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The question is, would sideboards be something that new/younger players would be able to adapt to easily? Have you observed the experience of younger/new players in other CCGs that implement them?
1. How do games 2 and 3 affect scoring? Is a series loss better if you win one of three as opposed to 0 of 2? Or does that differ with game/tournament level? I'm not sure what the scoring system is in other CCGs, but do you have any idea how it might mesh with Redemption's 3-2-1.5-1-0 Victory Point system?
2. Is the sideboard size typically a set amount (i.e. 15 cards, in your example), or is it a percentage of deck size (i.e. 30% in your example)?
It would probably turn T1-2P into a 2-day event at Nats (with fewer rounds, likely 7-8).
Egads! Deck checking!!Signed,Your Friendly Tournament Host
Deck checking as a whole can become easier by requiring players to fill out a deck list before the tournament and handing it in to the judges/deck checkers. Deck checkers can then quickly and easily scan the deck list to make sure everything is legal. Random deck checks throughout the tournament then keeps integrity in check. No need to physically check in every single deck as we do now. No need to turn in decks after each round as we do now.
Turning in decks doesn't even matter if judges/deck checkers already have deck lists of every single player at the tournament. As it is now, anyone could still slip in any cards they desire not checked in before the tournament.
However, in regards to the deck check questions: Say, for example, I have extra Dominants included in my sideboard. Between games 1 and 2, I decide to put Falling Away into my deck because my opponent doesn't have Guardians, but I get my cards mixed up and switch out the wrong card. If a deck check does not happen between the 2 games, the possibility exists that I could get away with too many Dominants (according to that Dominant Cap rule, that I think is in the rules, but might not be), whether purposefully or accidentally on my part.
On a different note, if I had a 50 card deck and had to rip a Plot, then a sideboard would be very beneficial.
I like the idea of making deck lists, at least in real life and handing them in to a third party person (such as judges, tournament hosts, etc.). But giving your entire deck list over to an opponent means you pretty much gave them insight to your entire deck. Outside of the honor system, I'm not sure if there really is a way to keep it objectively fair without giving a deck list to your opponent.
start off with a X+15 size deck (where X is your preferred deck size) then when the game starts, shuffle your hand, search your deck for the fifteen cards you don't want, take them into your hand, and set them aside face down (or remove them from the game). Then you can shuffle again and d8 to start the game. It'd be tedious, but it would make sure you're doing it fairly.
My question is whether 15 cards is the right size for a sideboard. That's almost a third of a deck which seems pretty high to me for a "sideboard". You could basically switch out an entire offense or defense with that many cards. That's a lot more than you need to simply deal with a few tech things (ie. site access).
I also wouldn't want the Side Deck number to be too low so as to discourage players from playing with larger decks, as a low number Side Deck would seem to favor the low number Main Decks greater than the high number Main Decks (more cards in deck means less odds of drawing into your sided cards). But maybe you're right, and maybe 10 would work as well. Either way I agree the number should be more closely looked at, and I think the exact number may only be revealed with trial and error.
Sideboarding would drastically change tournaments which are already pressed for time to get in several events, because it would require 2 out of 3 games instead of just 1 game. Logistically I'm not sure how to make that work.
Mark, I assume maybe you haven't played a CCG that uses a sideboard before?