Many people of Gallinden are disappearing. As heroes of Gallinden you must find out why, and stop the kidnappings. A beginning of a story arc tying all three parts together. (Not required to play all three parts).
There is something stirring in a local mountain range. Something scary and dark. Many heroes have tried to investigate, but none have returned. Will the Heroes of Gallinden be successful or will they be the next victims of the City of the Dead? A continuation of story arc tying all three parts together. (Not required to play all three parts).
Dragons the creatures of legends have arrived in Gallinden and it is up to the heroes to save the people once again. These dragons however have armies and this will be tougher than expected. The final part of a story arc tying all three parts together. (Not required to play all three parts).
Long ago, the advanced Tribe of Gold vanished. In absence, the tyrannical Tribe of Silver ascended to rule, forcing mankind - the Iron Tribe - to the brink of extinction. Now humanity wanders the cosmos in search of a savior. Prophesy has foretold of one and on a planet of ruin, a champion is found. A feral boy named Age holds the destiny of their species in his hands and the untold power of the Tribe of Hero within.
32 positions. Single elimination. Players bring order markers, wound markers, dice, cards, and a pre-drafted 450 point Heroscape (no Marvel) army that MUST include a Large/Huge Unique Hero and does not exceed 24 hexes. Players can win by destroying or "gaining control of" their opponent's highest points valued Large/Huge Hero. The tournament is played in one hour rounds using 3rd edition rules. Prizes awarded to the top 4.
32 positions. 5 round swiss with no final. Players bring a pre-drafted 400 point Heroscape (no Marvel) army that does not exceed 24 hexes. Each player will have a Glyph to defend just outside of their start zone, and can win by ending a turn with one of their figures un-engaged and on the opponent’s Glyph. Player’s can move their figures onto their own glyph to defend it. one hour rounds. Prizes awarded to the top 3 finishers.
32 positions. 5 round swiss style tournament with no final. Players bring order markers, wound markers, dice, cards, and a pre-drafted 450 point Heroscape army that MUST include a Unique Dragon Hero and does not exceed 24 hexes. Players can win by destroying or "gaining control of" their opponent's highest points valued Dragon. The tournament is played in one hour rounds using 3rd edition rules. Prizes awarded to the top three finishers
64 positions. 5 round swiss style tournament with no final. Players bring order markers, wound markers, dice, cards, and a pre-drafted 500 point Heroscape (no Marvel) army that does not exceed 24 hexes. All Army Cards MUST be from the same Valkyrie General. The tournament is played in one hour rounds using 3rd edition rules. The highest ranked player for each General class wins prizes.
Open to all players, 64 positions. 5 round swiss style tournament with a final match from 3p-4p. Bring a pre-drafted 450 point Heroscape (no Marvel) army that does not exceed 24 hexes. There are no starting zones; players will take turns placing one card’s worth of units anywhere on the battlefield except on glyphs until all figures are placed. Tournament is played in one hour rounds. Prizes awarded to the top four finishers.
Open to all players, 32 positions. 5 round swiss style tournament with no final. Players bring order markers, wound markers, dice, cards, and a pre-drafted 340 point Heroscape (no Marvel) army that does not exceed 24 hexes. The tournament is played in one hour rounds using 3rd edition rules. Prizes awarded to the top three finishers.