Monday, December 1, 2008

January Events for Arkham Asylum LE figures.




Last month, after Topps shut down Wizkids, the four local Judges decided that we would keep running events for Arkham Asylum.  When Justin Ziran, Managing Director of Wizkids Games, was able to get venues the already produced Prize Support for January events, we decided that we should keep the different weeks of January similar to each other.

Each week a different scenario or event design will be featured for play designed by one of our great Judges from the area.  We'll keep these using the Arkham Event Weeks to match the prizes that were sent.

Week 6: "Dent Dementia: The Two-Face Two-on-Two Tournament" by Nick Hartly

Unrestricted 400pt Two-on-Two Event (each player must bring a force of 400pts or less consisting of at least 2 characters), with special random partnering rules. No Feats, Battlefield Conditions, Special Objects, Event Dials, or Colossals may be played; Themed Team rules will be ignored. The larger, square maps with 4 separate starting areas should be used for this event (if not enough room and/or 4-player maps are available, players will have to make due with ‘de facto’ starting areas as laid out by the Judge).  

Dementia Set-up and Partnering 1st Round: Players will fill out their individual Force cards normally. For Round 1, four players will be assigned randomly to each table (as such, players are encouraged to bring a force that is self-sufficient as well as possibly helpful to a variety of other teams, since you'll have no idea whom you'll be playing with or against each round). If the number of players that arrive to play cannot be divided evenly by 4, see ‘Byes’ below. 

Random Partnering: When rolling to determine Player1 in each round, each player rolls individually (any ties must roll off against each other to determine which is ‘higher’ and ‘lower’). The highest roll is determined to be Player1 as usual, and that player chooses the map. The next highest roll is Player2, and that player partners with Player1 (their figures are considered friendly to each other for the match). The third highest roll is Player3, and gets to select his preferred starting area on the chosen map. The lowest of the rolls is Player4 of course; that player’s force is considered friendly to Player3’s, and Player4 uses the starting area to Player3’s left. Player1 uses the starting area to Player4’s left, and Player2 uses the last available starting area. Players should sit corresponding to their designated starting areas, if for nothing more than to remind them of the order in which they’ll take their turns. 

Round results: The rule stating, “if only one player has characters left on the board, he is the winner,” is suspended. Wins are based solely on Victory Points, and this will help to determine placement of players in subsequent rounds. Each player must track his Victory Points separately from his friendly partner (Player A is partnered with Player B; Player A's character defeats a 100pt figure, so that 100 points goes only to Player A and not Player B, etc). At the end of each round the 2 players with the highest Victory Points in each match will be awarded a Win of that match, and the 2 players with the lowest Victory Points will be given a Loss. Any ties in Victory Points in a match that would affect Win-Loss ranking will have to roll off to de
termine who is 'higher' or 'lower'. 

Subsequent Rounds: To determine table placement for Rounds 2 and 3, the best 4 Win-Loss/points records would all play at the same table; the next 4 best records would play at the next table, and so forth. As you can see, this event could create a situation in which players might be seated at the same table and end up with the same partner and/or opponents from previous rounds. As such, the normal Swiss-pairing rule that states players should not face the same opponent multiple times is suspended to facilitate the randomness of this event. 

Byes: It’s hard enough to get an even number of players to show up to a standard event, let alone get a number of players that is divisible by 4 for a special event like this one. Therefore, certain stipulations have been made for each possible number of ‘spare’ players (as always, the Judge should do his very best to make sure that no player has to suffer a Bye more than once). 1 extra player – In this case, that player may choose to take the Win with zero points as normal, or that player may “challenge the Judge” to try to gain more points (the Judge should bring a legal team for the event just in case, of course). If the player takes on the Judge, he will still get a Win for that round (whether he technically won the match against the Judge or not) and score the number of points he was able to defeat on the Judge’s force. 2 extra players – The 2 should face off against each other in a standard 1-on-1 match to determine which should be awarded a Win or Loss, and also their placement in the next round. 3 extra payers – With three ‘extras’, the Judge should join in with them to create a 4-player match like the others are playing.

In this case, the Judge should not participate in the initial roll off, and is automatically considered to be Player4. The Judge is just there to facilitate, of course, making sure no one has to sit around without getting to play, though he can certainly feel free to follow all the rules as if he was a ‘regular’ player (challenge his ‘opponents’ that round, help his friendly ‘partner’, enjoy playing the event, etc). While the Judge gets no standing in the tournament rankings, the number of points the Judge KO’s would be considered for determining the other 3 players’ Win-Loss placement (for example, if the Judge happens to KO the most points in the match, then only the 2nd highest point player would be given a Win, while the other 2 lower-point players would suffer a Loss). Special Rules 

Seeing Double: Any roll of doubles (including double 1’s) is considered to be a Critical Hit (therefore, there will be no Critical Misses in this tournament). 

