V:EKN Tournament Rules
2005 Season
Effective January 1, 2005

Introduction

The Vampire: Elder Kindred Network (V:EKN) Tournament Rules help maintain fair and
consistent worldwide sanctioned tournament play for all Vampire: The Eternal StruggleTM
(V:TES) games. In order to maintain this tournament system, participants and officials must
treat each other in a fair and respectful manner, following both the rules themselves and
the spirit in which they were created. Players who violate sections of the V:EKN Tournament
Rules will be subject to the appropriate provisions of the V:EKN Judges' Guide.

Note: Please see appendix B of the V:EKN Tournament Rules for definitions of terms in this
document.

Changes from the July 1, 2004 rules

3.1.2 Clarified what "random" entails in regards to determining seating.
4.1 Added Dramatic Upheaval, Kindred Restructure, and Succubus Club to the banned list.


1. General V:EKN Tournament Rules

1.1. Player Eligibility

Any player is eligible to participate in an open, non-invitational, V:EKN-sanctioned
tournament (for non-open tournaments, see section 9.8) except for the following:

The tournament organizer of record (unless he or she is participating in an event that uses
the Multi-Judge System; see section 2.9);
The head judge and any other listed judges of record (exception: see section 2.9);
Players currently suspended by the V:EKN;
Playtesters of card sets used in the event (until one month after the official release date
of those card sets);
Other players specifically prohibited from participation by V:EKN or White Wolf, Inc.
policy.
Any ineligible player participating in a V:EKN-sanctioned tournament will be subject to the
V:EKN Penalty Guidelines and further V:EKN review.

1.2. Necessary Tournament Materials

Players must bring the following items to a tournament in order to participate:

A visible and reliable method to maintain and record game information (counters for the
Blood Bank, pen and paper to record deck information if required, and so on).
A valid and unique V:EKN number registered in the participant's name.
Note: New players must register for V:EKN membership at their first tournament. Players may
only have one V:EKN number. Tournament organizers must report any player using more than one
V:EKN membership number.
Any materials specifically required for a particular tournament format, as required by the
V:EKN Floor Rules or the tournament organizer.
Example: Players need to bring their assembled decks to Constructed tournaments.

1.3. Wagering

Players and tournament officials may not wager, ante, or bet on the outcome of any portion
of a tournament.

1.4. Taking Notes

Players are not allowed to take written notes of their opponents' decks or activities, with
the exception of the following items:

Their opponents' names (and other relevant personal information)
Their opponents' V:EKN numbers
Which player played first
Start and end time of the game
Status of the game (such as counters in pool, Master: Out-of-Turn cards played, transfers
taken, diableries made, resources, and so on)
The number of turns that have elapsed

1.5. Electronic Devices

The head judge or tournament organizer may choose not to allow players to participate with
electronic devices (such as cellular phones, pagers, and/or portable audio units) turned on.

1.6. Publishing Event Information

White Wolf, Inc. reserves the right to publish event information such as the contents of a
player's deck as well as transcripts or video reproductions of any sanctioned tournament.
The tournament organizer is also permitted to publish event information.

1.7. Document Updates

The V:EKN reserves the right to alter these rules as well as the right to interpret, modify,
clarify, or otherwise issue official changes to these rules, with or without prior notice.

2. Tournament Responsibilities

2.1. Event Knowledge Responsibilities

Competitors, judges, and organizers involved in sanctioned tournaments are responsible for
knowing and following the most current version of the V:EKN Tournament Rules and any other
applicable regulatory documents, including the game rules and official errata.

2.2. Tournament Organizer Responsibilities

The tournament organizer for an event is ultimately responsible for all tournament
operations and event reporting for the event. The tournament organizer's responsibilities
include, but are not limited to, the following:

Selecting the site for the event
Providing all materials to operate the event (product at Sealed Deck events, and so on)
Retaining all tournament results for one full year after the event's completion
Reporting to the V:EKN of all event results, including winner, in a timely manner
Staffing the event with appropriate personnel (including finding an appropriate head judge
for the event)
Advertising the tournament sufficiently in advance of the event date
The tournament organizer may choose to delegate some or all of these responsibilities.

2.3. Player Responsibilities

Players must follow the rules interpretations and guidelines for play set forth by the
V:EKN, the head judge, and other tournament officials. Players are expected to behave in a
respectful and sportsmanlike manner at all times. Players who argue with the head judge or
other tournament officials may be subject to the appropriate provisions of the V:EKN Penalty
Guidelines. Players are not permitted to waive penalties on behalf of their opponents. The
judge must ensure that the appropriate penalty, if any, is imposed.

2.4. Spectator Responsibilities

Spectators are expected to remain silent during the course of a game and are not permitted
to communicate with players in any way while a game is in progress. A players who is ousted
from a game is considered a spectator for the remainder of the round. Spectators who believe
that they have observed rules violations should inform a judge, but they must not interfere
with the game. Players have the right to request that any person, other than tournament
officials, not observe their game. All such requests must be made through a judge.

2.5. Judge Responsibilities

All judges have the responsibility to deliver fair, impartial rulings and to assist the head
judge and other tournament officials in any area that is required to ensure a smooth
tournament. Judges must take action to resolve any rules infraction (whether a violation of
the V:EKN Tournament Rules or the game rules) they notice or that is brought to their
attention.

2.6. Head Judge Responsibilities

Officially sanctioned competition requires the physical presence of a head judge during play
to adjudicate disputes, interpret rules, assign penalties, and make other official
decisions. The head judge may, with the tournament organizer's agreement, appoint any number
of other judges to help in the performance of the head judge's duties and to perform other
tasks the head judge may require. The head judge is responsible for reporting all warnings
issued at the tournament to the V:EKN either directly or through the tournament organizer's
event report.

