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  • 8/14/2019 Adventure League Rules

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    Call of Cthulhu LCG Adventure Leagues are run insix week sessions. These leagues provide an organized,structured play experience for new and old playersalike. Since leagues are played with a lim ited cardpool, they are accessible allowing new players to beginbuilding their collections for constructed play, whilesimultaneously gaining experience against veterans in a

    more casual setting. Experienced players will have theopportunity to rediscover the game from exciting newperspectives. Store owners and Tournament Organizersare encouraged to use these leagues to build up acommunity of players who will come back to play theCall of Cthulhu LCG on a regular basis.

    Each six week session revolves around an encounterdesigned by FFG that guides and shapes theplay experience of that league. Encounters areflavorful adventures, and each comes with

    its own set of special rules guiding the game

    play, deck-building, card pool options, andplayer interactions, thereby providing a newenvironment of challenging decisions for the

    participants. Each encounter also comes with its ownset of game aides, promotional items, and prizes. Oncea encounter has been released by FFG, it remainsavailable to any interested play group while supplieslast. New encounters are introduced periodicallythroughout the tournament season, and there willalways be at least one encounter featured on our site.

    Signing up for league play is easy. The How do Isign my store up section (below) provides a step bystep overview of how to take part in a Call of Cthulhu

    LCG Adventure League as a retail store, or servitor.Interested players or retailers can sign up as a ServitorTournament Organizer on the Fantasy Flight GamesOrganized Play site. Servitors are ambassadors ofthe Call of Cthulhu LCG, and they are responsiblefor making arrangements with the store, runningtournaments, reporting results and signing up fororganized play. Once you have been approved you willreceive an e-mail confirmation and instructions on howto purchase yourleague kit.

    League kits for each encounter contain everythingneeded for an eight person Call of Cthulhu AdventureLeague encounter including a league guide, playerrecord sheets, and prizes. League kits cost $15 (anadditional charge for shipping will be added to kits sentoutside of the US). The cost and the prizes will varyfor each league kit, and many of the kits feature customprizes, or game aides that will enhance the theme ofthe encounter. The contents of each encounter will beposted in advance so that players know exactly whatis available. In addition each store will receive a posterthat will advertise the their adventure league, andstore space on the FFG Organized Play site.

    LeagueKitInformation

    http://www.fantasyflightgames.com/orgplay/admin/login.jsp?http://www.fantasyflightgames.com/orgplay/admin/login.jsp?http://www.fantasyflightgames.com/orgplay/admin/login.jsp?http://www.fantasyflightgames.com/orgplay/admin/login.jsp?http://www.fantasyflightgames.com/orgplay/admin/login.jsp?http://www.fantasyflightgames.com/orgplay/admin/login.jsp?http://www.fantasyflightgames.com/orgplay/admin/login.jsp?http://www.fantasyflightgames.com/orgplay/admin/login.jsp?http://www.fantasyflightgames.com/orgplay/admin/login.jsp?
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    Wins and losses in recorded match games are reportedto the TO running the league, and recorded on theofficial league standings sheet. At the end of theleague, the player with the best overall record is namedleague champion and receives the league prize. Tobe crowned the league champion, a player must havereported an average of 2 match games per week, for atotal of 12 reported games over the 6 week period. Incase of a tie a playoff between the tied competitorsis played at the end of the league to determine thechampion.

    Each week, each player is a llowed to play 1 recordedmatch game against every other player enrolled in theleague. These matches are recorded on the officialleague standings, and count for special encounterrewards. Practice games are allowed, but they do notcount towards league standings, or any rewards.

    Where is league play held?

    League play is held at a Friendly Local Game Store.To receive sanctioning and league kits the ServitorTournament Organizer and the venue must be approvedon the FFG Organized Play Site.

    What benefits does hosting Callof Cthulhu Organized Play provideRetailers?

    Hosting Call of Cthulhu Organized Play provides yourplayers with a focal point where they know they cancome and find opponents to enjoy the game with on aregular basis. League play also gives players a reason tomake regular Asylum Pack purchases from your store.

    Also, by signing up on the Fantasy Flight GamesOrganized Play siteyou will have a storespace onthe Fantasy Flight Games website where you can addinformation about your store and advertise to thecommunity.

    HowtoSignUpLeagueStandings

    MatchPlay

    http://www.fantasyflightgames.com/orgplay/admin/login.jsp?http://www.fantasyflightgames.com/orgplay/admin/login.jsp?http://www.fantasyflightgames.com/orgplay/admin/login.jsp?http://www.fantasyflightgames.com/orgplay/admin/login.jsp?http://www.fantasyflightgames.com/orgplay/admin/login.jsp?http://www.fantasyflightgames.com/orgplay/admin/login.jsp?http://www.fantasyflightgames.com/orgplay/admin/login.jsp?
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    What Benefits does league playoffer players?

