The 2023 Iowa Tournament Pack

Date

September 2-3

Event TO

Stephen DeRose and Adam Marcurella

Payment

Paypal $60 to iowakingsofwar@gmail.com by August 29th

Payments received after this date will be $70

Location

The Dodge House at Camp Dodge

7105 NW 70th Ave, Johnston, IA 50131, United States

Point Size

2300 Points

Schedule

Saturday

9:00 – 9:30: SHARP! Check In

9:30  – 9:45: Briefing

9:45 – 12:15 Game 1

12:15 – 12:45: Lunch

12:45 – 3:15:  Game 2

3:15 – 3:45: Break and Paint Judging

3:45 – 6:15: Game 3

7:00 – Cookout at Dan Wignall’s House

Sunday

9:00 – 9:15: SHARP! Briefing

9:15 -11:45: Game 4 – Turn in Player’s Choice

11:45 – 12:15: Lunch

12:15 – 2:45: Game 5 – Turn in Sport and Best Game Voting with final round Battle points

2:45 – 3:15: Final scoring

3:15 – 3:45: Awards and Send Off

Also note that each game round allows for 130 minutes of play time plus 20 minutes to set up, introduce yourself to your opponent, and so on.

Building Your Army

This tournament uses the armies from Mantic’s Kings of War, third edition, and the Uncharted Armies rulebooks.  The most recent Clash of Kings and FAQ updates will also be used.

Your Force List is a single list chosen from one of the official army lists.  You may select allies as per the normal restrictions.  Army lists should be emailed to iowakingsofwar@gmail.com by September 1st.

Miniatures

Models must be based on the appropriate sized base for what they represent and use standard minimum model count (50 percent plus 1 model).  However, players who wish to use larger bases for thematic/aesthetic reasons may do so with permission from the TO.  Likewise, players who wish to use larger models that do not meet minimum model count (for instance, a single large dragon that represents a unit of drakon riders) may also do so at the TO’s discretion.  Furthermore, players who wish to use proxy models that count as something else (such as a Warhammer steam tank that counts as a beast of war) will also need the TO’s approval.  Under all circumstances it should be clear to your opponent what your models actually represent.

When in doubt concerning whether a model(s) appropriately represent a unit players are encouraged to send pictures to iowakingsofwar@gmail.com before the event for prior approval.  If you do not do so you are subject to the TO’s interpretation of “common sense” and a “reasonable” representation.

Models should be painted with at least three colors and have a painted base (which means something realistic, not just black primer) to be eligible for use.  Players who are not using painted miniatures will not be eligible for winning any awards and will obviously receive 0 points for their paint score.  You must paint the majority of the models in your army to be eligible for best painted, but you are still eligible for the other awards if someone else painted your army.

ArmyLists

Players are responsible for providing a copy of their army list for both themselves, the TO, and their opponents (this is an open list tournament).  It is highly recommended that you use a list builder application such as easy army.  Your army list should include,

  • All of the units/unit sizes in your army
  • Their equipment/upgrades/special rules
  • The point values for everything in your army
  • Your name on all copies of the roster

If for whatever reason you make a mistake with your force list immediately call the TO over.  The TO will attempt to resolve the discrepancy fairly, but reserves the right to reduce you score in that game and all previously played games to 0 while giving your opponent(s) 15 points, so please double check your lists.

Items You Should Provide

  • Easily readable dice, table-measures, rule-book, damage markers, etc.
  • A chess clock, stop-watch, phone or other similar time-tracking device
  • A method to smoothly transport your army between games

Game Time and Sequence

Each Player has 65 minutes for each game.  There is an extra 20 minutes built into each round for checking lists, introductions, discussing terrain, transporting models and so on.

Game Sequence

  • Discuss terrain
  • Discuss how to deal with cocked dice
  • Set up models, go over army lists, and ask any relevant questions about opponent’s army
  • Roll off to determine who picks sides
  • Begin deployment
  • Roll for first turn
  • Start clock and begin game
  • After game fill out score sheet

Rounds

The Iowa GT will have five rounds.  The pairings will be random round 1 unless you contact the TO beforehand and ask for a challenge/grudge match with a specific player who agrees to play you.  After that the matches will be based on battle points, with the leading player going against the second player, the third against the fourth, and so on.  We will try to keep players from the same club from playing each other if at all possible, but this will become increasingly difficult in the later rounds.

