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ScapeCon IV Events and Schedule

OEAO

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ScapeCon IV Events and Schedule


MEALS (Also in Schedule):

Breakfast 7:45 AM – 8:45 AM
Lunch 12:45 PM – 1:45 PM
Dinner 6:30 PM – 7:30 PM

ROUND TIMES:

Round Times for Championships (Swiss, 60-minute rounds)
R1 8:30 AM – 9:30 AM
R2 9:35 AM – 10:35 AM,
R3 10:40 AM – 11:40 AM
R4 11:45 AM – 12:45 PM
Lunch 12:45 PM – 1:15 PM
R5 1:15 PM – 2:15 PM

Top Cut (Single Elimination, 75-minute rounds (90-minute finals))
T16 2:30 PM – 3:45 PM
T8 3:50 PM – 5:05 PM
T4 5:10 PM – 6:25 PM
Dinner 6:30 PM – 7:30 PM
Finals 7:30 PM – 9:00 PM

Round Times for Side Events:
Morning (Swiss, 55-minute rounds)
R1 9:00 AM – 9:55 AM
R2 10:00 AM – 10:55 AM
R3 11:00 AM – 11:55 AM
R4 12:00 PM – 12:55 PM

Lunch 12:45 PM – 1:45 PM

Afternoon (Swiss, 55-minute rounds)
R1 2:30 PM – 3:25 PM
R2 3:30 PM – 4:25 PM
R3 4:30 PM – 5:25 PM
R4 5:30 PM – 6:25 PM

Dinner 6:30 PM – 7:30 PM

Evening (Swiss, 45-minute rounds)
R1 7:30 PM – 8:15 PM
R2 8:20 PM – 9:05 PM
R3 9:10 PM – 9:55 PM
R4 10:00 PM – 10:45 PM

Qualifying for the ScapeCon Championship on Sunday:
(1) The winning Hydra Team
(2) The Top 4 Players from each of the 3 Championships
(3) The X players with the most wins across the weekend in events (not including
Hydra OR Evening Events), where X is 16 minus the number of players who qualify via the other 2 methods (minimum 1 player). Tiebreaker: win percentage. Tiebreaker 2: strength of schedule.
Seeding Information: The Top 16 will be seeded in order of their accumulated seeding points. They will receive points for their best result in each of the three Championships and Three-Headed Hydra as follows:
Championship 1st Place: 8 Points
Championship 2nd Place: 4 Points
Three-Headed Hydra 1st Place: 3 Points
Championship 3rd-4th Place: 2 Points
Championship Top Cut: 1 Point
Tiebreaker within accumulated seeding points: (1) number of wins, (2) win percentage, (3) strength of schedule.

WEDNESDAY

Map Setup (1:00 PM – 3:30 PM)

Delta Three-Headed Hydra (Rounds 1-2 4:00 PM – 6:30 PM; Dinner 6:30 PM – 7:30 PM; Rounds 3-4 7:30 PM – 10:00 PM)
4 Rounds (Swiss), 75-Minute Rounds
EACH PLAYER: 460 Points (Delta), 18 Figures
No figures may be used in more than one army.
Three-Headed Hydra: Players compete in teams of three. Each round, your team will be paired against another team. The two teams will play three 1v1 games simultaneously; the team that wins 2 out of the 3 games gets the win for the round.
The Pairing Process:
The two teams will be assigned three maps to play on.
One player from each team rolls the D20; high roll chooses to be Team A or Team B. Team A chooses one player from Team B that cannot play one person from Team A. Following that one constraint, Team B then chooses all three matchups.
Finally, Team A chooses which map each matchup will be played on.

THURSDAY

Breakfast 7:45 AM – 8:45 AM

VC Delta Bring 2 Strike 1 Rule of 12 Championship Swiss (8:30 AM – 12:45 PM; Lunch; 1:15 PM – 2:15 PM)
5 Rounds (Swiss), 60-Minute Rounds
Bring 2 Armies that do not share any figures. Each Army: 445 Points (Delta), 18 Figures
VC Customs allowed.
Rule of 12: You may not field more than 12 of any given figure.
Bring 2 Strike 1: Before the game, the two players roll the D20; high roll chooses to be Player A or Player B.
1. (Optional) Player B may strike one army (removing it from the pool of available armies for that game).
2. Player A selects an army to play.
3. Player B then selects one of the remaining armies to play.
All players who finish 4-1 or better advance to Top Cut.

