Enrico Catanzaro
Italy Palermo

In the effort to find a way to make possible a minitournament with four players using the components of one core set and of the two official expansions, I have designed this simple step by step procedure.
CAUTION: no playtest has been done, so I cannot say if this procedure works properly.
As always comments and suggestions are appreciated
TEMPLATE TO CREATE A FOURPLAYERS/BANDS MINI TOURNAMENT When the components are single because only one person owns the game and the expansion, appears necessary create a competitive procedure to build four balanced decks using the basic Core Box, and one set of cards from each expansion.
The system I suggest below assumes the availability of one core set; one “Sepulchral Guards” expansion and one “ Ironskull Boyz” expansion and, of course, two double sided extra boards.
DICE: in theory two sets of Shadowspire dice are necessary, two "five/white attack dice" sets and two "three/black defense dice" sets. But any ordinary white or black die can work reading dots as Shadowspire sybols:
6 = critical 5 = hammer (attack) / shield (defense) 4 = hammer (attack) / shield (defense) 3 = swords (attack) / dodge (defense) 2 = 2 supports 1 = 1 support
1 Band assignment: make a random selection. The winner decides the band to pick making the first choice. The runner up player random selected then decides another band and so the third and the fourth in this order. Each player then now has a band.
2 Creating the decks :
a) All players secretly pick the Objective Cards and the Power Cards from their specific band deck they like. They then declare how many “neutral” Objective cards and how many “neutral” Power cards need to complete their two decks (12 Objectives and 20 Power cards). At least 6 Objectives and 10 Power Cards must be chosen among those “band specific cards” at this stage. They are keep secret until are shown during the games.
b) create two decks containing all “neutral” Objective cards and all “neutral” Power cards. They can be inspected at any time by any player.
c) players alternate in a certain number of “cycles” to pick two “neutral” Cards at time until all players have 12 Objectives and 20 Power Cards. Cards are freely and openly chosen, and players can look all cards remaining in any “neutral” deck.
d) the order of choice in each cycle is the same – but reversed – of the band assignment in Step 1. So the last player to pick his band in step 1, is the first to pick two cards in each cycle, the third is the second, ans so on...
e) It’s possible that players fill their hands at different times. Who fills his hand does not pick other cards and forfeits his turn during the following cycle(s). At the end of the process all bands have their complete decks in part with bandspecific cards (at least half of the total) and in part using "neutral" cards. The remaining neutral cards are discarded and will not be used during the tournament.
3 Double Round Robin creation: a round robin is then created according the classical scheme R1(AB CD) R2(AC BD) R3(AD BC) R 4,5,6 exactly as R1,2,3.
Note that during the second part of the double Round Robin (i.e. rounds four, five and six) players switch sides, so all players will play using another band and not the band they pick initially and have used in Rounds 13. 4 Starting the games and possible card changes: the games begin, two games in each round are played at the same time using two sets of boards. In the first three rounds players use the band they have picked in Step 1 and the deck they have built in step 2. In Round 4,5 and 6 all players switch band, so they play with a different band against their initial band and use a deck created by another player. During round 4,5 and 6 all players can freely change any/all band specific Objective/Power card before any game. Players must say how many band specific cards exchanges before any game, providing the total is always the same (12 Objectives, 20 Power Cards). Neutral cards cannot be changed, they are the same picked at the beginning of the procedure. Only bandspecific cards can be changed.
5 winning who score more points after six games wins. Each win in rounds 1,2 and 3 is worth 2 points (you are using you favorite band with the deck you have built). Each win in rounds 4,5 and 6 is worth 3 points (you are using a band you didn’t pick and a deck you have not built and you are fighting vs the band you have picked and the deck you have created). Draws are worth 1 point in any case. A draw is called if players at game end have the same number of Glory Points. No tiebreaker is allowed.
changes and additions will be edited in red

Matt Price
United States San Francisco California
Member of the San Francisco Game Group since 2005
This is a customized Bane Tower from the game Man o' War

Subscribed and very interested! (not that into deckbuilding...)

