Wednesday, February 29, 2012

Dungeons & Dragons Lair Assault: Attack of the Tryantclaw

We run Dungeons & Dragons Lair Assault the first Tuesday of each month. The event starts at 6:30 PM and it is free to play, you need only bring your character and a good attitude (or leave time to create your character here beforehand).

For those unfamiliar with Lair Assault here's be basics.

Lair Assault is a one shot Dungeons & Dragons event where players have to use every possible benefit they can think up to make their characters as powerful as possible. This is because in Lair Assault the Dungeon Master isn't just there to move the story along, he is there to try to kill your entire party. Can you outwit the Dungeon Master and achieve victory when the very world itself is out to destroy you?

Rules for Lair Assault: Attack of the Tyrantclaw

Characters must be level 6.

Characters receive the following equipment:
  • 1 Magic Item of the 7th level (or lower) of the player's choice
  • 1 Magic Item of the 6th level (or lower) of the player's choice
  • 1 Magic Item of the 5th level (or lower) of the player's choice
  • 1000 Gold Pieces (gp) to spend on any other equipment (magical or mundane) of the player's choice
  • Players may have no more then one rare magical item, and no more than two consumable magic times (such as potions or ammunition).
Dungeons & Dragons Fortune Cards are legal for play in Lair Assault sessions. In addition, the promotional fortune cards given for Lair Assault are legal. A deck of Fortune Cards must be at least 10 cards, and most contain at least three attack, three defense, and three tactics cards.

This concludes the rules for Lair Assault. Now it's up to you to build the best possible character you can in order to survive the onslaught before you!

Tuesday, February 28, 2012

Saturday Common Cube Drafting

Welcome to the world of Cubing!

Not everyone knows what Cubing is, so this will help teach you how Cubing works. A cube is a set of cards put together in order to make a "custom set" which players then can draft. Our cubes are both made entirely out of commons. Some might think that this would be less fun then a draft with rares in it, but keep in mind that part of the fun of cubing is making the best deck with the cards available. All the commons in the cube are chosen to have an even power level, making the strengths of the decks up to the creativity of the drafters.

Drafting Procedure:
1. Players make sure to remove all basic lands from the cube, and then shuffle the cube to ensure the packs will be randomized. (Hopefully players did this after they finished the last draft, but just in case you want to make sure).
2. After sufficient shuffling, each player then counts out 3 15-card packs face down.
3. Players then draft these "packs" like any normal draft.
4. After all the cards have been drafted the players make decks with a minimum of 40 cards, and may add any of the basic lands from the cube they need.
5. When all players are done building their decks they pair off and play!
6. When the draft is done all players MUST return all the cards they played with to the cube box. Though these are just commons, it will be a pain to find copies of the cards if they are taken!

Optional Rules:
1. Sometimes player's prefer to team-draft. To do this, after you are done drafting, you randomly choose 1/2 the players for one team, and 1/2 for the other. The teams then can help one another build decks, and will play against each player on the other team. This is a great way for everyone to get in a lot of games. It is also favored for 6 player drafts.
2. If EVERYONE agrees before the draft starts, players may pay for prize support before the draft.

Monday, February 20, 2012

Warhammer 40K 2000-Point Tournament

Time: 11AM, duration depends on the number of players. 3 hour rounds with a 1/2 hour break for food after the 2nd round. Maximum of 3 rounds.

Cost: $15 at the door, $12 for preregistration.

2000 points , Army lists are required

Players must at least have their models primed. Painted armies are encouraged. Models are to be WYSWYG as much as possible. There will be leniency for models that have not come out yet, that cannot be ordered due to the new printings, and for conversions.

Sportsmanship is important to us. Bring your best game, but also bring a good attitude.

For preregistration you do NOT pay in advance, you will pay the day of, but get the three dollars off.

Monday, February 13, 2012

Warhammer Fantasy 3000 Point Tournament 2/25

Where: 958 US Hwy 64 West, Apex 27523
When: Saturday February 25th 2011. Registration starts at 10AM, first round starts at 11AM
Price: $15 at the door, $12 if you preregister
Prizes based on attendance

Special Rules for Warhammer Fantasy 2/25/12:


We are going to be doing a special “comp” for this Warhammer Fantasy Tournament. As it stands, every tournament recently has not had any restrictions to balance the armies on it. I am not against this as a whole, as it does allow for players who wish to try to maximize their armies to do so, which I see as a part of the game. I have decided to put restrictions on this tournament because I also feel that players who don’t do this deserve to have their moments as well. Therefore, we will be abiding by the special rules I have put down below.

General Restrictions

· Army Value 3000 Points. Army lists are required.