The head judge and the tournament organizer can be, but do not have to be, the same
individual. The head judge is the final judicial authority at any V:EKN-sanctioned
tournament (see section 2.5 - Judge Responsibilities).

2.7. Appeals to the Head Judge

If players should disagree with a judge's decision, they are free to appeal the ruling to
the head judge. The head judge has the right to overrule other judges' decisions. Players
may not appeal to the head judge before the judge responding to the situation renders an
initial decision. The head judge's decision is final.

2.8. Lengthy Rulings

If a judge uses more than one minute to make a ruling, he or she may extend the game time
appropriately. The extra time must be clearly communicated and recorded immediately by the
judge.

2.9. Multi-Judge System

The Multi-Judge System may be used at any non-qualifier, non-championship tournament with at
least eight participants (i.e., having at least two tables). Organizers choosing this system
must announce its use before the tournament begins and identify six judges as head judge,
secondary judge, and third, fourth, fifth, and sixth judge. Organizers should use good
judgement when selecting the Multi-Judge System and should ensure its use will not disrupt
the event. Tournament organizers may only participate in events they sanction if they are
using the Multi-Judge System. These types of events are the only ones in which judges and/or
tournament organizers are allowed to participate.

When using the Multi-Judge System, the head judge makes all rulings, except when a decision
is needed in a game in which the head judge is participating. If a ruling is needed in a
head judge's game, the secondary judge makes the call, except in games in which both the
head judge and secondary judge are both participating, and so on. The only time the sixth
judge makes a ruling is when the head judge, the secondary judge, and the third, fourth, and
fifth judges are playing a game.

3. Tournament Mechanics

3.1. Round Structure

V:TES tournaments shall consist of a minimum of three rounds. After the preliminary two or
more rounds, the players are ranked according to the number of Game Wins (see section
3.8.1). For players with the same number of Game Wins, the players' total accumulated
Victory Points from the preliminary rounds are used as a tie-breaker. In the event that ties
still exist, Tournament Points (see section 3.1.3) are used. Remaining ties for any of the
top five rankings are resolved using any fair random method (e.g., a coin toss or a die
roll). The five highest-ranked players advance to the final round.

3.1.1. Round Time Limits

Each round in the tournament has a time limit. The minimum time limit used in V:TES rounds
is two hours. The time limit must be announced before play begins. The final round may last
longer than the preliminary rounds, at the judge's option.

In addition, the following time limits are recommended for Limited tournaments:

For Sealed Deck, allow twenty minutes for deck registration
For Sealed Deck, allow thirty minutes for deck construction
For Draft, allow thirty minutes total for both deck registration and construction

The judge must announce when only 5 minutes remain in the current round. When the round is
over the judge will direct all players to put their cards down. All play must immediately
cease.

3.1.2. Preliminary Rounds Seating

The judge will group players randomly and impartially, using prepared index cards, a
computerized system for generating random groupings, or another impartial randomizing
method. Regardless of the method used, the players are to be grouped randomly and
impartially, without regard to the identities of the players behind the numbers (or cards or
other method used to designate players in the system) and without regard to any personal
relationship between the players or personal disposition of any player toward another. Use
of the optimal seating chart, found in The Archon tournament tracking spreadsheet, is
encouraged.

The judge will randomly and impartially assign players in groups of five. In the event that
the number of players is not evenly divisible by five, the judge will assign players in
groups of four and five, such that as many groups as possible contain five players.

If the players cannot be divided into groups of 4 and 5 (i.e., there are 6, 7, or 11
players), then the judge may elect to use a seating arrangement in which some players sit
out each round (while still ensuring that every player plays the same number of games,
usually equal to one less than the number of rounds).

Each table has five positions, numbered one through five, arranged clockwise around the
table. The first player assigned to a table occupies position one, and so on. When play
begins for each round, the player in position one plays first (with a default of one
transfer during the influence phase), and so on. At tables with only four players, the empty
position for turn rotation is ignored.

The judge must ensure that exact predator-prey relationships are not duplicated from round
to round whenever possible. When this occurs, the judge will randomly and impartially
rearrange the seating assignments of all players at the affected table. The judge may, at
his or her discretion, reseat players who were assigned to table together during any
previous round to different tables (doing so impartially).

3.1.3. Final Round Seating

Table positions are not assigned in the final round. Instead each of the finalists is given
an index card (or reasonable substitute) with his or her name on it. Starting with the
lowest qualifier, each qualifier places his or her index card faceup in a row on the table.
When placing his or her card, each player must choose to position his or her card at either
end of the row (one end of the row is equivalent to the other) or may create a space between
two cards already placed. After all cards have been placed, they are read from left to right
to determine seating positions in the final round. The judge will then determine randomly
which player will play first.

Example:

Player 5 (the lowest qualifier) places her card. 5

Player 4 chooses to place his card at the right end of the row. 5 4

Player 3 chooses to place her card at the left end of the row. 3 5 4

Player 2 chooses to create a space between players 5 and 4 and places his card in that
space. 3 5 2 4

Player 1 (the highest qualifier) chooses to create a space between players 2 and 4 and
places her card in that space. 3 5 2 1 4



3.1.4. Withdrawing from an Event

Players choosing to withdraw from an event must inform the scorekeeper before the seatings
for the next round are generated. Players leaving the tournament after the scorekeeper
begins seatings for the next round receive a "Loss" in the upcoming round and will be
removed from the event after that round.