Tom Hill
United Kingdom Wales

Strategically, I think it makes more sense to draft the universal cards prior to picking which warband specific cards you want. I think this will allow you to synergize more easily. You don't want a scenario where you say: Damn I shouldn't have selected cardX because universal cardA is not now available.
You may also want to include the duplicate universal cards as there should be enough for everyone.
Also I think it's dangerous to mix all your power cards together. Half your deck must be upgrades, the other half ploy. I think you may want to consider 2 drafts: one for each ploy type. Potentially, you'll force players to draw or be unable to draw the incorrect card types.
Bear in mind the decks of cards are much larger than you require too.
It's also feasible that some players want more than 20 power cards.

Enrico Catanzaro
Italy Palermo

Decar wrote: Strategically, I think it makes more sense to draft the universal cards prior to picking which warband specific cards you want. I think this will allow you to synergize more easily. You don't want a scenario where you say: Damn I shouldn't have selected cardX because universal cardA is not now available.
You may also want to include the duplicate universal cards as there should be enough for everyone.
Also I think it's dangerous to mix all your power cards together. Half your deck must be upgrades, the other half ploy. I think you may want to consider 2 drafts: one for each ploy type. Potentially, you'll force players to draw or be unable to draw the incorrect card types.
Bear in mind the decks of cards are much larger than you require too.
It's also feasible that some players want more than 20 power cards.
Strategically, I think it makes more sense to draft the universal cards prior to picking which warband specific cards you want. I think this will allow you to synergize more easily. You don't want a scenario where you say: Damn I shouldn't have selected cardX because universal cardA is not now available.
I have to disagree here. I think that if you badly need cardX you should pick it from your specific banddeck to be sure. If you wait you risk to lose it. It's part of the strategy you decide.
You may also want to include the duplicate universal cards as there should be enough for everyone.
of course yes. The Universal Decks have all available "neutral" card around.
Also I think it's dangerous to mix all your power cards together. Half your deck must be upgrades, the other half ploy. I think you may want to consider 2 drafts: one for each ploy type. Potentially, you'll force players to draw or be unable to draw the incorrect card types.
Again I think this is not necessary. Rules prohibit illegal decks, so players (all players) must check everyone has the correct number of upgrades and ploys at anytime. If a player picks too many cards of one type he will compensate later picking more cards of the other type. I see no reason why this procedure could/should cause more illegal decks than an ordinary game where both players prepare in advance their decks at home.
It's also feasible that some players want more than 20 power cards
for tournament purposes it's better there are small decks of 20 cards for several reasons:
 strategically I think that large decks are not easily manageable. The Player that want more control, probably by default decides to have only 20 cards in any competitive game. I could be wrong here, since I'm not an expert of this game.
 20 cards only decks allows/force players to make painful choices (= the better player tends to make better choices)
 20 cards only decks shorten the draw process, speed up the games and favor the players that know what they need ( all positive side effects IMO).
 20 cards only decks minimize the shortage of cards due to the fact that only one core set and one set of expansions is used by FOUR players

Enrico Catanzaro
Italy Palermo

added a point about DICE in the first post



So now that I've got 2 base sets and the 4 available expansions, I've got:
4 copies of some universal objectives and powers (from the base) 2 copies of other universal objectives and powers (from the base) 1 copy of the rest of the universal objectives and powers (from the expansions)
Arg!

Raf Cordero
United States Bolingbrook Illinois

Quote: Strategically, I think it makes more sense to draft the universal cards prior to picking which warband specific cards you want. I think this will allow you to synergize more easily. You don't want a scenario where you say: Damn I shouldn't have selected cardX because universal cardA is not now available.
I have to disagree here. I think that if you badly need cardX you should pick it from your specific banddeck to be sure. If you wait you risk to lose it. It's part of the strategy you decide.
I'm with Tom on this one. The decks and syntergies are going to be a little diluted with this method. By making people choose their warband cards ahead of time and restricting to only drafting enough cards to hit minimum decksize you're really making deck building punishing.

Germany Münster NRW
Hidden trackable information in games sucks!
I play games for fun and pursuing the goal to win the game is fun! :)

drneau wrote: So now that I've got 2 base sets and the 4 available expansions, I've got: 4 copies of some universal objectives and powers (from the base) 2 copies of other universal objectives and powers (from the base)
No, you don't! There are no universal cards in the core game with only one copy. Thankfully, the core game comes with two copies of all universal cards it includes. So if you buy two core sets, you have 4 copies of all included universal cards.