Ringer

In the event of an odd number of players and no ringer volunteer, a randomly chosen player will be designated as the ringer for that round.  The player will receive 12 scenario points and full sportsmanship scores for said round instead of playing a game.  No player will be selected for this more than once.  After the first round, no player ranked in the top four will be selected as a ringer.

Scenery 

The terrain at the table will follow standard Kings of War rules.  Terrain will be set before players arrive to the table.  Players are asked to return the terrain to its original position should they need to move it for whatever reason.  Furthermore, unless both players agree to a modification BEFORE the game all terrain will have the following heights

Forests                – 10

Buildings              – 7

Hills                       – 3

Obstacles           – 2 (but do not block line of sight)

Rough terrain     – 0

Scenarios

The scenarios will be,

Game 1 – Control

Game 2 – Loot

Game 3 – Kill (based on unit strength, NOT force list points killed)

Game 4 – Dominate

Game 5 – Invade

Scenario Scores

After a game scenario points will be assigned as follows

  • Win = 15 points
  • Draw = 10 points
  • Loss = 7 points

Also, players will gain or lose scenario points based on the difference in total points killed between the two sides as per the following table.

Difference in Points Killed Scenario Points Awarded for Greater Number of Kill Points Scenario Points Subtracted for Lesser Number of Kill Points
1750 – 2300 +5 -5
1400 – 1749 +4 -4
1050 – 1399 +3 -3
700 – 1049 +2 -2
350 – 699 +1 -1
0 – +0 -0

Kill Them All!!! – You will receive an additional two scenario points if you have eliminated all of your opponent’s scoring units.  So destroy your enemy’s unit strength and break his will to fight.

Furthermore, each table represents a different place in the world of Mantica, which is why every table has its own, unique theme and special terrain piece.  This piece is an objective that grants its controlling player 2 points at the end of the game.  Just like normal objectives you must have the most unit strength within 3 inches of the terrain piece at the end of the game in order to claim it.  In addition to being an objective, each terrain piece also has three different auras.  Each terrain piece will give a different bonus or penalty to units within six inches, depending on whether good, neutral, or evil control it.  Every terrain piece begins controlled by one of the three alignments. Which alignment controls the terrain piece will change based on who won at that table during the last game played there.  If a good army last won at that table, the terrain feature will now be controlled by the forces of good, regardless of whether good, neutral, or evil began with control of it.  And like so if a neutral or evil army won.

Thus, there are 24 points available in each round, 22 of which will be divided among the 2 players and an additional 2 that both players might be able claim.  The total number of scenario points during the tournament a player can get ranges from 0 to 120 points.

Also remember that your combined difference in kill points from all your games will act as a tie breaker for both awards and overall tournament ranking.  So if both you and another player have the same number of combined scenario, paint and sports points, the player who has consistently killed more without suffering losses over the course of the tournament will take the tie breaker and have a higher overall ranking.  Likewise, if you are tied for the highest scenario or paint or sports score the player with the highest kill points will take the award.

Sport Scores

Players will choose their favorite opponent.  Each favorite opponent vote someone receives is worth 2 sportsmanship points.  Receiving a favorite opponent vote in all of your Saturday games is worth an additional point, and likewise receiving a favorite opponent vote both games Sunday is worth an additional point.  Also, after every game both players will fill out the following questionnaire which can contribute up to five additional points per game.  Finally, players who get their force lists to the TO by September 1rd will receive an additional 3 points.

Did your opponent arrive on time? Yes/No
Did your opponent provide a copy of his army list? Yes/No
Did your opponent make his intentions (such as when a unit was supposed to be within or outside of charge range)? Yes/No
Did your opponent avoid sweating the small stuff? Yes/No
Would you look forward to playing this opponent again? Yes/No

Thus, there are a total of 40 sportsmanship points a player can earn.  They are,

2 points per favorite opponent vote; 10 total

1 point if all opponents give you their favorite opponent vote on Saturday

1 point if all opponents give you their favorite opponent vote on Sunday

5 points possible on each questionnaire; 25 total

3 Points if you get your list to the TO on time (September 1st).

Paint Scores

Players will leave their armies on display during lunch.  Armies will be judged based on the rubric on page 6.  This is also when players choice voting will occur.

Players who did not paint their own armies will still receive the same paint score as they otherwise would have.  However, you will only be eligible to receive best painted if you completed the majority of the painting/modeling in your army.

