OverwatchCNC
11-27-2012, 02:37 AM
Hey Everyone. Saturday December 8th will be the 5th 6th ed 40k tournament of the year at Game Empire in Pasadena. Normally Disdainful (Travis the TO) posts up about tournaments but seeing as how he is really busy running the place I have started to do the posts to promote the Game Empire Pasadena 40k Events. Here are the usual details about the tournament. You can also check it out on the GE: Pasadena FB page. Those of you who have gone to the GE: Pasadena tournaments know however that I am there a lot of the time and know pretty much all there is to know about their events so I can answer any questions you may have.
The first 2 6th ed tournaments had almost 30 players and the last 2 a little under 20, the last one only had 6 due to the midnight tournament the night before and my posting up on Dakka and other forums only 2 days before the event :*) . I would really like to see a big turnout for this event since I find larger events with more people are just more fun. We have a great turn out of fully painted and converted armies so come on out and play on Saturday the 8th and remember the second Saturday of the Month is always 40k Tournament day at Game Empire in Pasadena.
The Game Empire 6th Edition Warhammer 40,000 Tournament Standard(tm)
Player Responsibilities
Players must bring their army and all necessary gaming supplies such as dice, tape measure, tokens, and templates. Players must have a copy of the core 40k rulebook and their relevant Codex(es). Players must bring five copies of their army list printed or legibly hand-written. One of these will be handed in to the TO, one is for the player's reference, and one each is to be given to the player's opponents before each game.
Terrain
Terrain for all tables is pre-set before the event by the TO. Terrain may not be moved by players, with the exception of trees on forest templates being moved to accommodate models within the template.
Rules for specific Buildings and any Battlefield Debris will be notated for the tables on which they are present
Fortifications
All fortifications are allowed. Fortifications may be placed by the owning player anywhere in their table half after determining deployment zones such that it does not overlap any pre-set terrain. Players may request a TO shift pre-set terrain to accommodate placement of larger pieces such as the Skyshield Landing Pad and Fortress of Redemption. The TO's adjustment of pre-set terrain in this case is final for the duration of the game.
Allies
Allies are allowed. Allies must be clearly notated as a separate section of a player's army list.
WYSIWYG, Proxies, Counts-as, and Conversions
What You See Is What You Get is the rule. All wargear elements, weaponry, and optional equipment must be clearly modeled. However, competent conversions and clearly delineated counts-as army elements are allowed at the TO's sole discretion and, if allowed, must be fully explained to your opponent before the game begins. Proxies are not allowed. Players must contact the TO prior to the event for approval of an army with extensive conversions or counts-as elements.
Scenarios & Deployment Type
The scenarios and deployments for each round will be pre-determined by the TO. In some cases, the number of objectives for the various objective-based missions will be pre-determined as well. If this is not the case players will roll randomly to determine the number of objectives at their table for the game. The TO will ensure that scenarios are not repeated if possible given the number of rounds in the event, and that if scenarios must be repeated that they use differing deployments. All scenarios and deployments are played from the 40k rulebook on pp. 118-119 and 126-131, with the following modifications:
Hammer and Anvil Deployment: In the case of a room layout where tables are set up end-to-end, Hammer and Anvil deployment may be replaced by Spearhead Deployment at the TOs discretion. In Spearhead deployment, players set up in opposite table quarters, with no model deployed within 12” of the center of the table. A player's table edge is the long table edge on which their deployment zone lies.
The Scouring: Each player must place at least one objective in the no-man's-land between deployment zones.
The Relic: The Relic scenario will not be played in most normal events.
Secondary Objectives
All Secondary Objectives (Slay the Warlord, First Blood, and Linebreaker) are included in each scenario unless otherwise specified.
Starting the Game
At the beginning of each round, Players will use the following sequence to begin each game:
1. Exchange army lists and fully explain any conversions or counts-as elements in their armies.
2. Roll to generate the number of scenario objectives if necessary.
3. Roll off for objective placement and place objectives as described in the 40k rulebook on p. 121.
4. Roll for deployment and first turn.
5. Set up all Fortifications.
6. Determine Warlord Traits and Psychic Powers.
7. Deploy armies and begin the game.
Warlords and Warlord Traits
Warlord Traits must be rolled before armies are deployed. Players may choose which chart (Command , Personal, or Strategic) to roll on each game, and may choose different charts between games. During the Purge the Alien scenario, a roll of 6 on the Personal Traits chart must be re-rolled. Each player must clearly specify which model is his Warlord during deployment.