‘Merica (9:00 AM – 1:00 PM)
4 Rounds (Swiss), 55-Minute Rounds
310 Points, 12 Figures
‘Merica: You may include Sgt. Drake Alexander (AoA) with your army for free (he does not count towards either your point total or figure limit).

Lunch 12:45 PM – 1:45 PM

VC Delta Bring 2 Strike 1 Rule of 12 Championship Top Cut (2:30 PM – 6:30 PM; Dinner; 7:30 PM – 9:00 PM)
3-4 Rounds (Single Elimination), 80-Minute Rounds (90-Minute Finals)
Players who qualify for the Top Cut bring the same armies they brought to the associated Swiss.

Delta Mixed Marvel Mastermind Shackle (2:30 PM – 6:30 PM)
4 Rounds (Swiss), 55-Minute Rounds
400 Points (Delta), 16 Figures
Mixed Marvel: Official Marvel figures allowed.
Mastermind: You may include Red Skull with your army for free (he does not count towards either your point total or figure limit).
Shackle: You may add 2 to your die roll for any of the following abilities:
Mindshackle (Ne-Gok-Sa, Kee-Mo-Shi)
Soul Devour (Shades of Bleakwoode)
Mind Exchange (Doctor Doom)
Enslave (Mind Flayer Mastermind)
Moon Frenzy (Werewolf Lord)

Control Points A and Under Rule of 9 (2:30 PM – 6:30 PM)
4 Rounds (Swiss), 55-Minute Rounds
410 Points, 20 Figures
A and Under: Only units ranked A and Under in OEAO’s power rankings are allowed.
Rule of 9: You may not field more than 9 of any given figure.
Control Points: Alternate victory condition:
Be the first player to reach 10 Victory Points. If both players end a round tied, then play another round (and continue until the tie is broken).
Each map will have two control points (towards the center of the map). At the end of the round (after resolving all other end of round procedures like lava and Wannok), if you have more army cards within two spaces of a control point than your opponent, then you score Victory Points equal to the round number. Repeat this process for the other control point.
Example:
At the end of Round 3, Player A has 5 Knights of Weston, Arkmer, and 3 Goblin Cutters within 2 spaces of a control point. Player B has Moltenclaw, Mimring, and Otonashi within 2 spaces of that same control point. Player A has 4 army cards within range (2 cards of Knights, Arkmer, and 1 card of Goblin Cutters), whereas Player B has 3 army cards within range (Moltenclaw, Mimring, and Otonashi). Player A would score 3 Victory Points for that control point. Repeat this process for the other control point.

Dinner 6:30 PM – 7:30 PM

Coaching (7:30 PM)
Details TBA

VC HeroScape Adventure (7:30 PM)
CAP: 4 Players
500 Points Total
VC Customs allowed.
Each player brings 1 small, medium, or large Unique hero that costs no more than 125 points (roughly- one player can spend more as long as another spends less such that the total is 500 or less).
Story: It Came from the Stars
A mysterious object has entered the atmosphere on Valhalla and is about to crash through the Ticalla Jungle. You and your team are tasked to search for this object and return it to Start Zone.

Singleton Insanity of Battle A and Under (7:30 PM – 10:45 PM)
4 Rounds (Swiss), 45-Minute Rounds
420 Points, 20 Figures
Singleton: You may only include one copy of any given army card in your army (including commons and uncommons).
A and Under: Only units ranked A and Under in OEAO’s power rankings are allowed.
Insanity of Battle: Players roll the D20; high roll may choose to place first or defer. Alternate placing one card of units on the board (yours or your opponent’s). Squad figures must be placed within three clear sight spaces of all other squad figures placed that turn. You may not place figures on glyphs, on molten lava, or adjacent to enemy figures.

