Burnout
Burnout is an alternate double blind format for Heroscape games. It can be implemented for casual or tournament play. The main goal of the system is to mix up the traditional format to encourage new army builds and change up the way we play.
Maps
Maps for Burnout have a few differences from traditional double blind tournament maps. First, they use less terrain. Burnout maps should be built using only half a master set and one terrain expansion. While this isn't an absolute necessity, it does limit the maps from becoming overly large and producing longer games. When splitting a set in half, you should always round down on the terrain. For instance, with the RotV, you would only get to use 2 grass 7 hexers (5 come in the set). The idea being, that if a tournament uses two Burnout maps with RotVs, a single RotV could build both. An exception to this is the SotM set when using 2 and 1 hex grass and rock hexes. You are allowed to use either the rock or the grass. The BftU set is considered a terrain expansion and only uses have of it's hexes (but all of its rocks).
Secondly, maps should have 16-hex Start Zones (rather than the usual 24-hex startzones) and should be Symmetrical if possible (not always possible with 1/2 master sets). Deployment is normal in the Start Zone.
Thirdly, maps should have no more than 1 power glyph on them because of the small nature of the maps.
Terrain allowance per master set:
Spoiler Alert!
Rise of the Valkyrie
Grass: three 24 hex, two 7 hex, two 3 hex, two 2 hex, eight 1 hex.
Rock: two 24 hex, one 7 hex, one 3 hex, one 2 hex, three 1 hex.
Sand: one 7 hex, one 3 hex, one 2 hex, two 1 hex.
Water: 10 water
1 ruin (either short or long)
Swarm of the Marro
Swamp: One 24 hex, five 7 hex, one 3 hex, one 2 hex, one 1 hex
Sand: two 7 hex, one 3 hex
Sand or Rock: one 7 hex
Grass or Rock: one 2 hex, one 1 hex
Swamp water: 17
Water: 4
Battle for the Underdark (used as a terrain expansion)
Dungeon: one 24 hex, one 7 hex, one 3 hex, one 2 hex, one 1 hex.
Rock or Sand: three 7 hex, one 2 hex, one 1 hex
Rock: one 3 hex
Water: 6
Shadow: 4
Rock outcrops: three 1 hex, one 3 hex.
Examples:
Spoiler Alert!
Bushy Ruin (to be built with Castle Path)
Sets: 1/2 RotV, TJ
Castle Path (to be built with Bushy Ruin)
Sets: 1/2 RotV, FotA
Jungley
Sets: 1/2 SotM, TJ (to be built with Swampy)
Swampy
Sets: 1/2 SotM, FotA (to be built with Jungley)
Army Construction
3 Armies of 300pts with a 10 figure limit per army, taking up no more than 16 hexes.
NO armies controlled by a player may have the same Army Card in them (you can't have Raelin in your Army 1 and Raelin also in your Army 2). Armies will generally need to be smaller than traditional builds to work on the smaller maps. Armies can be scaled based off of the desired length of game and rounds in a tournament. For example, you could do 2 armies of 400pts or 4-5 armies of 150-200pts, but the suggested format is 3 armies of 300pts.
Deployment
Before the game, players will write down in which order their armies will be played throughout each Round of the tournament/game. Each game will consist of multiple "mini games" between each of the 3 different armies of the players.
Gameplay
The first Player to defeat their opponent's Army 3, wins.
Each player places their selected Army 1 in their SZ and plays the game as usual. If Player 1 kills off all of Army 1 of Player 2, Player 1 returns all remaining figures of their Army 1 to their startzone and Player 2 places their Army 2 in their startzone. Player 1 does NOT reset partial squads, wounds or markers (i.e. Heroes keep their wounds, Mezzo Demons wouldn't reset their markers, you wouldn't replace/reset any dead squad figures). Gameplay resets with Player 1 playing with the remainder of their Army 1 (placing units back in the Start Zone) vs Player 2's Army 2. If Player 1 were also able to defeat Player's 2's Army 2, Player 1 would reset the remainder of their army to the Start Zone again and Player 2 would place their Army 3 in their startzone. Gameplay would start with a new round as usual and if Player 1 is able to defeat Player 2's Army 3, Player 1 is the winner.
Each time an army is destroyed, no matter what turn marker you are on, you reset order markers, reset figures/armies to the Start Zone and start a new round.
Brief Summary of:
Scenario 1:
P1-A1 vs P2-A1 = P1-A1 survives
P1-A1 vs P2-A2 = P1-A1 survives
P1-A1 vs P2-A3 = P1-A1 survives --> Player 1 WINS
Scenario 2:
P1-A1 vs P2-A1 = P1-A1 survives
P1-A1 vs P2-A2 = P2-A2 survives
P1-A2 vs P2-A2 = P2-A2 survives
P1-A3 vs P2-A2 = P1-A3 survives
P1-A3 vs P2-A3 = P2-A3 survives --> Player 2 WINS
Time Limit
A limit of 60 minutes or so should work. This will allow players enough time to complete the burnout match if they each get to the final game of Army 3 vs Army 3.