Here is a post from a January thread with some additions
Tournament Etiquette;
Death clock makes events very tense and in order to minimise wins/losses on the clock and 'negative play experiences' please read the following;
1. Out of activation moves/effects
If you have a model with Hyper-aggressive or counter-charge or admonition or something - don't take too long to play the move. Try to be very quick about your tough rolls and if passed have a token ready or turn the model through 90 degrees so it is clear he is knocked down. Have the dice ready for continuous effects and play them quickly. If your opponent is slow with these things bring it to his attention and if you feel that it is not resolved pause the clock and call the judge. Tournaments do allow 'shipping the clock' so the opponent makes damage or makes tough rolls on their time but this leads to uncomfortable games - please treat your opponent with the same respect that you would like to be treated with.
2. Damage marking, target numbers and card sorting
One of the worst things is when an opponent asks a player for a DEF/ARM stat and then has to wait 30 seconds while the player looks through an entire deck to find the card or has the app hang on their tablet. Have all the cards you are using out nd so you can track damage and pass on information as quickly as possible. Know your own models DEF/ARM and so you can pass on those details to other players quickly. Maybe track damage on multi-wound models with dice and only mark the damage on the cards for warjacks and warbeasts.
3. Tokens
Mistakes made by not knowing an effect can be annoying and are unnecessary. If you don't have faction tokens you can print these out and use them or maybe make you own. If you forget that you have an effect on your model there is no taking back to take that into account.
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4. Pausing the clock
Though I hope this doesn't happen - you can pause the clock to call a judge over to bring attention to bad sportsmanship or suspected cheating. In all other cases you should call the judge over and THEY pause the clock. If you are unsure of your rules you cannot pause the clock while you read your cards. If you are unsure of game rules you must let the judge come over and he can pause the clock while he describes how the rules interactions work.
5. Winning & forfeiting the game
I personally am a believer in the fact that players here want to win fairly and will play to the rules. I also think that if players shake hands and one player is declared the winner that this results stands. At the same time it must be acknowledged that this game is complicated and full of difficult rule interactions which can be superseded in certain situations. In the last 3 qualifiers there have been masses of basic rules mistakes which have hugely affected the outcome of the game and as there are still inexperienced players attending minimising this is important.
Examples;
1. Harbinger player forgets that martyrdom is command area ability and not control area and keeps models alive incorrectly. This leads to an ineffective round from the other player and a significant advantage for the Harbinger player.
2. A Cryx player forgets that his Bane Knights have ghostly and can charge the caster. Over the next rounds they lose the attrition battle
3. An Orboros player Primals a warbeast and in the next round clears a charge lane for that same warbeast and charges and kills the caster
4. Both players forget that defenders ward is on unit and hit and damage rolls are applied without the bonus
5. A player charges a caster and uses a hit effect to cause stationary and then proceeds to kill the caster. Later it is discovered that the effect is critical stationary and neither player can remember if the first attack roll was a critical.
In all the cases above the tournament judge should be the adjudicator in finding a correct solution. In example 1 & 3 I would argue that the Martyrdom and auto-frenzy part of the Primal animus are ubiquitous enough so that the opponent should know of them. If the move can be taken back, then I would suggest that (especially in case 3) and in case 1 the Harbinger player could remove the models that were matyrdomed and keep the damage taken on the Harbinger as part of a pay-off for gaining that advantage. If the game has heavily gone in favour of the Harbinger player as a result of this then the judge would have to make a decision on what to do but I personally would not make the Harbinger forfeit the game.
In the examples of 2 & 4 I would say tough. The cryx player is obliged to know there own rules and if a token had been placed then the defenders ward bonuses would be applied.
The 5 example is perhaps the toughest - especially as it is similar to examples 1 & 3. If the crit stationary is on fringe caster or the ability that gives that caster kill is an unusual one. What if it isn't a pure caster kill but a key model that the opponent can never recover from losing? If I was the winning player I would ask myself 'should my opponent reasonably have known this rule?' If the answer is 'yes' then while the victory would lose all merit I would probably not offer to forfeit. If the answer is 'no' then I would feel it necessary to forfeit the game. I am to blame and my opponent cannot be expected to know better therefore I must take responsibility.
As a judge I would not overturn a result unless I strongly believed that the player that benefited did so knowingly. I must also point out that I won't be the judge in this event and if the judge does overturn results it is with his discretion and he is entitled to do that.
Guns don't kill people. People that say "Guns don't kill people" kill people. With guns.