3.1.5 Multi-Deck System

Players are prohibited from making modifications to their decks between rounds unless the
tournament uses the following multi-deck rules. The multi-deck system can be used at any
tournament with fewer than 12 players (i.e., fewer than three tables). Organizers choosing
to use this system must announce its use in advance of the tournament date. Players may
choose to bring any number of tournament-legal decks to the tournament and/or extra cards to
exchange with cards in their decks (also known as a sideboard in some games). Between
rounds, players may freely switch decks (or cards in their decks). A tournament begun with
the multi-deck system cannot admit more players between rounds if doing so would create a
round with 12 or more players.

3.1.6 Tournament Without Final

In a very small tournament, one with fewer than 8 players (i.e., fewer than two tables), the
organizer may choose to omit the final round altogether or may choose to run an additional
"preliminary" round in place of the final. This decision must be made and announced to all
the players prior to the start of the first round. With no final, the results of the
preliminary rounds (including the additional preliminary round, if any) are used to
determine final standings in the same manner as described in 3.1 above. The no-final rules
can be used in conjunction with or without the multi-deck system above, at the organizer's
option. A tournament begun under the no-final arrangement cannot admit more players between
rounds if doing so would create a round with 8 or more players.

3.2. Pre-Game Procedure

The following steps must be performed in order before each game begins.

Players shuffle their decks.
Players present their decks to their predators for additional shuffling and cutting, if
desired.
Each player draws seven cards from his or her library and four vampires from his or her
crypt.

All shuffling must be done so that the faces of the cards cannot be seen. Regardless of the
method used to shuffle, players' decks must be sufficiently randomized. Each time players
shuffle their decks (before the game or during the game), they must present their decks to
their predator for additional shuffling and/or cutting. At the judge's discretion, players
may request to have a judge shuffle their cards rather than pass that duty to their
predators. By presenting their decks to their predators, players state that their decks are
sufficiently randomized.

After decks are presented and accepted, players who do not consider their opponents' decks
to be sufficiently randomized must notify a judge. The head judge has final authority
regarding whether a deck has been sufficiently randomized.

Once predators have the opportunity to shuffle and/or cut players' decks, the cards are
returned to their original owners. If the predator has shuffled the player's deck, that
player may make one final cut.

3.3. Tardiness

Players are expected to be in their seats when each round begins. Players arriving at their
seats after the round begins may be subject to tardiness penalties. Players who fail to
arrive at their seats within 15 minutes of the scheduled start of a round will receive a
"Loss" in the round. This section should not be construed to apply in the case of Late
Arrivals who were not assigned a seat in a given round (section 3.3.1.).

3.3.1 Late Arrivals

Players arriving for the event after the start of the first round may, at the judge's
discretion, be added to the event and may play in subsequent rounds. Such players may begin
play at the start of the next round. Players may not be added to games already in progress.

3.3.2 Early Departure

Players leaving ("dropping out of") an event before all of the preliminary rounds are
finished must notify the judge as soon as possible. If the judge has already set seating
assignments for the round, the judge may treat this as per section 3.1 above, at his or her
discretion.

3.4. Pre-Game Time Limit

Prior to each game, competitors have three minutes to shuffle their decks and present them
to their opponents for additional shuffling and/or cutting. This three-minute period does
not include shuffling an opponent's deck. Any shuffling of opponents' decks must be done in
a timely manner before the game begins. Shuffling requirements specified in section 3.2
apply during these steps.

If the head judge determines that a player exceeded the time limit on purpose and is
stalling, that player will be subject to the appropriate provisions of the V:EKN Penalty
Guidelines.

3.5. Mid-Game Shuffling Time Limit

A one-minute time limit exists for all shuffling and deck-searching that occurs during a
game. If a judge determines that a player's shuffling time is excessive, that player will be
subject to the appropriate provisions of the V:EKN Penalty Guidelines. Shuffling
requirements specified in section 3.2 also apply.

3.6. Conceding Games

Players may concede a game at any time provided all but one of the players agree to concede,
with the result that game is recorded as if the remaining player had succeeded in ousting
the conceding players in sequence. Please note that players who attempt to bribe, coerce, or
otherwise improperly induce their opponents to concede will be subject to the appropriate
section of the V:EKN Penalty Guidelines.

3.7. Intentional Draw

Players may mutually agree to accept an intentional draw at any time before the game results
are submitted. If an offer to intentionally draw is declined, the game must continue as
normal without any further coercion to accept the offer. Declaring an intentional draw has
the same results for competitors as playing to the time limit (so in general it would be
better for the players to take advantage of the withdrawal rules if possible, see the V:TES
rulebook for the rules on withdrawal).

3.8. Determining a Game Winner

There are three different types of scoring points in V:TES tournaments:

Game Wins are awarded to the winner of each game.
Victory Points are awarded when a player's prey is ousted and when a player survives a round
(or as otherwise specified in the game rules or by effects of cards played).
Tournament Points are awarded based on a player's table ranking at the end of a round.

3.8.1. Game Win Scoring

A player receives a Game Win at the end of a game in which they have received at least two
(2) Victory Points and have more Victory Points than any other player in the game. (No game
win is awarded in the case of ties.)

3.8.2. Victory Point Scoring

A player receives one Victory Point each time his or her prey is ousted during a game (or as
otherwise indicated in the V:TES game rules or by cards played during the game). A player
receives an additional half Victory Point if he or she has not been ousted when the time
limit is reached, marking the end of the round, unless that player is the last one surviving
at the table, in which case (as indicated in the V:TES game rules) the player receives an
additional one full Victory Point, as normal.

