistake that you want them to correct, you should say “time-out” and press the pause button on the clock. N.B. Time-outs must be kept to a minimum and
inappropriate use of them may result in penalties of some sort.
Illegal moves:
- Playing a
tile where the colours do not match.
- Surrounding a
forced space by a fourth tile. (before endgame)
- Playing along
a controlled side. (before endgame)
- Creating a
forced space with three links of the same colour. (before endgame)
Further mistakes:
- Failing
to fill a forced space before making the free move
- Failing
to fill a forced space before finishing a turn
- Possessing
a number of tiles different than six (before endgame)
The right time to call a time-out is when a move is confirmed, i.e. when the offending
player puts their hand into the bag to pick up a new tile during a turn or
immediately after the offending player presses the clock if they have missed a
forced move at the end of their turn. Once a player has called a time-out:
- The game
must be ‘frozen’, e.g. if the offending player has just pulled a tile from
the bag, the tile should be kept separate from all other tiles until the
situation is resolved.
- The
player who called the time-out must identify the problem. Both players
must agree on what to do about it and implement what they agree – see the Appendix at the end of these
rules if what to do is unclear.
- After the
mistake has been corrected, the clock is restarted (un-paused) and play
continues. It is the responsibility of the player who called the time-out
to check that the clock has been restarted correctly.
- In most
cases, these steps will take well under 10 seconds to complete but for
major interruptions it may be necessary to record whose turn it was, and
whether or not the free move had been taken. If a player has to leave the
table, the Tantrix may be covered, so that the other player gains no
advantage.
6) Defaults
and byes:
- If a player
does not arrive for a game within 5 minutes of the scheduled time, their
clock may be started.
- After 10
more minutes, they can be defaulted.
- In table tournaments,
a default win is usually worth 15.0–5.0 TPs. However, the Controller can
alter this at their discretion, e.g. by increasing the number of points
awarded for a default if in his opinion a player has defaulted
deliberately to avoid the risk of scoring less than 5.0 TPs if the game
was actually played.
- If someone
defaults more than two games in an all play all event, all of their
results are ignored.
- In all-play-all groups of an odd number
of players where, as a consequence, every player will get one bye round,
no TPs will be given for them - the positions after each round will be
decided on TP%s.
7) Tiebreaks:
Unless otherwise
stated before the tournament, if two or more players are tied on TPs at any
stage, they will be separated on the basis of the TPs scored in the game or
games played between them in the same phase, then by who has scored the most
tiles overall ignoring opponents’ tiles and (if even that does not separate
them) by the toss of a coin.
8) Cheating:
As well as spoiling an event for the other
players, cheating severely devalues your own performance in a tournament.
Cheating includes:
- Getting help from someone else.
- Using pre-prepared notes or recorded
information.
- Taking notes of any kind during the game. <N.B. this differs from the online
tournament rules>
- Making deliberate errors to gain an advantage
hoping your opponent will not notice in time.
- Deliberately throwing a game to help a friend
to win a tournament, ensure that another player does not win or just because
you are not bothered by a result which nevertheless affects the positions
or Elo ratings of other players.
- Talking excessively during a game in order to
try to distract your opponent, otherwise putting undue pressure on them
(e.g. by telling them to play faster) or talking at all about any game in progress other than your own.
- Anything else which may secure an unfair
advantage for you or for another player.
Anyone caught cheating risks being
disqualified from the current tournament and banned from future tournaments.
9) Other
disruption:
We also ask for all mobile phones to be
switched off or muted, for chatter near games that are in progress to be kept
to a minimum, and for any behaviour which may distract either your opponent or
a nearby player to be avoided. Photography is allowed but preferably early in a
round (e.g. please avoid disturbing players making moves in time trouble), and
it must not be too intrusive. The Controller may require any spectator who is
disturbing a game in progress to leave the playing area.
10)
Colour-blind sets:
- In order to facilitate the participation of
colour-blind players, a limited number of special colour-blind sets (with
the green links replaced by white links) may be made available.
