A Night Below Pre-Release event will be held on Saturday, June 30th, at Fun 4 All in Ypsilanti, Michigan.
Start Time: 12:00 noon. Entry Fee: $30.00 (includes 2 Night Below boosters) Game Format: Sealed (limited), 200pt warbands Tourney Format: 60 minute rounds, "x" swiss rounds depending on # of players with cut to top four for single elimination (unless over 32 players, then cut to top eight). Prizes: 1st Place - 5 Night Below boosters; 2nd Place - 3 Night Below boosters; 3rd and 4th Places - 2 Night Below boosters each.
CLARIFICATIONS
There are many new spells and special abilities introduced in the Night Below expansion set. Most of these abilities are self-explanatory. However, a few of them may raise questions and require some clarification. To facilitate the ease of use of these spells/abilities, below are some of the new spells/abilities I have identified that may pose difficulties for some players. I will be the head judge for this event and the clarifications stated after each entry are how I anticipate ruling on the use of that particular spell/ability during the pre-release tournament (only). NOTE: These clarifications are premised upon the text of spoiler information -- if the actual card text differs it may alter the actual ruling.
"Destroyed" - Several creatures have abilities that activate when a creature is "destroyed". Players should be aware that the term destroyed is not the equivalent of the term eliminated. Please see the glossary entries in the War Drums Rulebook for the definition of each term.
Feral Surge - This ability can be used either before, during or after a charge.
Psychic Cleave - This ability does not allow the creature to cast a spell if spellcasting is otherwise prevented (e.g., in a square threatend by an enemy).
Archer's Eye - This ability does not allow the creature to make a ranged attack if otherwise prevented (e.g., in a square threatened by an enemy).
Devoted Companion - This ability functions the same as the Kalashtar Bodyguard ability, with the additional restrictions stated in the card text.
Lifeleech Aura - This ability does not stack. If multiple Lifeleech Otyugh's could gain HPs from this ability, then each gains the appropriate HPs only once per instance of this ability.
EXAMPLE 1: Two Lifeleech Otyugh's within 4 square of a Greater Barghest that gets HPs would both gain +10hps, but would not gain any further HPs by virtue of the other Lifeleech Otyugh gaining HPs.
EXAMPLE 2: A Lifeleech Otyugh within 4 squares of a Greater Barghest gains +10hps when the Barghest destroys a creature; another Lifeleech Otyugh within 4 squares of the Lifeleech Otyugh that gained HPs (but more than 4 squares away from the Greater Barghest) would also gain +10hps.
Comments concerning these clarifications are welcome and the clarifications will updated as appropriate.
If you have any questions concerning this event, please contact: Richard Nelson Fun 4 All 2742 Washtenaw Ypsilanti, Michigan 48197 734-434-7440.
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