The Amazing Army Auction was a hit last year, so I wanted to bring it back with a couple tweaks. Here's what I have in mind...
All players bring
two mutually exclusive 400 Point armies (minimum 395 Points) and three mercenaries (see Merc details below), along with their own dice, wound markers, army cards, and a prize for the prize table if they'd like to take one. Players may not bring Marvel or custom figures. Repaints and Samuel Brown are legal as long as the player has an official or printed card and the correct sculpt, and Sam is repainted or marked somehow if he's played with 4th Massachusettes Line. The two armies and mercenaries may not have any of the same units in common. All players will receive
$500 in Monopoly money before the tournament begins.
All armies will be laid out on the table before the tourney begins, and each player will stand by their two armies. A random auction order will be assigned, and the person with #1 will make a bid on an army. Players may not bid on their own armies (ever - not even while it's being auctioned off), and must bid at least $10. The next player in line may raise the bid by at least $10 or pass. When you pass your bid, you're out of the bidding on this army. Once all players have passed except one, that player wins the army, and must place money equal to their last bid on other armies on the table, in increments of at least $10, however they wish. Armies cannot have more than
$300 placed on them.
Now - the twist. After you win an army, you're out of the bidding. Also, after one of your armies has been purchased, your other army comes off of the table. You may pick it up and you get any money that was on it. The auction will continue until every player has purchased one army, and every player has had one of their armies purchased. So, you'll be playing with one of your armies and one army of someone elses. You will play your army in Rounds 1 and 3, your purchased army in Rounds 2 and 4, and Round 5 will be random based on a die roll for each game (Skull = you choose which army you play without knowing your opponent's, Shield/Symbol = your opponent chooses which army you play without knowing your choice for them). The last player to purchase an army should have their choice of 2 armies, and they may take whichever one they want for free. I believe it's possible that the last 2 remaining armies could both belong to the last remaining person to buy an army. If this happens, so be it - that person gets to play with both of their armies and may choose which one is "brought" and which one is "bought".
Every map will have 2 power glyphs and 4 treasure glyphs. Power glyphs will be in locations specified by maps, and they will be fixed if the map calls for them. Random power glyphs can be anything except Defense +2, Range +4, Thorian and Brandar (because they're super broken, and Brandar doesn't do anything). Treasure glyphs will be face down in locations selected by me before the tournament, in positions fair to both starting zones. The trap for all treasure glyphs will be 3 attack dice rolled at the Hero, who may defend, unless the map calls for something specific. They can be anything, including the Both of the Witherwood.
After you have your opponent but before the round begins, you may hire mercenaries to fight for you before each round by paying it's point value in money.
IF YOU HIRE A MERCENARY, IT ONLY FIGHTS FOR YOU IN THAT ROUND. IF YOU WANT TO HIRE A MERCENARY TO FIGHT FOR MULTIPLE ROUNDS, YOU MUST PAY IT EVERY ROUND. The random glyph pool will include Brandar's Chests. If a Hero in your army reveals a Brandar's Chest Treasure Glyph, you are immediately awarded
$100 and the glyph is discarded.
You may hire the mercenaries you bring with you by paying their point value in money. There will also be additional mercenaries stationed at each map. If you wish to hire these mercenaries, you may make them an offer that is not less than their Point value. Your opponent may increase that offer by at least $10, or they may pass. If they increase it, you may increase it again. This continues until one player doesn't want to raise the offer anymore. The mercenary will accept the highest offer and fight for that player. The other player may then hire mercenaries they brought with them as normal.
The mercenaries you may bring are restricted to the following limitations:
- You may only bring one Unique Hero, one Uncommon Hero, one Common Hero, one Unique Squad and one Common Squad. Any combination of these is fine, but no more than one of each.
- You are limited to 3 army cards, and they must all be different from each other.
- You may not bring multiples of common squads or (Un)common heroes.
- You may not bring A+ figures as mercenaries (defined as Q9, Raelin RotV, and Deathreavers). They may be in your armies, though.
- You may not bring any figures that are in either of the armies you brought with you as mercenaries also.
Example: I bring these as my 2 armies and mercenaries:
Army 1
Venoc Warlord
Venoc Vipers x7
Army 2
Runa
Minions of Utgar x2
Zetacron
Mercenaries
Eltahale
Marro Warrios
Mindflayer Mastermind
In the auction, before I win an army, a player bids on my Viper army, and somebody wins it. They get the Viper army, and I get the Minion army, which I'll play in Rounds 1 and 3. I still participate in the auction, and will use my $500 (plus any money that was on the Minions army before I picked it up) to buy another army, which I will play in Rounds 2 and 4. I can use any money left over (and any found in treasure) to hire Eltahale, the MWs, and/or the MFM before each round, or I can make an offer to the mercenaries on the battlefield each round.
Mercenaries on the maps will be as follows (subject to change based on what maps we use, but I'm currently assuming 10 maps using 2x Snow, 2x Lava, 4x Swamp, 3x Dungeon, 3x Road, 2x Jungle, because that's what I have). For the maps that have multiple common squad mercenaries, you may make an offer to any or all squads. If an offer is made to all squads, the other player can't counter-offer to one squad - they must offer to all:
Ember Canyon Road - Obsidian Guards x2
If You Can Take the Heat - Shurrak
Arctic Divide - Dzu-Teh x2
Black Gold - Deepwyrm Drow x2
Over Drudge It - Marro Drudge x3
Embattled Fen - Microcorp Agents x2
Atlaga's Grove - Othkurik the Black Dragon
Quasatch Playground - Quasatch Hunters x2