Awards

Players/Clubs are eligible to receive the following awards,

  • Best Overall (highest combination of scenario, paint, and sports points)
  • Best General (highest scenario points)
  • Best Appearance (highest paint points)
  • Player’s Choice (most player votes)
  • Best Sportsman (highest sportsman points)

Total kill points across the whole tournament will serve as the tie breaker.

A player can only receive one of the above awards.

Rules Questions and Player Contact

Every endeavor has been taken to produce a clear and consistent ruleset.  However, in the event of confusion all rules questions will be decided by the TO.  The TO reserves the right to enforce common sense.  The TO’s decision is final.

Players are expected to act in a polite and courteous manner.  Players who do not do this will be asked to leave without refund and be withdrawn from any opportunity to receive awards.

Crowd at the Table

Tournament games are meant to be 1 on 1.  A player who feels uncomfortable with the number of spectators can ask them to step aside.

Reporting Battle Results

A given score sheet will include the following information,

Sample Round Score Sheet

You:                              Gandalf Opponent:                        Balrog
Round 1
Scenario You Shall Not Pass
Win/Tie/Loss 15/10/5 15 Win/Tie/Loss 15/10/5 5
Kill Them All 2 Kill Them All 0
Margin of Victory +5 to – 5 +1 Margin of Victory +5 to – 5 -1
Kill Points +2300 to –

2300

+725 Kill Points +2300 to –

2300

-725
Scenario Points 118 Scenario Points 4

Painting Rubric

  • Did you paint the majority of your army? (If no you cannot win best painted)
  • Is the army painted to a 3 color minimum? – 1 Point
  • The paint scheme is consistent throughout the army – 1 Point
  • Models have been based with some sort of texture – 1 Point
  • The basing scheme is consistent across the entire army – 1 Point
  • There are examples of advanced basing in the army, e.g. cork, bark, water effects etc. 1 Point
  • There are examples of shading in the army – 1 Point
  • All models have been shaded – 1 Point
  • There are examples of advanced shading in the army, such as blending and edge highlighting – 1 Point
  • There are some minor conversions in the army – 1 Point
  • There are examples of advanced conversions, including some scratch building and/or sculpting – 1 Point
  • There are examples of simple freehand painting in the army 1 Point
  • There are examples of complex freehand painting in the army 1 Point
  • The army uses multibasing to create dioramas – 1 point
  • Most of the army creates inspiring units through dioramas – 1 point
  • There is a display board – 1 Point
  • The display board is complex and forms a diorama – 1 point
  • Wow factor! Overall theme and advanced techniques – Up to 4 points

Your final paint score will be the result of this rubric times 2.  Thus, you can score between 0 and 40 points for paint.

Final Scoring – 190 Total

Battle 110

Sportsmanship 40

Paint 40

Iowa GT 2022 – Special Terrain Rules

Each table represents a different place in the world of Mantica, which is why every table has its own, unique theme and special terrain piece.

  • This piece is a special objective that grants its controlling player 2 bonus points at the end of the game but does not count towards the win/loss scoring conditions of that scenario. It only grants 3 bonus points, it cannot change the 5/10/15 point loss/tie/win spread.  Just like normal objectives you must have the most unit strength within 3 inches of the terrain piece at the end of the game in order to claim it.
  • In addition to being a bonus objective, each terrain piece also has three different effects that change based on its current alignment.
    • Every terrain piece begins controlled by one of the tree alignments.
    • Which alignment controls the terrain piece will change based on who won at that table during the last game played there. If a good army won at that table, the terrain feature will now be controlled by the forces of good, regardless of whether good, neutral, or evil began the tournament with control of it.  And like so if a neutral or evil army won.
  • Table alignments carry over from tournament to tournament.
  • At the end of the tournament we will see which alignment gained the most ground, and which was pushed aside by mightier foes.

Cathedral – Special Terrain Rules

Cathedral – Many years ago Mother Terina forsook a life of wealth and privilege to start the fabled order of the Sisters of Chastisement.  Since that fateful day many chapter houses have sprung up among the Basilean lands.  It looked as if the sister’s oversized cathedral would endure forever, until a dreaded Empire of Dust pharaoh rode ahead of legions of chariots to destroy this historic house of prayer.  Luckily, the heroic Dwarves of the Thunder Drake clan rode forth the save the sisters.  But even with their formidable badger cavalry all hoped seemed lost unless the dead legions could be stalled long enough for their earth elemental allies to arrive.  It was then that Lord Sveri Egilax riding his mighty steed Hellbrock single handedly forestalled a legion of undead chariots (well, he might have had a little help from four straight double ones..).