The Coin Decides: At the beginning of each round, a single coin should be distributed to each player. Once per game, when any player (opposing or friendly) announces any tokenable action for a figure, you may hold up your coin and say, “The coin decides”. Call which side of the coin you would like to come up, and then flip the coin (coin flip results only count if the coin lands on the table, and coins should not be flipped into anyone’s hand or onto the floor). If the side of the coin you chose does not come up, the coin has no effect and the action continues as announced. However, if the side of the coin you chose does land with its ‘face’ up, instead of the declared action you may consider that figure friendly to your force for the duration of a single action and immediately give that figure any legal, tokenable action you choose. (For example, an opponent announces his figure will use Running Shot to target one of your characters; you decide to flip your coin, choose ‘heads’, and it comes up heads. You may now give the character that was going to do the Running Shot any tokenable action you choose {have it use Running Shot and/or any of its other powers to target a different figure, destroy a wall or object if it’s able, move to a square from which you could target it with attacks on your upcoming turn, etc}.) Only one coin can be used to try to stop any single action; if 2 or more players hold up their coin for the same action, they will have to roll off, with the highest roll determining which single player gets to flip his coin in regards to that action (and whether the coin flip succeeds or fails, no other player may use their coin on that particular action). Once you have flipped your coin in a match (or the round ends), hand your coin back to the Judge (unused coins cannot be carried over to subsequent rounds). 

Face 2 Face: After 3 rounds, the 2 players with the best records (determined by the normal Swiss guidelines of Win-Loss records first and then highest points for W-L ties) will be named the "Ultimate Two-Face Team". Naturally though, since the event can only have 1 Winner, those 2 players will have to face each other in a final ‘sudden-death’ match to determine the true victor. This championship round should be played on the smaller, rectangular 2-person style map, following normal HC rules (and the additional ‘Seeing Double’ and ‘The Coin Decides’ special rules above). In this match, when 1 player has suffered the KOs of any 2 of his characters, that player must immediately admit defeat and declare that his opponent is our final Winner. Winner & Fellowship will receive the Arkham Asylum #102 LE, Harvey Dent

Week 7: Sealed Event by M.D. McNally
Details to be released soon.  Since I [Jon] feel like I gave M.D. The least creative of the month, I'm going to ask that he helps design an event for post-January Play.  And before you ask why a sealed event, remember that the players weren't the only folks taken by surprise with the closing of Wizkids.  We owe it to the Local venues, who have supported this game and Organized Play, to keep a sealed Event in the gaming rotation. 

Winner and Fellowship for this event will receive the LE Henchman.

Week 8: 500 point Unrestricted - History Lesson! by Jon Loftus
  Dig back into the depths of your collection! 

Construct a 500 point Unrestricted Team consisting of no more than one Figure, Bystander, Feat or Battlefield condition from any one set.  Feats are capped at 5% build for this event (no more than 25 points of Feats).  All teams, regardless of keywords will receive one (and only one) theme team Probability Control re-roll for each match. Winner and Fellowship of this event will recieve a copy of the Grodd LE figure from Arkham Asylum! 

(Highlander Rules will not apply to this event)

For or final Wizkids Supported Event Judge Ken Andrzejewski went to task to make a memorable scenario that captures the style of the peice that players are competing for, The Riddler.

Week 9: Riddle Me This by Ken Andrzejewski 

Build:  600 points

Actions:  1 action for every 2 figures on the player’s team at the start of the game (I.e., 4 figures = 2 actions; 12 figures = 6 actions; etc.)  This is to encourage larger teams.

Unrestricted (No Colossal Figures)

Restrictions:  No theme team rules are in effect.

Time per round: 60 minutes.

Special Rules:  As a fan of the original Batman TV show from the 1960s, I went through the Riddler episodes and harvested the following riddles.   (By the way, there were 11 Riddler episodes, plus the movie.  I threw out the John Astin episodes and some of the more dated Frank Gorshin ones as well.  There were over 50 riddles used in the series.)  These riddles have now become bonus Special Powers.  Each player gets a sheet of the riddles.  These powers can be assigned once (and only once) to any figure on the player’s team during the entire Tourney.  Once a power is used, it is crossed off the list.  The power/effect may only be used until the beginning of your next turn, and then disappears unless otherwise indicated.  Powers may be assigned at any time, except in the middle of another action.

Riddle Power Sheet

Winner and fellowship will both receive a copy of the LE Edward Nigma from Arkham Asylum.

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