Psykers and Psychic Powers
After determining Warlord Traits, players who are generating Psychic powers from a discipline randomly must do so. Generating powers is done openly as explained in the 40k rulebook on p. 418. Players must consult their relevant codex or FAQ to determine their models' Psychic Mastery level and the number of powers they can generate. If a player elects to have their Psyker generate powers from disciplines in the main rulebook instead of using the powers available to them in their codex, the psyker must generate all of their powers from disciplines in the main rulebook, and may not mix and match powers from their codex and disciplines from the main rulebook.
A Note on Warp Charge Tokens: Players must place appropriate counters or tokens next to their Psykers during the game to represent Warp Charge.
Reserves
In missions that use reserves, players must clearly explain the organization of their reserves to their opponent, including which units are in reserve, which characters are joined to which units if any, and which units (with any attached characters) are embarked on which transports.
Seize the Initiative
Players may attempt to Seize the Initiative in all games.
Mysterious Terrain
Mysterious Terrain may be included at the TOs discretion, if not, all terrain is mundane for the duration of the event. If so, all Forests, Jungles, Woods, Rivers, Lakes, and Pools are Mysterious Terrain as noted in the 40k rulebook on pp.103-104. If Mysterious Terrain is used, once the special rules for a type of terrain has been determined each game, all terrain of that type will follow the same rules for the duration of the game.
In some cases, a specially themed table will have elements of terrain pre-determined; if so these rules will be specified at the table, no random roll is required.
Mysterious Objectives
Mysterious Objectives may be included at the TOs discretion, if not, all objectives are mundane for the duration of the event. If so, all scenarios that use objectives will follow the rules for Mysterious Objectives as noted in the rulebook on p. 125. Players must roll for each objective individually. Once determined, each objective uses the determined rules for the remainder of the game.
Round Timing
Round times are approximately 2 hours for most tournament games. This means that in order to complete a six-turn game, player turns should be around 10 minutes each if given equal weight. Naturally, some turns will go longer and some shorter as more or less of the battle is joined, but players must be mindful of their turns and conduct the game in a timely manner.
Judge Calls and Rulings
It is a player's responsibility to call a judge for a ruling as soon as a questionable situation arises, preferably before models are moved or dice rolled.
Random Game Length
All games include Random Game Length, rolled for as normal. However, a TO may call any turn of a game the last one if, in his judgment, further turns would cause the game to go over the round time limit. In this case, the current turn of the game is played through both player turns then the game ends and a winner is determined.
Record Keeping and Round Scoring
At the end of each game, players must record the following information:
The winner and loser
- Their Victory Points earned in the game
- Their Battle Points earned from the game
- A Sportsmanship Score for their opponent
Unless otherwise specified, all tournament rounds use the following scoring. Note that Victory Points earned during the game determine the winner of a game in a given tournament round, while Battle Points earned from games determine the winner of the tournament.
Win the game with 3 more Secondary Objectives than your opponent:
Massacre win – 20 Battle Points for the winner / 0 Battle Points for the loser
Win the game with 2 more Secondary Objectives than your opponent:
Major win – 17 Battle Points for the winner / 3 Battle Points for the loser
Win the game with 1 more Secondary Objective than your opponent or less:
Minor win – 13 Battle Points for the winner / 7 Battle Points for the loser
Draw – 9 Battle Points per player, +1 for each Secondary Objective achieved.
Some tournament rounds may have additional or alternate Battle Point bonuses available, which will be detailed on the scenario sheet for the round.
Sportsmanship Scoring
Sportsmanship is scored on a 0-2-4-6 scale. A score of 4 represents the default score for a normal tournament game, while a 2 represents a game with a large amount of disagreement between players during the game that was difficult to resolve, and a 6 represents an amazing game that was great fun. A score of 0 represents a game that was an entirely horrible experience and will require explanation to a TO.
