Event Rules
1.1 – Certified Mayhem!
Not just any backyard card battles; these are rules for official Clashables events that are part of the organised play program. These events are run by Ambassadors in partnership with Local Game Stores. That means the rules are tighter than casual play, the stakes are higher, and the bragging rights are absolutely colossal! You can find out more information on upcoming events on the Clashables events page.
1.2 – Club or Cup?
There are two different official events: Clash Club and Clash Cup. Clash Club is a free weekly casual play event with low stakes, while Clash Cups are monthly events that award World Championship Points. At Clash Club, you can hone your skills, then take on the best in Clash Cup events.
1.3 – Event Set Up
For a tournament to count as Clash Club or a Clash Cup, it must follow the sacred scrolls (aka the full game rules and this very event rules page too), as well as meet the following conditions:
- Have an ambassador running the event
- Prior approval via the support email system
- Have at least four players competing
1.4 – The Ambassador: Keeper of Order (and Snacks?)
Every Clash Club and Clash Cup event needs an Ambassador to run it. They're a wise rules-wielder who’s gained official Clashables' approval. If there’s just one at the event, then they automatically become the Head Ambassador for the event, a title that comes with extra responsibility... and slightly more dramatic cloak options.
1.5 – How to Earn Glory (aka Points)
Everyone taking part in a Clash Club and Clash Cup event earns a special promo card, but Clash Cup competitors can also earn World Championship Points. The players with the most points at the end of a season (September to August) are invited to compete at the annual Clashables World Championship event.
Here’s how the points stack up at the end of a Clash Cup:
- 1st Place: 25 points
- 2nd Place: 20 points
- 3rd Place: 15 points
- 4th Place: 10 points
1.6 – The Magical Swiss System
Clash Club and Clash Cup events use the Swiss System, which is just a fancy name for “you play lots of matches, even if you lose early.” No knockouts here, just non-stop card-slinging action.
1.7 – Best of Three or Bust!
Every Clash Club and Clash Cup match is a best-of-three showdown. First to two wins takes the crown for that round. And once the battle is over, both players must scurry to the Ambassador to report the results. No dawdling!
1.8 – Pairings and Power Plays
Ambassadors will announce match pairings and record results like the majestic scribes they are. Final standings get sent to Clashables, where the data elves await.
1.9 – Tick-Tock, the 40-Minute Clock
Each match at a Clash Club and Clash Cup has a strict 40-minute timer. When the bell tolls and time is up, whoever has the most life points wins the current game, and then that win gets added to the match score. No stalling, no loopholes - just good ol’ dramatic finishes.
1.10 – Deck Lists: The Sacred Scrolls
At Clash Cup events, before the games begin, every player must hand in a written deck list... a full manifest of the magical arsenal they’re bringing into battle. Ambassadors can check your deck anytime, so no funny business!
1.11 – Sleeves & Mats: Style with Standards
All cards must be wrapped in opaque sleeves (no see-through sneaky stuff!). Play mats are optional, and glitter unicorn designs are encouraged. Any accessory deemed rude, crude, or lewd is not allowed.
1.12 – Know Your Cards
Only officially printed Clashables cards can be used, so no sneaky proxies or homemade cards. Cards become legal on the day they are released.
1.13 – You Agreed to This, Remember?
By playing in a Clash Club or Clash Cup event, you’ve automatically agreed to all of the rules, rulings, and ridiculousness laid out here. Welcome to the chaos!
2.1 – Everyone’s Responsible!
Both players must keep the game in order. If your side of the board looks like a spaghetti incident, that’s on you both.
2.2 – Oops! Is That Legal?!
If the game suddenly doesn’t make sense, or someone suspects a rules breach, call for an Ambassador! Don't try to fix it yourselves. This isn’t a DIY workshop... it’s a tournament!
2.3 – If They Can Fix It, They Will
If the Ambassador can rewind the game to before things went sideways, they’ll do it. But expect a Rules Violation Warning if it was your blunder that broke time.
2.4 – If It’s Totally Broken…
Sometimes, a game is so messed up it’s officially declared VOID. In that case, it’s a draw, and you move on to the next game. No points, no prizes, no harm done (but you might still get a warning.)
2.5 – The Ambassador's Word is LAW
If there’s a Head Ambassador, you can appeal another Ambassador's decisions to them, but once they’ve ruled, that’s it. No magical wish stones or second chances.
2.6 – Post-Tournament Appeals
Still feel something wasn’t fair? You can contact the big bosses at Clashables after the event. Be detailed, be polite, and they’ll get back to you within 5 days.
3.1 – Warnings and Waggled Fingers
Break a rule? You might get a Rules Violation Warning. But don’t panic, minor goofs often get a Caution, which is more of a "Don’t do that again, please" than a thunderbolt from the sky. Repeat offenders? That’s when it gets serious.
3.2 – It Must Be Recorded
Warnings must be given out loud and also officially logged after the event with a note explaining what happened. No secret strikes.
3.3 – Three Strikes = You’re Out!
Three Warnings for the same rule break? That’s a fast track to disqualification. Your future opponents get auto-wins, but your past matches stay untouched.
3.4 – Instant Disqualifications
The Judge can go full Exodia and disqualify you immediately if you:
- Like during an investigation
- Act like a jerk to players or staff
- Try to cheat
4.1 – Let’s Patch It Up
If something goes wrong, Ambassadors will follow this handy-dandy guide to fix the issue, with Cautions, Warnings, and disqualifications handed out as needed.
4.2 – Oops, Too Many Cards
If you draw extra cards, show them to the Ambassador and put them face-up on top of your deck. You’ll draw them next, no sneaky peeks allowed.
4.3 – Too Few Cards
Forgot to draw something? Draw it ASAP once the mistake is spotted.
4.4 – Too Many Plays
Played too many cards in one turn? That last one goes back to your hand, and its effect never happened. Poof!
4.5 – Forgot Something Important?
If you skipped a mandatory card effect, it should happen right away when noticed. No skipping your responsibilities!
4.6 – Deck Recycling Too Soon
If you reshuffle your deck too early... bad news, that’s a game loss. Follow the rules, not your instincts!
4.7 – Deck Size Disaster
Too many or too few cards? That’s a game loss until you fix your deck with the Ambassador watching. Borrowing cards is allowed!
4.8 – Marked Cards Between Matches
If your cards or sleeves are suspiciously marked, fix it before the next round. If you can’t, you’re out.
4.9 – Marked Cards During a Match
Same rule as above, but in-game. Fix it fast or face the boot.
4.10 – Late to the Party
More than 10 minutes late to your match? That’s a match loss. Set an alarm!
4.11 – Slow Go Syndrome
Take too long (over 30 seconds per action) and you may get a Warning. Everyone likes epic plays, but keep the game moving!