Dice Throne Team (2v2) Tournament

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Dice Throne Team (2v2) Tournament
August 27 @ 1:00 pm - 5:00 pm
$10.00
Dice Throne 2v2 Tournament
*Promo cards are not used in tournament play
*$5 entry fee. ($10 per team) All participants will receive a one-time-use $5 drink coupon that can be used at Cardboard Corner Cafe.*
Tournament Rounds
Swiss-style tournament.
All Season 1 and 2 Heroes will be available.
3 qualifying rounds
-Heroes are chosen at random, one (1) hero per player. Random selection is changed each round.
-Each round will have a time limit of 35 minutes. Once time is called, play continues until both players have completed an even number of turns. If neither person is at zero health, the game is considered a tie.
-Wins are worth three (3) points, ties are worth two (2) points, losses are worth one (1) point.
-Total health remaining at the end of each round is also recorded.
-5-10 minutes between rounds to create new pairings and randomly assign new heroes.
1 final round
-Time limit of 45 minutes
-2 Teams selected based on total points during Swiss pairings, with total health remaining as the tiebreaker for selection.
-Heroes are chosen at random. Each participant is dealt two (2) cards face up from the randomizer deck and will choose one. The selection is made in secret and revealed simultaneously.
-If both Teams are reduced to zero (0) health at the same time, the Team who has taken the fewest number of turns in that match will be determined the winner. If both Teams have taken the same number of turns, a “roll off” will be used to determine the winner.
-A “roll off” consists of one “Roll Attempt” as described in the rulebook. Players may use the cards and CP that they had at the end of the game to affect the dice used in this “Roll Attempt”. The player with the highest sum of all five (5) dice used in the “Roll Attempt” will be declared the winner.
2v2 Rules
When playing with 4 players, apply the following rule changes:
- The game is played in teams of two.
- Teammates sit next to each other and are encouraged to view each other’s hands & strategize.
- Roll to determine the Start Player.
- Turn order alternates between teams in a zigzag pattern.
- Teammates share one Health Dial beginning with 50 health.
- The Start Player skips the Income Phase of their first turn.
- When one teammate receives damage, reduce the shared Health Dial by the corresponding amount. If both teammates take damage at the same time, reduce the Health Dial by the combined total of damage taken by both teammates.
- Teammates still have their own individual CP Dials. A player’s may only be spent on their own cards and abilities.
- Players cannot intervene to reduce their teammate’s incoming damage unless specified by a card/status effect (e.g. the card ‘Not This Time!’ can be played on teammates because it refers to “A chosen player”).
- Players may alter dice to prevent a teammate from taking damage in the first place or to improve their dice outcome.