With all the Victory Points recorded, players are then ranked at their table from first
through fifth place. The player with the highest total Victory Points places first, and so
on.

3.8.3. Tournament Point Scoring

Five-player table: First place receives 60 Tournament Points, second place receives 48
Tournament Points, third place receives 36 Tournament Points, fourth place receives 24
Tournament Points, and fifth place receives 12 Tournament Points.

Four-player table: Players are ranked first, second, fourth, and fifth - third place is
taken by the "table bye" position, an empty position.

If more than one player is tied for a particular table ranking, the tournament points are
averaged (see section 3.8.4 - Scoring Examples).

3.8.4. Scoring Examples

Example (five-player table): Players A and C ousted one prey each. Players B and D were
ousted by A and C, and did not oust any prey during the game. Player E did not oust any
prey, but survived the round (along with A and C).

Therefore, Players A and C each receive one and one-half Victory Points - one Victory Point
for ousting one prey, and one-half Victory Point for surviving the round. Player E receives
one-half Victory Point for surviving the round. Players B and D receive no Victory Points.

Players A and C tie for first place (first and second) at the table, so each receives 54
Tournament Points ([60 + 48] / 2 = 54). Since they are tied (and since neither scored at
least 2 Victory Points), no Game Win is awarded. Player E is clearly in third place, and
receives 36 Tournament Points. Players B and D tie for fourth (fourth and fifth) place, and
each receives 18 Tournament Points ([24 + 12] /2 = 18).

Example 2 (four-player table): Player A ousts one prey and survives the round. Player B was
ousted by Player A. Players C and D did not oust any prey during the game, but both survived
the round.

Therefore, Player A receives one and one-half Victory Points - one Victory Point for ousting
one prey, and one-half Victory Point for surviving the round. Player B receives no Victory
Points, and Players C and D each receive one-half Victory Points for surviving the round.

Player A finishes in first place at the table, and receives 60 Tournament Points. Players C
and D tie for second (second and fourth, because third place at the table goes to the "table
bye"), and each receive 36 Tournament Points ([48 + 24] / 2 = 36). Player B finishes in
fifth place with 12 Tournament Points.

3.8.5. Final Round Scoring

The player with the highest total of Victory Points from the final round only is the
tournament winner. The player with the next highest total of Victory Points from the final
round only is the second place winner, and so on. In the event of a tie, the players'
rankings at the end of the preliminary rounds will be the deciding tiebreaker.

4. Tournament Card Status Rules

4.1. Cards Allowed

All cards in a player's deck must be genuine Vampire: The Eternal Struggle or Jyhad cards.

If Jyhad and Vampire: The Eternal Struggle cards are both used, in order to prevent a
significant advantage, all cards from the Jyhad or Vampire: The Eternal Struggle card sets
must be of sufficiently mixed card type - that is, Master cards must appear with both Jyhad
and V:TES card backs (or at least three different card types must have Jyhad backs).

The following cards are banned in all V:EKN tournaments:

Dramatic Upheaval (V:TES)
Kindred Restructure (V:TES)
Madness of the Bard (Dark Sovereigns)
The Return to Innocence (Ancient Hearts)
Succubus Club (V:TES)
Any cards that are usable only when playing for ante, including:
Cunctator Motion (V:TES)
High Stakes (V:TES)
Playing for Keeps (Dark Sovereigns)

4.2. Card Interpretation

The head judge is the final authority regarding card interpretations. All cards are to be
interpreted according to their most recent printing. If the head judge determines that a
player is using older cards and/or misprints to create an advantage by using misleading text
or artwork, that player will be subject to the appropriate provisions of the V:EKN Penalty
Guidelines.

4.3. New Releases

New V:TES cards and rules (new expansions, new editions of the basic set, new rules released
in expansions or basic sets, and promotional cards) are allowed in Constructed tournament
play beginning 30 days after their retail release date. V:EKN announcements confirm the
exact date that each new card set enters tournament play before the set is released.

New cards or rules are allowed in Limited tournament play immediately, including before the
release date (for example, at a Prerelease tournament).

4.4. Card Elevation and Disposition

Players must keep their cards above the level of the playing surface. Revealing cards in
your hand or uncontrolled area to an opponent is not allowed.

4.5. Proxy Cards

The use of proxy cards is not permitted, unless a judge provides these cards. If a card
becomes excessively worn through play or accidentally damaged in the current sanctioned
tournament, or if the owner of the card must leave prior to the conclusion of a game, the
judge may provide a proxy replacement card or (in the case of damaged or worn cards) require
the player to sleeve all of his or her cards before play continues.

When a judge creates a proxy for a player, it is included in the player's deck. The original
card is kept close at hand during the game, if possible. When the proxy is in play, replace
it with the original. When it returns to the player's deck/hand, swap it with the proxy.
This replacement method helps ensure that the opponent is able to clearly see the intended
card and to avoid confusion.

The term "proxy" includes counterfeit cards or any card that is not a genuine game card.
Counterfeiters will be prosecuted to the fullest extent of the law.

4.6. Card Sleeves

Players may use plastic card sleeves or other protective devices on cards. If a player
chooses to use card sleeves, all cards in the player's current deck must be placed in the
sleeves in an identical manner. If the sleeves feature holograms or other markings, cards
must be inserted into the sleeves so these markings appear uniformly on the cards (all
markings on the face or all on the backs, but not mixed). A player may choose to sleeve his
library but not his crypt, or vice-versa, and the crypt and the library may be sleeved
differently from each other.

Once a game begins, players may request that the judge inspect an opponent's card sleeves.
The judge may disallow a player's card sleeves if the judge believes they are marked, worn,
or otherwise in a condition that interferes with shuffling or game play. To avoid confusion,
a card sleeve may also be used to mark a player's card if the card is in an opponent's
playing area.

