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SUN 9:00 AM TO 5:00 PM SAT 9:00 AM TO 5:00PM SATURDAY & SUNDAY :: MARCH 25-26 U.S. SAGA GRAND MELEE Do not lose this packet! It contains all necessary missions and results sheets required for you to participate in today’s tournament. It is your responsibility to hold onto and not lose this packet during the tournament. If you lose this packet, be prepared to be docked points!

U .S. SAGA GRAND MELEE - AdeptiConattack dice in melee and may never benefit or be targeted by SAGA abilities. They move M like foot units and may never enter uneven ground or buildings

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Page 1: U .S. SAGA GRAND MELEE - AdeptiConattack dice in melee and may never benefit or be targeted by SAGA abilities. They move M like foot units and may never enter uneven ground or buildings

SUN 9:00 AM

TO 5:00 PM

SAT 9:00 AM

TO 5:00PM

SATURDAY & SUNDAY :: MARCH 25-26

U.S. SAGA GRAND MELEE

Do not lose this packet! It contains all necessary missions and results sheets required for you to participate in today’s tournament. It is your responsibility to hold onto and not lose this packet during the tournament. If you lose this packet, be prepared to be docked points!

Page 2: U .S. SAGA GRAND MELEE - AdeptiConattack dice in melee and may never benefit or be targeted by SAGA abilities. They move M like foot units and may never enter uneven ground or buildings

Day One - GAME ONEBattle at the Fords & Walls

layout

Length of Game

The river is impassable except at the fords/bridges/wall-openings which count as open terrain. The rest of the scenery is arranged according to the rules described in the introduction of this chapter.

No scenery may be placed within S of the river or the fords/bridges/walls. Scenery that may not be placed due to this restriction is discarded without effect.

The game lasts for 6 turns.

Start of GameBoth players roll a d6 roll. The highest roll chooses who will become the first player and start the game. The most impressive facial hair will break ties. The second player may roll three dice and place them on his battle board. Note that this does not constitute an Orders Phase, and no Saga Abilities or special rules may be used at this point.

Deployment

At the end of the game each player counts his Victory Points. Unlike other scenarios, VP's are not scored for killing enemy figures, but for your figures that are on the opposite side of river at the end of the game.

Each model that is on the other side of the river (in the enemy half of the table) counts as scoring Vp's based on the scoring system described on page 61 C&C. Points

victory conditions

Roll to choose a long table edge. The winner chooses one of the long table edges as his starting edge and deploys at least half his figures within L of that table edge.

His opponent then deploys all his warband within L of the opposite table edge. Finally the first player deploys the rest of his warband within L of his table edge.

Table

Name

Opponent’s Name

Opponent’s Sportsmanship

Slaughter

Slaughter

Points

Points

Day One - GAME twogod will recognise his

Table

Name

Opponent’s Name

Opponent’s Sportsmanship

Slaughter

Slaughter

Points

Points

layout

Length of Game

The game is played on a 48" x 36" table, with players starting from the long edges. The scenery is arranged according to the rules described in the Cresent & the Cross book, page 106.

The game lasts for 6 turns.

Deployment

Each time an enemy figure is eliminated during a melee sequence (between step 0 and 8), note down the troop class of that figure on a scoring sheet. Figures eliminated in any other ways (shooting, SAGA ability, special rule or whatever), do not count and are not recorded.

At the end of the sixth turn, sum up Slaughtering Victory Points for the models that you have noted down as having been eliminated. If a player has at least 4 more Vp's than his opponent, that player wins the game, otherwise the game is a draw.

victory conditions

Each player rolls die- Highest roller chooses a side and deploys his Warlord anywhere within L of his own table edge. His opponent then deploys his warlord anywhere within L of his own table edge.

Then, starting with the player that deployed his warlord first, each player must deploy a unit within L of the table edge. Players alternate the deployment of their units until all units are deployed.

special rulesThe following rules apply to the deployment: • All units with ranged weapons in a warband must be deployed before units without ranged weapons are deployed. • All foot units must be deployed before mounted units.

Both Warbands are Endless. Off-table units may not enter the table by the opponent's table edge during the game.

Start of GameBoth players roll a d6 roll. The highest roll chooses who will become the first player and start the game. The most impressive facial hair will break ties. The second player may roll three dice and place them on his battle board. Note that this does not constitute an Orders Phase, and no Saga Abilities or special rules may be used at this point.

Day One - GAME threeThe challenge

layoutThe game is played on a 48" x 36" table, with players starting from the long edges. The scenery is arranged according to the rules described in the Cresent & the Cross book, page 106 except that no piece may be placed within M of the center of the table.

Length of GameThe game lasts for 6 rounds. Deployment: Each player sets aside his Warlord, as they are not deployed at this point.

Starting with the player who placed the first piece of scenery, each player deploys at least half the models in his Warband within M of his table edge. Each player then deploys the rest of his models, in the same order.

Both players roll a d6 roll. The highest roll chooses who will become the first player and start the game. The most impressive facial hair will break ties. The second player may roll three dice and place them on his battle board. Note that this does not constitute an Orders Phase, and no Saga Abilities or special rules may be used at this point.

The first player then places his Warlord within S of the center of the table. His opponent them places his Warlord within S of the centre of the table, and more than VS away from the enemy Warlord.

Victory ConditionsAt the end of the 6th round, each player totals hisSlaughtering Victory points, and adds the bonuses described below. If a player has scored at least 2 VPs more than his opponent, he wins a victory.

Special RulesIn this scenario, Warlords cannot be killed, nor suffer any effect that would result in them being sacrificed, killed or removed from the game. No opponent may play any ability, or use any special rule that would kill, sacrifice or remove your Warlord from the game, even if that ability or special rule is subject to a choice on behalf of the targeted Warlord.

The area that extends within S of the center of the table is called the Challenge Ground. This area is impassable to all models other than Warlords. The area outside the Challenge Ground is impassable to Warlords, so they will remain within the Challenge Ground throughout the game and other units will not enter.

The Warlords fighting within the Challenge Ground are subject to the following special rules:• They do not benefit from their “We Obey” special rule.• They may not use the “Side by Side” special rule, nor may theysacrifice any model from outside the Challenge Ground with their“Resistance” special rule to avoid being wounded.• They may not shoot at, nor be shot at by units outside theChallenge Ground.• Any special rule that would force another unit to be deployed within “X” of their Warlord is ignored entirely.• Warlords are immune to opponent SAGA abilities. They ignore all Saga ability effects when played by an opponent. So, your appoenet may play Saga abilities and gain the benefits for their Warlord including extra attack dice, etc., but any abilities affecting your Warlord, such as reducing his dice pool or armour value, etc are ignored. Such abilities may still be played to affect several units, they just don’t affect the Warlord.

Simply consider the table and Challenge Ground as two separate game areas, sharing only the SAGA dice.

Each time a Warlord takes a hit or game effect that should eliminate him, the player that inflicted that hit or triggered that effect gains a Might Token.

At the end of the game, each Might Token is worth 1 VP.

Table

Name

Opponent’s Name

Opponent’s Sportsmanship

Slaughter

Slaughter

Points

Points

Day two - GAME onethe escort

Table

Name

Opponent’s Name

Opponent’s Sportsmanship

Slaughter

Slaughter

Points

Points

layout

Length of Game

The game is played on a 48" x 36" table, with players starting from the long edges. The scenery is arranged according to the rules described in the Cresent & the Cross book, page 106.

The game lasts until either two baggage units have left the table or all baggage pieces have been destroyed.

Deployment

If the escorting player manages to move at least two baggage pieces off the table via the long table edge opposite to his own starting table edge, he wins. To leave the table a baggage piece just needs to finish it's movement in contact with the table edge.

If the opposing player manages to destroy all three baggage pieces, that player wins. Any other result is a draw.

victory conditions

Each player secretly bids how many points (between 2 and 6) he thinks he needs to escort the baggage. Both players simultaneously reveal their bid.

The player with the least points becomes the escort and his opponent the attacker. If the players tie for bids, roll a d6 and the highest roller becomes the escort and his opponent the attacker.

The escort will only play this scenario with the number of points he has written down. The attacker gets his regular 6 point warband. The escorting warband starts by deploying all of his models (including the three baggage pieces) within L of a long table edge he has chosen.

Then his opponent deploys all his models on the table, within L of the opposing long table edge. The escorting player starts the game.

special rulesFor this scenario you will need three baggage Pieces. Each baggage counts a s unit of it's own.

It is activated like a Hearthguard unit, has an armour of 5 in melee and an armour of 6 against shooting and cancels the first hit suffered during a shooting or a melee in the same way Warlords do with their resilience rule. It rolls three attack dice in melee and may never benefit or be targeted by SAGA abilities. They move M like foot units and may never enter uneven ground or buildings.

Day two - GAME twosacred ground

Table

Name

Opponent’s Name

Opponent’s Sportsmanship

Slaughter

Slaughter

Points

Points

layout

Length of Game

The game is played on a 48" x 36" table, with players starting from the long edges. In the center of the table deploy a hill. Then each player chooses and one piece of scenery that is not a building and places it between L and 2xL from any long table edge. The scenery item must be entirely deployed within the L and 2xL of the table edge.

There is no other scenery deployed on the table in this scenario.

The game lasts for 8 complete turns.

Deployment

At the end of a player’s turn, that player counts the number of VPs scored. The number of VPs is based on the models that are in any of the three terrain pieces placed on the table and according to the instructions on pages 61 (i.e. your Warlord gives you 3VPs, each Hearthguard 1VP, one VP for every two Warriors, etc...).

There is a maximum amount of VPs that can be gained per turn. This maximum is equal to one VP times the turn number per terrain piece reguardless of how many models are in.

example: The player has 2 Hearthgaurd in one terrain piece, 3 warriors in another and 8 warriors in the third terrain piece. At the end of the first turn he gets 3 VPs. One point maximum for each terrain piece as it’s turn 1. At the end of turn 2 if the same models were in he would get 6 points- 2 points for the 2 hearth guard, 2 points for the 3 warriors and 2 points for the 8 warrirors.

The number of VPs gained each turn are added to the VPs scored in previous turns. At the end of the 8th turn, the player that scored the most VPs wins the game.

victory conditions

Roll to choose a long table edge. The winner chooses one of the long table edges as his starting edge and deploys one unit within M of that table edge.

His opponent then deploys one unit within M of the opposite table edge. Players alternate the deployment of their units until all units are deployed.

The player that finished his deployment first starts the game.

Day two - GAME threechampions of god

Table

Name

Opponent’s Name

Opponent’s Sportsmanship

Slaughter

Slaughter

Points

Points

layout

Length of Game

The game is played on a 48" x 36" table, with players starting from the long edges. The scenery is arranged according to the rules described in the Cresent & the Cross book, page 106.

The game lasts for 6 turns.

Deployment

At the end of the sixth turn, add up Slaughtering Victory Points. If a player has at least three VP's more than his opponent, that player wins the game. Otherwise, the game is a draw.

victory conditions

Each player rolls die- Highest roller chooses a side and deploys his Warlord anywhere within L of his own table edge.

His opponent then deploys his warlord anywhere within L of his own table edge. Then, starting with the player that deployed his warlord first, each player must deploy a unit within L of the table edge.

Players alternate the deployment of their units until all units are deployed.

special rulesThe following rules apply to the deployment: • All units with ranged weapons in a warband must be deployed before units without ranged weapons are deployed.• All foot units must be deployed before mounted units.

Start of GameBoth players roll a d6 roll. The highest roll chooses who will become the first player and start the game. The most impressive facial hair will break ties. The second player may roll three dice and place them on his battle board. Note that this does not constitute an Orders Phase, and no Saga Abilities or special rules may be used at this point.

Opponents & Sportsman

DAY ONERound 1 Opponent & Warband

Round 2 Opponent & Warband

Round 3 Opponent & Warband

DAY TWORound 1 Opponent & Warband

Round 2 Opponent & Warband

Round 3 Opponent & Warband

Your Name

Favorite Opponent Name

tear here

No Saga DiceA player immediately loses the game if at the start of any turn his warband does not generate any SAGA Dice. Game ends, and VPs are scored, winner determined.

ScoringOur scoring system is simple. The victory condition for each round is determined per the scenario instruc-tions with 6 points for a scenario victory, 3 points if neither player accomplished the scenario victory condi-tions and 1 point for a loss.

Any player who scores at least 8 more victory points than his opponent satisfies a Crushing Victory condi-tion and will earn 7 points for the match rather than 6 points. Total possible VP in a round is 7.

Players can score up to 18 points total in sportsmanship votes and they can score up to 20 points total in Painting.

Slaughter Victory PointsAt the end of each tournament round players will record Slaughter Victory points per the rules on page 108 as a tie breaker for event placing. Both players will have a sheet to track SVP themselves and each other. This will be turned in at the end of the battle. It is important to keep track of youropponents points as well your own since The Crusader award is based off the total.

COUNTING SLAUGHTER POINTS:Slaughter Points (SPs)are gained based on the number of models the opposing Warbands have lost during the battle. Each figure lost is calculated using the chart below. All fractions are rounded up.

Warlord General or “Lesser” Warlord = 3 Slaughter Points.Hearthguard = 1 Slaughter Point per Hearthguard.Warriors = 1 Slaughter Point for every 2 Warriors.Levy = 1 Slaughter Point for every 3 Levy.Dogs of War – See description in the appropriate book.

Placing SceneryScenery will be provided at each table. Players will perform scenery bids as normal. Terrain will be selected from the pieces AVAILABLE at each table. There will be 6+ varied pieces. These will be placed according to the terrain rules on pages 106 - 107 of The Crescent and the Cross rulebook. In some cases, the scenario in play may modify the terrain placement rules.

RulesU.S. SAGA Grand Melee will be played with 6-point warbands. Your warband may be selected from either the SAGA or The Crescent & the Cross rule books or from any of the following supplements; Northern Fury, TheRaven’s Shadow, Varajazi & Basileus. Steppe Tribes are also included in the playable factions.

Warbands may not include Heroes of the Viking or Crusading Age

ScheduleThe Grand Melee will consist of six games, three played on Saturday and three on Sunday.Preliminary schedule is as follows:

Saturday, March 25th9:00am - 9:30am Registration and Introduction9:30am - 11:30am Game 111:30am -12.30pm Lunch12:30pm - 2:30pm Game 22:30pm - 3:00pm Break3:00pm - 5:00pm Game 3

Sunday, March 26th9:00am - 11:00am Game 111:00am -12.00pm Lunch12:00pm - 2:00pm Game 22:00pm - 2:30pm Break2:30pm - 4:30pm Game 34:30pm – 5:00pm Awards

ScenariosDay One:• Scenario 1 - Battle at the Ford & Walls • Scenario 2 - God will Recognize His Own• Scenario 3 - The Challenge Day Two:• Scenario 1 - The Escort • Scenario 2 - Sacred Ground• Scenario 3 - Champions of God

Scenarios are explained further in the document.

U.S. SAGA Grand Melee • adepticon 2017 •

Page 3: U .S. SAGA GRAND MELEE - AdeptiConattack dice in melee and may never benefit or be targeted by SAGA abilities. They move M like foot units and may never enter uneven ground or buildings

Day One - GAME ONEBattle at the Fords & Walls

layout

Length of Game

The river is impassable except at the fords/bridges/wall-openings which count as open terrain. The rest of the scenery is arranged according to the rules described in the introduction of this chapter.

No scenery may be placed within S of the river or the fords/bridges/walls. Scenery that may not be placed due to this restriction is discarded without effect.

The game lasts for 6 turns.

Start of GameBoth players roll a d6 roll. The highest roll chooses who will become the first player and start the game. The most impressive facial hair will break ties. The second player may roll three dice and place them on his battle board. Note that this does not constitute an Orders Phase, and no Saga Abilities or special rules may be used at this point.

