HoSS Season 1 - Finals are on Moisture Farms The players whose names are first won the diceoff and decide who places first.
Spoiler Alert!
-Special rules and Clarifications-
• TATOOINE RULE:
At the end of each round, roll the 20-sided die once for each figure you control. If you roll an 18 or higher, that figure receives one unblockable wound. Tusken Raiders, Jawas, Droids and figures on the Moisture Vaporator Glyph are not affected by this rule.
HoSS Season 1 - Round 3 is on Wampa Cavern The players whose names are first won the diceoff and decide who places first.
Spoiler Alert!
-Set Up-
• Place a Wampa figure on each of the Green Start Zone spaces. Wampas placed on the Green Start Zone spaces are not in any army. At the beginning of the game, Wampas are hidden and cannot be attacked or targeted for any special power. Any figure adjacent to a hidden Wampa is not engaged with that Wampa. Hidden Wampas never make leaving engagement attacks.
• Place a Glyph of Brandar power side up on the glyph location at the center of the map. At the end of your turn, if you control the Glyph of Brandar, you may take temporary control of one Wampa figure and take a turn with that figure. At the end of that turn, you no longer control that Wampa.
• Once a turn has been taken with a Wampa, that Wampa becomes active. Active Wampas can be attacked or targeted for special powers. Active Wampas always make leaving engagement attacks. If a Wampa is destroyed, it is removed from the battlefield.
-Special rules and Clarifications-
Due to the low ceiling being covered in icy stalactites and the generally confined space available in the Wampa Cavern, the following rules apply:
• If an army contains a huge figure, that figure may not leave the Start Zone.
• Figures may not use special powers which cause them to leave the ground such as Flying, Stealth Flying, Stealth Leap, Force Leap, Grapple Gun, Grapple Arm, etc.
Using an online voice chat utility, such as Skype or Google Hangouts, improves the playing experience considerably.
HoSS Kill 'Em All
Each player brings one 575-point army with a maximum of 24 hexes.
Each army may contain up to one Classic or VC Army Card.*
Each army must contain at least 290-points of HoSS figures.
Eligible HoSS figures include any figures in the Archives
No Marvel or C3G.
*Multiple Common Squads and Heroes count as one Army Card.
The regular season will last four weeks, with one game each week. After the regular season ends there will be a single elimination bracket for the top finishers.
-Two Moisture Vaporator Glyphs
-Tatooine rule is in effect
-ALL SPECIAL RULES ARE IN EFFECT FOR ALL MAPS
Glyphs & Traps:
Spoiler Alert!
Treasure Glyph Rules:
When one of your Unique Heroes ends its movement on a Treasure Glyph that is symbol-side up, you may attempt to pick the Treasure Glyph up. To pick a Treasure Glyph up, roll the 20-sided die.
If you roll a 1-5, you set off the trap. Leave the Treasure Glyph symbol-side-up.
If you roll a 6 or higher, you did not set off the trap, and the figure that landed on the Treasure Glyph now picks up the Treasure Glyph.
Turn the Treasure Glyph power-side up, remove it from the battlefield, and place it on the figure's corresponding Army Card. That figure now controls that Treasure Glyph.
Trap:
If you set off the trap, ice shards are starting to fall from the top of the Abandoned Echo Base. At the end of each round from now on, roll one unblockable attack die against each figure.
Treasure Glyphs:
1-8, Brooch of Shielding (Disengage)
9-13, Heroic Rune (Attack +1)
14-18, Tailsman of Defense, Permanent (Defense +1)
19-20, Potion of Healing (Heal 3 Wounds)