  1. Controlled by the forces of good – All units within six inches gain +1 Iron resolve… (Can you hear the angels sing?)
  2. Controlled by the neutral forces – All units within six inches gain +1 regeneration… (Dude, take a swing of this sacramental wine!)
  3. Controlled by the forces of evil – All units within six inches gain +1 life leach… (Yes, desecrate the altar)
    1. The Cathedral is initially controlled by the forces of good

Game one won by (circle one)  good/neutral/evil/draw

Game two won by (circle one)  good/neutral/evil/draw

Game three won by (circle one)  good/neutral/evil/draw

Game four won by (circle one)  good/neutral/evil/draw

Game five won by (circle one)  good/neutral/evil/draw

Ice Alter – Special Terrain Rules (Michael vs Jon B)

Ice Alter – The Varangur are not like the other northern tribes.  They follow the old ways and worship their terrible, dragon hating god Korgan.  In order to appease his dark desires they partake in the most brutal of sacrifices, often tearing out the still beating hearts of their victims.  The power they gain from such debased acts is undeniable, but the cost has earned them the enmity of all other peoples.  Recently, it even attracted the darkest of demons and undead.  Two titanic forces clashed amidst the ice and snow until the very veil between this world and the next began to strain.  When the fighting was finished the battlefield lay indistinguishable from the deepest, frozen layer of the pit of the dammed.

  1. Controlled by the forces of good – Aura of Dread (This place is tainted by foul magic)
  2. Controlled by the neutral forces – Aura of Mind thirst (We will never find anyone to buy our loot after touching this alter)
  3. Controlled by the forces of evil – Aura of Rally +1 (Embrace your inner monster!)
    1. The Ice Alter is initially controlled by the forces of evil

Game one won by (circle one)  good/neutral/evil/draw

Game two won by (circle one)  good/neutral/evil/draw

Game three won by (circle one)  good/neutral/evil/draw

Game four won by (circle one)  good/neutral/evil/draw

Game five won by (circle one)  good/neutral/evil/draw

Artillery Emplacement and Trenches – Special Terrain Rules

Trenches – The Advarkian plain is a fertile land filled with dense forest, deep top soil, and vibrant rivers.  It also lacks a strong, central authority, and instead reverberates with constant strife and endless war.  Recently an extended siege following the assignation of Arch Duke Ferdinand… or was it Farmland… or Firby?  Ferrari?  Fabio, it was definitely Fabio!  Anyway, after he died a siege that has lasted for several years began.  Recently the Basilians sent Lord Eldon the Unorthodox to remove numerous twilight kin which had taken up the fortifications.  To everyone’s surprise given Lord Eldon’s reputation, his prayers were answered and mighty Elohi descended from heaven and refused to relinquish the field.  Their attempts, although successful, will most likely prove to be as sort lived a victory for the forces of good as any of the previous battles fought here.  After all, the land is now filled with zig zagging trenches that lower the height of any many who hides there.  Few can hold such fortified terrain.  Still, if one could only take the artillery emplacement on the hill one could maybe, just maybe, hold the trenches below.

The player who controls the artillery emplacement at the start of their shooting phase may fire the artillery piece once per turn. It is a D3 +1, piercing 3, indirect fire weapon with 2 attacks and a range of 48 inches.  It can fire in any direction.

Any unit with the majority of its footprint on a trench counts as one height lower than it normally would.  Otherwise trenches are normal, open ground with one of the 3 following rules based on alignment.

  1. Controlled by the forces of good –– Hallowed Ground – Any unit with the majority of its footprint in a trench at the end of the movement phase regains one wound (Many brave souls died here)
  2. Controlled by the neutral forces – Gold Digger – Any unit with the majority of its footprint in a trench increases its waver/route value by 1 (Look! I found a gold ring!  Oh… and there’s the hand it used to belong to…)
  3. Controlled by the forces of evil – Cursed Ground – Any unit with the majority of its footprint in a trench at the end of the movement phase gains one point of damage; there is no need to roll a nerve test for this wound (I can feel something cold moving through me…)
    1. The trenches are initially controlled by the forces of good