Deployment

At the end of the game each player counts his Victory Points. Unlike other scenarios, VP's are not scored for killing enemy figures, but for your figures that are on the opposite side of river at the end of the game.

Each model that is on the other side of the river (in the enemy half of the table) counts as scoring Vp's based on the scoring system described on page 61 C&C. Points

victory conditions

Roll to choose a long table edge. The winner chooses one of the long table edges as his starting edge and deploys at least half his figures within L of that table edge.

His opponent then deploys all his warband within L of the opposite table edge. Finally the first player deploys the rest of his warband within L of his table edge.

Table

Name

Opponent’s Name

Opponent’s Sportsmanship

Slaughter

Slaughter

Points

Points

Day One - GAME twogod will recognise his

Table

Name

Opponent’s Name

Opponent’s Sportsmanship

Slaughter

Slaughter

Points

Points

layout

Length of Game

The game is played on a 48" x 36" table, with players starting from the long edges. The scenery is arranged according to the rules described in the Cresent & the Cross book, page 106.

The game lasts for 6 turns.

Deployment

Each time an enemy figure is eliminated during a melee sequence (between step 0 and 8), note down the troop class of that figure on a scoring sheet. Figures eliminated in any other ways (shooting, SAGA ability, special rule or whatever), do not count and are not recorded.

At the end of the sixth turn, sum up Slaughtering Victory Points for the models that you have noted down as having been eliminated. If a player has at least 4 more Vp's than his opponent, that player wins the game, otherwise the game is a draw.

victory conditions

Each player rolls die- Highest roller chooses a side and deploys his Warlord anywhere within L of his own table edge. His opponent then deploys his warlord anywhere within L of his own table edge.

Then, starting with the player that deployed his warlord first, each player must deploy a unit within L of the table edge. Players alternate the deployment of their units until all units are deployed.

special rulesThe following rules apply to the deployment: • All units with ranged weapons in a warband must be deployed before units without ranged weapons are deployed. • All foot units must be deployed before mounted units.

Both Warbands are Endless. Off-table units may not enter the table by the opponent's table edge during the game.

Start of GameBoth players roll a d6 roll. The highest roll chooses who will become the first player and start the game. The most impressive facial hair will break ties. The second player may roll three dice and place them on his battle board. Note that this does not constitute an Orders Phase, and no Saga Abilities or special rules may be used at this point.

Day One - GAME threeThe challenge

layoutThe game is played on a 48" x 36" table, with players starting from the long edges. The scenery is arranged according to the rules described in the Cresent & the Cross book, page 106 except that no piece may be placed within M of the center of the table.

Length of GameThe game lasts for 6 rounds. Deployment: Each player sets aside his Warlord, as they are not deployed at this point.

Starting with the player who placed the first piece of scenery, each player deploys at least half the models in his Warband within M of his table edge. Each player then deploys the rest of his models, in the same order.

Both players roll a d6 roll. The highest roll chooses who will become the first player and start the game. The most impressive facial hair will break ties. The second player may roll three dice and place them on his battle board. Note that this does not constitute an Orders Phase, and no Saga Abilities or special rules may be used at this point.

The first player then places his Warlord within S of the center of the table. His opponent them places his Warlord within S of the centre of the table, and more than VS away from the enemy Warlord.

Victory ConditionsAt the end of the 6th round, each player totals hisSlaughtering Victory points, and adds the bonuses described below. If a player has scored at least 2 VPs more than his opponent, he wins a victory.

Special RulesIn this scenario, Warlords cannot be killed, nor suffer any effect that would result in them being sacrificed, killed or removed from the game. No opponent may play any ability, or use any special rule that would kill, sacrifice or remove your Warlord from the game, even if that ability or special rule is subject to a choice on behalf of the targeted Warlord.

The area that extends within S of the center of the table is called the Challenge Ground. This area is impassable to all models other than Warlords. The area outside the Challenge Ground is impassable to Warlords, so they will remain within the Challenge Ground throughout the game and other units will not enter.

The Warlords fighting within the Challenge Ground are subject to the following special rules:• They do not benefit from their “We Obey” special rule.• They may not use the “Side by Side” special rule, nor may theysacrifice any model from outside the Challenge Ground with their“Resistance” special rule to avoid being wounded.• They may not shoot at, nor be shot at by units outside theChallenge Ground.• Any special rule that would force another unit to be deployed within “X” of their Warlord is ignored entirely.• Warlords are immune to opponent SAGA abilities. They ignore all Saga ability effects when played by an opponent. So, your appoenet may play Saga abilities and gain the benefits for their Warlord including extra attack dice, etc., but any abilities affecting your Warlord, such as reducing his dice pool or armour value, etc are ignored. Such abilities may still be played to affect several units, they just don’t affect the Warlord.

Simply consider the table and Challenge Ground as two separate game areas, sharing only the SAGA dice.

Each time a Warlord takes a hit or game effect that should eliminate him, the player that inflicted that hit or triggered that effect gains a Might Token.

At the end of the game, each Might Token is worth 1 VP.

Table

Name

Opponent’s Name

Opponent’s Sportsmanship

Slaughter

Slaughter

Points

Points

Day two - GAME onethe escort

Table

Name

Opponent’s Name

Opponent’s Sportsmanship

Slaughter

Slaughter

Points

Points

layout

Length of Game

The game is played on a 48" x 36" table, with players starting from the long edges. The scenery is arranged according to the rules described in the Cresent & the Cross book, page 106.

The game lasts until either two baggage units have left the table or all baggage pieces have been destroyed.

Deployment

If the escorting player manages to move at least two baggage pieces off the table via the long table edge opposite to his own starting table edge, he wins. To leave the table a baggage piece just needs to finish it's movement in contact with the table edge.

If the opposing player manages to destroy all three baggage pieces, that player wins. Any other result is a draw.

victory conditions

Each player secretly bids how many points (between 2 and 6) he thinks he needs to escort the baggage. Both players simultaneously reveal their bid.

The player with the least points becomes the escort and his opponent the attacker. If the players tie for bids, roll a d6 and the highest roller becomes the escort and his opponent the attacker.

The escort will only play this scenario with the number of points he has written down. The attacker gets his regular 6 point warband. The escorting warband starts by deploying all of his models (including the three baggage pieces) within L of a long table edge he has chosen.

Then his opponent deploys all his models on the table, within L of the opposing long table edge. The escorting player starts the game.

special rulesFor this scenario you will need three baggage Pieces. Each baggage counts a s unit of it's own.

It is activated like a Hearthguard unit, has an armour of 5 in melee and an armour of 6 against shooting and cancels the first hit suffered during a shooting or a melee in the same way Warlords do with their resilience rule. It rolls three attack dice in melee and may never benefit or be targeted by SAGA abilities. They move M like foot units and may never enter uneven ground or buildings.

Day two - GAME twosacred ground

Table

Name

Opponent’s Name

Opponent’s Sportsmanship

Slaughter

Slaughter

Points

Points

layout

Length of Game

The game is played on a 48" x 36" table, with players starting from the long edges. In the center of the table deploy a hill. Then each player chooses and one piece of scenery that is not a building and places it between L and 2xL from any long table edge. The scenery item must be entirely deployed within the L and 2xL of the table edge.

There is no other scenery deployed on the table in this scenario.

The game lasts for 8 complete turns.

Deployment

At the end of a player’s turn, that player counts the number of VPs scored. The number of VPs is based on the models that are in any of the three terrain pieces placed on the table and according to the instructions on pages 61 (i.e. your Warlord gives you 3VPs, each Hearthguard 1VP, one VP for every two Warriors, etc...).

There is a maximum amount of VPs that can be gained per turn. This maximum is equal to one VP times the turn number per terrain piece reguardless of how many models are in.

example: The player has 2 Hearthgaurd in one terrain piece, 3 warriors in another and 8 warriors in the third terrain piece. At the end of the first turn he gets 3 VPs. One point maximum for each terrain piece as it’s turn 1. At the end of turn 2 if the same models were in he would get 6 points- 2 points for the 2 hearth guard, 2 points for the 3 warriors and 2 points for the 8 warrirors.

The number of VPs gained each turn are added to the VPs scored in previous turns. At the end of the 8th turn, the player that scored the most VPs wins the game.

victory conditions

Roll to choose a long table edge. The winner chooses one of the long table edges as his starting edge and deploys one unit within M of that table edge.

His opponent then deploys one unit within M of the opposite table edge. Players alternate the deployment of their units until all units are deployed.

The player that finished his deployment first starts the game.

Day two - GAME threechampions of god

Table

Name

Opponent’s Name

Opponent’s Sportsmanship

Slaughter

Slaughter

Points

Points

layout

Length of Game

The game is played on a 48" x 36" table, with players starting from the long edges. The scenery is arranged according to the rules described in the Cresent & the Cross book, page 106.

The game lasts for 6 turns.

Deployment

At the end of the sixth turn, add up Slaughtering Victory Points. If a player has at least three VP's more than his opponent, that player wins the game. Otherwise, the game is a draw.

victory conditions

Each player rolls die- Highest roller chooses a side and deploys his Warlord anywhere within L of his own table edge.

His opponent then deploys his warlord anywhere within L of his own table edge. Then, starting with the player that deployed his warlord first, each player must deploy a unit within L of the table edge.

Players alternate the deployment of their units until all units are deployed.

special rulesThe following rules apply to the deployment: • All units with ranged weapons in a warband must be deployed before units without ranged weapons are deployed.• All foot units must be deployed before mounted units.

Start of GameBoth players roll a d6 roll. The highest roll chooses who will become the first player and start the game. The most impressive facial hair will break ties. The second player may roll three dice and place them on his battle board. Note that this does not constitute an Orders Phase, and no Saga Abilities or special rules may be used at this point.

Opponents & Sportsman

DAY ONERound 1 Opponent & Warband

Round 2 Opponent & Warband

Round 3 Opponent & Warband

DAY TWORound 1 Opponent & Warband

Round 2 Opponent & Warband

Round 3 Opponent & Warband

Your Name

Favorite Opponent Name

tear here

No Saga DiceA player immediately loses the game if at the start of any turn his warband does not generate any SAGA Dice. Game ends, and VPs are scored, winner determined.

ScoringOur scoring system is simple. The victory condition for each round is determined per the scenario instruc-tions with 6 points for a scenario victory, 3 points if neither player accomplished the scenario victory condi-tions and 1 point for a loss.

Any player who scores at least 8 more victory points than his opponent satisfies a Crushing Victory condi-tion and will earn 7 points for the match rather than 6 points. Total possible VP in a round is 7.

Players can score up to 18 points total in sportsmanship votes and they can score up to 20 points total in Painting.

Slaughter Victory PointsAt the end of each tournament round players will record Slaughter Victory points per the rules on page 108 as a tie breaker for event placing. Both players will have a sheet to track SVP themselves and each other. This will be turned in at the end of the battle. It is important to keep track of youropponents points as well your own since The Crusader award is based off the total.

COUNTING SLAUGHTER POINTS:Slaughter Points (SPs)are gained based on the number of models the opposing Warbands have lost during the battle. Each figure lost is calculated using the chart below. All fractions are rounded up.

Warlord General or “Lesser” Warlord = 3 Slaughter Points.Hearthguard = 1 Slaughter Point per Hearthguard.Warriors = 1 Slaughter Point for every 2 Warriors.Levy = 1 Slaughter Point for every 3 Levy.Dogs of War – See description in the appropriate book.

Placing SceneryScenery will be provided at each table. Players will perform scenery bids as normal. Terrain will be selected from the pieces AVAILABLE at each table. There will be 6+ varied pieces. These will be placed according to the terrain rules on pages 106 - 107 of The Crescent and the Cross rulebook. In some cases, the scenario in play may modify the terrain placement rules.

RulesU.S. SAGA Grand Melee will be played with 6-point warbands. Your warband may be selected from either the SAGA or The Crescent & the Cross rule books or from any of the following supplements; Northern Fury, TheRaven’s Shadow, Varajazi & Basileus. Steppe Tribes are also included in the playable factions.

Warbands may not include Heroes of the Viking or Crusading Age

ScheduleThe Grand Melee will consist of six games, three played on Saturday and three on Sunday.Preliminary schedule is as follows:

Saturday, March 25th9:00am - 9:30am Registration and Introduction9:30am - 11:30am Game 111:30am -12.30pm Lunch12:30pm - 2:30pm Game 22:30pm - 3:00pm Break3:00pm - 5:00pm Game 3

Sunday, March 26th9:00am - 11:00am Game 111:00am -12.00pm Lunch12:00pm - 2:00pm Game 22:00pm - 2:30pm Break2:30pm - 4:30pm Game 34:30pm – 5:00pm Awards

ScenariosDay One:• Scenario 1 - Battle at the Ford & Walls • Scenario 2 - God will Recognize His Own• Scenario 3 - The Challenge Day Two:• Scenario 1 - The Escort • Scenario 2 - Sacred Ground• Scenario 3 - Champions of God

Scenarios are explained further in the document.

U.S. SAGA Grand Melee • adepticon 2017 •

Page 4: U .S. SAGA GRAND MELEE - AdeptiConattack dice in melee and may never benefit or be targeted by SAGA abilities. They move M like foot units and may never enter uneven ground or buildings

Day One - GAME ONEBattle at the Fords & Walls

layout

Length of Game

The river is impassable except at the fords/bridges/wall-openings which count as open terrain. The rest of the scenery is arranged according to the rules described in the introduction of this chapter.

No scenery may be placed within S of the river or the fords/bridges/walls. Scenery that may not be placed due to this restriction is discarded without effect.

The game lasts for 6 turns.

Start of GameBoth players roll a d6 roll. The highest roll chooses who will become the first player and start the game. The most impressive facial hair will break ties. The second player may roll three dice and place them on his battle board. Note that this does not constitute an Orders Phase, and no Saga Abilities or special rules may be used at this point.

Deployment

At the end of the game each player counts his Victory Points. Unlike other scenarios, VP's are not scored for killing enemy figures, but for your figures that are on the opposite side of river at the end of the game.

Each model that is on the other side of the river (in the enemy half of the table) counts as scoring Vp's based on the scoring system described on page 61 C&C. Points

victory conditions

Roll to choose a long table edge. The winner chooses one of the long table edges as his starting edge and deploys at least half his figures within L of that table edge.

His opponent then deploys all his warband within L of the opposite table edge. Finally the first player deploys the rest of his warband within L of his table edge.

Table

Name

Opponent’s Name

Opponent’s Sportsmanship

Slaughter

Slaughter

Points

Points

Day One - GAME twogod will recognise his

Table

Name

Opponent’s Name

Opponent’s Sportsmanship

Slaughter

Slaughter

Points

Points

layout

Length of Game

The game is played on a 48" x 36" table, with players starting from the long edges. The scenery is arranged according to the rules described in the Cresent & the Cross book, page 106.

The game lasts for 6 turns.

Deployment

Each time an enemy figure is eliminated during a melee sequence (between step 0 and 8), note down the troop class of that figure on a scoring sheet. Figures eliminated in any other ways (shooting, SAGA ability, special rule or whatever), do not count and are not recorded.

At the end of the sixth turn, sum up Slaughtering Victory Points for the models that you have noted down as having been eliminated. If a player has at least 4 more Vp's than his opponent, that player wins the game, otherwise the game is a draw.

victory conditions

Each player rolls die- Highest roller chooses a side and deploys his Warlord anywhere within L of his own table edge. His opponent then deploys his warlord anywhere within L of his own table edge.