FRIDAY

Breakfast 7:45 AM – 8:45 AM

Reverse the Whip Championship Swiss (8:30 AM – 12:45 PM; Lunch; 1:15 PM – 2:15 PM)
5 Rounds (Swiss), 60-Minute Rounds
490 Points, 18 Figures
Reverse the Whip: Play your own army in Rounds 1, 3, and 5. Play your opponent’s army in Rounds 2 and 4.
All players who finish 4-1 or better advance to Top Cut.

VC Heroes Only Rule of 6 (9:00 AM – 1:00 PM)
4 Rounds (Swiss), 55-Minute Rounds
525 Points, 20 Figures
VC Customs allowed.
Rule of 6: You may not field more than 6 of any given figure.

Lunch 12:45 PM – 1:45 PM

Reverse the Whip Championship Top Cut (2:30 PM – 6:30 PM; Dinner; 7:30 PM – 9:00 PM)
3-4 Rounds (Single Elimination), 80-Minute Rounds (90-Minute Finals)
Players who qualify for the Top Cut bring the same army they brought to the associated Swiss.
Reverse the Whip: Play your own army in Top 16 and Top 4. Play your opponent’s army in Top 8 and Finals.

Delta Failed Negotiations (2:30 PM – 6:30 PM)
4 Rounds (Swiss), 55-Minute Rounds
485 Points (Delta), 18 Figures
Your army must include a minimum of 155 points of small and/or medium heroes.
Failed Negotiations: Before the start of each game, you and your opponent will simultaneously select a small or medium unique hero from your own army to serve as your Diplomat. For the entirety of the game, your diplomat gains Diplomatic Immunity: +1 attack and defense against common squad figures.
Your diplomat is not placed normally at the start of the game. After all other figures have been placed, and before placing order markers, you and your opponent will Place Your Diplomats: Roll a d20 to determine who places first. Players then take their 1, 2 and X Order Markers and alternate placing them on the map. Order Markers must be placed a minimum of 5 spaces from either Start Zone, and cannot be placed next to other Order Markers or on glyphs. After both players have placed their three Order Markers, both players will place their diplomat at the location of their X Order Marker.

VC Reverse Draft (2:30 PM – 6:30 PM)
4 Rounds (Swiss), 55-Minute Rounds
435 Points, 16 Figures (Minimum 300 Points, 8 Figures)
VC Customs allowed.
Reverse Draft: Before the game, the two players roll the D20; high roll is Player A.
Player A chooses one of the two armies to play.
Player B then chooses to either let Player A play that army OR removes at least one figure from that army and says they want to play with it.
The players go back and forth, removing additional figure(s) from the chosen army each time, until one player passes and lets the other player use it.
The player who passes plays the army that was not initially chosen (and plays it at full strength).

Dinner 6:30 PM – 7:30 PM

VCs Get Degrees (7:30 PM – 10:45 PM)
4 Rounds (Swiss), 45-Minute Rounds
520 Points, 16 Figures
VC Customs allowed.
C+ and Under: Only units ranked C+ and Under in Dok’s power rankings are allowed.