Game one won by (circle one)  good/neutral/evil/draw

Game two won by (circle one)  good/neutral/evil/draw

Game three won by (circle one)  good/neutral/evil/draw

Game four won by (circle one)  good/neutral/evil/draw

Game five won by (circle one)  good/neutral/evil/draw

Floating Tower – Special Terrain Rules

Floating Tower – Slowly an unseen power has been growing in Pannithor’s most distant reaches.  No one knows what motivates the Northern Alliance, but with each passing year they extend their power further from the frozen city of Chill.  Only a fool would directly march on their impenetrable city, but many would gladly capture one of their floating ice tower sentries.  Each is stocked with many weapons, armor, furs, food, and above all else… clues as to what the Northern Alliance is planning.

This is most likely what motivated the formerly honorable general Sigler to attack one of the great towers.  In life he was a solid general and a mostly nice guy, but like many men he was led more by his loins then his mind.  Now he has utterly surrendered himself to the temptations of a succubus and her many flame bearers (some texts translate this, “flamers”).  Since marching on the hallowed ice sanctuary no less than three good armies have attempted to remove the taint… and not to mention the stains… please don’t ask to many questions… left behind by general Sigler and his army of flamboyant flamers.  May the citadel never fall again.

  1. Controlled by the forces of good – Aura of Frozen (The fires of the Abyss shall never burn here… or any other fire for that matter)
  2. Controlled by the neutral forces – Aura of Wild Charge (1) (No amount of gold is worth this)
  3. Controlled by the forces of evil – Aura of Strider (Make roads of frozen corpses if you must, but one way or another we will get away from this icy mess)
    1. The Floating Tower is initially controlled by the forces of good

Game one won by (circle one)  good/neutral/evil/draw

Game two won by (circle one)  good/neutral/evil/draw

Game three won by (circle one)  good/neutral/evil/draw

Game four won by (circle one)  good/neutral/evil/draw

Game five won by (circle one)  good/neutral/evil/draw

Grug’s Orc Fort – Special Terrain Rules

Grug’s Orc Fort – Warlord Grug is one of the most notorious orc chiefs of the Halpi Mountains.  He has felled dragon and giant alike, as well as many unsuspecting villages.  But perhaps the most disturbing thing about this manifestation of violence is what he learned in captivity before escaping from the dungeons of the Golden Horn.  He has come to appreciate the power that comes from walled cities, fortresses, and sentries.  None dare venture deep into the mountain ranges where his fabled cave city lurks, but many have noted that more and more of his watchtowers keep popping up further from his lair.

Recently a goblin spider tribe under the employ of Grug stood sentry over one of his Orc Forts.  To their dismay an army of nightmares materialized from another realm.  Slowly ethereal creatures moved through dimensions beyond this one and began to bend time itself.  The temporal reality slowed… and then it slowed again… and then it slowed even more… seriously dude why weren’t these guys using chess clocks?  The fortress is still controlled by the forces of evil, but terrible, nightmarish shrieks from rushed TO’s still haunt these lands.

  1. Controlled by the forces of good – Inspiring (Come comrades, we have taken their castle!)
  2. Controlled by the neutral forces – Rally +1 (Take the high ground!)
  3. Controlled by the forces of evil – Aura of Brutal (Da boss said gather round da pointy tower)
    1. Grug’s Orc Fort is initially controlled by the forces of evil

Game one won by (circle one)  good/neutral/evil/draw

Game two won by (circle one)  good/neutral/evil/draw

Game three won by (circle one)  good/neutral/evil/draw

Game four won by (circle one)  good/neutral/evil/draw

Game five won by (circle one)  good/neutral/evil/draw

Forsaken Lighthouse – Special Terrain Rules

Forsaken Lighthouse – The vale between worlds grows thin here.  Many believe that glimpses into the unfathomable beauty of space and time itself lie just beyond the purple fog.  Yet others claim this beauty, if one could call it such a thing, would surely drive any mortal mad.  Should you ever find yourself lost in such a strange place, look to the lighthouse.  Only its light will lead back to Mantica… or so the only man to ever escape and still be sane enough to speak says.

