24 participants
Teams must be painted and clearly identified, possessing at least a basic 3 colour and/or bases that allow clearly identifying positional players. Teams which comply with both of the previous conditions will be assigned +1 Fan Factor.
4 rounds.
Strict Schedule, each game will have last (4 minutes * 16 turns * 2 players) + 5 minutes, rounding up to the closest quarter of an hour. Clocks may be used to control the duration of player turns. If the time limit is reached, each match will be interrupted progressively starting from the last table up to the first one. If players lack in cooperating, a 0-0 draw will be assigned.
Welcome and tourney preliminary Presentation
1st round: 10:00 – 12:15
2nd round: 12:30 – 14:45
LUNCH BREAK
3rd round: 15:30 – 17:45
4th round: 18:00 – 20:15
Who's going
to see who's attending.
HOW TO GET THERE
Set your Home Location in your profile to see travel time.
LVRB 6
Each coach will account for 1,200,000 gp to build their team and assign skills to their players.
Additional skills can be assigned to players but there is a 1 skill purchase per player limit (skill access restrictions apply according to team descriptions, normal skills cost 20.000, stat improvement skills and skills available on double rolls cost 30.000, +1 STR costs 50.000)
There are no TIERS. But in order to help teams under represented, a random skill from the “Big Bag of Fate” will be assigned to teams which are unique (i.e. the only team participating of a specific race). This is an exceptional skill which could even overrule the limit of normal skill assignment to players
At the beginning of each round a random skill from the “Big Bag of Fate” will be assigned to each team. No skill restriction applies (regardless of team race, positional limitations or if the player already accounts for a previously assigned skill).
Point System:
13 points for a Victory by 2+ Tds
11 points for a Victory by 1 Td
8 points for a Draw
5 points for a Defeat by 1 Td
3 points for a Defeat by 2+ Tds.
Classification draws are resolved by (2*TD difference)+ (casualty difference)