Wise Men Tournament: Wandering Monster Restricted List (7:30 PM – 10:45 PM)
4 Rounds (Swiss), 45-Minute Rounds
410 Points, 14 Figures
Wise Men: Only people aged 40 and up may play in this event.
Wandering Monster: Each map will have a Wandering Monster designated for it. The monster will not start on the board, but after Round 1 ends (before placing Order Markers for Round 2) it will appear on a pre-marked space on the board. (If a monster space is occupied when it spawns, the opponent of the figure on the space may place the monster on a space adjacent to that figure.) All monsters are neutral figures with the following rules:
Both players may place up to 1 Order Marker per round on a Wandering Monster's Army Card. When an Order Marker is revealed for a Wandering Monster, that player controls that figure for the duration of its turn. After that turn, the figure becomes Neutral and is not controlled by either player. While the figure is Neutral, all players treat it as an opponent's figure.
The Wandering Monster for each map is: Ticalla Sunrise – Werewolf Lord; Turmoil – Mika Connour; Song of the Walrus – Wo-Sa-Ga; Frostmire – Frost Giant of Morh; Alta – Jotun; Flaxen Shard – Wyvern; Subduction – Shurrak; Crumbling Castle – Ogre Warhulk; Dredgewood Forest – Raelin (AoA)
Restricted List: Your army may only contain one of the following army cards:
4th Mass. Line (70)
10th Regiment of Foot (75)
Agent Skahen (120)
Airborne Elite (110)
Alastair MacDirk (110)
Arrow Gruts (40)
The Axegrinders of Burning Forge (70)
Blade Gruts (40)
Blastatrons (60)
Braxas (210)
Cyprien Esenwein (150)
Darrak Ambershard (60)
Death Chasers of Thesk (55)
Deathreavers (40)
Dorim the Bulkhead Brawler (100)
Eltahale (140)
Fen Hydra (120)
Fire Elemental (35)
Greenscale Warriors (60)
Grimnak (120)
Heavy Gruts (70)
Kaemon Awa (120)
Knights of Weston (70)
Krav Maga Agents (100)
Major Q9 (180)
Major Q10 (150)
Marcus Decimus Gallus (100)
Marro Stingers (60)
Marro Warriors (50)
Me-Burq-Sa (50)
Mimring (150)
Mogrimm Forgehammer (120)
Nerak the Glacian Swog Rider (50)
Nilfheim (185)
Phantom Knights (70)
Raelin the Kyrie Warrior-ROTV (80)
Roman Legionnaires (50)
Sir Gilbert (105)

SATURDAY

Breakfast 7:45 AM – 8:45 AM

Cheese Championship: Reinforcements Swiss (8:30 AM – 12:45 PM; Lunch; 1:15 PM – 2:15 PM)
5 Rounds (Swiss), 60-Minute Rounds
400 Points, 18 Figures
All players who finish 4-1 or better advance to Cheese Championship: Reinforcements Top Cut.

Prebuilt Dragons (9:00 AM – 1:00 PM)
4 Rounds (Swiss), 55 Minutes
Choose and bring one of the following prebuilt dragon armies:
Braxas, 2x Deathreavers, 2x Black Wyrmling, Agent Carr
Brimstone, 3x Greenscale Warriors, Kaemon, Eldgrim
Charos, 3x Greenscales, Brandis Skyhunter
Kalagrith, 3x Warforged Soldiers, Zettian Guards
Mimring, 3x Arrow Gruts, 2x Swog Rider, Shurrak
Moltenclaw, 3x Blade Gruts, Ornak, Warden 816
Nilfheim, 3x Dzu-Teh, Zetacron
Othkurik, 2x Axegrinders, Dorim, Mika Connour
Quahon, 3x Fyorlag Spiders, 4x Blue Wyrmling
Zelrig, 3x Sacred Band, Marcus Decimus Gallus, 2x Red Wyrmling

Lunch 12:45 PM – 1:45 PM

Cheese Championship: Reinforcements Top Cut (2:30 PM – 6:30 PM; Dinner; 7:30 PM – 9:00 PM)
3-4 Rounds (Single Elimination), 80-Minute Rounds (90-Minute Finals)
550 points, 22 Figures
Players who qualify for the Top Cut bring the same army they brought to the associated Swiss.
Reinforcements: HOWEVER, the new army limitation is 550 points, 22 Figures.
If you dropped figures during the Swiss due to being over the 18-figure limit, those figures may be re-added to your army in the Top Cut.
If you did not use all your points from the morning, those points “float.” For example, if you spent 250 points during the Swiss, your Top Cut army will comprise of those 250 points plus 300 additional points.

Delta General Wars Mercenary (2:30 PM – 6:30 PM)
4 Rounds (Swiss), 55-Minute Rounds
470 Points (Delta), 20 Figures
General Wars: You may only include units from one Valkyrie general. Exception: Valkrill units are considered to be Utgar units.
Mercenary: You may include 1 Unique Army Card from a different general in your army.