Then, starting with the player that deployed his warlord first, each player must deploy a unit within L of the table edge. Players alternate the deployment of their units until all units are deployed.

special rulesThe following rules apply to the deployment: • All units with ranged weapons in a warband must be deployed before units without ranged weapons are deployed. • All foot units must be deployed before mounted units.

Both Warbands are Endless. Off-table units may not enter the table by the opponent's table edge during the game.

Start of GameBoth players roll a d6 roll. The highest roll chooses who will become the first player and start the game. The most impressive facial hair will break ties. The second player may roll three dice and place them on his battle board. Note that this does not constitute an Orders Phase, and no Saga Abilities or special rules may be used at this point.

Day One - GAME threeThe challenge

layoutThe game is played on a 48" x 36" table, with players starting from the long edges. The scenery is arranged according to the rules described in the Cresent & the Cross book, page 106 except that no piece may be placed within M of the center of the table.

Length of GameThe game lasts for 6 rounds. Deployment: Each player sets aside his Warlord, as they are not deployed at this point.

Starting with the player who placed the first piece of scenery, each player deploys at least half the models in his Warband within M of his table edge. Each player then deploys the rest of his models, in the same order.

Both players roll a d6 roll. The highest roll chooses who will become the first player and start the game. The most impressive facial hair will break ties. The second player may roll three dice and place them on his battle board. Note that this does not constitute an Orders Phase, and no Saga Abilities or special rules may be used at this point.

The first player then places his Warlord within S of the center of the table. His opponent them places his Warlord within S of the centre of the table, and more than VS away from the enemy Warlord.

Victory ConditionsAt the end of the 6th round, each player totals hisSlaughtering Victory points, and adds the bonuses described below. If a player has scored at least 2 VPs more than his opponent, he wins a victory.

Special RulesIn this scenario, Warlords cannot be killed, nor suffer any effect that would result in them being sacrificed, killed or removed from the game. No opponent may play any ability, or use any special rule that would kill, sacrifice or remove your Warlord from the game, even if that ability or special rule is subject to a choice on behalf of the targeted Warlord.

The area that extends within S of the center of the table is called the Challenge Ground. This area is impassable to all models other than Warlords. The area outside the Challenge Ground is impassable to Warlords, so they will remain within the Challenge Ground throughout the game and other units will not enter.

The Warlords fighting within the Challenge Ground are subject to the following special rules:• They do not benefit from their “We Obey” special rule.• They may not use the “Side by Side” special rule, nor may theysacrifice any model from outside the Challenge Ground with their“Resistance” special rule to avoid being wounded.• They may not shoot at, nor be shot at by units outside theChallenge Ground.• Any special rule that would force another unit to be deployed within “X” of their Warlord is ignored entirely.• Warlords are immune to opponent SAGA abilities. They ignore all Saga ability effects when played by an opponent. So, your appoenet may play Saga abilities and gain the benefits for their Warlord including extra attack dice, etc., but any abilities affecting your Warlord, such as reducing his dice pool or armour value, etc are ignored. Such abilities may still be played to affect several units, they just don’t affect the Warlord.

Simply consider the table and Challenge Ground as two separate game areas, sharing only the SAGA dice.

Each time a Warlord takes a hit or game effect that should eliminate him, the player that inflicted that hit or triggered that effect gains a Might Token.

At the end of the game, each Might Token is worth 1 VP.

Table

Name

Opponent’s Name

Opponent’s Sportsmanship

Slaughter

Slaughter

Points

Points

Day two - GAME onethe escort

Table

Name

Opponent’s Name

Opponent’s Sportsmanship

Slaughter

Slaughter

Points

Points

layout

Length of Game

The game is played on a 48" x 36" table, with players starting from the long edges. The scenery is arranged according to the rules described in the Cresent & the Cross book, page 106.

The game lasts until either two baggage units have left the table or all baggage pieces have been destroyed.

Deployment

If the escorting player manages to move at least two baggage pieces off the table via the long table edge opposite to his own starting table edge, he wins. To leave the table a baggage piece just needs to finish it's movement in contact with the table edge.

If the opposing player manages to destroy all three baggage pieces, that player wins. Any other result is a draw.

victory conditions

Each player secretly bids how many points (between 2 and 6) he thinks he needs to escort the baggage. Both players simultaneously reveal their bid.

The player with the least points becomes the escort and his opponent the attacker. If the players tie for bids, roll a d6 and the highest roller becomes the escort and his opponent the attacker.

The escort will only play this scenario with the number of points he has written down. The attacker gets his regular 6 point warband. The escorting warband starts by deploying all of his models (including the three baggage pieces) within L of a long table edge he has chosen.

Then his opponent deploys all his models on the table, within L of the opposing long table edge. The escorting player starts the game.

special rulesFor this scenario you will need three baggage Pieces. Each baggage counts a s unit of it's own.

It is activated like a Hearthguard unit, has an armour of 5 in melee and an armour of 6 against shooting and cancels the first hit suffered during a shooting or a melee in the same way Warlords do with their resilience rule. It rolls three attack dice in melee and may never benefit or be targeted by SAGA abilities. They move M like foot units and may never enter uneven ground or buildings.

Day two - GAME twosacred ground

Table

Name

Opponent’s Name

Opponent’s Sportsmanship

Slaughter

Slaughter

Points

Points

layout

Length of Game

The game is played on a 48" x 36" table, with players starting from the long edges. In the center of the table deploy a hill. Then each player chooses and one piece of scenery that is not a building and places it between L and 2xL from any long table edge. The scenery item must be entirely deployed within the L and 2xL of the table edge.

There is no other scenery deployed on the table in this scenario.

The game lasts for 8 complete turns.

Deployment

At the end of a player’s turn, that player counts the number of VPs scored. The number of VPs is based on the models that are in any of the three terrain pieces placed on the table and according to the instructions on pages 61 (i.e. your Warlord gives you 3VPs, each Hearthguard 1VP, one VP for every two Warriors, etc...).

There is a maximum amount of VPs that can be gained per turn. This maximum is equal to one VP times the turn number per terrain piece reguardless of how many models are in.

example: The player has 2 Hearthgaurd in one terrain piece, 3 warriors in another and 8 warriors in the third terrain piece. At the end of the first turn he gets 3 VPs. One point maximum for each terrain piece as it’s turn 1. At the end of turn 2 if the same models were in he would get 6 points- 2 points for the 2 hearth guard, 2 points for the 3 warriors and 2 points for the 8 warrirors.

The number of VPs gained each turn are added to the VPs scored in previous turns. At the end of the 8th turn, the player that scored the most VPs wins the game.

victory conditions

Roll to choose a long table edge. The winner chooses one of the long table edges as his starting edge and deploys one unit within M of that table edge.

His opponent then deploys one unit within M of the opposite table edge. Players alternate the deployment of their units until all units are deployed.

The player that finished his deployment first starts the game.

Day two - GAME threechampions of god

Table

Name

Opponent’s Name

Opponent’s Sportsmanship

Slaughter

Slaughter

Points

Points

layout

Length of Game

The game is played on a 48" x 36" table, with players starting from the long edges. The scenery is arranged according to the rules described in the Cresent & the Cross book, page 106.

The game lasts for 6 turns.

Deployment

At the end of the sixth turn, add up Slaughtering Victory Points. If a player has at least three VP's more than his opponent, that player wins the game. Otherwise, the game is a draw.

victory conditions

Each player rolls die- Highest roller chooses a side and deploys his Warlord anywhere within L of his own table edge.

His opponent then deploys his warlord anywhere within L of his own table edge. Then, starting with the player that deployed his warlord first, each player must deploy a unit within L of the table edge.

Players alternate the deployment of their units until all units are deployed.

special rulesThe following rules apply to the deployment: • All units with ranged weapons in a warband must be deployed before units without ranged weapons are deployed.• All foot units must be deployed before mounted units.

Start of GameBoth players roll a d6 roll. The highest roll chooses who will become the first player and start the game. The most impressive facial hair will break ties. The second player may roll three dice and place them on his battle board. Note that this does not constitute an Orders Phase, and no Saga Abilities or special rules may be used at this point.

Opponents & Sportsman

DAY ONERound 1 Opponent & Warband

Round 2 Opponent & Warband

Round 3 Opponent & Warband

DAY TWORound 1 Opponent & Warband

Round 2 Opponent & Warband

Round 3 Opponent & Warband

Your Name

Favorite Opponent Name

tear here

No Saga DiceA player immediately loses the game if at the start of any turn his warband does not generate any SAGA Dice. Game ends, and VPs are scored, winner determined.

ScoringOur scoring system is simple. The victory condition for each round is determined per the scenario instruc-tions with 6 points for a scenario victory, 3 points if neither player accomplished the scenario victory condi-tions and 1 point for a loss.

Any player who scores at least 8 more victory points than his opponent satisfies a Crushing Victory condi-tion and will earn 7 points for the match rather than 6 points. Total possible VP in a round is 7.

Players can score up to 18 points total in sportsmanship votes and they can score up to 20 points total in Painting.

Slaughter Victory PointsAt the end of each tournament round players will record Slaughter Victory points per the rules on page 108 as a tie breaker for event placing. Both players will have a sheet to track SVP themselves and each other. This will be turned in at the end of the battle. It is important to keep track of youropponents points as well your own since The Crusader award is based off the total.

COUNTING SLAUGHTER POINTS:Slaughter Points (SPs)are gained based on the number of models the opposing Warbands have lost during the battle. Each figure lost is calculated using the chart below. All fractions are rounded up.

Warlord General or “Lesser” Warlord = 3 Slaughter Points.Hearthguard = 1 Slaughter Point per Hearthguard.Warriors = 1 Slaughter Point for every 2 Warriors.Levy = 1 Slaughter Point for every 3 Levy.Dogs of War – See description in the appropriate book.

Placing SceneryScenery will be provided at each table. Players will perform scenery bids as normal. Terrain will be selected from the pieces AVAILABLE at each table. There will be 6+ varied pieces. These will be placed according to the terrain rules on pages 106 - 107 of The Crescent and the Cross rulebook. In some cases, the scenario in play may modify the terrain placement rules.

RulesU.S. SAGA Grand Melee will be played with 6-point warbands. Your warband may be selected from either the SAGA or The Crescent & the Cross rule books or from any of the following supplements; Northern Fury, TheRaven’s Shadow, Varajazi & Basileus. Steppe Tribes are also included in the playable factions.

Warbands may not include Heroes of the Viking or Crusading Age

ScheduleThe Grand Melee will consist of six games, three played on Saturday and three on Sunday.Preliminary schedule is as follows:

Saturday, March 25th9:00am - 9:30am Registration and Introduction9:30am - 11:30am Game 111:30am -12.30pm Lunch12:30pm - 2:30pm Game 22:30pm - 3:00pm Break3:00pm - 5:00pm Game 3

Sunday, March 26th9:00am - 11:00am Game 111:00am -12.00pm Lunch12:00pm - 2:00pm Game 22:00pm - 2:30pm Break2:30pm - 4:30pm Game 34:30pm – 5:00pm Awards

ScenariosDay One:• Scenario 1 - Battle at the Ford & Walls • Scenario 2 - God will Recognize His Own• Scenario 3 - The Challenge Day Two:• Scenario 1 - The Escort • Scenario 2 - Sacred Ground• Scenario 3 - Champions of God

Scenarios are explained further in the document.

U.S. SAGA Grand Melee • adepticon 2017 •

Page 5: U .S. SAGA GRAND MELEE - AdeptiConattack dice in melee and may never benefit or be targeted by SAGA abilities. They move M like foot units and may never enter uneven ground or buildings

Day One - GAME ONEBattle at the Fords & Walls

layout

Length of Game

The river is impassable except at the fords/bridges/wall-openings which count as open terrain. The rest of the scenery is arranged according to the rules described in the introduction of this chapter.

No scenery may be placed within S of the river or the fords/bridges/walls. Scenery that may not be placed due to this restriction is discarded without effect.

The game lasts for 6 turns.

Start of GameBoth players roll a d6 roll. The highest roll chooses who will become the first player and start the game. The most impressive facial hair will break ties. The second player may roll three dice and place them on his battle board. Note that this does not constitute an Orders Phase, and no Saga Abilities or special rules may be used at this point.

Deployment

At the end of the game each player counts his Victory Points. Unlike other scenarios, VP's are not scored for killing enemy figures, but for your figures that are on the opposite side of river at the end of the game.

Each model that is on the other side of the river (in the enemy half of the table) counts as scoring Vp's based on the scoring system described on page 61 C&C. Points

victory conditions

Roll to choose a long table edge. The winner chooses one of the long table edges as his starting edge and deploys at least half his figures within L of that table edge.

His opponent then deploys all his warband within L of the opposite table edge. Finally the first player deploys the rest of his warband within L of his table edge.

Table

Name

Opponent’s Name

Opponent’s Sportsmanship

Slaughter

Slaughter

Points

Points

Day One - GAME twogod will recognise his

Table

Name

Opponent’s Name

Opponent’s Sportsmanship

Slaughter

Slaughter

Points

Points

layout

Length of Game

The game is played on a 48" x 36" table, with players starting from the long edges. The scenery is arranged according to the rules described in the Cresent & the Cross book, page 106.

The game lasts for 6 turns.

Deployment

Each time an enemy figure is eliminated during a melee sequence (between step 0 and 8), note down the troop class of that figure on a scoring sheet. Figures eliminated in any other ways (shooting, SAGA ability, special rule or whatever), do not count and are not recorded.

At the end of the sixth turn, sum up Slaughtering Victory Points for the models that you have noted down as having been eliminated. If a player has at least 4 more Vp's than his opponent, that player wins the game, otherwise the game is a draw.

victory conditions

Each player rolls die- Highest roller chooses a side and deploys his Warlord anywhere within L of his own table edge. His opponent then deploys his warlord anywhere within L of his own table edge.

Then, starting with the player that deployed his warlord first, each player must deploy a unit within L of the table edge. Players alternate the deployment of their units until all units are deployed.

special rulesThe following rules apply to the deployment: • All units with ranged weapons in a warband must be deployed before units without ranged weapons are deployed. • All foot units must be deployed before mounted units.

Both Warbands are Endless. Off-table units may not enter the table by the opponent's table edge during the game.

Start of GameBoth players roll a d6 roll. The highest roll chooses who will become the first player and start the game. The most impressive facial hair will break ties. The second player may roll three dice and place them on his battle board. Note that this does not constitute an Orders Phase, and no Saga Abilities or special rules may be used at this point.

Day One - GAME threeThe challenge

layoutThe game is played on a 48" x 36" table, with players starting from the long edges. The scenery is arranged according to the rules described in the Cresent & the Cross book, page 106 except that no piece may be placed within M of the center of the table.

Length of GameThe game lasts for 6 rounds. Deployment: Each player sets aside his Warlord, as they are not deployed at this point.

Starting with the player who placed the first piece of scenery, each player deploys at least half the models in his Warband within M of his table edge. Each player then deploys the rest of his models, in the same order.

Both players roll a d6 roll. The highest roll chooses who will become the first player and start the game. The most impressive facial hair will break ties. The second player may roll three dice and place them on his battle board. Note that this does not constitute an Orders Phase, and no Saga Abilities or special rules may be used at this point.

The first player then places his Warlord within S of the center of the table. His opponent them places his Warlord within S of the centre of the table, and more than VS away from the enemy Warlord.

Victory ConditionsAt the end of the 6th round, each player totals hisSlaughtering Victory points, and adds the bonuses described below. If a player has scored at least 2 VPs more than his opponent, he wins a victory.

Special RulesIn this scenario, Warlords cannot be killed, nor suffer any effect that would result in them being sacrificed, killed or removed from the game. No opponent may play any ability, or use any special rule that would kill, sacrifice or remove your Warlord from the game, even if that ability or special rule is subject to a choice on behalf of the targeted Warlord.

