LogoLogo
  • Changelog
  • Table of Contents
  • General Rules
    • General Rules - Objectives
    • General Rules - Players
    • General Rules - Starting the Game
    • General Rules - Ending the Game
    • General Rules - Format Conventions
    • General Rules - Parts of a Card
      • Parts of a Card - Name
      • Parts of a Card - Cost
      • Parts of a Card - Typeline
      • Parts of a Card - Element
      • Parts of a Card - Speed
      • Parts of a Card - Power and Life
      • Parts of a Card - Durability
      • Parts of a Card - Text Box
      • Parts of a Card - Border Information
    • General Rules - Card Types
      • Card Types - Champion
      • Card Types - Ally
      • Card Types - Action
      • Card Types - Attack
      • Card Types - Item
      • Card Types - Weapon
      • Card Types - Domain
      • Card Types - Phantasia
      • Card Types - Supertypes
      • Card Types - Functional Subtypes
    • General Rules - Card Characteristics
      • Double-faced Cards
  • Game Mechanics
    • Game Mechanics - Game Zones
      • Game Zones - Public vs Private Information
      • Game Zones - Main Deck
      • Game Zones - Material Deck
      • Game Zones - Field
      • Game Zones - Memory
      • Game Zones - Graveyard
      • Game Zones - Banishment
      • Game Zones - Hand
      • Game Zones - Effects Stack
      • Game Zones - Intent
      • Game Zones - Object-Specific Zones
    • Game Mechanics - Turn Order
      • Turn Order - Wake Up Phase
      • Turn Order - Materialize Phase
      • Turn Order - Recollection Phase
      • Turn Order - Draw Phase
      • Turn Order - Main Phase
      • Turn Order - End Phase
      • Turn Order - Combat Phase
        • Combat Phase - Attacking and the Combat Phase
        • Combat Phase - Attack Declaration
        • Combat Phase - Retaliation Step
        • Combat Phase - Damage Step
        • Combat Phase - End of Combat Step
      • Turn Order - Ending Phases
      • Turn Order - Skipping Phases
    • Game Mechanics - Playing Cards
      • Playing Cards - Card Activation
      • Playing Cards - Card Materialization
      • Playing Cards - Costs and Memory
      • Playing Cards - Resolution
    • Game Mechanics - Abilities
      • Abilities - Activated Abilities
      • Abilities - Triggered Abilities
      • Abilities - Static Abilities
      • Abilities - Restriction Abilities
      • Abilities - Ability Tracking
    • Game Mechanics - Types of Effects
      • Types of Effects - Game Effects
      • Types of Effects - Replacement Effects
      • Types of Effects - Continuous Effects
    • Game Mechanics - Objects and Targeting
    • Game Mechanics - Timing and Permissions
    • Game Mechanics - Damage
    • Game Mechanics - Damage Prevention
    • Game Mechanics - Drawing Cards
    • Game Mechanics - Counters
    • Game Mechanics - Mastery
    • Game Mechanics - Miscellaneous Topics
      • Tracking Information
      • Permission
      • Concession
      • Randomization
      • Rounding
      • Searching and Finding
      • Special Game Actions and Turn-based Actions
      • State-based Checks and Effects
      • Player Action Legality
      • Naming
      • Effects
      • Copy
      • Properties and States
      • Card and Object Information
      • Default Case
  • Glossary
    • Keywords and Abilities
    • Game Terms
    • Type List
Powered by GitBook

Other Resources

  • Tournament Rules & Guidelines
  • Infractions Policy Guide

©2024 Weebs of the Shore

On this page
Export as PDF
  1. Game Mechanics
  2. Game Mechanics - Miscellaneous Topics

Randomization

Randomization in this game is used to determine outcomes of random events and the random ordering of decks after shuffling.

For a method to determine outcomes to be random, an object used to generate a random result must be fair.

  1. Objects considered fair include dice with two or more sides in which each side has an equal chance of resulting after tossing that object.

  2. A fair coin is acceptable as a two-sided die for this purpose.

When selecting random events, a die with more sides than results needed to be determined can be used if it is easily scalable or if there is a fair method agreed upon among players to determine results.

E.g. if a player must banish a card among five from memory, a D20 (20-sided die) may be used where values 1-4 are assigned to the card in the 1st position, 5-8 are assigned to the card in the 2nd position, 9-12 for the 3rd position, 13-16 for the 4th position, and 17-20 for the 5th position.

Sufficient shuffling and randomization of cards that are not uniquely identifiable and having an opponent choose from among those cards are considered a fair selection method.

For shuffling a deck, only methods that generate a sufficiently random state may be used.

  1. The deck shuffled must be in plain view of your opponent and/or event judge.

  2. After a player shuffles a deck, they present their deck to an opponent to cut or further shuffle the deck.

PreviousConcessionNextRounding

Last updated 1 year ago