VC Quad Pod (2:30 PM – 6:30 PM)
4 Rounds (Swiss), 55-Minute Rounds
Bring 4 Pods. Each Pod: 210-240 Points, 12 Figures
VC Customs allowed.
Quad Pod: Before the game, the two players roll the D20; high roll chooses to be Player A or Player B.
Player A selects one of the 8 pods to play.
Player B then selects two of the remaining 7 pods to play.
Player A then selects one of the remaining 5 pods to play.

Dinner 6:30 PM – 7:30 PM

VC HeroScape Adventure (8:15 PM)
CAP: 4 Players
500 Points Total
VC Customs allowed.
Each player brings 1 small, medium, or large Unique hero that costs no more than 125 points (roughly- one player can spend more as long as another spends less such that the total is 500 or less).
Story: It Came from the Stars
A mysterious object has entered the atmosphere on Valhalla and is about to crash through the Ticalla Jungle. You and your team are tasked to search for this object and return it to Start Zone.

Delta Super Boosted (8:15 PM – 11:30 PM)
4 Rounds (Swiss), 45-Minute Rounds
450 Points (Delta), 16 Figures
Super Boosted: Pick one boost from each list to apply to your entire army:
1. Move +1
Range +1 (min. range of 4)
D20 +1
Mindshackle 20 (all figures you control gain Mindshackle 20: see Ne-Gok-Sa)
Phantom Walk (see Isamu)
2. Overextend (see Alastair MacDirk)
One-Shield Defense (see Migol Ironwill)
Wounded Smash (see Krug)
Unique attack +1
Unique defense +1

SUNDAY

Breakfast 7:45 AM – 8:45 AM

ScapeCon Championship (9:00 AM – 2:30 PM)
4 Rounds (Single Elimination), 60-Minute Rounds (75-Minute Finals)
Draft Pools (Top 16, 8, 4):
Players will be placed in a bracket. There are 3 different draft pools: A, B, and C.
One half of the Top 16 will use the A pool, and the other half will use the B pool.
One half of the Top 8 will use the B pool, and the other half will use the A pool (if you used A in Top 16, you will use B in Top 8, and vice-versa).
The entire Top 4 will use the C pool.
Drafting:
First, the players should roll for which side of the map they want. Once the draft begins, the players may no longer roll for side.
Dice off. High roll may choose to either draft first or defer. Draft in a 1-2-2-2-2 pattern (first player drafts 1 army card, second player drafts 2 army cards, first player drafts 2 army cards, etc.).
Each copy of a common card is a separate pick.
Armies are not placed until all units have been drafted.
Once you are out of points, you may not draft any more cards (but you may continue to draft up to the point limit even if the extra card(s) would put you over the figure limit).
Each player has 5 minutes with which to draft their armies. We will use chess clocks. If your time expires, you may not draft any more units.
If a mistake is made during the draft (IE someone drafts over the limit or declares being done while under the limit), call the judge immediately. The judge will rectify the situation (walking back the draft to the point where the error occurred).
To help avoid mistakes during the draft, pen and paper will be provided. Both players are responsible for keeping track of both players’ points and picks during the draft (in order).
However, no outside draft notes are allowed.
Finals:
Dice off. High roll may choose to be either Player A or Player B.
Player A strikes 1 of the 3 draft pools.
Player B then strikes 1 of the remaining 2 draft pools.
Player A drafts first from the remaining pool (following the above procedure).

Delta Monster Mash (9:30 AM – 1:30 PM)
CAP: 16 Players
4 Rounds (Swiss), 55-Minute Rounds
600 Points (Delta), 12 Figures
Monster Mash: You must bring a minimum of 430 points of large/huge figures.

Assassin’s Creed (Ban List) (9:30 AM – 1:30 PM)
CAP: 16 Players
4 Rounds (Swiss), 55-Minute Rounds
475 Points, 16 Figures
Airborne Elite are banned.
Assassin’s Creed: Your army must include at least 3 Unique and/or Uncommon Heroes. You may not include more than 1 of any given Uncommon Hero.
At the beginning of the game, secretly mark your target by writing down the name of one of your opponent’s Uncommon or Unique Heroes. If your target is destroyed, you win the game.