He claims to have seen a great Pharaoh at the head of a large army emerge from a desert kingdom visible just beyond the veil.  But somehow the journey changed him and his men.  Half of them withered and died.  Their flesh fell away and left only dried bones.  The other half emerged not dry, but instead fused with a muddy swamp.  Their bodies merged with the creatures of this damp, dark world.  The madman from the lighthouse claims that the Pharaoh tried to hold his men together but was wracked by magic and never made it to the other side.  All that was left were two halves of his once human army, both changed, both enraged by their terrible transformation.  The ensuing battle left this dimensional crossroads seething with despair.

  1. Controlled by the forces of good – Very Inspiring – The lighthouse itself is very inspiring for both armies at all times (Behold! A lamp in the dark.)
  2. Controlled by the neutral forces – Aura of nothing – no auras or rally may work within six inches of the lighthouse, although units may still be inspired (There is no gold in this rotting lighthouse, and the purple fog is creeping in…)
  3. Controlled by the forces of evil – Aura of Loneliness, aka No units within six inches of the lighthouse can be inspired (I feel so alone… I will never get out)
    1. The Forsaken Lighthouse is initially controlled by the forces of evil

Game one won by (circle one)  good/neutral/evil/draw

Game two won by (circle one)  good/neutral/evil/draw

Game three won by (circle one)  good/neutral/evil/draw

Game four won by (circle one)  good/neutral/evil/draw

Game five won by (circle one)  good/neutral/evil/draw

Bill Big Mug’s Tavern – Special Terrain Rules (Dan vs Austin)

Bill Big Mug’s Tavern – “Party in the house!” And other such preludes to drunken, debauched activity resonates from this tavern through all hours of the night… and morning… and afternoon… no really it gets pretty ridiculous after a while.  People who come here have a great time, but never seem to remember any of it.  Just whatever happens, DO NOT LET THE VAMPIRES TAKE THIS TARVEN!  We don’t need any more of their red “wine”.

Luckily Bill Big Mug’s Tavern was recently conquered by an army of goblins who have openly placed a bounty on any vampires that come within a day’s ride of the place.  Who would have known how much the little fellas could drink… it’s almost like they have previous military experience?

  1. Controlled by the forces of good – Aura of headstrong or +1 to the headstrong role if unit already has the headstrong rule (I, hiccup, can take, hiccup, ya’ll lot)
  2. Controlled by the neutral forces – Aura of Rally (there is so much gold here!)
  3. Controlled by the forces of evil – Aura of Fury (someone has poisoned the liquor!)
    1. Bill Big Mug’s Tavern is initially controlled by the forces of good

Game one won by (circle one)  good/neutral/evil/draw

Game two won by (circle one)  good/neutral/evil/draw

Game three won by (circle one)  good/neutral/evil/draw

Game four won by (circle one)  good/neutral/evil/draw

Game five won by (circle one)  good/neutral/evil/draw

Oskan’s Giant Skull – Special Terrain Rules

Oskan’s Giant Skull – This skull is almost as large as a full grown giant!  What could have produced it?  Theories abound.  Some say the petrified skull is really just an expertly carved boulder.  Others say the giants of a bygone era were far larger.  But most believe this is the skull of a god, not a mere giant.  Whatever produced the giant skull, all mages agree that they can see visions of an ancient battle in the sky between an angel and an axe wielding demon when they lie near it.

Perhaps that is why Garret the Sleepless drove his herd of rhinos and elephant men to this very spot.  If only he could acquire the mystical skull.  Surely with the appropriate magical paint made from its remains (along with some inks, a couple washes, maybe a highlight here or there, and so on) one could develop phenomenal power.  But it was not to be.  An army of unusually aggressive angels descended from the sky and drove of the would be war paint pigment processors.  Clearly, this is a skull that the elohi do not believe others should experiment with.

  1. Controlled by the forces of good – Aura of Fearlessness – All models within six inches replace their waver values with a dash and become fearless (We must resist! The evil magic is trying to regain control)
  2. Controlled by the neutral forces – Aura of Cover – All models within six inches become stealthy (The evil magic is trying to regain control. Should we resist?)
  3. Controlled by the forces of evil – Aura of Frenzy – all units within six inches have +D3 attacks (I can feel the POWER!)
    1. Oskan’s Giant Skull is initially controlled by the forces of good

Game one won by (circle one)  good/neutral/evil/draw

Game two won by (circle one)  good/neutral/evil/draw

Game three won by (circle one)  good/neutral/evil/draw

Game four won by (circle one)  good/neutral/evil/draw

Game five won by (circle one)  good/neutral/evil/draw

Barbarian Queen Statue – Special Terrain Rules

Barbarian Queen Statue – Legend has it that at one time the Champions of Galahad would quest for this statue, for if they could resist her alluring gaze and return to their order they were clearly ready to take their vows of chastity and enter the sacred brotherhood.  After all, most men will sooner waste away than ever leave the queen’s seductive sight.  But alas, the Champions of Galahad died out generations ago… after recruits stopped returning from their final quest.

