FANTASY BATTLES: THE 9TH AGE GRAND TOURNAMENT LAUNCH DATE: LAST UPDATE:

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1 FANTASY BATTLES: THE 9TH AGE GRAND TOURNAMENT LAUNCH DATE: LAST UPDATE:.4.7 BASIC RULES Each player must create a valid 45-point army using the following guidelines: o Rules Version: v..4 o Paths of Magic: v...4. If your army contains Wizards, the Path that each wizard chooses for the entire tournament MUST be declared in your army list. If the item, Essence of a Free Mind is taken then both Paths must be on your army list. o Valid Army Books: Only v...4 of the following Army Books are allowed in this event: Beast Herds, Daemon Legions, Dread Elves, Dwarven Holds, Empire of Sonnstahl, Highborn Elves, Infernal Dwarves, Kingdom of Equitaine, Ogre Khans, Orcs and Goblins, Saurian Ancients, Sylvan Elves, The Vermin Swarm, Undying Dynasties, Vampire Covenant, Warriors of the Dark Gods. The cutoff date for the version of the Fantasy Battles: 9th Age Rule Book, Paths of Magic and Army Books will be February 4th, 7. Any rules updated after that date WILL NOT be used. All points, stats, and items MUST be present on each army list and each unit entry. Sylvan Elves are allowed their free forests, however they must be of the appropriate size (no bigger than.6 (7 cm) in length and 7.4 (9 cm) in width), fully painted and complete with trees (no pieces of paper). Please submit all lists to 9thAge@adepticon.org by March th, 7. Please include your name and the event name on the list and in the subject line when submitting your list. If any of this information is missing the list will be sent back for corrections. Once the list is submitted it CANNOT BE changed. You must provide six sets of (6) PRINTED (not handwritten) army lists, one for each of their opponents and one to be turned in at check-in to the judges. This will be an Open List Event. Please provide a copy of your list to your opponents at the beginning of each match. Players are required to have the Fantasy Battles: The 9th Age rulebook (hardcover or digital) and respective Army Book (hardcover or digital) handy and to resolve rule disputes between themselves in a fair and friendly manner. However, in the case of ambiguous rules or firm disagreements, there will be Rule Judges circulating on the floor. While we strive for accuracy, it is our main goal to keep games moving along. All players are expected to abide by the AdeptiCon Conduct Policy. The models used in your army must comply with the AdeptiCon Model Policy (all models, including models that might be added during the game, MUST be WYSIWYG and painted to a -color minimum standard, unpainted models will not be allowed). You may use models from any company as long as they are WYSIWYG. If it is not apparent to someone walking by your table what the model represents in the 9th Age world, you are encouraged to label the movement tray. If illegal units or rules violations are found in a player's list, at a minimum, the models in violation will be removed from all subsequent play. Tournament points may be deducted and award eligibility may be forfeited. Please use the feedback form on the AdeptiCon 7 website to ask any questions you or your club may have regarding rules issues or legal units in advance! AdeptiCon Tournament Judges' and Officers' rulings are final and arguments or poor conduct by players will not be tolerated. AdeptiCon reserves the right to remove players from the event or AdeptiCon itself with no refunds allowed. GAMES Five games will be played over two days. Scenarios will be used. Be sure to set your army out for display after Game for paint judging. After filling out each game's scoring sheet, please turn it into the scoring judge. Be aware of the Time Restrictions and keep an eye on the Countdown timers. We are striving to have you complete your games. No new turns may begin after the 5 minutes left mark has been announced.

2 FANTASY BATTLES: THE 9TH AGE GRAND TOURNAMENT LAUNCH DATE: LAST UPDATE:.4.7 SCORING The total number of points available is 5 points, divided up as follows: Category Battle Appearance Sportsmanship Possible points 5 points 5 points % of Total 66% 7% 7% ++ BATTLE ++ During each game, there are up to total points are up for grabs. 7 of those points are won by achieving victory in the game. Additionally, there will be one Secondary Objective per game. The player that secures the Secondary Objective earns additional Battle to their total score. The loser of the Secondary Objective subtracts Battle from their total score. If there is a tie, neither player earns nor loses the bonus points. Please refer to the Scoring and Victory section on pg.86 in the 9th Age Rules Book when tallying results. Once victory points have been tallied, use the chart below: Difference Win Loss Difference Win Loss SPORTSMANSHIP ++ Maximum: 5 points. Each Player is expected to use the highest level of sportsmanship at all times. At the end of each game, your opponents will rate your Sportsmanship by using a Sportsmanship checklist. Each Yes is worth point.. Would you voluntarily play your opponent again? We repeat, the opponent not the list! YES/NO. Did your opponent resolve rule disputes in an amicable manner? YES/NO. Did your opponent play at a timely pace? YES/NO Best Sportsmanship Voting: After the rd game, players will choose their favorite opponent from the tournament. This vote is mandatory and will be part of your final results sheet. Each Best Sportsman vote a player receives is worth two () Best Sportsmanship points. A player can earn up to 6 points from Best Sportsmanship votes.