The area that extends within S of the center of the table is called the Challenge Ground. This area is impassable to all models other than Warlords. The area outside the Challenge Ground is impassable to Warlords, so they will remain within the Challenge Ground throughout the game and other units will not enter.

The Warlords fighting within the Challenge Ground are subject to the following special rules:• They do not benefit from their “We Obey” special rule.• They may not use the “Side by Side” special rule, nor may theysacrifice any model from outside the Challenge Ground with their“Resistance” special rule to avoid being wounded.• They may not shoot at, nor be shot at by units outside theChallenge Ground.• Any special rule that would force another unit to be deployed within “X” of their Warlord is ignored entirely.• Warlords are immune to opponent SAGA abilities. They ignore all Saga ability effects when played by an opponent. So, your appoenet may play Saga abilities and gain the benefits for their Warlord including extra attack dice, etc., but any abilities affecting your Warlord, such as reducing his dice pool or armour value, etc are ignored. Such abilities may still be played to affect several units, they just don’t affect the Warlord.

Simply consider the table and Challenge Ground as two separate game areas, sharing only the SAGA dice.

Each time a Warlord takes a hit or game effect that should eliminate him, the player that inflicted that hit or triggered that effect gains a Might Token.

At the end of the game, each Might Token is worth 1 VP.

Table

Name

Opponent’s Name

Opponent’s Sportsmanship

Slaughter

Slaughter

Points

Points

Day two - GAME onethe escort

Table

Name

Opponent’s Name

Opponent’s Sportsmanship

Slaughter

Slaughter

Points

Points

layout

Length of Game

The game is played on a 48" x 36" table, with players starting from the long edges. The scenery is arranged according to the rules described in the Cresent & the Cross book, page 106.

The game lasts until either two baggage units have left the table or all baggage pieces have been destroyed.

Deployment

If the escorting player manages to move at least two baggage pieces off the table via the long table edge opposite to his own starting table edge, he wins. To leave the table a baggage piece just needs to finish it's movement in contact with the table edge.

If the opposing player manages to destroy all three baggage pieces, that player wins. Any other result is a draw.

victory conditions

Each player secretly bids how many points (between 2 and 6) he thinks he needs to escort the baggage. Both players simultaneously reveal their bid.

The player with the least points becomes the escort and his opponent the attacker. If the players tie for bids, roll a d6 and the highest roller becomes the escort and his opponent the attacker.

The escort will only play this scenario with the number of points he has written down. The attacker gets his regular 6 point warband. The escorting warband starts by deploying all of his models (including the three baggage pieces) within L of a long table edge he has chosen.

Then his opponent deploys all his models on the table, within L of the opposing long table edge. The escorting player starts the game.

special rulesFor this scenario you will need three baggage Pieces. Each baggage counts a s unit of it's own.

It is activated like a Hearthguard unit, has an armour of 5 in melee and an armour of 6 against shooting and cancels the first hit suffered during a shooting or a melee in the same way Warlords do with their resilience rule. It rolls three attack dice in melee and may never benefit or be targeted by SAGA abilities. They move M like foot units and may never enter uneven ground or buildings.

Day two - GAME twosacred ground

Table

Name

Opponent’s Name

Opponent’s Sportsmanship

Slaughter

Slaughter

Points

Points

layout

Length of Game

The game is played on a 48" x 36" table, with players starting from the long edges. In the center of the table deploy a hill. Then each player chooses and one piece of scenery that is not a building and places it between L and 2xL from any long table edge. The scenery item must be entirely deployed within the L and 2xL of the table edge.

There is no other scenery deployed on the table in this scenario.

The game lasts for 8 complete turns.

Deployment

At the end of a player’s turn, that player counts the number of VPs scored. The number of VPs is based on the models that are in any of the three terrain pieces placed on the table and according to the instructions on pages 61 (i.e. your Warlord gives you 3VPs, each Hearthguard 1VP, one VP for every two Warriors, etc...).

There is a maximum amount of VPs that can be gained per turn. This maximum is equal to one VP times the turn number per terrain piece reguardless of how many models are in.

example: The player has 2 Hearthgaurd in one terrain piece, 3 warriors in another and 8 warriors in the third terrain piece. At the end of the first turn he gets 3 VPs. One point maximum for each terrain piece as it’s turn 1. At the end of turn 2 if the same models were in he would get 6 points- 2 points for the 2 hearth guard, 2 points for the 3 warriors and 2 points for the 8 warrirors.

The number of VPs gained each turn are added to the VPs scored in previous turns. At the end of the 8th turn, the player that scored the most VPs wins the game.

victory conditions

Roll to choose a long table edge. The winner chooses one of the long table edges as his starting edge and deploys one unit within M of that table edge.

His opponent then deploys one unit within M of the opposite table edge. Players alternate the deployment of their units until all units are deployed.

The player that finished his deployment first starts the game.

Day two - GAME threechampions of god

Table

Name

Opponent’s Name

Opponent’s Sportsmanship

Slaughter

Slaughter

Points

Points

layout

Length of Game

The game is played on a 48" x 36" table, with players starting from the long edges. The scenery is arranged according to the rules described in the Cresent & the Cross book, page 106.

The game lasts for 6 turns.

Deployment

At the end of the sixth turn, add up Slaughtering Victory Points. If a player has at least three VP's more than his opponent, that player wins the game. Otherwise, the game is a draw.

victory conditions

Each player rolls die- Highest roller chooses a side and deploys his Warlord anywhere within L of his own table edge.

His opponent then deploys his warlord anywhere within L of his own table edge. Then, starting with the player that deployed his warlord first, each player must deploy a unit within L of the table edge.

Players alternate the deployment of their units until all units are deployed.

special rulesThe following rules apply to the deployment: • All units with ranged weapons in a warband must be deployed before units without ranged weapons are deployed.• All foot units must be deployed before mounted units.

Start of GameBoth players roll a d6 roll. The highest roll chooses who will become the first player and start the game. The most impressive facial hair will break ties. The second player may roll three dice and place them on his battle board. Note that this does not constitute an Orders Phase, and no Saga Abilities or special rules may be used at this point.

Opponents & Sportsman

DAY ONERound 1 Opponent & Warband

Round 2 Opponent & Warband

Round 3 Opponent & Warband

DAY TWORound 1 Opponent & Warband

Round 2 Opponent & Warband

Round 3 Opponent & Warband

Your Name

Favorite Opponent Name

tear here

No Saga DiceA player immediately loses the game if at the start of any turn his warband does not generate any SAGA Dice. Game ends, and VPs are scored, winner determined.

ScoringOur scoring system is simple. The victory condition for each round is determined per the scenario instruc-tions with 6 points for a scenario victory, 3 points if neither player accomplished the scenario victory condi-tions and 1 point for a loss.

Any player who scores at least 8 more victory points than his opponent satisfies a Crushing Victory condi-tion and will earn 7 points for the match rather than 6 points. Total possible VP in a round is 7.

Players can score up to 18 points total in sportsmanship votes and they can score up to 20 points total in Painting.

Slaughter Victory PointsAt the end of each tournament round players will record Slaughter Victory points per the rules on page 108 as a tie breaker for event placing. Both players will have a sheet to track SVP themselves and each other. This will be turned in at the end of the battle. It is important to keep track of youropponents points as well your own since The Crusader award is based off the total.

COUNTING SLAUGHTER POINTS:Slaughter Points (SPs)are gained based on the number of models the opposing Warbands have lost during the battle. Each figure lost is calculated using the chart below. All fractions are rounded up.

Warlord General or “Lesser” Warlord = 3 Slaughter Points.Hearthguard = 1 Slaughter Point per Hearthguard.Warriors = 1 Slaughter Point for every 2 Warriors.Levy = 1 Slaughter Point for every 3 Levy.Dogs of War – See description in the appropriate book.

Placing SceneryScenery will be provided at each table. Players will perform scenery bids as normal. Terrain will be selected from the pieces AVAILABLE at each table. There will be 6+ varied pieces. These will be placed according to the terrain rules on pages 106 - 107 of The Crescent and the Cross rulebook. In some cases, the scenario in play may modify the terrain placement rules.

RulesU.S. SAGA Grand Melee will be played with 6-point warbands. Your warband may be selected from either the SAGA or The Crescent & the Cross rule books or from any of the following supplements; Northern Fury, TheRaven’s Shadow, Varajazi & Basileus. Steppe Tribes are also included in the playable factions.

Warbands may not include Heroes of the Viking or Crusading Age

ScheduleThe Grand Melee will consist of six games, three played on Saturday and three on Sunday.Preliminary schedule is as follows:

Saturday, March 25th9:00am - 9:30am Registration and Introduction9:30am - 11:30am Game 111:30am -12.30pm Lunch12:30pm - 2:30pm Game 22:30pm - 3:00pm Break3:00pm - 5:00pm Game 3

Sunday, March 26th9:00am - 11:00am Game 111:00am -12.00pm Lunch12:00pm - 2:00pm Game 22:00pm - 2:30pm Break2:30pm - 4:30pm Game 34:30pm – 5:00pm Awards

ScenariosDay One:• Scenario 1 - Battle at the Ford & Walls • Scenario 2 - God will Recognize His Own• Scenario 3 - The Challenge Day Two:• Scenario 1 - The Escort • Scenario 2 - Sacred Ground• Scenario 3 - Champions of God

Scenarios are explained further in the document.

U.S. SAGA Grand Melee • adepticon 2017 •

Page 6: U .S. SAGA GRAND MELEE - AdeptiConattack dice in melee and may never benefit or be targeted by SAGA abilities. They move M like foot units and may never enter uneven ground or buildings

Day One - GAME ONEBattle at the Fords & Walls

layout

Length of Game

The river is impassable except at the fords/bridges/wall-openings which count as open terrain. The rest of the scenery is arranged according to the rules described in the introduction of this chapter.

No scenery may be placed within S of the river or the fords/bridges/walls. Scenery that may not be placed due to this restriction is discarded without effect.

The game lasts for 6 turns.

Start of GameBoth players roll a d6 roll. The highest roll chooses who will become the first player and start the game. The most impressive facial hair will break ties. The second player may roll three dice and place them on his battle board. Note that this does not constitute an Orders Phase, and no Saga Abilities or special rules may be used at this point.

Deployment

At the end of the game each player counts his Victory Points. Unlike other scenarios, VP's are not scored for killing enemy figures, but for your figures that are on the opposite side of river at the end of the game.

Each model that is on the other side of the river (in the enemy half of the table) counts as scoring Vp's based on the scoring system described on page 61 C&C. Points

victory conditions

Roll to choose a long table edge. The winner chooses one of the long table edges as his starting edge and deploys at least half his figures within L of that table edge.

His opponent then deploys all his warband within L of the opposite table edge. Finally the first player deploys the rest of his warband within L of his table edge.

Table

Name

Opponent’s Name

Opponent’s Sportsmanship

Slaughter

Slaughter

Points

Points

Day One - GAME twogod will recognise his

Table

Name

Opponent’s Name

Opponent’s Sportsmanship

Slaughter

Slaughter

Points

Points

layout

Length of Game

The game is played on a 48" x 36" table, with players starting from the long edges. The scenery is arranged according to the rules described in the Cresent & the Cross book, page 106.

The game lasts for 6 turns.

Deployment

Each time an enemy figure is eliminated during a melee sequence (between step 0 and 8), note down the troop class of that figure on a scoring sheet. Figures eliminated in any other ways (shooting, SAGA ability, special rule or whatever), do not count and are not recorded.

At the end of the sixth turn, sum up Slaughtering Victory Points for the models that you have noted down as having been eliminated. If a player has at least 4 more Vp's than his opponent, that player wins the game, otherwise the game is a draw.

victory conditions

Each player rolls die- Highest roller chooses a side and deploys his Warlord anywhere within L of his own table edge. His opponent then deploys his warlord anywhere within L of his own table edge.

Then, starting with the player that deployed his warlord first, each player must deploy a unit within L of the table edge. Players alternate the deployment of their units until all units are deployed.

special rulesThe following rules apply to the deployment: • All units with ranged weapons in a warband must be deployed before units without ranged weapons are deployed. • All foot units must be deployed before mounted units.

Both Warbands are Endless. Off-table units may not enter the table by the opponent's table edge during the game.

Start of GameBoth players roll a d6 roll. The highest roll chooses who will become the first player and start the game. The most impressive facial hair will break ties. The second player may roll three dice and place them on his battle board. Note that this does not constitute an Orders Phase, and no Saga Abilities or special rules may be used at this point.

Day One - GAME threeThe challenge

layoutThe game is played on a 48" x 36" table, with players starting from the long edges. The scenery is arranged according to the rules described in the Cresent & the Cross book, page 106 except that no piece may be placed within M of the center of the table.

Length of GameThe game lasts for 6 rounds. Deployment: Each player sets aside his Warlord, as they are not deployed at this point.

Starting with the player who placed the first piece of scenery, each player deploys at least half the models in his Warband within M of his table edge. Each player then deploys the rest of his models, in the same order.

Both players roll a d6 roll. The highest roll chooses who will become the first player and start the game. The most impressive facial hair will break ties. The second player may roll three dice and place them on his battle board. Note that this does not constitute an Orders Phase, and no Saga Abilities or special rules may be used at this point.

The first player then places his Warlord within S of the center of the table. His opponent them places his Warlord within S of the centre of the table, and more than VS away from the enemy Warlord.

Victory ConditionsAt the end of the 6th round, each player totals hisSlaughtering Victory points, and adds the bonuses described below. If a player has scored at least 2 VPs more than his opponent, he wins a victory.

Special RulesIn this scenario, Warlords cannot be killed, nor suffer any effect that would result in them being sacrificed, killed or removed from the game. No opponent may play any ability, or use any special rule that would kill, sacrifice or remove your Warlord from the game, even if that ability or special rule is subject to a choice on behalf of the targeted Warlord.

The area that extends within S of the center of the table is called the Challenge Ground. This area is impassable to all models other than Warlords. The area outside the Challenge Ground is impassable to Warlords, so they will remain within the Challenge Ground throughout the game and other units will not enter.

The Warlords fighting within the Challenge Ground are subject to the following special rules:• They do not benefit from their “We Obey” special rule.• They may not use the “Side by Side” special rule, nor may theysacrifice any model from outside the Challenge Ground with their“Resistance” special rule to avoid being wounded.• They may not shoot at, nor be shot at by units outside theChallenge Ground.• Any special rule that would force another unit to be deployed within “X” of their Warlord is ignored entirely.• Warlords are immune to opponent SAGA abilities. They ignore all Saga ability effects when played by an opponent. So, your appoenet may play Saga abilities and gain the benefits for their Warlord including extra attack dice, etc., but any abilities affecting your Warlord, such as reducing his dice pool or armour value, etc are ignored. Such abilities may still be played to affect several units, they just don’t affect the Warlord.

Simply consider the table and Challenge Ground as two separate game areas, sharing only the SAGA dice.

Each time a Warlord takes a hit or game effect that should eliminate him, the player that inflicted that hit or triggered that effect gains a Might Token.

At the end of the game, each Might Token is worth 1 VP.

Table

Name

Opponent’s Name

Opponent’s Sportsmanship

Slaughter

Slaughter

Points

Points

Day two - GAME onethe escort

Table

Name

Opponent’s Name

Opponent’s Sportsmanship

Slaughter

Slaughter

Points

Points

layout

Length of Game

The game is played on a 48" x 36" table, with players starting from the long edges. The scenery is arranged according to the rules described in the Cresent & the Cross book, page 106.

The game lasts until either two baggage units have left the table or all baggage pieces have been destroyed.

