IGBB presents - THE MANTICORE MUG - Mythical mayhem II
Saturday 6th October @9am
THE MANTICORE MUG - Mythical mayhem II
Mythical Mayhem is a one day tournament with 4 matches. The first round will be random draw and then swiss from round 2 onwards.
The timings of the day will be as follows –
- 9:00 – 9:30 : Arrive, glare at the opposition, make threats you may not be able to keep
- 9:30 – 11:30 : Game 1
- 11:30 – 12:00 : Break – moan about dice, tell people you were so close but Nuffle hates you
- 12:00 – 2:00 : Game 2
- 2:00 – 2:30 : Lunch – think about eating something healthy, buy a burger
- 2:30 – 4:30 : Game 3
- 4:30 – 5:00 : Break – start to regret the boast you made at the start of the day
- 5:00 – 7:00 : Game 4
- 7:00 – 7:30 : Wrap up, awards and avoid eye contact with those you threatened earlier
TV is 1,000,000 gold coins for all teams.
All of the 26 teams are allowed . . . . . in fact provided we get 26 players, then all 26 teams will indeed be used. More on this below. There is a hard cap of a maximum of 26 players.
- Win – 15 points
- Draw – 5 points
- Lose – 0 points
- Score 3 TDs / Inflict 3 Casualties – 1 point
- Score 5 TDs / Inflict 5 casualties – 2 points
Team Selection – part 1
Mythical Mayhem is a little different in terms of team selection. To reflect a tournament in honour of Tzeentsch, Lord of Change, coaches will play a different team in each round and cannot play with the same team twice in the tournament.
Round 1 – The draw will be done in September and then throughout the month coaches will be contacted in the order they appear in the draw to find out what team they want to play. The nearer to the top of the draw, the greater the choice.
Round 2, 3 and 4 – Once coaches have been matched using the swiss system they will take it in turns selecting the next team they want to play. The coaches in 25th and 26th position will each pick first. They will make their choice at the same time and will be required to pick again if they each select the same team (if this happens neither coach will be allowed to pick that team when they choose again). This will continue with the coaches in 23rd and 24th until only 2 teams are left for the coaches at the top of the draw. If they pick the same team then a coin will be tossed to decide who plays which team.
For those of you wondering “Hang on a minute, how do I know which team to bring if I don’t know who I am playing?” the answer is simple – you don’t need to bring any! All 26 teams will be supplied for you, all you need to do is turn up with is –
- Turn markers
- Boards & dug outs
- Pen / Pencil
- A winning attitude
There is 1 simple rule with team selection – you can’t play the same team twice.
Team Selection – part 2
All of the rosters are starter teams made from 1 mill gold and they have already been built. A bit nearer the time the rosters will be posted for you to view.
Where coaches do get to leave their mark is in the skills. Two skills are added to the team in the first and third rounds. The skill is noted on the team sheet and will remain there for the rest of the tournament. Therefore, as the rounds progress skills will be chosen collectivelyby whoever has played that team.
Each round the coach selects 2 players and rolls to see what skill that player gets. Only stunty teams may stack skill if they choose, all other teams must select someone who has not already had a new skill added. If the coach rolls the same number on the chart twice, they may if they wish reroll the 2nd number, however they must then take the 2nd result.
All of the rounds are inspired by the Manticore.
The Manticore has many names depending upon where in the world one is encountered. To the lords of the Auld World, a Manticore is a fell beast often ridden by powerful warlocks and necromancers. To many it is merely a wild animal despite the mish mash of strange creatures that seem to make one up. A Manticore possess the body of a lion, the long stinging tail of a scorpion, the wings of a bat and the face of a man.
Mantcores in the Khemrian desert are revered for their wisdom and are said to guard ancient and powerful treasures. Here they are known as Sphinx and are bewitching creatures. The Sphinx has been known to aid any who have sought it in return for answering a riddle. Those that cannot answer the Sphinx’s riddle become its next meal.
In the far east as well as in Lustria the Manticore are all named after Geryon, their original brood father. Here, Geryon are thought to be creatures of trickery and fraud who delight in deceiving their victims, leading them to an unexpected end.
Round 1 – The Lion and the Scorpion *
Choose 2 players. Pick one to be blessed by the Scorpion and roll a D8 on the chart below. Then repeat with the 2nd player but roll on the chart of the Lion.
You must select the player first and then roll, not the other way around.
The Scoprion The Lion
1.Bone Head Wild Animal
2.+1 Armour Value+1 Strength
3.Thick Skull Mighty Blow
5.Claws Disturb Presence
6.Prehensile Tail Frenzy
7.Choose any skill above Choose any skill above
8.Choose any normal skill Choose any normal skill
Round 2 – The Sphinx **
Round 2 will see 2 decks of special play cards shuffled together which will reflect the aspect of the Sphinx. As a creature of great wisdom and riddles, one deck will be ‘Special Plays’ while the keeper of treasures is reflected in the ‘Magic Items’ deck of cards.
At the start of the round, coaches will select one card at random, it could be from either deck (you don’t get to choose the deck). That card remains with the team (and not the coach) in rounds 3 and 4.
Round 3 – The Man and the Bat *
Choose 2 players. Pick one to be blessed by Man and roll a D8 on the chart below. Then repeat with the 2nd player but roll on the chart of the Bat.
You must select the player first and then roll, not the other way around. You cannot choose a player who already has a blessing.
The Man The Bat
1.No Skill Really Stupid
2.No Skill +1 Movement
3.Agility Skill Sure Feet
4.Strength Skill Leap
5.Mutation Side Step
6.General Skill Sprint
7.Choose any normal skill Shadowing
8.Choose any double skill Choose any normal skill
Round 4 – The Geryon **
Round 4 will see 2 decks of special play cards shuffled together which will reflect the aspect of the Geryon. As a creature of deception and underhand tactics one of those decks will be ‘Dirty Tricks’ while the unexpected is reflected in the ‘Miscellaneous Mayhem’ deck of cards.
At the start of the round, coaches will select one card at random, it could be from either deck (you don’t get to choose the deck).
* Loom bands will be supplied to mark the players with new skills / mutations.
** I have used the CRP deck names for the cards above. Nearer the time I may switch to the BB2016 decks of cards but will ensure nothing too game breaking is included if I do. All of the cards at CRP level would cost 50,000 gold each.
Isn’t this a bit silly?
There will be Medals and prizes for the winners below.
We aim for a fun and enjoyable experience at the events at INCOM GAMING, unacceptable behaviour will NOT be tolerated. Abusive, rude or aggressive behaviour will result in a warning, if continued a player will be asked to leave and forfeit any prize earned.