3 FANTASY BATTLES: THE 9TH AGE GRAND TOURNAMENT LAUNCH DATE: LAST UPDATE: APPEARANCE ++ Maximum: 5 points. Please use the sheet that is provided below to self-evaluate your army and turn it in with your Game results. After Game, please set up your army for display so paint judges may verify your score (note there are more than 5 possible points available): Initial Overall Impression (Circle the one that applies) There is at least one model in the army unfinished. If something is unfinished favor this one. The army is fully painted, but only to the most basic of tournament requirements. There is still the possibility of impressive basing or conversion work. Army is fully painted and there has obviously been effort put into detailing the army beyond the minimum tournament standard. Give benefit toward this choice unless unfinished models. Display Base (Circle the one that applies) No display base, Rubber Maid lid, etc. Basic, just one flock. Multiple flock, or painted with highlights one flock, framed edge. Multiple flock, or painted with highlights one flock, terrain elements, shading and highlighting of elements. Intricate diorama that just wows the judge. Model Basing (Circle the one that applies) Bare plastic bases. Basic one flock, no paint. Multiple flock, or painted with highlights one flock, no painting. Multiple flock or painted with highlights one flock; with clean painted edges. Diorama-like bases with high attention to detail. Conversions (Circle the one that applies) No conversions. Minimal: The army has some elementary conversions (head/weapon swaps, arm rotations) or a couple interesting swaps. Minor: Units have multi-kit conversions including head/weapon swaps. This is for more than a few models such as a unit. Major: The army has some difficult conversions that use things such as putty, plastic card, drilling, sawing, minor sculpts, etc. This could also apply to the entire army having very well done multi-kit conversions (see above) Extreme: The army has some extreme conversions, which could be: a scratch built conversion or sculpt of an entire model, a large amount of models with difficult conversions (see above), or the entire army is extremely converted. Advanced Skills : ONLY judge this section if points were awarded on Initial Overall Impression (Circle the one that applies) No advanced techniques. The models have a basecoat with a shade and highlight color. The models have been shaded using layering with highlights or blending (but the blending is not seamless) The models have been shaded using seamless blending Exceptional Extras: ONLY judge this section if points were awarded on Initial Overall Impression. (Circle the one that applies) No extras. The army has rough freehand work, simple unit/army markings, and/or basic vehicle weathering. The army has quality transfer work and clean unit/army markings and or vehicle weathering. The army has stellar freehand detail work (banners, army/unit symbols, squad markings, etc.) and/or realistic vehicle weathering. If total of above checklist totals 5 or more points, only award 5 points

4 FANTASY BATTLES: THE 9TH AGE GRAND TOURNAMENT LAUNCH DATE: LAST UPDATE:.4.7 AWARDS Best Overall: This is awarded to the player that has the highest combined total (Battle + Appearance + Sportsmanship). Best General: Awarded to the player with the highest total Battle. Best Sportsman: Awarded to the player with the highest Sportsmanship score. Best Appearance: All armies that scored 5 points on their appearance checklist will be considered for this award by the judges. Best of the Good Armies: This is awarded to the player that has the highest Battle and is playing one of the following armies: Dwarven Holds, Empire of Sonnstahl, Highborn Elves, Kingdom of Equitaine and Saurian Ancients. Best of the Evil Armies: This is awarded to the player that has the highest Battle and is playing one of the following armies: Beast Herds, Daemon Legions, Dread Elves, Infernal Dwarves, Vampire Covenant, Warriors of the Dark Gods Best of the Neutral Armies: This is awarded to the player that has the highest Battle and is playing one of the following armies: Ogre Khans, Sylvan Elves, Orcs and Goblins, Undying Dynasties, Vermin Swarm SCHEDULE SATURDAY, MARCH 5th, 7 9:AM - :AM Check-in and Registration :AM - :PM Game # :PM :PM Break :PM :PM Game # :PM 5:PM Break and Appearance Judging 5:PM 7:PM Game # SUNDAY, MARCH 6th, 7 9:AM - :AM Check-in :AM - :PM Game #4 :PM :PM Break :PM :PM Game #5 :PM 4:PM Awards

5 SCENARIO : SECURE THE CROSSING! The Table is divided into halves by a straight line through the centre of the board, parallel to the table's long edges. Deployment Zones are areas more than " away from this line. :: FRONTLINE CLASH :: SCENARIO RULES In the middle of the board a river will be placed. Each player will be given one bridge that will be the secondary objectives. Each bridge must be placed over the River (across the board) and follow the rules of placement for Secure Target. Bridge Rules: Each bridge is considered open terrain to all units whose footprint remains wholly on the bridge. If any of the unit s footprint touches or overlaps the river then water terrain rules immediately take effect. awarded based on the Victory Point difference. If the player who finished deploying first gets a If the score is a tie or the player who finished The game will last 6 turns or until time is called. Do not start a new round if both Players turns cannot be Example: Player earns 87 VP, Player earns 5 VP. The difference is 6, so player will earn Battle while player earns 7 Battle. Secure Target: Critical resources must not fall into enemy hands. After determining Deployment Zones, both players place one marker on the Battlefield, starting with the player that picked Deployment Zone. Each player must place the marker more than " away from their Deployment Zone and 4" away from the other marker. At the end of the game, the player controlling the most markers wins this Secondary Objective. A marker is controlled by the player with the most Scoring Units within 6" of the marker. If a unit is within 6" of both markers, it only counts as within 6" of the marker which is closest to its centre (randomize if both markers are equally close).