4.7. Tapped Cards

If a card must be tapped as a part of the game rules, it must be turned approximately 90
degrees from the normal position.

5. Tournament Violations

5.1. Cheating

Cheating will not be tolerated. The head judge reviews all cheating allegations, and if he
or she determines that a player cheated, the head judge will issue the appropriate penalty
based on the V:EKN Penalty Guidelines. All disqualifications are subject to later V:EKN
review, and further penalties may be assessed.

Cheating includes, but is not limited to, the following intentional activities:

Receiving outside assistance or coaching
Looking at opponents' card faces while shuffling or cutting their decks
Taking inappropriate notes (see section 1.4)
Collusion to alter the results of a game
Misrepresenting rules or card texts or errata
Using marked cards/sleeves (see section 4.6)
Drawing extra cards
Manipulating which cards are drawn from your deck or from an opponent's deck
Stalling to take advantage of a time limit
Misrepresenting or obscuring public information (pool totals, number of cards in deck, and
so on)

5.2. Unsportsmanlike Conduct

Unsportsmanlike conduct is unacceptable and will not be tolerated at any time. Players who
engage in unsportsmanlike conduct will be subject to the appropriate provisions of the V:EKN
Penalty Guidelines and will be subject to further V:EKN review. Judges, players, spectators,
and officials must behave in a polite, respectable, and sportsmanlike manner. In addition,
players must not use profanity, argue, act belligerently toward tournament officials or one
another, or harass spectators, tournament officials, or opponents. Players must not play
toward goals that conflict with the goal of the game as stated in the V:TES rulebook (e.g.,
attacking certain players on the basis of their V:EKN ratings or overall tournament
standing, etc.).

5.3. Slow Play

Players must take their turns in a timely fashion. Whereas taking a reasonable amount of
time to think through game strategy is acceptable, playing excessively slowly or stalling
for time is not. If a judge determines that a player is stalling for time or playing
excessively slowly at any point during the tournament, the responsible player will be
subject to the appropriate provisions of the V:EKN Penalty Guidelines.

5.4. Marked Cards

A card is considered marked if it bears something that makes it possible to identify the
card without seeing its face, including scratches, discoloration, unnatural bends, and so
on. If a player's cards are sleeved, the sleeves are considered part of the cards, so:

For cards placed in clear sleeves, both the sleeve and the card must be examined to
determine whether a card is marked.
For cards placed in opaque-backed sleeves, just the sleeve must be examined to determine
whether a card is marked or not.
If the head judge determines that a card in a player's deck is marked, that player will be
subjected to the appropriate provisions of the V:EKN Penalty Guidelines.

6. Constructed Tournament Rules

6.1. Constructed Formats

The V:EKN sanctions only one constructed format: Standard Constructed.

6.1.1. Set Restrictions

The tournament organizer may limit players to the use of one or more card sets. For example,
the tournament organizer may require players to restrict their decks to cards from the Dark
Sovereigns and Final Nights card sets. The tournament organizer must advertise any card set
restrictions prior to the event. All cards will be required to use the most recent card
texts even if the revised card text appears in a set not allowed in the current event.
Example: In an event restricted to the use of the V:TES base set, the Master card
"Misdirection" would still tap only one minion.

Note: Sanctioned tournaments conducted with card set restrictions will not have their
results included in the V:EKN player ratings.

6.2. Constructed Deck Size Limits

Standard Constructed decks must contain a minimum of sixty cards and a maximum of ninety
cards. The crypt must contain a minimum of twelve cards.

6.3. Constructed Deck Registration

The head judge or tournament organizer may require players to register their decks upon
arrival at a tournament. Registration records the original composition of each deck. Once a
tournament official receives a player's decklist, the deck may not be altered. Failure to
properly register a deck will result in the head judge applying the appropriate provisions
of the V:EKN Penalty Guidelines. The V:EKN recommends that organizers check a reasonable
number of decks against their decklists each round.

7. Limited Tournament Rules

The rules in this section apply to all Limited tournaments, including Sealed-Deck
tournaments (sections 7.3 and 7.4) and Draft tournaments (sections 7.5, 7.6, 7.7, and 7.8).

7.1. Limited Formats

The V:EKN sanctions the following Sealed formats:

Sealed (standard) (see section 7.3)
Restricted Trade (also called Michigan Draft) (see section 7.4)
The V:EKN sanctions the following Draft formats:

Booster Draft (standard) (section 7.6)
Table Draft (also called Rochester Draft) (section 7.7)
Mixed Draft (also called Elder Draft) (section 7.8)

7.2. General Limited Format Rules

7.2.1. Limited Deck Composition

Limited decks must contain a minimum of forty cards and a maximum of ninety cards. The crypt
must contain a minimum of twelve cards. Crypts may contain vampires from any groups without
any limitations based on group numbers.

7.2.2. Limited Deck Registration

The head judge or tournament organizer may require players to record on a decklist every
card they receive in a Limited tournament. Once the cards are registered, players have a
limited amount of time to prepare their decks before play begins. The V:EKN recommends that
organizers check a reasonable number of decks against their decklists each round.

7.2.3. Card Use - Limited Tournaments

All cards players use in Sealed-Deck events must be received directly from tournament
officials. Players must receive the same number of decks and booster packs from the same
card set(s) as all the other players participating in the tournament.

