2014-05-24 - 03:30 PM |
1E Sealed tournament -
Omarion Nebula |
# of Rounds: | 3 |
Entry Fee: | One used pair of womens knickers |
Status: | Completed |
Format: | Sealed - Players are provided with cards to build a deck at the event. |
Card Pool: | Limited - A subset of all cards, as determined by the tournament director |
Rules: | Warp Speed - Reduced victory conditions for quicker games. |
Special Scenario: | - |
Decklist Required: | N |
Pre-registration Required: | Y |
Location and Contact Information |
Tournament Director: |
Paddy Tye |
Contact Phone #: |
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Contact Email: |
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Host Venue: |
Fanboy 3 |
Address: |
17 Newton St,
Manchester, Greater Manchester, M1 1FZ
UK |
Other Information: |
Warp Speed! Using Voyager Starters, and Rules of Acquisition and Mirror Mirror boosters. Please register in advance! Limit of 6 players.
Starts at 3.30 after OTF.
Format: Open (yup, NO BAN LIST)
Card pool:
1x Voyager sealed deck
1x Rules of Acquisition booster
4x Mirror, Mirror boosters (5 if we only have 4 players)
Rules:
We shall use the following rules
CONSTRUCTING YOUR DECK
- Each player may select up to 3 missions (I would suggest at least a planet and a space mission). Missions don't count as seed cards.
- All decks have to follow the 10/20 rule: a maximum of 10 seed cards and a minimum of 20 cards in your draw deck.
- Each player must seed one outpost (and only one). Additional outposts may be built later.
- Your 10 seed cards may contain 1 ship, personnel or equipment (which seeds at your outpost).
- Regions and quadrants are ignored. You may build a Nekrit Depot outside the Nekrit Expanse and you may report all drawn personnel and ships at the Outpost.
- OTF banlist MAY be used.
- Borg cards (Weyoun of Borg from Mirror, Mirror set) MAY be stocked and mix with your other cards!!!
SEED PHASE
- Missions are not shuffled; each player selects his sequence of missions.
- The player going first seeds his first mission on his left side; this is the mission where he has to build his outpost.
- The second player places his mission in direction of the other side of the spaceline. Both players take alternate turns in placing missions.
- The last mission on the far side of the spaceline is the mission where the second player has to place his outpost. So player 2 must save the outpost mission to seed last. Thus the outposts are at opposite ends.
- Missions may duplicate; players don't overlap duplicate missions.
- Artifacts and dilemmas are batch seeded. If both players wish to seed at a mission, the owners seed cards are encountered last.
- You may not seed more than 4 cards under an opponents mission.
- If a player chooses to seed a single personnel, ship or equipment it must be seeded last at his outpost face up.
PLAY PHASE
- Each player may make up to two card plays at the start of each turn.
- All cards may mix regardless of affiliation (imagine an universal treaty in play). Matching personnel are still needed for mission attempts, ship staffing etc
- No attack restrictions!
- Holographic and AU personnel are treated as normal personnel - ignore those icons.
- Quadrant reporting restrictions are ignored as well as the icon.
- Players may not attempt opponents missions.
- At the end of turn the player draws 1 card. If the players hand is not 7 cards he must to even up by discarding or drawing cards until he holds 7 cards.
- Each player may regenerate once; if a player is not able to draw any more cards, he may take all personnel, ships and equipment cards from his discard pile and form a new draw deck with those cards.
WINNING THE GAME
- The player who solves first a planet and a space mission wins the game (FW).
- If no player scores a full win before both draw deck exhaust, then the player who solved the most missions wins the game (MW).
- If both players solved the same number of missions, the player with the most points wins (MW).
- If both players solve the same number of missions, score the same amount of points then the game is scored as a tie (TT) - or you simply play a second game.
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