VC Boosted A and Under (9:30 AM – 1:30 PM)
CAP: 16 Players
4 Rounds (Swiss), 55-Minute Rounds
430 Points, 18 Figures
VC Customs allowed.
A and Under: Only units ranked A and Under in dok’s power rankings are allowed.
Boosted: Pick one boost to apply to your entire army:
When rolling for initiative, you may add or subtract 8
Once per Order Marker on your turn, you may either reroll a D20 roll or reroll any attack dice that did not show skulls (before the defender rolls defense dice)
Once per round, before revealing an order marker, you may move one of your order markers to a different army card.
 
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Control Points A and Under Rule of 9 (2:30 PM – 6:30 PM)

4 Rounds (Swiss), 55-Minute Rounds

410 Points, 20 Figures

A and Under: Only units ranked A and Under in OEAO’s power rankings are allowed.

Rule of 9: You may not field more than 9 of any given figure.

Control Points: Alternate victory condition:

Be the first player to reach 10 Victory Points. If both players end a round tied, then play another round (and continue until the tie is broken).

Each map will have two control points (towards the center of the map). At the end of the round (after resolving all other end of round procedures like lava and Wannok), if you have more army cards within two spaces of a control point than your opponent, then you score Victory Points equal to the round number. Repeat this process for the other control point.

Example:

At the end of Round 3, Player A has 5 Knights of Weston, Arkmer, and 3 Goblin Cutters within 2 spaces of a control point. Player B has Moltenclaw, Mimring, and Otonashi within 2 spaces of that same control point. Player A has 4 army cards within range (2 cards of Knights, Arkmer, and 1 card of Goblin Cutters), whereas Player B has 3 army cards within range (Moltenclaw, Mimring, and Otonashi). Player A would score 3 Victory Points for that control point. Repeat this process for the other control point.

I have a couple of questions here.

1) Will we know the locations of the Control Points ahead of time?

2) If a game goes to time where neither player gets to 10 points, what will determine the winner? Points remaining as normal, or highest number of VPs?
 
Control Points A and Under Rule of 9 (2:30 PM – 6:30 PM)

4 Rounds (Swiss), 55-Minute Rounds

410 Points, 20 Figures

A and Under: Only units ranked A and Under in OEAO’s power rankings are allowed.

Rule of 9: You may not field more than 9 of any given figure.

Control Points: Alternate victory condition:

Be the first player to reach 10 Victory Points. If both players end a round tied, then play another round (and continue until the tie is broken).

Each map will have two control points (towards the center of the map). At the end of the round (after resolving all other end of round procedures like lava and Wannok), if you have more army cards within two spaces of a control point than your opponent, then you score Victory Points equal to the round number. Repeat this process for the other control point.

Example:

At the end of Round 3, Player A has 5 Knights of Weston, Arkmer, and 3 Goblin Cutters within 2 spaces of a control point. Player B has Moltenclaw, Mimring, and Otonashi within 2 spaces of that same control point. Player A has 4 army cards within range (2 cards of Knights, Arkmer, and 1 card of Goblin Cutters), whereas Player B has 3 army cards within range (Moltenclaw, Mimring, and Otonashi). Player A would score 3 Victory Points for that control point. Repeat this process for the other control point.

I have a couple of questions here.

1) Will we know the locations of the Control Points ahead of time?

2) If a game goes to time where neither player gets to 10 points, what will determine the winner? Points remaining as normal, or highest number of VPs?

(1) Yes, we will get those sorted out and posted.

(2) Highest # of VPs, with points remaining as the tiebreaker if the players are tied.
 
For Assassin's Creed...if my army is over on figures, and I have to sit figures...can I sit some of my unique heroes...thus making the target only 1 or 2 choices? or do all of my unique heroes HAVE to be on the battlefield?
 
For Assassin's Creed...if my army is over on figures, and I have to sit figures...can I sit some of my unique heroes...thus making the target only 1 or 2 choices? or do all of my unique heroes HAVE to be on the battlefield?

Good question: you must play at least 3 unique heroes each round.
 
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