Bushido Event , Clash of Katanas - 13th June

Bushido Event , Clash of Katanas - 13th June

£10.00
Sale price  £10.00 Regular price 
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Bushido Event , Clash of Katanas - 13th June

Bushido Event , Clash of Katanas - 13th June

£10.00
Sale price  £10.00 Regular price 

This is our first time running a Bushido event here at Tabletop Gaming but we have Experienced players with many events under their belts to help ! 

12 spaces available , £10 per person , once ticket is purchased you will need to register for the event on the following link :

https://www.longshanks.org/event/34394/

Awards for 1st, 2nd, 3rd, Wooden Spoon and Most Sporting

Any issues or queries email Buglebatreps@gmail.com

 

Ruleset

 

The event will be played according to the current rules and errata as of the 15th of May 2026. During the tournament no rules changes or errata will take effect. This is to prevent list concepts and synergies being invalidated during the tournament.

 

Any profile that is not yet officially released but already has been added to the Companion App by list lock is tournament LEGAL.

 

Lists/Models/Cards

 

Lists

 

We will adhere to the current tournament “standard” of:

 

Two lists of the same faction

 

100 rice

 

No Ordered for Battle theme or Strategic Deployment theme

 

Two army lists of 100 rice each from a single faction, either themed or themeless.

 

The Ordered for Battle & Strategic Deployment themes are banned. If any questions remain, please contact the TO for information.

 

Models

 

Models are required to be official GCT.

 

Miniatures must be fully painted at the event and front-arcs must be marked on them.

 

Cards

 

You are not required to possess any official cards to play your games, but you are required to be able to show your opponent the profile/card in question on demand and inform them of any errata.

 

For users of the App/Game Mode, if your battery dies then it will be ruled as a match loss. Please keep this in mind and bring a charger and/or external battery.

 

The final decision for any dispute will always rest with the tournament organizer.

 

Timeframe of games/Clock

 

The UKGE-GM 2026 will make use of a dual system to time the rounds, Matchclock and Deathclock.

 

The Matchclock will run for a total of 150 minutes. Both players will have a mandatory Deathclock of 60 Minutes each. Once the Matchclock is exhausted, at that point the TO will call “dice down” and the game ends immediately.

 

For rules on the Deathclock, please refer to the below excerpt from the tournament pack:

 

“Deathclock: While you are the active player, the clock will be on your time. Even if your opponent needs to make a roll or resolve an effect. If an opponent is making a decision, roll, or resolving an effect that takes longer than a Rise roll, you may switch to their time. It is both players’ responsibility to correctly manage the clock. It is each player’s responsibility to switch to their opponent’s time once their actions or effects are complete. If a player’s clock runs out, that player’s opponent scores all remaining VPs available.“

 

Please note that intentional misuse of the death clocks will be punished up to and including disqualification from the tournament.

 

The Death Clocks will start once the players have rolled for the deployment tactical test and determined player 1 and 2. They are active for the entire game unless a judge call is made, in which case the clock is paused until the rules conflict has been resolved.

 

List selection & Terrain

 

 

List selection does NOT count for the Deathclock. If a player has not picked their list after 5 minutes, the opponent is urged to call the TO to the table who will then pick a list for the late player.

A last minute ‘but I have picked now’ will not be accepted and the TO will pick a list that has to be played.

 

Players set up terrain, this counts for the Deathclock. After a player has placed a piece of terrain they should clock over to the opponent.

 

Dice Down & Scoring

 

Should the Match Clock run out on a game and the TO calls “Dice down”, then the game concludes at the end of the current activation. After that final activation, the players go to the end phase and score for the current turn if applicable. The Match score is whatever the current score at the end of the turn is, no discussions toward possibilities of remaining VP are allowed. It is not permissible to “talk through” the remaining VP and give them to either player.

 

Example: John and Carla are playing Ichi no Riten. They are in Round 4 when Dice down is called, and Carla is leading 1-0. John has a dominating position and will probably score the remaining VP. They progress to the end phase, but this scenario does not score at the end of round 4 so no VP is recorded. The final match score is 1-0 to Carla.

 

Note: This may appear harsh at first reading, but the Death Clock will almost always enforce a game end before Dice Down is called. We therefore highly recommend using the Death Clocks as it prevents slowplay or unfinished games and allows for the fairest allocation of time between players.

 

Pairings & Tiebreakers

 

For the first round of the tournament we will use the default “Swiss pairing” setting in Longshanks with no “Friendly Fire”. For following rounds “Adjacent pairing” will be used with no regard for friendly fire.

 

In the case of byes we will try to schedule a make-up game with a member of the tournament staff. If such a game occurs, it is treated as a regular tournament game, so the scoring of the match will count as the result for the round. If no player is available for a bye game, a 2-1 result will be used as a default.

 

Tiebreakers are as follows:

Total TP

W/L/D record

SOS (Total opponent TP)

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