Players may use only the actual cards they receive or draft at a Limited tournament, and any
additional cards specifically provided by the tournament organizer. Players may not trade or
replace the cards they receive or draft at a Limited tournament with any other cards, even
if the replacement is an exact copy. If a card is damaged or otherwise considered "marked,"
players must comply with section 7.2.4 - Abnormal Decks, Boosters, and Cards.

7.2.4. Abnormal Cards or Boosters

Players who have an abnormal number of cards in the decks or booster packs they receive must
inform the head judge, who may replace the deck or booster pack at his or her discretion. If
a player receives a "marked" card (section 5.4), the head judge may replace that card with a
proxy card at his or her discretion. (See section 4.5 - Proxy Cards)

Neither White Wolf nor the tournament organizer guarantees any specific distribution of card
rarities or frequency in a particular booster pack or deck.

7.2.5. Early Departure and Later Arrivals

Once a player in a Limited tournament has received sealed product, he or she may not
withdraw from the event prior to the conclusion of first round. If a player violates this
rule, he or she must return the product he or she received from the organizer, and receives
a "Loss" for the round on the official tournament record and is dropped from the tournament.

Except for Sealed Deck tournaments, late arrivals (players who arrive after the
drafting/trading pods have been arranged) cannot be added to the event.

7.3. Standard Sealed Deck Tournament Rules

7.3.1. Deck Construction

Before tournament play begins, each player receives an assortment of sealed product. If
decklists are being used, players should be given 20 minutes to register their decks. Each
player then creates a tournament deck that meets the Sealed-Deck size requirements found in
the game's V:EKN Floor Rules. Players are given a set amount of time, determined by the
event organizer, in which to construct their decks. The V:EKN suggests 30 minutes.

The head judge or tournament organizer may require players to record on a decklist every
card they intend to play in their decks. Failure to properly record the cards being played
will result in the head judge applying the appropriate provisions of the V:EKN Penalty
Guidelines.

7.3.2. Sealed Deck Swap

A Standard Sealed Deck event may require participants to perform a sealed-deck swap. In a
sealed deck swap, players do not play with the decks they originally receive at the event.
Instead, the sealed product - as well as deck-registration sheets - are handed out to all
players in the event. Players open their decks and record the contents on their
deck-registration sheets. This process is called "registering a deck" and twenty minutes is
allowed for it. A tournament official will then collect the sealed product and the
corresponding deck-registration sheets. Next, 10 to 20 percent of the decks are handed back
out to the players who registered them. The remainder of the decks are handed out randomly
to all players who do not have a deck. It is perfectly acceptable for players to receive
their original decks back at this point. This entire process is called a sealed-deck swap.
Players will then construct decks from the product they have at this time.

7.4. Restricted Trade Tournament Rules

Restricted Trade (also known as Michigan Draft) follows all the rules for Standard Sealed
(see section 7.3), with the following changes:

7.4.1. Preparation for Trade

Library Cards: Each player constructs a library cards as normal, except that it must contain
exactly 50 cards. Each player then selects 15 cards from his or her remaining (unused)
library cards; these cards form the player's trade stock.

Crypt Cards: Each player constructs an initial crypt of 10 cards. The remaining crypt cards
are kept as a sideboard. After the trading phase, each player will take two vampires from
his or her sideboard to put into his or her crypt, bringing the crypt size up to the
standard 12 vampires (after which the sideboard is put away - the cards remaining in it
cannot be used for the rest of the tournament).

7.4.2. Player Distribution

With their initial libraries, crypts, trading stock, and crypt sideboards, the players
assemble randomly into trading circles (called pods) of four to five players. Pods may
correspond to the Players' first round table assignments.

7.4.3. Trading Procedure

Players in a trading pod place the library cards in their trading stock faceup in front of
them.

The player trading first from the cards presented on the table is called the active player.
The first active player is the participant in the first seat, designated by the judge. After
each successful (accepted) trade, the player to the left of the active player becomes the
active player.

The active player offers a trade by selecting a faceup card in front of another player in
the pod. The owner of the selected card may accept or decline the offer, with the following
results:

Accept. The owner of the selected card selects a faceup card in front of the active player.
The two selected cards are exchanged and placed facedown.
Decline. The owner of the selected card turns the selected card facedown where it is. The
active player cannot select any other cards from the same player again this turn.
If the active player has no faceup cards, or if all other players decline to trade with the
active player, then his or her turn is over and the player to his or her left becomes the
new active player.

If only one player has any faceup cards, he or she turns them facedown.

Once all cards are facedown, the trading phase ends. The players then add two cards from
their crypt sideboards to their crypts and shuffle their 15 trading stock cards into their
libraries (bringing the libraries to 65 cards). Once all pods have finished the trading
phase, regular tournament play begins.

7.5. General Draft Tournament Rules

7.5.1. Player Distribution

Players assemble randomly into drafting circles (called pods) of roughly equal size at the
discretion of the tournament organizer or head judge. Pods may correspond to the Players'
first round table assignments. A tournament official then distributes an equal amount of
booster packs to each player in the pod.

Players may not talk or communicate to others during a draft. As players draft the cards,
they must place their cards in two orderly piles in front of them, one for library cards and
one for crypt cards. Drafted cards may only be reviewed between the drafting of packs.

7.5.2. Draft Card Selection

Before the tournament begins, the head judge must announce how much time each player has to
select a card. If a player fails to select a card in the time given, the pod judge issues
that player a random card from the cards from which the player is selecting.

7.5.3. Deck Construction

Once drafting is complete, players have thirty minutes to build decks from the cards they
selected. The decks must be constructed according to the specifications of section 7.2.1.
The head judge or tournament organizer may require players to record on a decklist every
card they intend to use in their decks, as well as all cards they drafted.

