LIMIT: 24 PLAYERS
Entry Fee: $50.00 (This is separate from any in-store purchases made.)
PRIZING PROVIDED BY LSS!
Set sail for the High Seas in search of ancient treasure, big game sea monsters, and the adventure of a lifetime!
High Seas introduces the highly anticipated Pirate and Necromancer classes to Flesh and Blood. Three new dual-class heroes will navigate Rathe's treacherous open waters, each wielding a unique swashbuckling strategy that taps into previously uncharted waters of Flesh and Blood game design!
“Ye ain't a proper Pirate unless ye've got a taste for salt and a hunger for treasure!”
Discover breathtaking Marvels, Pirate Booty, and Lost Treasures thought to exist only in fables and folklore, in Treasure Packs found in each display of High Seas!
All hands on decks! It's time to set sail for the High Seas!
Sealed Deck
The following only covers the basics and recommendations for Sealed Deck. Please refer to the Tournament Rules and Policy for more complete details on running a Sealed Deck tournament.
Quickstart
Each player opens 8 boosters (~90 cards, depending on the set)
1 young hero card from the set
Start with a minimum of 30 cards in the deck
Any amount of each unique card
35 minutes per round, first to 1
Card-Pool Construction Rules
In Sealed Deck, each player opens 6 booster packs of a core set, removes the last 1 or 2 cards from the pack (the token-slot cards), and registers any young hero card from the set and the cards that they open from their packs. A player’s card-pool includes every card that they’ve opened from their packs and any number of token-rarity cards from the set. Any non-token card removed from the token-slot of a booster is not legal to include in a player's card-pool, including expansion-slot, cold-foil, extended-art, legendary, fabled, and non-young-hero cards (depending on the set being used for sealed).
Token-rarity cards include weapons for each hero, and Cracked Baubles, but may also include equipment (e.g. Proto Base set) and/or other deck-cards (e.g. Phoenix Flame). If a player cannot construct a 30-card minimum deck from the cards they have opened, they add Cracked Baubles to their deck until the number of cards in their deck is at least 30. Token-rarity cards are typically pooled together after opening packs so players can use the cards they need for their card-pools.
A player can only start the game with a card from their card-pool if the card’s class/talents are a subset of the hero’s class/talents (e.g. a Light talent card can only be included if the hero has a Light talent). Generic cards can be used with any hero.
A card-pool can contain any amount of each unique card (e.g. If you open 6 red Sink Below from your boosters, you can play with all 6 in your deck).
These rules are subject to the effects of the hero or cards in the card-pool, which may allow or limit what cards can be included. (e.g. Heroes with “Essence” allow certain talented cards to be included, even if the hero doesn’t have the same talent).
The Legendary keyword only applies to constructed format decks (Classic Constructed, Blitz, Commoner, etc), so if your sealed card-pool contains multiple copies of the same card with the Legendary keyword, you are allowed to play all of them.
Some specific sets include a Macro. Each player starts the game with the designated Macro in the arena, just like they would with their hero and weapon(s). The Macro does not contribute to the player's deck size, inventory, or card-pool.
Some specific sets have additional rules regarding how Sealed Deck is played:
The Hunted
Players open EIGHT packs instead of the usual six
Decks must be exactly 30 cards. No more, no less.
Each player starts with a Sanctuary of Aria in the arena.
Tournament Structure
The following is the recommended structure for a Sealed Deck tournament, which may be altered at the discretion of the Tournament Organizer.
Matches: First to 1 win
Deck Construction: 30 minutes
Round Time: 35 minutes
*Playoff is typically done with a booster draft format.
Start-of-Game Procedure
Each game of a match follows the same procedure:
Each player reveals their hero card.
Choose a player at random, and then that player decides who will go first.
Each player chooses the equipment, weapons, and 30-card minimum deck they will use for this game (chosen from their card-pool).
Each player shuffles and presents their deck to the opponent, who may shuffle and/or cut.
Each player reveals the weapon(s) and equipment they have chosen for this game, draws cards up to their hero's intellect, and the first player begins the first turn of the game.
End-of-Match Procedure
The match ends when one player has won the required number of games for the match (usually 1 game win).
If the round time expires, and a winner of the current game is yet to be determined, the turn player completes their turn and then 1 additional turn is played. At the conclusion of the additional turn, if a winner of the game has not been determined, the current game is a draw.
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