6 SCENARIO : FORWARD TO DEATH! The Table is divided into halves by a straight line through the centre of the board, parallel to the table's long edges. The player who gets to choose the Deployment Zone decides if they want to be the attacker or the defender. The attacker may deploy more than 9" from the central line if within ¼ of the table's length from either table edge (8" on a 7" table), and more than 5" from the central line elsewhere. The defender does the opposite: more than 5" away from the central line if within ¼ of the table's length from the table s short edges, and more than 9" away from the central line elsewhere. :: ENCIRCLE :: The game will last 6 turns or until time is called. Do not start a new round if both Players turns cannot be awarded based on the Victory Point difference Example: Player earns 87 VP, Player earns 5 VP. The difference is 6, so player will earn Battle while player earns 7 Battle. Breakthrough: Invade the enemy territory. Keep track of the Deployment Zones. The player with the most Scoring Units within its opponent's Deployment Zone at the end of the game wins this Secondary Objective. If the player who finished deploying first gets a If the score is a tie or the player who finished

7 SCENARIO : THE CHAOS OF BATTLE Roll for sides and then the player who lost the roll, rolls a D6 and consults the chart to determine which deployment type will be used. Both players must immediately circle which deployment type was used for the game. Use the appropriate deployment rules found in the fantasy Battles: The 9 th Age rulebook. -: Frontline Clash -4: Refused Flank 5: Encircle 6: Counterthrust If the player who finished deploying first gets a If the score is a tie or the player who finished The game will last 6 turns or until time is called. Do not start a new round if both Players turns cannot be awarded based on the Victory Point difference The second player that won the roll for sides then rolls a D6 and consults the chart to determine which Secondary Objective will be used. Both players must immediately circle the appropriate Secondary Objective that was used for the game. D6 Secondary Objective - Hold the Ground: Secure and hold the Battlefield center. Place a marker to show the center of the Board if needed. -4 Hold the Ground: Secure and hold the Battlefield center. Place a marker to show the center of the Board if needed. 5 Capture the Flags: Valuable targets must be annihilated. After moving Vanguards, before determining who has the first Player Turn, both players take turns in openly choosing three enemy units with Scoring, or will choose all units with Scoring if there are fewer than four in the army. The player that finished deploying first chooses a unit with Scoring first. Units with Scoring not currently on the table (such as Ambushing units) may still be chosen. 6 Secure Target: Critical resources must not fall into enemy hands. After determining Deployment Zones, both players place one marker on the Battlefield, starting with the player that picked Deployment Zone. Each player must place the marker more than " away from their Deployment Zone and 4" away from the other marker. Secondary Objective Scoring: Follow the rules in the Fantasy Battles: The 9 th Age rulebook to determine who wins the Secondary Objective.

8 SCENARIO 4: HOLD YOUR POSITIONS! The Table is divided into halves by a diagonal line across the table. Whoever gets to choose the Deployment Zone decides which diagonal to use. Deployment Zones are areas more than 9" away from this line. :: REFUSED FLANK :: If the player who finished deploying first gets a If the score is a tie or the player who finished The game will last 6 turns or until time is called. Do not start a new round if both Players turns cannot be awarded based on the Victory Point difference Example: Player earns 87 VP, Player earns 5 VP. The difference is 6, so player will earn Battle while player earns 7 Battle. Hold the Ground: Secure and hold the Battlefield center. Place a marker to show the center of the Board if needed. The player with the most Scoring Units within 6" of the centre point of the Board at the end of the game wins this Secondary Objective.

9 SCENARIO 5: ANNIHILATION The Table is divided into halves by a straight line through the centre of the board, parallel to the table's long edges. Deployment Zones are areas more than 6" away from this line. No unit can be deployed within 8" of an enemy unit (excluding special deployment such as Scouts). Players must deploy only a single unit on their deployment turn (all characters and all war machines still count as a single deployed unit). :: COUNTERTHRUST :: If the player who finished deploying first gets a If the score is a tie or the player who finished The game will last 6 turns or until time is called. Do not start a new round if both Players turns cannot be awarded based on the Victory Point difference Example: Player earns 87 VP, Player earns 5 VP. The difference is 6, so player will earn Battle while player earns 7 Battle. Capture the Flags: Valuable targets must be annihilated. After moving Vanguards, before determining who has the first Player Turn, both players take turns in openly choosing three enemy units with Scoring, or will choose all units with Scoring if there are fewer than four in the army. The player that finished deploying first chooses a unit with Scoring first. Units with Scoring not currently on the table (such as Ambushing units) may still be chosen. The player that has the highest number of its chosen Scoring Units still alive at the end of the game wins this Secondary Objective.

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