A bracket style tournament campaign between eight (8) gangs, with standardized missions and prizes.
In this campaign format, every battle uses the
Tourney Scenario.
In this campaign format each player may play two gangs. The beginning of the campaign is a qualifiers round where every gang fights all the other player's gangs (six battles each) aranged into two heats of three battles (one vs each of the other players).
After the qualifiers round is complete the gangs are ranked based upon their Win / Loss records; Wins are worth 2 points, Ties are worth 1 point, and Losses are worth 0 points. Next, the top ranked gang of each player is grouped into an Alpha bracket of four gangs, while the bottom ranked gang for each player is grouped into a Beta bracket of four gangs. In the case that both of a player's gangs have the same rank, the player can choose which of their gangs goes in which bracket.
Within each bracket the rank 1 and rank 3 gangs, and the rank 2 and rank 4 gangs are matched up for the quarter-finals round, the winners of which next face each other in a semi-finals round.
The winner of the Beta bracket semi-finals and the loser of the Alpha bracket semi-finals face one another in a finals round. If both of a players two gang's would face each other in the finals, their Beta bracket team gets a bye and continues forward to the championship round.
The winner of the Alpha bracket semi-finals and the winner of the finals face one another in the championship round. The winner of the championship round wins the tournament and the campaign.
Air Scrubbers ( Ψ )
You may play this card when the Bad Air condition is applied to the battlefield.
Your gang's Secure Zone and Flag Zone are not affected by the Bad Air condition.
NVGs ( Ψ )
You may play this card when the Hazard Lights Only condition is applied to the battlefield.
You may select up to three of your gang's fighters on the battlefield to gain limited use Night Vision Goggles; those fighters are not affected by low-light conditions for the remainder of the battle. Fighters who cannot gain Equipment from the Trading Post cannot be selected.
Rescue Ranger ( Ψ )
You may play this card when activating a fighter. Tuck this under that fighter's card.
For the remainder of the battle this fighter treats the Free Captured Fighter action as Simple rather than Double.
Ready Reserve ( Ψ )
You may play this card before drawing from your Reinforcements deck.
You may may instead select a fighter card of your choice from your Reinforcements deck, and then shuffle the remaining cards.
Reinforced Guard Detail ( Ψ )
You may play this card when forming your Guard Detail.
You may add an additional fighter card from your Commanders deck or up to two additional fighter cards from your Warriors deck to your Guard Detail.
Reinforced Flag Detail ( Ψ )
You may play this card when forming your Flag Detail.
You may add an additional fighter card from your Commanders deck or up to two additional fighter cards from your Warriors deck to your Flag Detail.
Flag Capper ( Ψ )
You may play this card when activating a fighter. Tuck this under that fighter's card.
For the remainder of the battle this fighter treats the Grab Gang Flag, Carry Gang Flag, and Post Gang Flag actions as Simple rather than Basic.
Ganker ( Ψ )
You may play this card if one of your Hidden fighters would stop being Hidden for any reason.
The Hidden fighter is not detected. Instead, remove your Hidden fighter from the battlefield and then immediately set them back up onto the battlefield following the scenario's guidelines for Infiltration.
Hacker Skillz ( Ψ )
You may play this card when activating a fighter. Tuck this under that fighter's card.
For the remainder of the battle this fighter treats the Access Control Terminal action as Basic rather than Double and ignores the D3-1 penalty to the action's required Intelligence check.
Break Their Wills ( Ψ )
You may play this at the start of any End phase.
During this End phase, when the opposing gang determines if they must make a Bottle test and when making a Bottle test roll, that gang is considered to have one less Active, Pinned, or Engaged fighters on the battlefield than they actually do.
On Alert ( Ψ )
You may play this at the start of any Action phase.
During this Action phase, your gang's fighters gain +2 to Detect enemy fighters.
Rugged Relic ( Ψ )
You may play this when setting up your Guard Detail.
Your Gang Relic gains +D3 Wounds for this battle.