7.6. Booster Draft Procedure

At a signal from a tournament official, each player opens the booster pack specified by the
official and counts the cards. If a player does not have the appropriate number of cards in
his or her booster pack, he or she must notify the judge immediately, who will replace the
pack. The player chooses one card from the booster pack, then passes the remaining cards
facedown to the player on his or her left. The opened packs are passed around the drafting
pod - with each player taking one card each before passing - until all cards are drafted.
Once a player has removed a card from the pack, it is considered selected and may not be
returned to the pack.

After each player's first pack is drafted, a tournament official will instruct players to
open the next specified pack and draft in the same fashion, except that the direction of
drafting is reversed. This process is repeated until all cards in all booster packs are
drafted. For example, if five booster packs of The Sabbat™ cards were being drafted,
the first, third, and fifth pack would be drafted clockwise and the second and fourth pack
would be drafted counterclockwise.

7.7. Table Draft (Rochester Draft) Procedure

Before the tournament begins, the head judge must announce how much time each player has to
select a card. If a player fails to select a card in the time given, the pod judge issues
that player the "oldest" card still remaining from the booster pack.

Example: The pod players each lay out cards two cards from his or her booster pack. The
cards can be considered to be in chronological order (1-10), where 1 is the first card
placed on the table by the player who will draft first and 10 is the last card placed on the
table by the player who will draft fifth. If a player fails to draft in a timely manner, the
cards on the table are examined by the pod judge and the "oldest" card on the table (not yet
drafted) is given to the player.

During a Table Draft, players must always display the most recent card they drafted from the
current set faceup. When all cards are drafted from the current set, players may move their
cards from that pack to any position.

7.7.1. Table Draft Preparation

At a signal from a tournament official, each player opens the booster pack specified by the
official and counts the cards facedown. If a player does not have the appropriate number of
cards in his or her booster pack, he or she must notify the judge immediately, who will
replace the pack. After counting the cards facedown to make sure the pack is correct,
players then move all vampire (crypt) cards to the top of the pack facedown.

Note: some packs may have a different number of crypt cards than others.

Players then place their opened packs facedown on the table in front of them. At a signal
from the pod judge, players place the top two cards from their booster pack faceup on the
table. Players are given twenty seconds to review the cards before drafting begins.

7.7.2. Table Draft Active Player Rotation

The player drafting first from the cards presented on the table is called the active player.
The first active player is the participant in the first seat, designated by the judge. After
all cards on the table have been drafted, the player to the left of the active player
becomes the active player for the next set of cards.

7.7.3. Table Draft Order

The draft order moves in a horseshoe pattern, beginning with the active player, continuing
around the table to the last participant in the pod group who has not yet drafted a card.
The last player in the group selects two cards, instead of one, and the drafting continues
in reverse order, moving back to the player who began the drafting (the first person who
drafted from the set). After all cards are drafted (with each player having two cards from
the current set), the table judge prepares for the next booster-pack draft.

Example: Five players are seated around a table. They are numbered 1-2-3-4-5 in a clockwise
order. The active player is Player 1. Each player opens and counts his or her booster pack
(facedown) and moves the crypt cards to the top. Then each player places the top two cards
from his or her booster faceup in the center of the table. After the twenty-second review
period has expired, the draft order is as follows:

Player 1 - card 1
Player 2 - card 2
Player 3 - card 3
Player 4 - card 4
Player 5 - card 5
Player 5 - card 6
Player 4 - card 7
Player 3 - card 8
Player 2 - card 9
Player 1 - card 10

Player 2 would become the active player for the next set of cards, drafting first.

7.8. Mixed Draft (Elder Draft) Procedure

For mixed draft, the players in each pod open all of the packs/starters that they received
from the tournament officials, counting the cards in each facedown to verify that each pack
or starter is complete, and then separating the crypt cards from the library cards (both
facedown). If a player does not have the appropriate number of cards in his or her booster
pack or deck, he or she must notify the judge immediately, who will replace the pack or
deck.

After the cards are counted and split into crypt and library piles (two piles per player),
the library cards are set aside and the crypt cards are drafted according to the Table Draft
procedure (see section 7.7).

After all crypt cards have been drafted, the crypt cards are set aside and the library cards
are split into piles. The size of the piles is specified by the tournament organizer. Each
pile is then treated as a separate booster, and the cards are drafted according to the
Booster Draft procedure (see section 7.6).

8. V:EKN Sanctioning Rules

Tournament organizers must follow the rules in this section when sanctioning events with the
V:EKN. The V:EKN reserves the right to cancel sanctioning for any event at any time.

8.1. Sanctioning Deadline

To ensure sanctioning approval, tournament organizers must apply for V:EKN sanctioning at
least twenty-eight days prior to the event.

8.2. Sanctioned Tournament Advertising

Sanctioned tournaments should be announced/advertised at least twenty-eight days prior to
the event. Announcements should include the time and place of the event.

9. Event Reporting Rules

Receiving event reports in a correct and timely manner is fundamental to accurate and
up-to-date V:EKN ratings. Tournament organizers must follow the rules outlined in this
section when reporting their events.

9.1. Organizer Records

Tournament organizers are required to keep copies of all tournament reports for
V:EKN-sanctioned events they run for a period of one year. These records serve as backups in
case event results are lost.

9.2. Event Report Deadline

Event reports are due to the V:EKN within eight days of the tournament's conclusion.
Tournament reports not received by the V:EKN within eight days are considered late, and are
listed in the V:EKN tournament database as "Not Received" for fourteen days after the event.