- To compensate for any perceived advantage that
the colour-blind player may have by always playing with a set with which
the other players are not familiar, the non-colour-blind player may choose
both their own colour and the colour that the
colour-blind player will play with.
- Non-colour-blind players may elect to play any
game with a colour-blind set (e.g. in order to get used to it in
conditions which favour neither player before facing a colour-blind player
in a later round), subject to both players agreeing to this and to there
being enough colour-blind sets to go around.
12)
Disputes and Tournament Controllers:
Players should try to resolve any disputes
between themselves in a friendly manner after pausing the clock. If this proves to be impossible, they can ask
the Controller for a ruling. The Tournament Controller's decision is
final.
Appendix - Mistakes
and penalties (detailed provisions)
When a mistake is made, it should normally be common
sense how the game should be fixed. These detailed provisions, referred to in
rule 5 above, are provided to identify special cases and for use where there is
a dispute.
IF A PLAYER HAS MORE THAN 6 TILES
The surplus tiles
are removed at random by the other player. NB: Whatever the circumstance, a
player may never put one of his/her own tiles back into the bag. It must always
be done by the opposing player. However, there is no need to put back a random
tile if both players agree which tile should be put back, e.g. the last tile
picked up.
IF A PLAYER HAS LESS THAN 6 TILES
If a player hits
the clock before picking up a
replacement tile and their opponent notices before confirming their first move,
the clock should be hit back, the guilty player draws the tiles needed and
makes the forced moves if any became possible by the newly drawn tiles.
However, if the mistake is only noticed after the innocent player has confirmed
their first move, the guilty player still has to pick up the extra tiles needed
but it is still the innocent player’s turn, i.e. the guilty player does not
make any move with the newly drawn tiles even if they would have fit a forced
space had they been drawn at the right time.
ILLEGAL MOVES
·
Surrounding a
forced space by a fourth tile.
·
Playing along
a controlled side.
·
Creating a
forced space with three links of the same colour.
·
Playing a tile
where the colours do not match.
a) If the innocent
player notices before confirming the first move of their next turn, the mistake
must be taken back.
b) However the move must always be taken back,
no matter how far back the mistake was made. All tiles taken from the Tantrix
should be added to the players’ hands according to players’ best guess, then
tiles from the players’ hands returned into the bag at random. If the players
can not agree on a reasonable way to recover the game, then the game is drawn,
though the Controller can apply penalties at their discretion.
IF THE TANTRIX IS KNOCKED
When it is not
possible to re-establish the Tantrix with reasonable certainty then the game is
drawn, unless less than 10 minutes of combined time has passed in which case
the players may restart subject to the agreement of the Controller. If one of
the players was responsible for the knock then the Controller will apply a
penalty.
FORCED SPACE (FS) MISTAKES
All players should
get into the habit of double checking their opponent’s forced spaces before
they start their own turn. After the innocent player has confirmed their first
move, they may ask their opponent to backtrack and fill missed forced spaces.
The best time to call “time-out” is when the player’s hand enters the bag to
pick up a replacement tile, but before either player sees what the replacement
tile is.
1) FS
MISTAKES BEFORE THE FREE MOVE
The free move is taken back if it was the very tile
which should have been played into the forced space or a subsequently forced
space. Otherwise, the forced spaces are filled of course but the free move (if
still legal) remains too.
2) FS
MISTAKES AFTER THE FREE MOVE
If the mistake is announced after the guilty player has
finished their turn but before the innocent player has begun their turn then
the forced space must be filled (and any others).
If the mistake is announced after the innocent player
has completed their first move (i.e. picked up a replacement) then play
continues normally. No moves are taken back.
3) FS
MISTAKES DURING THE END GAME
It should be possible to undo all mistakes during the endgame. However,
as undoing a mistake could advantage the guilty player, the innocent player can
choose whether or not to undo. Remember (rule 2.l.) that all moves during the
endgame are considered confirmed as soon as the tile touches the Tantrix.