Perhaps this is why when a recent swamp ogre tribe attempted to conquer this region they met a clan of absurdly over motivated abyssal dwarfs.  The little fellas had never seen a beardless woman before and have never been known for restraining their impulses in the first place.  One thing led to another and when the dust settled the evil dwarves covered themselves in their finest bling bling and made many slave offerings to their newfound goddess.

  1. Controlled by the forces of good – Aura of Duelist – all units within six inches gain duelist (Really? The Sisters of Chastisement covered her with large ship sails that have  “censored” written all over them…)
  2. Controlled by the neutral forces – Aura of Beast Slaying – all units within six inches gain +1 crushing strength (I will prove my valor before her beauty)
  3. Controlled by the forces of evil – Rally +1 AND Inspiring – all units within six inches increase the waver/route value by one and are inspired (They added rhythmic drum music, started passing out free drinks, one thing led to another, and now no one wants to leave…ever)
    1. The Barbarian Queen Statue is initially controlled by the forces of evil

Game one won by (circle one)  good/neutral/evil/draw

Game two won by (circle one)  good/neutral/evil/draw

Game three won by (circle one)  good/neutral/evil/draw

Game four won by (circle one)  good/neutral/evil/draw

Game five won by (circle one)  good/neutral/evil/draw

Dragon Nest – Special Terrain Rules 

Dragon Nest – Dragons are not only the most magnificent of all nature’s beasts, but also often the most noble.  Both elves and men have nurtured relationships with these great creatures, granting their breeding grounds sanctuary for centuries.  But sometimes the foolhardy and ambitious invade dragon lands, looking for dragon eggs to steal.  Such activity puts the delicate trust that such creatures have in the smaller races in jeopardy, and even risks a dragon egg falling into malicious hands.

So it was when a great, zombie dragon riding vampire lord sent his greatest werewolf contingent to go retrieve more dragon eggs.  After all, the only thing better than a zombie dragon is even more zombie dragons, right?  Sensing the danger of such a perilous predicament, the northern alliance dispatched a counter contingent.  But despite many successful attacks by the huscarls and ice naiads, the undead still left with several large eggs.  Hopefully they won’t hatch…  No one wants to see anymore triple dragon lists!

  1. Controlled by the forces of good – Aura of Speed – every unit within six inches gains +1 speed (Quick, leave the food offering and then let’s get the heck out of here)
  2. Controlled by the neutral forces – Aura of Dread – every unit within six inches gains -1 nerve (The dragon is roaring!)
  3. Controlled by the forces of evil – Aura of Incineration – Every unit that begins its own turn within six inches is hit by fireball 20 (If we just get a little closer… AHHHH)
    1. The Dragon Nest is initially controlled by the forces of good

Game one won by (circle one)  good/neutral/evil/draw

Game two won by (circle one)  good/neutral/evil/draw

Game three won by (circle one)  good/neutral/evil/draw

Game four won by (circle one)  good/neutral/evil/draw

Game five won by (circle one)  good/neutral/evil/draw

Ophidian Pyramid – Special Terrain Rules 

Ophidian Pyramid – Eons ago the great pharaoh Rah was buried here, and there he and his servants slumbered for dozens of generations.  Slowly the arcane power that vertebrates through this dead land seeped into the sepulchers that bound these warriors to their god king.  And then one day a dark ritual saturated these sun baked lands with occult powers that had long since been forgotten.  Rah left his resting place on a conquest to conquer the world, and thus far no one has banished him back towards the realm from whence he came.

  1. Controlled by the forces of good – Aura of Elite (Your ancestors guide you)
  2. Controlled by the neutral forces – Inspiring (There must be SOOO much gold in there)
  3. Controlled by the forces of evil – Aura of Vicious (Awaken your blood lust)
    1. The Pyramid is initially controlled by the forces of evil

Game one won by (circle one)  good/neutral/evil/draw

Game two won by (circle one)  good/neutral/evil/draw

Game three won by (circle one)  good/neutral/evil/draw

Game four won by (circle one)  good/neutral/evil/draw

Game five won by (circle one)  good/neutral/evil/draw

Heretic’s Skull Tower – Special Terrain Rules 

Each table represents a different place in the world of Mantica, which is why every table has its own, unique theme and special terrain piece.