Deployment

If the escorting player manages to move at least two baggage pieces off the table via the long table edge opposite to his own starting table edge, he wins. To leave the table a baggage piece just needs to finish it's movement in contact with the table edge.

If the opposing player manages to destroy all three baggage pieces, that player wins. Any other result is a draw.

victory conditions

Each player secretly bids how many points (between 2 and 6) he thinks he needs to escort the baggage. Both players simultaneously reveal their bid.

The player with the least points becomes the escort and his opponent the attacker. If the players tie for bids, roll a d6 and the highest roller becomes the escort and his opponent the attacker.

The escort will only play this scenario with the number of points he has written down. The attacker gets his regular 6 point warband. The escorting warband starts by deploying all of his models (including the three baggage pieces) within L of a long table edge he has chosen.

Then his opponent deploys all his models on the table, within L of the opposing long table edge. The escorting player starts the game.

special rulesFor this scenario you will need three baggage Pieces. Each baggage counts a s unit of it's own.

It is activated like a Hearthguard unit, has an armour of 5 in melee and an armour of 6 against shooting and cancels the first hit suffered during a shooting or a melee in the same way Warlords do with their resilience rule. It rolls three attack dice in melee and may never benefit or be targeted by SAGA abilities. They move M like foot units and may never enter uneven ground or buildings.

Day two - GAME twosacred ground

Table

Name

Opponent’s Name

Opponent’s Sportsmanship

Slaughter

Slaughter

Points

Points

layout

Length of Game

The game is played on a 48" x 36" table, with players starting from the long edges. In the center of the table deploy a hill. Then each player chooses and one piece of scenery that is not a building and places it between L and 2xL from any long table edge. The scenery item must be entirely deployed within the L and 2xL of the table edge.

There is no other scenery deployed on the table in this scenario.

The game lasts for 8 complete turns.

Deployment

At the end of a player’s turn, that player counts the number of VPs scored. The number of VPs is based on the models that are in any of the three terrain pieces placed on the table and according to the instructions on pages 61 (i.e. your Warlord gives you 3VPs, each Hearthguard 1VP, one VP for every two Warriors, etc...).

There is a maximum amount of VPs that can be gained per turn. This maximum is equal to one VP times the turn number per terrain piece reguardless of how many models are in.

example: The player has 2 Hearthgaurd in one terrain piece, 3 warriors in another and 8 warriors in the third terrain piece. At the end of the first turn he gets 3 VPs. One point maximum for each terrain piece as it’s turn 1. At the end of turn 2 if the same models were in he would get 6 points- 2 points for the 2 hearth guard, 2 points for the 3 warriors and 2 points for the 8 warrirors.

The number of VPs gained each turn are added to the VPs scored in previous turns. At the end of the 8th turn, the player that scored the most VPs wins the game.

victory conditions

Roll to choose a long table edge. The winner chooses one of the long table edges as his starting edge and deploys one unit within M of that table edge.

His opponent then deploys one unit within M of the opposite table edge. Players alternate the deployment of their units until all units are deployed.

The player that finished his deployment first starts the game.

Day two - GAME threechampions of god

Table

Name

Opponent’s Name

Opponent’s Sportsmanship

Slaughter

Slaughter

Points

Points

layout

Length of Game

The game is played on a 48" x 36" table, with players starting from the long edges. The scenery is arranged according to the rules described in the Cresent & the Cross book, page 106.

The game lasts for 6 turns.

Deployment

At the end of the sixth turn, add up Slaughtering Victory Points. If a player has at least three VP's more than his opponent, that player wins the game. Otherwise, the game is a draw.

victory conditions

Each player rolls die- Highest roller chooses a side and deploys his Warlord anywhere within L of his own table edge.

His opponent then deploys his warlord anywhere within L of his own table edge. Then, starting with the player that deployed his warlord first, each player must deploy a unit within L of the table edge.

Players alternate the deployment of their units until all units are deployed.

special rulesThe following rules apply to the deployment: • All units with ranged weapons in a warband must be deployed before units without ranged weapons are deployed.• All foot units must be deployed before mounted units.

Start of GameBoth players roll a d6 roll. The highest roll chooses who will become the first player and start the game. The most impressive facial hair will break ties. The second player may roll three dice and place them on his battle board. Note that this does not constitute an Orders Phase, and no Saga Abilities or special rules may be used at this point.

Opponents & Sportsman

DAY ONERound 1 Opponent & Warband

Round 2 Opponent & Warband

Round 3 Opponent & Warband

DAY TWORound 1 Opponent & Warband

Round 2 Opponent & Warband

Round 3 Opponent & Warband

Your Name

Favorite Opponent Name

tear here

No Saga DiceA player immediately loses the game if at the start of any turn his warband does not generate any SAGA Dice. Game ends, and VPs are scored, winner determined.

ScoringOur scoring system is simple. The victory condition for each round is determined per the scenario instruc-tions with 6 points for a scenario victory, 3 points if neither player accomplished the scenario victory condi-tions and 1 point for a loss.

Any player who scores at least 8 more victory points than his opponent satisfies a Crushing Victory condi-tion and will earn 7 points for the match rather than 6 points. Total possible VP in a round is 7.

Players can score up to 18 points total in sportsmanship votes and they can score up to 20 points total in Painting.

Slaughter Victory PointsAt the end of each tournament round players will record Slaughter Victory points per the rules on page 108 as a tie breaker for event placing. Both players will have a sheet to track SVP themselves and each other. This will be turned in at the end of the battle. It is important to keep track of youropponents points as well your own since The Crusader award is based off the total.

COUNTING SLAUGHTER POINTS:Slaughter Points (SPs)are gained based on the number of models the opposing Warbands have lost during the battle. Each figure lost is calculated using the chart below. All fractions are rounded up.

Warlord General or “Lesser” Warlord = 3 Slaughter Points.Hearthguard = 1 Slaughter Point per Hearthguard.Warriors = 1 Slaughter Point for every 2 Warriors.Levy = 1 Slaughter Point for every 3 Levy.Dogs of War – See description in the appropriate book.

Placing SceneryScenery will be provided at each table. Players will perform scenery bids as normal. Terrain will be selected from the pieces AVAILABLE at each table. There will be 6+ varied pieces. These will be placed according to the terrain rules on pages 106 - 107 of The Crescent and the Cross rulebook. In some cases, the scenario in play may modify the terrain placement rules.

RulesU.S. SAGA Grand Melee will be played with 6-point warbands. Your warband may be selected from either the SAGA or The Crescent & the Cross rule books or from any of the following supplements; Northern Fury, TheRaven’s Shadow, Varajazi & Basileus. Steppe Tribes are also included in the playable factions.

Warbands may not include Heroes of the Viking or Crusading Age

ScheduleThe Grand Melee will consist of six games, three played on Saturday and three on Sunday.Preliminary schedule is as follows:

Saturday, March 25th9:00am - 9:30am Registration and Introduction9:30am - 11:30am Game 111:30am -12.30pm Lunch12:30pm - 2:30pm Game 22:30pm - 3:00pm Break3:00pm - 5:00pm Game 3

Sunday, March 26th9:00am - 11:00am Game 111:00am -12.00pm Lunch12:00pm - 2:00pm Game 22:00pm - 2:30pm Break2:30pm - 4:30pm Game 34:30pm – 5:00pm Awards

ScenariosDay One:• Scenario 1 - Battle at the Ford & Walls • Scenario 2 - God will Recognize His Own• Scenario 3 - The Challenge Day Two:• Scenario 1 - The Escort • Scenario 2 - Sacred Ground• Scenario 3 - Champions of God

Scenarios are explained further in the document.

U.S. SAGA Grand Melee • adepticon 2017 •

Page 7: U .S. SAGA GRAND MELEE - AdeptiConattack dice in melee and may never benefit or be targeted by SAGA abilities. They move M like foot units and may never enter uneven ground or buildings

Day One - GAME ONEBattle at the Fords & Walls

layout

Length of Game

The river is impassable except at the fords/bridges/wall-openings which count as open terrain. The rest of the scenery is arranged according to the rules described in the introduction of this chapter.

No scenery may be placed within S of the river or the fords/bridges/walls. Scenery that may not be placed due to this restriction is discarded without effect.

The game lasts for 6 turns.

Start of GameBoth players roll a d6 roll. The highest roll chooses who will become the first player and start the game. The most impressive facial hair will break ties. The second player may roll three dice and place them on his battle board. Note that this does not constitute an Orders Phase, and no Saga Abilities or special rules may be used at this point.

Deployment

At the end of the game each player counts his Victory Points. Unlike other scenarios, VP's are not scored for killing enemy figures, but for your figures that are on the opposite side of river at the end of the game.

Each model that is on the other side of the river (in the enemy half of the table) counts as scoring Vp's based on the scoring system described on page 61 C&C. Points

victory conditions

Roll to choose a long table edge. The winner chooses one of the long table edges as his starting edge and deploys at least half his figures within L of that table edge.

His opponent then deploys all his warband within L of the opposite table edge. Finally the first player deploys the rest of his warband within L of his table edge.

Table

Name

Opponent’s Name

Opponent’s Sportsmanship

Slaughter

Slaughter

Points

Points

Day One - GAME twogod will recognise his

Table

Name

Opponent’s Name

Opponent’s Sportsmanship

Slaughter

Slaughter

Points

Points

layout

Length of Game

The game is played on a 48" x 36" table, with players starting from the long edges. The scenery is arranged according to the rules described in the Cresent & the Cross book, page 106.

The game lasts for 6 turns.

Deployment

Each time an enemy figure is eliminated during a melee sequence (between step 0 and 8), note down the troop class of that figure on a scoring sheet. Figures eliminated in any other ways (shooting, SAGA ability, special rule or whatever), do not count and are not recorded.

At the end of the sixth turn, sum up Slaughtering Victory Points for the models that you have noted down as having been eliminated. If a player has at least 4 more Vp's than his opponent, that player wins the game, otherwise the game is a draw.

victory conditions

Each player rolls die- Highest roller chooses a side and deploys his Warlord anywhere within L of his own table edge. His opponent then deploys his warlord anywhere within L of his own table edge.

Then, starting with the player that deployed his warlord first, each player must deploy a unit within L of the table edge. Players alternate the deployment of their units until all units are deployed.

special rulesThe following rules apply to the deployment: • All units with ranged weapons in a warband must be deployed before units without ranged weapons are deployed. • All foot units must be deployed before mounted units.

Both Warbands are Endless. Off-table units may not enter the table by the opponent's table edge during the game.

Start of GameBoth players roll a d6 roll. The highest roll chooses who will become the first player and start the game. The most impressive facial hair will break ties. The second player may roll three dice and place them on his battle board. Note that this does not constitute an Orders Phase, and no Saga Abilities or special rules may be used at this point.

Day One - GAME threeThe challenge

layoutThe game is played on a 48" x 36" table, with players starting from the long edges. The scenery is arranged according to the rules described in the Cresent & the Cross book, page 106 except that no piece may be placed within M of the center of the table.

Length of GameThe game lasts for 6 rounds. Deployment: Each player sets aside his Warlord, as they are not deployed at this point.

Starting with the player who placed the first piece of scenery, each player deploys at least half the models in his Warband within M of his table edge. Each player then deploys the rest of his models, in the same order.

Both players roll a d6 roll. The highest roll chooses who will become the first player and start the game. The most impressive facial hair will break ties. The second player may roll three dice and place them on his battle board. Note that this does not constitute an Orders Phase, and no Saga Abilities or special rules may be used at this point.

The first player then places his Warlord within S of the center of the table. His opponent them places his Warlord within S of the centre of the table, and more than VS away from the enemy Warlord.

Victory ConditionsAt the end of the 6th round, each player totals hisSlaughtering Victory points, and adds the bonuses described below. If a player has scored at least 2 VPs more than his opponent, he wins a victory.

Special RulesIn this scenario, Warlords cannot be killed, nor suffer any effect that would result in them being sacrificed, killed or removed from the game. No opponent may play any ability, or use any special rule that would kill, sacrifice or remove your Warlord from the game, even if that ability or special rule is subject to a choice on behalf of the targeted Warlord.

The area that extends within S of the center of the table is called the Challenge Ground. This area is impassable to all models other than Warlords. The area outside the Challenge Ground is impassable to Warlords, so they will remain within the Challenge Ground throughout the game and other units will not enter.

The Warlords fighting within the Challenge Ground are subject to the following special rules:• They do not benefit from their “We Obey” special rule.• They may not use the “Side by Side” special rule, nor may theysacrifice any model from outside the Challenge Ground with their“Resistance” special rule to avoid being wounded.• They may not shoot at, nor be shot at by units outside theChallenge Ground.• Any special rule that would force another unit to be deployed within “X” of their Warlord is ignored entirely.• Warlords are immune to opponent SAGA abilities. They ignore all Saga ability effects when played by an opponent. So, your appoenet may play Saga abilities and gain the benefits for their Warlord including extra attack dice, etc., but any abilities affecting your Warlord, such as reducing his dice pool or armour value, etc are ignored. Such abilities may still be played to affect several units, they just don’t affect the Warlord.

Simply consider the table and Challenge Ground as two separate game areas, sharing only the SAGA dice.

Each time a Warlord takes a hit or game effect that should eliminate him, the player that inflicted that hit or triggered that effect gains a Might Token.

At the end of the game, each Might Token is worth 1 VP.

Table

Name

Opponent’s Name

Opponent’s Sportsmanship

Slaughter

Slaughter

Points

Points

Day two - GAME onethe escort

Table

Name

Opponent’s Name

Opponent’s Sportsmanship

Slaughter

Slaughter

Points

Points

layout

Length of Game

The game is played on a 48" x 36" table, with players starting from the long edges. The scenery is arranged according to the rules described in the Cresent & the Cross book, page 106.

The game lasts until either two baggage units have left the table or all baggage pieces have been destroyed.

Deployment

If the escorting player manages to move at least two baggage pieces off the table via the long table edge opposite to his own starting table edge, he wins. To leave the table a baggage piece just needs to finish it's movement in contact with the table edge.

If the opposing player manages to destroy all three baggage pieces, that player wins. Any other result is a draw.

victory conditions

Each player secretly bids how many points (between 2 and 6) he thinks he needs to escort the baggage. Both players simultaneously reveal their bid.

The player with the least points becomes the escort and his opponent the attacker. If the players tie for bids, roll a d6 and the highest roller becomes the escort and his opponent the attacker.

The escort will only play this scenario with the number of points he has written down. The attacker gets his regular 6 point warband. The escorting warband starts by deploying all of his models (including the three baggage pieces) within L of a long table edge he has chosen.

Then his opponent deploys all his models on the table, within L of the opposing long table edge. The escorting player starts the game.

special rulesFor this scenario you will need three baggage Pieces. Each baggage counts a s unit of it's own.

It is activated like a Hearthguard unit, has an armour of 5 in melee and an armour of 6 against shooting and cancels the first hit suffered during a shooting or a melee in the same way Warlords do with their resilience rule. It rolls three attack dice in melee and may never benefit or be targeted by SAGA abilities. They move M like foot units and may never enter uneven ground or buildings.

Day two - GAME twosacred ground

Table

Name

Opponent’s Name

Opponent’s Sportsmanship

Slaughter

Slaughter

Points

Points

layout

Length of Game

The game is played on a 48" x 36" table, with players starting from the long edges. In the center of the table deploy a hill. Then each player chooses and one piece of scenery that is not a building and places it between L and 2xL from any long table edge. The scenery item must be entirely deployed within the L and 2xL of the table edge.

There is no other scenery deployed on the table in this scenario.

The game lasts for 8 complete turns.

Deployment

At the end of a player’s turn, that player counts the number of VPs scored. The number of VPs is based on the models that are in any of the three terrain pieces placed on the table and according to the instructions on pages 61 (i.e. your Warlord gives you 3VPs, each Hearthguard 1VP, one VP for every two Warriors, etc...).