    Call of Cthulhu Adventure League play offersparticipants a great way to meet other playersinterested in card gaming as well as H.P. Lovecrafts

    Mythos. These leagues bring together like-mindedpeople who share an interest in the Call of CthulhuLCG, developing a stronger community makingthe game and all levels of its organized play moreexciting. Taking part is easy, and the varied encounterrules will create a multitude of organized playexperiences. Additionally, it will be the only place forplayers to get certain custom Cthulhu prizes.

    I am a player who is excitedabout CoC LCG OP, How can Irun a Adventure league to

    Friendly Local Gaming Store?First you need to get in contact with your

    local store, and make sure that they are onboardwith having a CoC LCG Adventure League. This isimportant since they will be the one who is purchasingthe league kit, and the place where it will be shippedto.The next step is to sign up for a usernameon the Fantasy Flight Games OrganizedPlay website.

    Once registered please sign in using your the emailaddress and password. Select Tournament OrganizerApplication under Users and select Call of CthulhuServitor Questionnaire.

    Fill in your information to apply to become aCall of Cthulhu Servitor.

    Once your application is approved, you will receivean e-mail with all the in formation on signing up yourvenue, ordering your League Kit and getting yourLeague running.

    I am a retailer who would likeCoC LCG OP run at my store, howcan I run a Adventure league?

    First nominate a player or a store employee (potentiallyyou) to be the stores Servitor Tournament Organizer,they will be responsible for running the league, and

    singing up for leagues and other Organized Playprograms. Then have them go through the stepsoutlined in the above section.

    For more information on the Call of Cthulhu AdventureLeague, please contact Paul Bromen at [email protected].

    http://www.fantasyflightgames.com/orgplay/admin/login.jsp?http://www.fantasyflightgames.com/orgplay/admin/login.jsp?http://www.fantasyflightgames.com/orgplay/admin/login.jsp?http://www.fantasyflightgames.com/orgplay/admin/login.jsp?
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    At the start of the league, the Faction Head cards areeither drafted by the players, or dealt out randomlyto the players. Each player will receive a single factionhead card, which represents the leader of that playersprimary faction. In addition to the primary faction,each player can choose 1 other faction as an alliedfaction, and use this faction as a part of his card

    pool. The allied faction can be changed at thebeginning of each game, but only cards from the

    primary faction, the allied faction, and neutralsare legal in a players deck (John has received

    the Thomas F. Malone as his Faction head card,so agency is his primary faction and he picks Cthulhuto be his ally faction. He can only build his deck usingAgency, Cthulhu and neutral cards when building hisleague deck).

    A player in a CoC LCG League starts off with a CoCCore Set, 1 copy of Asylum Pack 7, and players choiceof any other LCG Asylum Pack. (AP5 and up.)An additional LCG Asylum Pack (players choice) isadded to a players cardpool at the beginning of week2 and at the beginning of week 4.

    Currency tokens are collected during recorded matchgames. It is used to power up faction-head abilities atthe beginning of each game. One faction-head abilitycan be purchased for each game. Spent currency tokensare returned to the TO.

    Currency is collected in thefollowing ways:

    Starting Currency: Each player starts off with 1currency token.

    Playing a match: +1 currency token at the end ofthe game.

    Winning a match: +1 currency token at the end ofthe game.

    For example: Thomas and Vi ctori a play a match game againsteach other, and Victoria wins. Thomas earns 1 curr ency tokenfor this game (for pla ying a match), and Victo ria ear ns 2currency tokens for this game (1 for playing a match and 1for winning a match).

    Each Faction Head has 3 abilities, one that costs 1currency token, one that costs 2 currency tokens, and 1that costs 3 currency tokens. At the beginning of eachgame, the players will determine which (if any) of the3 Faction Head abil ities they would like to use for thatgame, and pays the required amount of currency. (Thespent currency tokens are placed next to the ability toremind the players that the ability is in effect.) At theend of the game, spent currency tokens are returned to

    the TO. Only 1 Faction Head ability can be purchasedfor each game.

    Cardpool

    CurrencyRules

    FactionHeadCards

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    Each faction head card isoutlined below:

    Faction: AgencyCalling the Shots (Cost 1 currency token)- At thestart of this game, choose one of the starting storycards before shuffling the story deck and drawing theremaining story cards.