  • This piece is an objective that grants its controlling player 3 points at the end of the game. Just like normal objectives you must have the most unit strength within 3 inches of the terrain piece at the end of the game in order to claim it.
  • In addition to being an objective, each terrain piece also has three different auras. Each terrain piece will give a different bonus or penalty to units within six inches, depending on whether good, neutral, or evil control it.
    • Every terrain piece begins controlled by one of the tree alignments.
    • Which alignment controls the terrain piece will change based on who won at that table during the last game played there. If a good army won at that table, the terrain feature will now be controlled by the forces of good, regardless of whether good, neutral, or evil began with control of it.  And like so if a neutral or evil army won.
  • Each faction begins with control of 4 tables
  • At the end of the tournament we will see which alignment gain the most ground, and which was pushed aside by mightier foes.

Heretic’s Skull Tower – Many years ago a heretical priest from the Golden Horn was caught with illegal books on death.  He was later convicted of necromancy, although he swore his allegiance lay with the druids and their belief in the cycle of life.  Instead of redeeming his name, admitting to his crimes, and burning at the stake, he fled deep into the forest.  The inquisitors never found him, but in their pursuit they did stumble upon a foreboding, dilapidated tower with a dark skull carved into its center.  No one of sound mind and soul dwells near this place for long, for its nefarious presence amplifies dark power, although some believe that the ruins can be redeemed.  Recently, an elf with questionable literary tastes named Lord Marcurella went looking for the heretical priest’s journal in the deep woods, only to find the tower acting as a stage for aspiring ogre belly dancers…  The region is now universally considered cursed until thoroughly cleansed.

  1. Controlled by the forces of good – Aura of Rejuvenation, units receive +3 heal (Amen)
  2. Controlled by the neutral forces – Aura of Courage, units receive bastion +2 (Greatness once walked these grounds, and now it does again)
  3. Controlled by the forces of evil – Aura of Hate, +2 bane chant (Our rage is building…)
    1. The Heretic’s Skull Tower is initially controlled by the forces of evil

Game one won by (circle one)  good/neutral/evil/draw

Game two won by (circle one)  good/neutral/evil/draw

Game three won by (circle one)  good/neutral/evil/draw

Game four won by (circle one)  good/neutral/evil/draw

Game five won by (circle one)  good/neutral/evil/draw

Lord DeRose’s Nerd Tower – Special Terrain Rules

Each table represents a different place in the world of Mantica, which is why every table has its own, unique theme and special terrain piece.

  • This piece is an objective that grants its controlling player 3 points at the end of the game. Just like normal objectives you must have the most unit strength within 3 inches of the terrain piece at the end of the game in order to claim it.
  • In addition to being an objective, each terrain piece also has three different auras. Each terrain piece will give a different bonus or penalty to units within six inches, depending on whether good, neutral, or evil control it.
    • Every terrain piece begins controlled by one of the tree alignments.
    • Which alignment controls the terrain piece will change based on who won at that table during the last game played there. If a good army won at that table, the terrain feature will now be controlled by the forces of good, regardless of whether good, neutral, or evil began with control of it.  And like so if a neutral or evil army won.
  • Each faction begins with control of 4 tables
  • At the end of the tournament we will see which alignment gain the most ground, and which was pushed aside by mightier foes.

The biggest nerds come from far and wide to visit Lord DeRose’s legendary nerd tower.  Some say that they are planning a great military campaign to take over the world (they certainly bring enough toy soldiers…).  Others say the whole thing is really just an excuse to go drinking at Lord Dan’s castle afterword.  Either way, one thing is for certain.  The dice never seem to behave themselves here.

  1. Controlled by the forces of good – Bless the dice, you may reroll a single die this turn if you control the nerd tower
  2. Controlled by the neutral forces – Crazy dice, you may change all the sixes into ones and ones into sixes for a single rout roll this turn if you control the nerd tower
  3. Controlled by the forces of evil – Cursed dice, you may force your opponent to reroll a single dice this turn if during the previous turn you controlled the nerd tower
    1. Lord DeRose’ Nerd Tower is initially controlled by the neutral forces