There is a maximum amount of VPs that can be gained per turn. This maximum is equal to one VP times the turn number per terrain piece reguardless of how many models are in.

example: The player has 2 Hearthgaurd in one terrain piece, 3 warriors in another and 8 warriors in the third terrain piece. At the end of the first turn he gets 3 VPs. One point maximum for each terrain piece as it’s turn 1. At the end of turn 2 if the same models were in he would get 6 points- 2 points for the 2 hearth guard, 2 points for the 3 warriors and 2 points for the 8 warrirors.

The number of VPs gained each turn are added to the VPs scored in previous turns. At the end of the 8th turn, the player that scored the most VPs wins the game.

victory conditions

Roll to choose a long table edge. The winner chooses one of the long table edges as his starting edge and deploys one unit within M of that table edge.

His opponent then deploys one unit within M of the opposite table edge. Players alternate the deployment of their units until all units are deployed.

The player that finished his deployment first starts the game.

Day two - GAME threechampions of god

Table

Name

Opponent’s Name

Opponent’s Sportsmanship

Slaughter

Slaughter

Points

Points

layout

Length of Game

The game is played on a 48" x 36" table, with players starting from the long edges. The scenery is arranged according to the rules described in the Cresent & the Cross book, page 106.

The game lasts for 6 turns.

Deployment

At the end of the sixth turn, add up Slaughtering Victory Points. If a player has at least three VP's more than his opponent, that player wins the game. Otherwise, the game is a draw.

victory conditions

Each player rolls die- Highest roller chooses a side and deploys his Warlord anywhere within L of his own table edge.

His opponent then deploys his warlord anywhere within L of his own table edge. Then, starting with the player that deployed his warlord first, each player must deploy a unit within L of the table edge.

Players alternate the deployment of their units until all units are deployed.

special rulesThe following rules apply to the deployment: • All units with ranged weapons in a warband must be deployed before units without ranged weapons are deployed.• All foot units must be deployed before mounted units.

Start of GameBoth players roll a d6 roll. The highest roll chooses who will become the first player and start the game. The most impressive facial hair will break ties. The second player may roll three dice and place them on his battle board. Note that this does not constitute an Orders Phase, and no Saga Abilities or special rules may be used at this point.

Opponents & Sportsman

DAY ONERound 1 Opponent & Warband

Round 2 Opponent & Warband

Round 3 Opponent & Warband

DAY TWORound 1 Opponent & Warband

Round 2 Opponent & Warband

Round 3 Opponent & Warband

Your Name

Favorite Opponent Name

tear here

No Saga DiceA player immediately loses the game if at the start of any turn his warband does not generate any SAGA Dice. Game ends, and VPs are scored, winner determined.

ScoringOur scoring system is simple. The victory condition for each round is determined per the scenario instruc-tions with 6 points for a scenario victory, 3 points if neither player accomplished the scenario victory condi-tions and 1 point for a loss.

Any player who scores at least 8 more victory points than his opponent satisfies a Crushing Victory condi-tion and will earn 7 points for the match rather than 6 points. Total possible VP in a round is 7.

Players can score up to 18 points total in sportsmanship votes and they can score up to 20 points total in Painting.

Slaughter Victory PointsAt the end of each tournament round players will record Slaughter Victory points per the rules on page 108 as a tie breaker for event placing. Both players will have a sheet to track SVP themselves and each other. This will be turned in at the end of the battle. It is important to keep track of youropponents points as well your own since The Crusader award is based off the total.

COUNTING SLAUGHTER POINTS:Slaughter Points (SPs)are gained based on the number of models the opposing Warbands have lost during the battle. Each figure lost is calculated using the chart below. All fractions are rounded up.

Warlord General or “Lesser” Warlord = 3 Slaughter Points.Hearthguard = 1 Slaughter Point per Hearthguard.Warriors = 1 Slaughter Point for every 2 Warriors.Levy = 1 Slaughter Point for every 3 Levy.Dogs of War – See description in the appropriate book.

Placing SceneryScenery will be provided at each table. Players will perform scenery bids as normal. Terrain will be selected from the pieces AVAILABLE at each table. There will be 6+ varied pieces. These will be placed according to the terrain rules on pages 106 - 107 of The Crescent and the Cross rulebook. In some cases, the scenario in play may modify the terrain placement rules.

RulesU.S. SAGA Grand Melee will be played with 6-point warbands. Your warband may be selected from either the SAGA or The Crescent & the Cross rule books or from any of the following supplements; Northern Fury, TheRaven’s Shadow, Varajazi & Basileus. Steppe Tribes are also included in the playable factions.

Warbands may not include Heroes of the Viking or Crusading Age

ScheduleThe Grand Melee will consist of six games, three played on Saturday and three on Sunday.Preliminary schedule is as follows:

Saturday, March 25th9:00am - 9:30am Registration and Introduction9:30am - 11:30am Game 111:30am -12.30pm Lunch12:30pm - 2:30pm Game 22:30pm - 3:00pm Break3:00pm - 5:00pm Game 3

Sunday, March 26th9:00am - 11:00am Game 111:00am -12.00pm Lunch12:00pm - 2:00pm Game 22:00pm - 2:30pm Break2:30pm - 4:30pm Game 34:30pm – 5:00pm Awards

ScenariosDay One:• Scenario 1 - Battle at the Ford & Walls • Scenario 2 - God will Recognize His Own• Scenario 3 - The Challenge Day Two:• Scenario 1 - The Escort • Scenario 2 - Sacred Ground• Scenario 3 - Champions of God

Scenarios are explained further in the document.

U.S. SAGA Grand Melee • adepticon 2017 •

Page 8: U .S. SAGA GRAND MELEE - AdeptiConattack dice in melee and may never benefit or be targeted by SAGA abilities. They move M like foot units and may never enter uneven ground or buildings

Day One - GAME ONEBattle at the Fords & Walls

layout

Length of Game

The river is impassable except at the fords/bridges/wall-openings which count as open terrain. The rest of the scenery is arranged according to the rules described in the introduction of this chapter.

No scenery may be placed within S of the river or the fords/bridges/walls. Scenery that may not be placed due to this restriction is discarded without effect.

The game lasts for 6 turns.

Start of GameBoth players roll a d6 roll. The highest roll chooses who will become the first player and start the game. The most impressive facial hair will break ties. The second player may roll three dice and place them on his battle board. Note that this does not constitute an Orders Phase, and no Saga Abilities or special rules may be used at this point.

Deployment

At the end of the game each player counts his Victory Points. Unlike other scenarios, VP's are not scored for killing enemy figures, but for your figures that are on the opposite side of river at the end of the game.

Each model that is on the other side of the river (in the enemy half of the table) counts as scoring Vp's based on the scoring system described on page 61 C&C. Points

victory conditions

Roll to choose a long table edge. The winner chooses one of the long table edges as his starting edge and deploys at least half his figures within L of that table edge.

His opponent then deploys all his warband within L of the opposite table edge. Finally the first player deploys the rest of his warband within L of his table edge.

Table

Name

Opponent’s Name

Opponent’s Sportsmanship

Slaughter

Slaughter

Points

Points

Day One - GAME twogod will recognise his

Table

Name

Opponent’s Name

Opponent’s Sportsmanship

Slaughter

Slaughter

Points

Points

layout

Length of Game

The game is played on a 48" x 36" table, with players starting from the long edges. The scenery is arranged according to the rules described in the Cresent & the Cross book, page 106.

The game lasts for 6 turns.

Deployment

Each time an enemy figure is eliminated during a melee sequence (between step 0 and 8), note down the troop class of that figure on a scoring sheet. Figures eliminated in any other ways (shooting, SAGA ability, special rule or whatever), do not count and are not recorded.

At the end of the sixth turn, sum up Slaughtering Victory Points for the models that you have noted down as having been eliminated. If a player has at least 4 more Vp's than his opponent, that player wins the game, otherwise the game is a draw.

victory conditions

Each player rolls die- Highest roller chooses a side and deploys his Warlord anywhere within L of his own table edge. His opponent then deploys his warlord anywhere within L of his own table edge.

Then, starting with the player that deployed his warlord first, each player must deploy a unit within L of the table edge. Players alternate the deployment of their units until all units are deployed.

special rulesThe following rules apply to the deployment: • All units with ranged weapons in a warband must be deployed before units without ranged weapons are deployed. • All foot units must be deployed before mounted units.

Both Warbands are Endless. Off-table units may not enter the table by the opponent's table edge during the game.

Start of GameBoth players roll a d6 roll. The highest roll chooses who will become the first player and start the game. The most impressive facial hair will break ties. The second player may roll three dice and place them on his battle board. Note that this does not constitute an Orders Phase, and no Saga Abilities or special rules may be used at this point.

Day One - GAME threeThe challenge

layoutThe game is played on a 48" x 36" table, with players starting from the long edges. The scenery is arranged according to the rules described in the Cresent & the Cross book, page 106 except that no piece may be placed within M of the center of the table.

Length of GameThe game lasts for 6 rounds. Deployment: Each player sets aside his Warlord, as they are not deployed at this point.

Starting with the player who placed the first piece of scenery, each player deploys at least half the models in his Warband within M of his table edge. Each player then deploys the rest of his models, in the same order.

Both players roll a d6 roll. The highest roll chooses who will become the first player and start the game. The most impressive facial hair will break ties. The second player may roll three dice and place them on his battle board. Note that this does not constitute an Orders Phase, and no Saga Abilities or special rules may be used at this point.

The first player then places his Warlord within S of the center of the table. His opponent them places his Warlord within S of the centre of the table, and more than VS away from the enemy Warlord.

Victory ConditionsAt the end of the 6th round, each player totals hisSlaughtering Victory points, and adds the bonuses described below. If a player has scored at least 2 VPs more than his opponent, he wins a victory.

Special RulesIn this scenario, Warlords cannot be killed, nor suffer any effect that would result in them being sacrificed, killed or removed from the game. No opponent may play any ability, or use any special rule that would kill, sacrifice or remove your Warlord from the game, even if that ability or special rule is subject to a choice on behalf of the targeted Warlord.

The area that extends within S of the center of the table is called the Challenge Ground. This area is impassable to all models other than Warlords. The area outside the Challenge Ground is impassable to Warlords, so they will remain within the Challenge Ground throughout the game and other units will not enter.

The Warlords fighting within the Challenge Ground are subject to the following special rules:• They do not benefit from their “We Obey” special rule.• They may not use the “Side by Side” special rule, nor may theysacrifice any model from outside the Challenge Ground with their“Resistance” special rule to avoid being wounded.• They may not shoot at, nor be shot at by units outside theChallenge Ground.• Any special rule that would force another unit to be deployed within “X” of their Warlord is ignored entirely.• Warlords are immune to opponent SAGA abilities. They ignore all Saga ability effects when played by an opponent. So, your appoenet may play Saga abilities and gain the benefits for their Warlord including extra attack dice, etc., but any abilities affecting your Warlord, such as reducing his dice pool or armour value, etc are ignored. Such abilities may still be played to affect several units, they just don’t affect the Warlord.

Simply consider the table and Challenge Ground as two separate game areas, sharing only the SAGA dice.

Each time a Warlord takes a hit or game effect that should eliminate him, the player that inflicted that hit or triggered that effect gains a Might Token.

At the end of the game, each Might Token is worth 1 VP.

Table

Name

Opponent’s Name

Opponent’s Sportsmanship

Slaughter

Slaughter

Points

Points

Day two - GAME onethe escort

Table

Name

Opponent’s Name

Opponent’s Sportsmanship

Slaughter

Slaughter

Points

Points

layout

Length of Game

The game is played on a 48" x 36" table, with players starting from the long edges. The scenery is arranged according to the rules described in the Cresent & the Cross book, page 106.

The game lasts until either two baggage units have left the table or all baggage pieces have been destroyed.

Deployment

If the escorting player manages to move at least two baggage pieces off the table via the long table edge opposite to his own starting table edge, he wins. To leave the table a baggage piece just needs to finish it's movement in contact with the table edge.

If the opposing player manages to destroy all three baggage pieces, that player wins. Any other result is a draw.

victory conditions

Each player secretly bids how many points (between 2 and 6) he thinks he needs to escort the baggage. Both players simultaneously reveal their bid.

The player with the least points becomes the escort and his opponent the attacker. If the players tie for bids, roll a d6 and the highest roller becomes the escort and his opponent the attacker.

The escort will only play this scenario with the number of points he has written down. The attacker gets his regular 6 point warband. The escorting warband starts by deploying all of his models (including the three baggage pieces) within L of a long table edge he has chosen.

Then his opponent deploys all his models on the table, within L of the opposing long table edge. The escorting player starts the game.

special rulesFor this scenario you will need three baggage Pieces. Each baggage counts a s unit of it's own.

It is activated like a Hearthguard unit, has an armour of 5 in melee and an armour of 6 against shooting and cancels the first hit suffered during a shooting or a melee in the same way Warlords do with their resilience rule. It rolls three attack dice in melee and may never benefit or be targeted by SAGA abilities. They move M like foot units and may never enter uneven ground or buildings.

Day two - GAME twosacred ground

Table

Name

Opponent’s Name

Opponent’s Sportsmanship

Slaughter

Slaughter

Points

Points

layout

Length of Game

The game is played on a 48" x 36" table, with players starting from the long edges. In the center of the table deploy a hill. Then each player chooses and one piece of scenery that is not a building and places it between L and 2xL from any long table edge. The scenery item must be entirely deployed within the L and 2xL of the table edge.

There is no other scenery deployed on the table in this scenario.

The game lasts for 8 complete turns.

Deployment

At the end of a player’s turn, that player counts the number of VPs scored. The number of VPs is based on the models that are in any of the three terrain pieces placed on the table and according to the instructions on pages 61 (i.e. your Warlord gives you 3VPs, each Hearthguard 1VP, one VP for every two Warriors, etc...).

There is a maximum amount of VPs that can be gained per turn. This maximum is equal to one VP times the turn number per terrain piece reguardless of how many models are in.

example: The player has 2 Hearthgaurd in one terrain piece, 3 warriors in another and 8 warriors in the third terrain piece. At the end of the first turn he gets 3 VPs. One point maximum for each terrain piece as it’s turn 1. At the end of turn 2 if the same models were in he would get 6 points- 2 points for the 2 hearth guard, 2 points for the 3 warriors and 2 points for the 8 warrirors.

The number of VPs gained each turn are added to the VPs scored in previous turns. At the end of the 8th turn, the player that scored the most VPs wins the game.

victory conditions

Roll to choose a long table edge. The winner chooses one of the long table edges as his starting edge and deploys one unit within M of that table edge.

His opponent then deploys one unit within M of the opposite table edge. Players alternate the deployment of their units until all units are deployed.

The player that finished his deployment first starts the game.

Day two - GAME threechampions of god

Table

Name

Opponent’s Name

Opponent’s Sportsmanship

Slaughter

Slaughter

Points

Points

layout

Length of Game

The game is played on a 48" x 36" table, with players starting from the long edges. The scenery is arranged according to the rules described in the Cresent & the Cross book, page 106.

The game lasts for 6 turns.

Deployment

At the end of the sixth turn, add up Slaughtering Victory Points. If a player has at least three VP's more than his opponent, that player wins the game. Otherwise, the game is a draw.

victory conditions

Each player rolls die- Highest roller chooses a side and deploys his Warlord anywhere within L of his own table edge.

His opponent then deploys his warlord anywhere within L of his own table edge. Then, starting with the player that deployed his warlord first, each player must deploy a unit within L of the table edge.