    Higher Ground (Cost 2 currency tokens) - Attachan additional resource (from your hand) to one ofyour domains at the start of this game.

    Government Policy (Cost 3 currency tokens)- Each time you play a Government character

    from your hand, choose and wound a charactercontrolled by an opponent.

    Faction: MiskatonicDeep Domain (Cost 1 currency token) - Start thisgame with a 4th domain in play. This additionaldomain does not have a resource attached to it at thestart of the game.

    Prophetic Visions (Cost 2 currency tokens) - Beforethis game begins, search your deck for a card and placethat card in your hand. Then, shuffle your deck, anddraw the remainder of your opening hand.

    Unearthing the Past (Cost 3 currency tokens) - Eachtime a player wins a story card at which at least 1Investigator character is participating, shuffle yourdiscard pile back into your deck and draw 3 cards.

    Faction: SyndicateCalling the Shots (Cost 1 currency token)- At thestart of this game, choose one of the starting storycards before shuffling the story deck and drawing theremaining story cards.

    Criminal Intent (Cost 2 currency tokens) - Each timeyou play a Criminal character from your hand, chooseand ready a Criminal character you control.

    Subversive Measures (Cost X currency tokens) - Afterfaction-head abilities are chosen, choose and negateone of your opponents faction-head abilities. (X is thecost the opponent spent on their Faction Head ability

    ability. You must place 3 currency tokens here to usethis effect, taking back any unspent currency tokensafter both players have chosen abilities.)

    Faction: Cthulhu

    Deep Domain (Cost 1 currency token) - Start thisgame with a 4th domain in play. This additionaldomain does not have a resource attached to it at thestart of the game.

    Deep One Raid (Cost 2 currency tokens) - Each timeyou play a Deep One character from your hand, chooseand destroy a Support card with a printed cost lowerthan the printed cost of the Deep One just played.

    Ancient Hoard (Cost 3 currency tokens) - Draw 10cards instead of 8 for your set-up hand for this game.

    ThomasF.Malone

    ProfessorAlbertWilmarth

    RichardUptonPickman

    Cthulhu

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    Faction: HasturLapse of Reason (Cost 1 currency token) - Each timeyou play a Madness event card, choose a charactercontrolled by an opponent. That character goes insane.Then, shuffle the Madness event card back into yourdeck.

    Higher Ground (Cost 2 currency tokens) - Attach anadditional resource (from your hand) to one of yourdomains at the start of this game.

    Subversive Measures (Cost X currency tokens) -After faction-head abilities are chosen, choose

    and negate one of your opponents faction-headabilities. (X is the cost the opponent spent ontheir Faction Head ability abil ity. You must

    place 3 currency tokens here to use this effect,taking back any unspent currency tokens after bothplayers have chosen abilities.)

    Faction: Yog SothothCalling the Shots (Cost 1 currency tokens) - At thestart of this game, choose one of the starting storycards before shuffling the story deck and drawing theremaining story cards.

    Prophetic Visions (Cost 2 currency tokens) - Before thisgame begins, search your deck for a card and place thatcard in your hand. Then, shuffle your deck, and drawthe remainder of your opening hand.

    Dark Sorcery (Cost 3 currency tokens) - Each timeyou play a Spell card from your hand, remove anopponents success token from a story card of yourchoice and discard the top card of that opponentsdeck.

    YogSothoth

    Hastur

    Faction: Shub-NiggurathDeep Domain (Cost 1 currency token) - Start thisgame with a 4th domain in play. This additionaldomain does not have a resource attached to it at thestart of the game.

    Dark Curse (Cost 2 currency tokens) - Reduce the costof all Dark Young and Ancient One characters you playby 1 (to a minimum of 1).

    Ancient Hoard (Cost 3 currency tokens) - Draw 10cards instead of 8 for your set-up hand for this game.

    After each recorded match game, the players involvedin that game are allowed to make a single, 1 card for1 card trade with one another. All trades must berecorded on both involved player sheets. The tradedcards then become available to their new ownerscard pool. Making a trade after a match game is notmandatory, although it could be a useful means for

    players to enhance the power and efficiency of theirdecks, should they choose to take advantage of it.

    Any player who records a loss against every otherplayer in the league can add an additional Asylum Packto his card pool as rein forcements. There is no limit

    to the number of times a player may do this, and thelosses do not need to be recorded during the sameleague night. (Tim loses to all of the other players inthe league over the course of two weeks, he may addanother Asylum Pack to his cardpool).

    Trading

    Shub-Niggurath

    Reinforcements