28 Jan Potters Guild - NATIONS CUP or as we like to call it THE WORLD POT
Venue opens at 12 midday. Aiming to kick off by 12:30. There is a car park right next to the pub which is free all day on sundays and the train station is only a couple of minutes walk away. Any trouble with reaching us please give me a call 07411182790 and hopefully we can get you to us.
Venue would like to know ASAP on the day if anyone wants to order food and it will be served during our break in play after round 2, which if all goes to plan will be 16:30.
For use of the venue we are agreeing not to bring food or drinks in and to get at least one drink each during our stay, try not to leave a big mess because I'll be the one tidying up :)
Length
With 16 players 4 rounds are to be played unless an individual ends a round with more tournament points than any other. Potentially by round 3 this could be possible shortening the tournament length if we do not have the full 16.
Roster
6 man roster, 1 Captain level, 1 mascot, 4 players. This is drawn from your home nation's selection and can include 1 player of 'Unknown' nationality, Blacksmith Masters can be taken as a Captain choice and are given the appropriate bonuses for being a captain as per their guild rules, they can also be included at player level but the team then MUST include an apprentice. As an example with this in place Numasai can now field a team of Captain: Burnish, Mascot: Tentacles, Players: Hag, Sakana, Crucible Unknown: vHearne.
Harvest markers are treated as normal for teams with a Farmer Captain, in other teams 1 harvest marker may be claimed for INF for each friendly Farmer model on the field.
any reference to 'friendly guild' for the purposes of this event will mean 'friendly nation' which will include your whole roster (even the unknowns) however because this may allow for some combos not seen before expect that there may need to be rulings on the day to maintain game balance.
Setup (slight change)
Once kicking team is decided the kicking team will place 2 terrain pieces of the available 4 outside of any deployment zone and not within 6" of a goal marker or other terrain feature, scattering each piece as a loose ball and rerolling any result that would be cause an illegal placement. The receiving player will then place the remaining 2 pieces with the same restrictions and scattering.
Timing
Total round time 110 mins. 45 min clockouts. Clockouts begin when the receiving player takes his first activation on the first turn.
Our playmats, dice, trackers, tokens, terrain and templates will all be on sale on the day at our best possible prices. No obligation to buy, all we hope for is that you enjoy your day with us and come again to keep the scene alive.
Thanks Cal