9.3. Delinquent Tournaments

Event reports must be received by the V:EKN within thirty days of the tournament's
conclusion. Event reports not received within fifteen to thirty days are listed as
"Delinquent" in the V:EKN tournament database. Organizers may still submit event results in
this time frame without penalty.

9.4. Invalid Tournaments

Players' game records at events that become invalid will not count toward their V:EKN
ratings and rankings.

The V:EKN reserves the right to invalidate reported results of any sanctioned tournament for
any reason, but will usually do so only when fraudulent or incorrect results are reported by
the organizer. Additionally, the V:EKN reserves the right to invalidate any event reports
not received within thirty days of the tournament date.

9.5. Event Status Updates

Tournament organizers and players may check on an event's reporting status by visiting the
V:EKN website at . If an organizer's event
appears as "Delinquent" or "Invalid" on this report two months in a row, the V:EKN will
investigate the organizer's reporting history and issue sanctioning penalties as
appropriate.

The V:EKN reserves the right to adjust penalties on an individual basis due to extenuating
circumstances and it reserves the right to change this policy without notice.

9.6. Mandatory V:EKN Numbers

All tournament participants must be assigned a V:EKN membership number prior to
participating in a sanctioned tournament. Results reported with temporary player numbers,
player names, or placeholders will not be included in the V:EKN ratings.

9.7. Tournament Reports and Event Invitation Lists

Tournament reports must be received by the deadlines specified in the Ratings Deadline and
Publication Schedules provided on the V:EKN website
. in order to be included in the ratings
calculations used to generate invitation and bye lists (if any) for premier events.

9.8. Non-Open V:TES Events

Non-open V:TES events are held in the following manner:


The event coordinator outlines the qualification process and number of qualifying
tournaments in a message to Chad Brown for approval.
Qualifiers are handled just like regular tournaments for sanctioning, prize support, etc.,
and are open to all players.
The non-open event is sanctioned and receives prize support (possibly different than usual
prize support) independently through direct correspondence with chadb@white-wolf.com and
vtesrep@white-wolf.com.

A. Appendix A - V:EKN Rating & Ranking Systems

A.1. Ratings System

The V:EKN produces stats-based ratings for the V:TES tournament results grouped as follows:

Standard Constructed
Limited (all formats together in one group)

B. Appendix B - Definition of Terms

Ante Card: Any card that mentions "ante" in the rules text of the card. These cards usually
have a game mechanic associated with a player "anteing" a card. Ante cards are found mainly
in older Vampire: The Eternal Struggle expansions.

Banned Card: A card that is not allowed by the V:EKN in the indicated format. For example,
the card Return to Innocence is banned from all V:EKN-sanctioned tournaments. This means
that Return to Innocence is not allowed in any deck in any V:EKN-sanctioned tournaments.

Constructed: A tournament in which players bring their own decks to the tournament. Decks
are built with any cards the player has available, subject to any restrictions given in the
V:EKN rules regarding allowable cards.

Cutting: One time only, removing a single portion of a deck and placing it on top of the
remaining portion without looking at any of the card faces. Anything more than this one cut
is considered a shuffle.

V:EKN: The V:TES Players Organization, responsible for developing and maintaining tournament
rules and resources for V:TES.

Game Begins: A game is considered to have begun once all players have presented their decks
to their predators for shuffling/cutting.

Limited: A tournament in which players build their decks at the tournament from cards they
have received from packs opened at the tournament.

Premier Events: Any event that White Wolf offers only to select tournament organizers or is
open only to a select group of players (based on invitations, for example). Premier events
can include, but are not limited to: World, Continental, National, Regional, or State
Championships, storyline tournaments, and Prerelease tournaments.

Promo Card: Any playable card that is released by the manufacturer separate of any given
card set.

Proxy Card: A card used during competition to represent another card; also counterfeit
cards, or any card that is not genuinely produced by the game's manufacturer.

Public Information: Refers to information that is available to all players in the game, such
as statistics or card text that participants are required to share with tournament officials
and opponents according to the rules of the game. For example a player's pool the number of
cards in a player's library is public information.

Rating: A numeric value published by the V:EKN that indicates a player's past performance in
sanctioned tournaments.

Ranking: A value, based on a player's V:EKN rating, that indicates a player's position
relative to the group he or she is being measured against. For example, a player may be
ranked in first place in the city of Hamburg, Germany, but may be ranked in eighty-fifth
place when compared to all of Europe.

Round: The period during which gameplay takes place.

Round Begins: The time posted and/or announced by the head judge or tournament organizer for
all players to be seated and ready for play.

Scorekeeper: The scorekeeper is a tournament official whose responsibilities include:
receiving and recording all game results, constructing player seatings, ensuring accurate
entry of game results, withdrawing players from the event, and so on. Tournament officials,
such as the head judge or tournament organizer, may also be the scorekeeper for the event.

Tournament Begins: Once the onsite tournament registration closes, the tournament has begun.

Tournament Official: Any person who is empowered to maintain the tournament. This includes,
but is not limited to: the tournament organizer, scorekeeper, other scorekeeping staff, head
judge, and all other judges (section 1.1).



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The V:EKN Tournament Rules are based on the applicable portions of the DCI Universal
Tournament Rules and the DCI Vampire: The Eternal Struggle Tournament Rules for the
1999-2000 Tournament Season.

White Wolf and Vampire: The Eternal Struggle are registered trademarks of White Wolf
Publishing, Inc. Jyhad and Vampire: Elder Kindred Network are trademarks of White Wolf
Publishing, Inc. Wizards of the Coast and DCI are registered trademarks of Wizards of the
Coast, Inc.

© 2004 White Wolf Publishing, Inc. All rights reserved.