Players alternate the deployment of their units until all units are deployed.

special rulesThe following rules apply to the deployment: • All units with ranged weapons in a warband must be deployed before units without ranged weapons are deployed.• All foot units must be deployed before mounted units.

Start of GameBoth players roll a d6 roll. The highest roll chooses who will become the first player and start the game. The most impressive facial hair will break ties. The second player may roll three dice and place them on his battle board. Note that this does not constitute an Orders Phase, and no Saga Abilities or special rules may be used at this point.

Opponents & Sportsman

DAY ONERound 1 Opponent & Warband

Round 2 Opponent & Warband

Round 3 Opponent & Warband

DAY TWORound 1 Opponent & Warband

Round 2 Opponent & Warband

Round 3 Opponent & Warband

Your Name

Favorite Opponent Name

tear here

No Saga DiceA player immediately loses the game if at the start of any turn his warband does not generate any SAGA Dice. Game ends, and VPs are scored, winner determined.

ScoringOur scoring system is simple. The victory condition for each round is determined per the scenario instruc-tions with 6 points for a scenario victory, 3 points if neither player accomplished the scenario victory condi-tions and 1 point for a loss.

Any player who scores at least 8 more victory points than his opponent satisfies a Crushing Victory condi-tion and will earn 7 points for the match rather than 6 points. Total possible VP in a round is 7.

Players can score up to 18 points total in sportsmanship votes and they can score up to 20 points total in Painting.

Slaughter Victory PointsAt the end of each tournament round players will record Slaughter Victory points per the rules on page 108 as a tie breaker for event placing. Both players will have a sheet to track SVP themselves and each other. This will be turned in at the end of the battle. It is important to keep track of youropponents points as well your own since The Crusader award is based off the total.

COUNTING SLAUGHTER POINTS:Slaughter Points (SPs)are gained based on the number of models the opposing Warbands have lost during the battle. Each figure lost is calculated using the chart below. All fractions are rounded up.

Warlord General or “Lesser” Warlord = 3 Slaughter Points.Hearthguard = 1 Slaughter Point per Hearthguard.Warriors = 1 Slaughter Point for every 2 Warriors.Levy = 1 Slaughter Point for every 3 Levy.Dogs of War – See description in the appropriate book.

Placing SceneryScenery will be provided at each table. Players will perform scenery bids as normal. Terrain will be selected from the pieces AVAILABLE at each table. There will be 6+ varied pieces. These will be placed according to the terrain rules on pages 106 - 107 of The Crescent and the Cross rulebook. In some cases, the scenario in play may modify the terrain placement rules.

RulesU.S. SAGA Grand Melee will be played with 6-point warbands. Your warband may be selected from either the SAGA or The Crescent & the Cross rule books or from any of the following supplements; Northern Fury, TheRaven’s Shadow, Varajazi & Basileus. Steppe Tribes are also included in the playable factions.

Warbands may not include Heroes of the Viking or Crusading Age

ScheduleThe Grand Melee will consist of six games, three played on Saturday and three on Sunday.Preliminary schedule is as follows:

Saturday, March 25th9:00am - 9:30am Registration and Introduction9:30am - 11:30am Game 111:30am -12.30pm Lunch12:30pm - 2:30pm Game 22:30pm - 3:00pm Break3:00pm - 5:00pm Game 3

Sunday, March 26th9:00am - 11:00am Game 111:00am -12.00pm Lunch12:00pm - 2:00pm Game 22:00pm - 2:30pm Break2:30pm - 4:30pm Game 34:30pm – 5:00pm Awards

ScenariosDay One:• Scenario 1 - Battle at the Ford & Walls • Scenario 2 - God will Recognize His Own• Scenario 3 - The Challenge Day Two:• Scenario 1 - The Escort • Scenario 2 - Sacred Ground• Scenario 3 - Champions of God

Scenarios are explained further in the document.

U.S. SAGA Grand Melee • adepticon 2017 •

Page 9: U .S. SAGA GRAND MELEE - AdeptiConattack dice in melee and may never benefit or be targeted by SAGA abilities. They move M like foot units and may never enter uneven ground or buildings

Day One - GAME ONEBattle at the Fords & Walls

layout

Length of Game

The river is impassable except at the fords/bridges/wall-openings which count as open terrain. The rest of the scenery is arranged according to the rules described in the introduction of this chapter.

No scenery may be placed within S of the river or the fords/bridges/walls. Scenery that may not be placed due to this restriction is discarded without effect.

The game lasts for 6 turns.

Start of GameBoth players roll a d6 roll. The highest roll chooses who will become the first player and start the game. The most impressive facial hair will break ties. The second player may roll three dice and place them on his battle board. Note that this does not constitute an Orders Phase, and no Saga Abilities or special rules may be used at this point.

Deployment

At the end of the game each player counts his Victory Points. Unlike other scenarios, VP's are not scored for killing enemy figures, but for your figures that are on the opposite side of river at the end of the game.

Each model that is on the other side of the river (in the enemy half of the table) counts as scoring Vp's based on the scoring system described on page 61 C&C. Points

victory conditions

Roll to choose a long table edge. The winner chooses one of the long table edges as his starting edge and deploys at least half his figures within L of that table edge.

His opponent then deploys all his warband within L of the opposite table edge. Finally the first player deploys the rest of his warband within L of his table edge.

Table

Name

Opponent’s Name

Opponent’s Sportsmanship

Slaughter

Slaughter

Points

Points

Day One - GAME twogod will recognise his

Table

Name

Opponent’s Name

Opponent’s Sportsmanship

Slaughter

Slaughter

Points

Points

layout

Length of Game

The game is played on a 48" x 36" table, with players starting from the long edges. The scenery is arranged according to the rules described in the Cresent & the Cross book, page 106.

The game lasts for 6 turns.

Deployment

Each time an enemy figure is eliminated during a melee sequence (between step 0 and 8), note down the troop class of that figure on a scoring sheet. Figures eliminated in any other ways (shooting, SAGA ability, special rule or whatever), do not count and are not recorded.

At the end of the sixth turn, sum up Slaughtering Victory Points for the models that you have noted down as having been eliminated. If a player has at least 4 more Vp's than his opponent, that player wins the game, otherwise the game is a draw.

victory conditions

Each player rolls die- Highest roller chooses a side and deploys his Warlord anywhere within L of his own table edge. His opponent then deploys his warlord anywhere within L of his own table edge.

Then, starting with the player that deployed his warlord first, each player must deploy a unit within L of the table edge. Players alternate the deployment of their units until all units are deployed.

special rulesThe following rules apply to the deployment: • All units with ranged weapons in a warband must be deployed before units without ranged weapons are deployed. • All foot units must be deployed before mounted units.

Both Warbands are Endless. Off-table units may not enter the table by the opponent's table edge during the game.

Start of GameBoth players roll a d6 roll. The highest roll chooses who will become the first player and start the game. The most impressive facial hair will break ties. The second player may roll three dice and place them on his battle board. Note that this does not constitute an Orders Phase, and no Saga Abilities or special rules may be used at this point.

Day One - GAME threeThe challenge

layoutThe game is played on a 48" x 36" table, with players starting from the long edges. The scenery is arranged according to the rules described in the Cresent & the Cross book, page 106 except that no piece may be placed within M of the center of the table.

Length of GameThe game lasts for 6 rounds. Deployment: Each player sets aside his Warlord, as they are not deployed at this point.

Starting with the player who placed the first piece of scenery, each player deploys at least half the models in his Warband within M of his table edge. Each player then deploys the rest of his models, in the same order.

Both players roll a d6 roll. The highest roll chooses who will become the first player and start the game. The most impressive facial hair will break ties. The second player may roll three dice and place them on his battle board. Note that this does not constitute an Orders Phase, and no Saga Abilities or special rules may be used at this point.

The first player then places his Warlord within S of the center of the table. His opponent them places his Warlord within S of the centre of the table, and more than VS away from the enemy Warlord.

Victory ConditionsAt the end of the 6th round, each player totals hisSlaughtering Victory points, and adds the bonuses described below. If a player has scored at least 2 VPs more than his opponent, he wins a victory.

Special RulesIn this scenario, Warlords cannot be killed, nor suffer any effect that would result in them being sacrificed, killed or removed from the game. No opponent may play any ability, or use any special rule that would kill, sacrifice or remove your Warlord from the game, even if that ability or special rule is subject to a choice on behalf of the targeted Warlord.

The area that extends within S of the center of the table is called the Challenge Ground. This area is impassable to all models other than Warlords. The area outside the Challenge Ground is impassable to Warlords, so they will remain within the Challenge Ground throughout the game and other units will not enter.

The Warlords fighting within the Challenge Ground are subject to the following special rules:• They do not benefit from their “We Obey” special rule.• They may not use the “Side by Side” special rule, nor may theysacrifice any model from outside the Challenge Ground with their“Resistance” special rule to avoid being wounded.• They may not shoot at, nor be shot at by units outside theChallenge Ground.• Any special rule that would force another unit to be deployed within “X” of their Warlord is ignored entirely.• Warlords are immune to opponent SAGA abilities. They ignore all Saga ability effects when played by an opponent. So, your appoenet may play Saga abilities and gain the benefits for their Warlord including extra attack dice, etc., but any abilities affecting your Warlord, such as reducing his dice pool or armour value, etc are ignored. Such abilities may still be played to affect several units, they just don’t affect the Warlord.

Simply consider the table and Challenge Ground as two separate game areas, sharing only the SAGA dice.

Each time a Warlord takes a hit or game effect that should eliminate him, the player that inflicted that hit or triggered that effect gains a Might Token.

At the end of the game, each Might Token is worth 1 VP.

Table

Name

Opponent’s Name

Opponent’s Sportsmanship

Slaughter

Slaughter

Points

Points

Day two - GAME onethe escort

Table

Name

Opponent’s Name

Opponent’s Sportsmanship

Slaughter

Slaughter

Points

Points

layout

Length of Game

The game is played on a 48" x 36" table, with players starting from the long edges. The scenery is arranged according to the rules described in the Cresent & the Cross book, page 106.

The game lasts until either two baggage units have left the table or all baggage pieces have been destroyed.

Deployment

If the escorting player manages to move at least two baggage pieces off the table via the long table edge opposite to his own starting table edge, he wins. To leave the table a baggage piece just needs to finish it's movement in contact with the table edge.

If the opposing player manages to destroy all three baggage pieces, that player wins. Any other result is a draw.

victory conditions

Each player secretly bids how many points (between 2 and 6) he thinks he needs to escort the baggage. Both players simultaneously reveal their bid.

The player with the least points becomes the escort and his opponent the attacker. If the players tie for bids, roll a d6 and the highest roller becomes the escort and his opponent the attacker.

The escort will only play this scenario with the number of points he has written down. The attacker gets his regular 6 point warband. The escorting warband starts by deploying all of his models (including the three baggage pieces) within L of a long table edge he has chosen.

Then his opponent deploys all his models on the table, within L of the opposing long table edge. The escorting player starts the game.

special rulesFor this scenario you will need three baggage Pieces. Each baggage counts a s unit of it's own.

It is activated like a Hearthguard unit, has an armour of 5 in melee and an armour of 6 against shooting and cancels the first hit suffered during a shooting or a melee in the same way Warlords do with their resilience rule. It rolls three attack dice in melee and may never benefit or be targeted by SAGA abilities. They move M like foot units and may never enter uneven ground or buildings.

Day two - GAME twosacred ground

Table

Name

Opponent’s Name

Opponent’s Sportsmanship

Slaughter

Slaughter

Points

Points

layout

Length of Game

The game is played on a 48" x 36" table, with players starting from the long edges. In the center of the table deploy a hill. Then each player chooses and one piece of scenery that is not a building and places it between L and 2xL from any long table edge. The scenery item must be entirely deployed within the L and 2xL of the table edge.

There is no other scenery deployed on the table in this scenario.

The game lasts for 8 complete turns.

Deployment

At the end of a player’s turn, that player counts the number of VPs scored. The number of VPs is based on the models that are in any of the three terrain pieces placed on the table and according to the instructions on pages 61 (i.e. your Warlord gives you 3VPs, each Hearthguard 1VP, one VP for every two Warriors, etc...).

There is a maximum amount of VPs that can be gained per turn. This maximum is equal to one VP times the turn number per terrain piece reguardless of how many models are in.

example: The player has 2 Hearthgaurd in one terrain piece, 3 warriors in another and 8 warriors in the third terrain piece. At the end of the first turn he gets 3 VPs. One point maximum for each terrain piece as it’s turn 1. At the end of turn 2 if the same models were in he would get 6 points- 2 points for the 2 hearth guard, 2 points for the 3 warriors and 2 points for the 8 warrirors.

The number of VPs gained each turn are added to the VPs scored in previous turns. At the end of the 8th turn, the player that scored the most VPs wins the game.

victory conditions

Roll to choose a long table edge. The winner chooses one of the long table edges as his starting edge and deploys one unit within M of that table edge.

His opponent then deploys one unit within M of the opposite table edge. Players alternate the deployment of their units until all units are deployed.

The player that finished his deployment first starts the game.

Day two - GAME threechampions of god

Table

Name

Opponent’s Name

Opponent’s Sportsmanship

Slaughter

Slaughter

Points

Points

layout

Length of Game

The game is played on a 48" x 36" table, with players starting from the long edges. The scenery is arranged according to the rules described in the Cresent & the Cross book, page 106.

The game lasts for 6 turns.

Deployment

At the end of the sixth turn, add up Slaughtering Victory Points. If a player has at least three VP's more than his opponent, that player wins the game. Otherwise, the game is a draw.

victory conditions

Each player rolls die- Highest roller chooses a side and deploys his Warlord anywhere within L of his own table edge.

His opponent then deploys his warlord anywhere within L of his own table edge. Then, starting with the player that deployed his warlord first, each player must deploy a unit within L of the table edge.

Players alternate the deployment of their units until all units are deployed.

special rulesThe following rules apply to the deployment: • All units with ranged weapons in a warband must be deployed before units without ranged weapons are deployed.• All foot units must be deployed before mounted units.

Start of GameBoth players roll a d6 roll. The highest roll chooses who will become the first player and start the game. The most impressive facial hair will break ties. The second player may roll three dice and place them on his battle board. Note that this does not constitute an Orders Phase, and no Saga Abilities or special rules may be used at this point.

Opponents & Sportsman

DAY ONERound 1 Opponent & Warband

Round 2 Opponent & Warband

Round 3 Opponent & Warband

DAY TWORound 1 Opponent & Warband

Round 2 Opponent & Warband

Round 3 Opponent & Warband

Your Name

Favorite Opponent Name

tear here

No Saga DiceA player immediately loses the game if at the start of any turn his warband does not generate any SAGA Dice. Game ends, and VPs are scored, winner determined.

ScoringOur scoring system is simple. The victory condition for each round is determined per the scenario instruc-tions with 6 points for a scenario victory, 3 points if neither player accomplished the scenario victory condi-tions and 1 point for a loss.

Any player who scores at least 8 more victory points than his opponent satisfies a Crushing Victory condi-tion and will earn 7 points for the match rather than 6 points. Total possible VP in a round is 7.

Players can score up to 18 points total in sportsmanship votes and they can score up to 20 points total in Painting.

Slaughter Victory PointsAt the end of each tournament round players will record Slaughter Victory points per the rules on page 108 as a tie breaker for event placing. Both players will have a sheet to track SVP themselves and each other. This will be turned in at the end of the battle. It is important to keep track of youropponents points as well your own since The Crusader award is based off the total.

COUNTING SLAUGHTER POINTS:Slaughter Points (SPs)are gained based on the number of models the opposing Warbands have lost during the battle. Each figure lost is calculated using the chart below. All fractions are rounded up.