· Apart from Winds of Magic dice and Challenging an army may only add 2 Power Dice or Dispel Dice to its magic dice pool in each magic phase. Any dice added to the pool, regardless of source (generated, stolen, stored from previous magic phases, generated by magic items/abilities to boost spellcasting before or after the casting attempt, produced by spells, lore abilities, and so on) count. Excess dice are simply discarded and cannot be used in any way (i.e. - they can’t be stored). If a dice is stolen from the opponent’s pool, but your army has already generated two extra dice, the dice is removed from the opponent’s pool and then discarded. Any additional dice are lost and cannot be used. The controlling player chooses which dice are discarded if there is a need to distinguish.

· Night Goblin Mushroom D6 do not count as "power dice" as per their Army book. Dark Elves may only use a max of 6 dice to cast a spell the same as everyone else. This overrides the rule in their book.

· Non warmachine shooting is limited to 90 shots per turn - count the number of shots, not models. So for example Dark Elf Warriors with repeater crossbows count as 2 shots. Ranked (non-skirmisher) infantry with missile weapons with a range of 12" or less are excluded from this restriction. (see note (i) for additional clarification)

· An army may not include more than 2 warmachines of the same type.

· No single non character unit in the army may be over 450 points

· Maximum of three units per army with the “fly” rule.

· The magic item “Fozzrik’s Folding Fortress” may not be taken.

· No special or Named characters may be taken (including unit upgrades)

· Characters affected by the following spells that would instantly remove it from the table only take one wound if it would normally benefit from a look out sir roll from being part of a unit. The Dwellers Below and Final Transmutation. This does not apply if you are a lone character outside of a unit.

· Notes:
(i) Any model with a fixed maximum amount of shots (read: shooting attacks) counts that maximum towards the shot cap (i.e blowpipes = 2, RXB = 2, lifetaker = 3) but those with a random/variable number (treeman, razordon, Hail of doom arrow, flamers etc) count as 1, excluding any ranked (non-skimirisher) infantry with missile weapons with a range of 12” or less from this as per this rulespack.

· (ii) Do not count the possibility of Tomb Kings being able to fire twice against this shot limit. For example a Skeleton Bowmen counts as 1 shot, despite the possibly that with magic he could fire twice.

Race Specific Restrictions:

Lizardmen

· Salamanders 0 – 3 models per army.

· Higher State of Consciousness and the Crown of Command may not be taken on the same model.

· Scar Veterans are 0 – 2 models per army.

Skaven

· Hell Pit Abominations and Warp Lighting Cannons are 0-1 unit selection per army.

· Warlock Engineers are 0 – 3 models per army.

Dark Elves

· The Pendant of Kaleth and the Crown of Command may not be taken on the same model.

· Hydras 0 – 1 unit selections per army.

Empire

· Steam Tanks are 0 – 1 models per army

Warriors of Chaos

· Hell Cannons are 0 – 1 unit selections per army

Daemons of Chaos

· Flamers of Tzeentch 0 – 6 models per army.

Wednesday, February 8, 2012

Out With the Old, In With the New Games Workshop Sale

All of the following are now buy one, get one of equal or lesser value free while in stock supply lasts! (Does not compound with 10% off store discount)

Warhammer 40K stuff:
Tyranid Termagaunt Boxes
Tyranid Genestealer Boxes
Imperial Guard Heavy Weapons Team
Tau Kroot Carnivore Boxs
Space Marines Scouts with Sniper Rifles Boxes

Warhammer Fantasy
Beastmen Minotaurs Boxes
Orcs Black Orcs Boxes
Orcs Boys Boxes
Daemonetts of Slanesh Boxes
Vampire Counts Skelletons Boxes

Lord of the Rings
Easterling Boxes
Fighting Uruk-hai Boxes
Riders of Rohan Boxes
Wood Elves Boxes
Warriors of Minas Tirith Boxes

Come get 'em while the getting is good!

Monday, February 6, 2012

Grand Prix Trial: Indianapolis

Time
-
Saturday February 11th
- Doors Open @10AM event begins @ 12 Noon

Entry Fee
- $15.00 (prize support will be increased)

Format
- Modern
- Deck lists are required

Tournament Length
- Swiss rounds - 50 minutes per round
- Top 8 matches will have no time limit
- Number of Swiss rounds based on attendance according to the following chart:

Attendance

Swiss rounds

8-16

4

17 - 32

5

33 - 64

6

65 - 128

7

Prizes
-At least 1 third-round bye at Grand Prix–Indianapolis is offered at each Trial, based on attendance:


Attendance

3-Round Byes Awarded

8 - 32

1

33 - 64

2

65 - 128

4

In addition to the byes, the store will provide prizes based on attendance.