Warlord General or “Lesser” Warlord = 3 Slaughter Points.Hearthguard = 1 Slaughter Point per Hearthguard.Warriors = 1 Slaughter Point for every 2 Warriors.Levy = 1 Slaughter Point for every 3 Levy.Dogs of War – See description in the appropriate book.

Placing SceneryScenery will be provided at each table. Players will perform scenery bids as normal. Terrain will be selected from the pieces AVAILABLE at each table. There will be 6+ varied pieces. These will be placed according to the terrain rules on pages 106 - 107 of The Crescent and the Cross rulebook. In some cases, the scenario in play may modify the terrain placement rules.

RulesU.S. SAGA Grand Melee will be played with 6-point warbands. Your warband may be selected from either the SAGA or The Crescent & the Cross rule books or from any of the following supplements; Northern Fury, TheRaven’s Shadow, Varajazi & Basileus. Steppe Tribes are also included in the playable factions.

Warbands may not include Heroes of the Viking or Crusading Age

ScheduleThe Grand Melee will consist of six games, three played on Saturday and three on Sunday.Preliminary schedule is as follows:

Saturday, March 25th9:00am - 9:30am Registration and Introduction9:30am - 11:30am Game 111:30am -12.30pm Lunch12:30pm - 2:30pm Game 22:30pm - 3:00pm Break3:00pm - 5:00pm Game 3

Sunday, March 26th9:00am - 11:00am Game 111:00am -12.00pm Lunch12:00pm - 2:00pm Game 22:00pm - 2:30pm Break2:30pm - 4:30pm Game 34:30pm – 5:00pm Awards

ScenariosDay One:• Scenario 1 - Battle at the Ford & Walls • Scenario 2 - God will Recognize His Own• Scenario 3 - The Challenge Day Two:• Scenario 1 - The Escort • Scenario 2 - Sacred Ground• Scenario 3 - Champions of God

Scenarios are explained further in the document.

U.S. SAGA Grand Melee • adepticon 2017 •

Page 10: U .S. SAGA GRAND MELEE - AdeptiConattack dice in melee and may never benefit or be targeted by SAGA abilities. They move M like foot units and may never enter uneven ground or buildings

Day One - GAME ONEBattle at the Fords & Walls

layout

Length of Game

The river is impassable except at the fords/bridges/wall-openings which count as open terrain. The rest of the scenery is arranged according to the rules described in the introduction of this chapter.

No scenery may be placed within S of the river or the fords/bridges/walls. Scenery that may not be placed due to this restriction is discarded without effect.

The game lasts for 6 turns.

Start of GameBoth players roll a d6 roll. The highest roll chooses who will become the first player and start the game. The most impressive facial hair will break ties. The second player may roll three dice and place them on his battle board. Note that this does not constitute an Orders Phase, and no Saga Abilities or special rules may be used at this point.

Deployment

At the end of the game each player counts his Victory Points. Unlike other scenarios, VP's are not scored for killing enemy figures, but for your figures that are on the opposite side of river at the end of the game.

Each model that is on the other side of the river (in the enemy half of the table) counts as scoring Vp's based on the scoring system described on page 61 C&C. Points

victory conditions

Roll to choose a long table edge. The winner chooses one of the long table edges as his starting edge and deploys at least half his figures within L of that table edge.

His opponent then deploys all his warband within L of the opposite table edge. Finally the first player deploys the rest of his warband within L of his table edge.

Table

Name

Opponent’s Name

Opponent’s Sportsmanship

Slaughter

Slaughter

Points

Points

Day One - GAME twogod will recognise his

Table

Name

Opponent’s Name

Opponent’s Sportsmanship

Slaughter

Slaughter

Points

Points

layout

Length of Game

The game is played on a 48" x 36" table, with players starting from the long edges. The scenery is arranged according to the rules described in the Cresent & the Cross book, page 106.

The game lasts for 6 turns.

Deployment

Each time an enemy figure is eliminated during a melee sequence (between step 0 and 8), note down the troop class of that figure on a scoring sheet. Figures eliminated in any other ways (shooting, SAGA ability, special rule or whatever), do not count and are not recorded.

At the end of the sixth turn, sum up Slaughtering Victory Points for the models that you have noted down as having been eliminated. If a player has at least 4 more Vp's than his opponent, that player wins the game, otherwise the game is a draw.

victory conditions

Each player rolls die- Highest roller chooses a side and deploys his Warlord anywhere within L of his own table edge. His opponent then deploys his warlord anywhere within L of his own table edge.

Then, starting with the player that deployed his warlord first, each player must deploy a unit within L of the table edge. Players alternate the deployment of their units until all units are deployed.

special rulesThe following rules apply to the deployment: • All units with ranged weapons in a warband must be deployed before units without ranged weapons are deployed. • All foot units must be deployed before mounted units.

Both Warbands are Endless. Off-table units may not enter the table by the opponent's table edge during the game.

Start of GameBoth players roll a d6 roll. The highest roll chooses who will become the first player and start the game. The most impressive facial hair will break ties. The second player may roll three dice and place them on his battle board. Note that this does not constitute an Orders Phase, and no Saga Abilities or special rules may be used at this point.

Day One - GAME threeThe challenge

layoutThe game is played on a 48" x 36" table, with players starting from the long edges. The scenery is arranged according to the rules described in the Cresent & the Cross book, page 106 except that no piece may be placed within M of the center of the table.

Length of GameThe game lasts for 6 rounds. Deployment: Each player sets aside his Warlord, as they are not deployed at this point.

Starting with the player who placed the first piece of scenery, each player deploys at least half the models in his Warband within M of his table edge. Each player then deploys the rest of his models, in the same order.

Both players roll a d6 roll. The highest roll chooses who will become the first player and start the game. The most impressive facial hair will break ties. The second player may roll three dice and place them on his battle board. Note that this does not constitute an Orders Phase, and no Saga Abilities or special rules may be used at this point.

The first player then places his Warlord within S of the center of the table. His opponent them places his Warlord within S of the centre of the table, and more than VS away from the enemy Warlord.

Victory ConditionsAt the end of the 6th round, each player totals hisSlaughtering Victory points, and adds the bonuses described below. If a player has scored at least 2 VPs more than his opponent, he wins a victory.

Special RulesIn this scenario, Warlords cannot be killed, nor suffer any effect that would result in them being sacrificed, killed or removed from the game. No opponent may play any ability, or use any special rule that would kill, sacrifice or remove your Warlord from the game, even if that ability or special rule is subject to a choice on behalf of the targeted Warlord.

The area that extends within S of the center of the table is called the Challenge Ground. This area is impassable to all models other than Warlords. The area outside the Challenge Ground is impassable to Warlords, so they will remain within the Challenge Ground throughout the game and other units will not enter.

The Warlords fighting within the Challenge Ground are subject to the following special rules:• They do not benefit from their “We Obey” special rule.• They may not use the “Side by Side” special rule, nor may theysacrifice any model from outside the Challenge Ground with their“Resistance” special rule to avoid being wounded.• They may not shoot at, nor be shot at by units outside theChallenge Ground.• Any special rule that would force another unit to be deployed within “X” of their Warlord is ignored entirely.• Warlords are immune to opponent SAGA abilities. They ignore all Saga ability effects when played by an opponent. So, your appoenet may play Saga abilities and gain the benefits for their Warlord including extra attack dice, etc., but any abilities affecting your Warlord, such as reducing his dice pool or armour value, etc are ignored. Such abilities may still be played to affect several units, they just don’t affect the Warlord.

Simply consider the table and Challenge Ground as two separate game areas, sharing only the SAGA dice.

Each time a Warlord takes a hit or game effect that should eliminate him, the player that inflicted that hit or triggered that effect gains a Might Token.

At the end of the game, each Might Token is worth 1 VP.

Table

Name

Opponent’s Name

Opponent’s Sportsmanship

Slaughter

Slaughter

Points

Points

Day two - GAME onethe escort

Table

Name

Opponent’s Name

Opponent’s Sportsmanship

Slaughter

Slaughter

Points

Points

layout

Length of Game

The game is played on a 48" x 36" table, with players starting from the long edges. The scenery is arranged according to the rules described in the Cresent & the Cross book, page 106.

The game lasts until either two baggage units have left the table or all baggage pieces have been destroyed.

Deployment

If the escorting player manages to move at least two baggage pieces off the table via the long table edge opposite to his own starting table edge, he wins. To leave the table a baggage piece just needs to finish it's movement in contact with the table edge.

If the opposing player manages to destroy all three baggage pieces, that player wins. Any other result is a draw.

victory conditions

Each player secretly bids how many points (between 2 and 6) he thinks he needs to escort the baggage. Both players simultaneously reveal their bid.

The player with the least points becomes the escort and his opponent the attacker. If the players tie for bids, roll a d6 and the highest roller becomes the escort and his opponent the attacker.

The escort will only play this scenario with the number of points he has written down. The attacker gets his regular 6 point warband. The escorting warband starts by deploying all of his models (including the three baggage pieces) within L of a long table edge he has chosen.

Then his opponent deploys all his models on the table, within L of the opposing long table edge. The escorting player starts the game.

special rulesFor this scenario you will need three baggage Pieces. Each baggage counts a s unit of it's own.

It is activated like a Hearthguard unit, has an armour of 5 in melee and an armour of 6 against shooting and cancels the first hit suffered during a shooting or a melee in the same way Warlords do with their resilience rule. It rolls three attack dice in melee and may never benefit or be targeted by SAGA abilities. They move M like foot units and may never enter uneven ground or buildings.

Day two - GAME twosacred ground

Table

Name

Opponent’s Name

Opponent’s Sportsmanship

Slaughter

Slaughter

Points

Points

layout

Length of Game

The game is played on a 48" x 36" table, with players starting from the long edges. In the center of the table deploy a hill. Then each player chooses and one piece of scenery that is not a building and places it between L and 2xL from any long table edge. The scenery item must be entirely deployed within the L and 2xL of the table edge.

There is no other scenery deployed on the table in this scenario.

The game lasts for 8 complete turns.

Deployment

At the end of a player’s turn, that player counts the number of VPs scored. The number of VPs is based on the models that are in any of the three terrain pieces placed on the table and according to the instructions on pages 61 (i.e. your Warlord gives you 3VPs, each Hearthguard 1VP, one VP for every two Warriors, etc...).

There is a maximum amount of VPs that can be gained per turn. This maximum is equal to one VP times the turn number per terrain piece reguardless of how many models are in.

example: The player has 2 Hearthgaurd in one terrain piece, 3 warriors in another and 8 warriors in the third terrain piece. At the end of the first turn he gets 3 VPs. One point maximum for each terrain piece as it’s turn 1. At the end of turn 2 if the same models were in he would get 6 points- 2 points for the 2 hearth guard, 2 points for the 3 warriors and 2 points for the 8 warrirors.

The number of VPs gained each turn are added to the VPs scored in previous turns. At the end of the 8th turn, the player that scored the most VPs wins the game.

victory conditions

Roll to choose a long table edge. The winner chooses one of the long table edges as his starting edge and deploys one unit within M of that table edge.

His opponent then deploys one unit within M of the opposite table edge. Players alternate the deployment of their units until all units are deployed.

The player that finished his deployment first starts the game.

Day two - GAME threechampions of god

Table

Name

Opponent’s Name

Opponent’s Sportsmanship

Slaughter

Slaughter

Points

Points

layout

Length of Game

The game is played on a 48" x 36" table, with players starting from the long edges. The scenery is arranged according to the rules described in the Cresent & the Cross book, page 106.

The game lasts for 6 turns.

Deployment

At the end of the sixth turn, add up Slaughtering Victory Points. If a player has at least three VP's more than his opponent, that player wins the game. Otherwise, the game is a draw.

victory conditions

Each player rolls die- Highest roller chooses a side and deploys his Warlord anywhere within L of his own table edge.

His opponent then deploys his warlord anywhere within L of his own table edge. Then, starting with the player that deployed his warlord first, each player must deploy a unit within L of the table edge.

Players alternate the deployment of their units until all units are deployed.

special rulesThe following rules apply to the deployment: • All units with ranged weapons in a warband must be deployed before units without ranged weapons are deployed.• All foot units must be deployed before mounted units.

Start of GameBoth players roll a d6 roll. The highest roll chooses who will become the first player and start the game. The most impressive facial hair will break ties. The second player may roll three dice and place them on his battle board. Note that this does not constitute an Orders Phase, and no Saga Abilities or special rules may be used at this point.

Opponents & Sportsman

DAY ONERound 1 Opponent & Warband

Round 2 Opponent & Warband

Round 3 Opponent & Warband

DAY TWORound 1 Opponent & Warband

Round 2 Opponent & Warband

Round 3 Opponent & Warband

Your Name

Favorite Opponent Name

tear here

No Saga DiceA player immediately loses the game if at the start of any turn his warband does not generate any SAGA Dice. Game ends, and VPs are scored, winner determined.

ScoringOur scoring system is simple. The victory condition for each round is determined per the scenario instruc-tions with 6 points for a scenario victory, 3 points if neither player accomplished the scenario victory condi-tions and 1 point for a loss.

Any player who scores at least 8 more victory points than his opponent satisfies a Crushing Victory condi-tion and will earn 7 points for the match rather than 6 points. Total possible VP in a round is 7.

Players can score up to 18 points total in sportsmanship votes and they can score up to 20 points total in Painting.

Slaughter Victory PointsAt the end of each tournament round players will record Slaughter Victory points per the rules on page 108 as a tie breaker for event placing. Both players will have a sheet to track SVP themselves and each other. This will be turned in at the end of the battle. It is important to keep track of youropponents points as well your own since The Crusader award is based off the total.

COUNTING SLAUGHTER POINTS:Slaughter Points (SPs)are gained based on the number of models the opposing Warbands have lost during the battle. Each figure lost is calculated using the chart below. All fractions are rounded up.

Warlord General or “Lesser” Warlord = 3 Slaughter Points.Hearthguard = 1 Slaughter Point per Hearthguard.Warriors = 1 Slaughter Point for every 2 Warriors.Levy = 1 Slaughter Point for every 3 Levy.Dogs of War – See description in the appropriate book.

Placing SceneryScenery will be provided at each table. Players will perform scenery bids as normal. Terrain will be selected from the pieces AVAILABLE at each table. There will be 6+ varied pieces. These will be placed according to the terrain rules on pages 106 - 107 of The Crescent and the Cross rulebook. In some cases, the scenario in play may modify the terrain placement rules.

RulesU.S. SAGA Grand Melee will be played with 6-point warbands. Your warband may be selected from either the SAGA or The Crescent & the Cross rule books or from any of the following supplements; Northern Fury, TheRaven’s Shadow, Varajazi & Basileus. Steppe Tribes are also included in the playable factions.

Warbands may not include Heroes of the Viking or Crusading Age

ScheduleThe Grand Melee will consist of six games, three played on Saturday and three on Sunday.Preliminary schedule is as follows:

Saturday, March 25th9:00am - 9:30am Registration and Introduction9:30am - 11:30am Game 111:30am -12.30pm Lunch12:30pm - 2:30pm Game 22:30pm - 3:00pm Break3:00pm - 5:00pm Game 3

Sunday, March 26th9:00am - 11:00am Game 111:00am -12.00pm Lunch12:00pm - 2:00pm Game 22:00pm - 2:30pm Break2:30pm - 4:30pm Game 34:30pm – 5:00pm Awards

ScenariosDay One:• Scenario 1 - Battle at the Ford & Walls • Scenario 2 - God will Recognize His Own• Scenario 3 - The Challenge Day Two:• Scenario 1 - The Escort • Scenario 2 - Sacred Ground• Scenario 3 - Champions of God

Scenarios are explained further in the document.

U.S. SAGA Grand Melee • adepticon 2017 •