Army Composition
Composition scoring is a 0-1 score. A score of 1 represents an army that, in your opinion, was built with army theme as its first and foremost consideration, with competitive effectiveness second. A score of 0 represents all other lists. Composition scoring is only factored in determining the Best Army award for the tournament, and does not factor into overall scoring.
Player Voting
At the end of the event, players may cast a single vote for their Favorite Opponent of the day and their Favorite Army in the tournament. These votes are not required. A vote for Favorite Opponent must be cast for one of the player's opponents during the event, while a vote for Favorite Army may be cast for any army in the event. Favorite Opponent votes are factored into a player's overall score, Favorite Army Votes are not.
- First Favorite Opponent Vote – 1 Point
- Second Favorite Opponent Vote – 2 Points
- Third Favorite Opponent Vote – 3 Points
- Each Favorite Army Vote – 1 Point
Tournament Scoring and Awards
At the end of the event, the following scores are calculated for each player:
Overall:
- Battle Points from each round
- Painting score as judged by the TO and/or his appointed painting judges
- Sportsmanship score
- Favorite Opponent Votes
Appearance:
- Painting score as judged by the TO and/or his appointed painting judges
- Composition score
- Favorite Army votes
Sportsmanship:
- Sportsmanship score
- Favorite Opponent votes
Awards
Tournament Champion – The player with the best Overall score is the Tournament Champion and takes the top prize. Ties are broken first by Sportsmanship (including Favorite Opponent votes), then by raw Battle Points, then by Victory Points earned in-game.
Best Army – The player with the best Appearance score wins the Best Army award and a secondary prize. Ties are broken first by number of Favorite Army Votes, then by Sportsmanship (including Favorite Opponent votes), then by raw Battle Points
Best Sportsman – The player with the highest Sportsmanship score wins the Best Sportsman award and a secondary prize. Ties are broken by least raw Battle Points, then by least Victory Points earned in-game.
The 'Must Play Again' Award – Also known as the Wooden Spoon or Doctor award (because you still call the guy that finished last in medical school Doctor!), this prize is awarded to the player with the lowest Overall score. Their prize is free entry into the next event so they can redeem themselves!
Other Awards
Other awards may be available, including such things as Most Secondary Objectives achieved, Most Enemy Characters Killed in Challenges, Best Conversion, etc, at the TO's discretion. Such awards will have conditions to win them detailed at the beginning of the event. TOs are encouraged to keep track of fun or noteworthy occurrences in games throughout the day for which to give out door prizes.
Example: After round 2, two players tell the epic tale of how their game hinged on a single challenge between their respective Warlords, the winner of which would carry his army to victory! At the end of the day, the TO gives out a small prize to each player involved (as long as they didn't win anything else!), declaring it the award for Best Duel.
TOs are free to give out door prizes randomly as well. Regardless of the number of awards or door prizes, no player may win more than one.
Appendix A: Alternate Game Set-up
Once players have been paired with an opponent and assigned a table, they will set up their game using the sequence detailed in the 40k rulebook on pp. 118-122, with the following modifications:
- The roll for deployment and first turn is made after players Determine Warlord Traits and generate Psychic Powers.
- Fortifications are set up immediately after deployment zones are determined.
- The rules for setting up terrain are not used.
Appendix B: Alternate Round Scoring
Win the game with 10 more Victory Points more than your opponent - Massacre win
17 Battle Points for the winner / 0 Battle Points for the loser, +1 for each Secondary Objective achieved
Win the game with 5-9 more Victory Points than your opponent - Major win
14 Battle Points for the winner / 3 Battle Points for the loser, +1 for each Secondary Objective achieved
Win the game with 1-4 more Victory Points than your opponent - Minor win
13 Battle Points for the winner / 4 Battle Points for the loser, +1 for each Secondary Objective achieved
Draw – 9 Battle Points per player, +1 for each Secondary Objective achieved.
Appendix C: Known Issues and Rulings
Please check the Game Empire Tournament Rulings thread on Dakka for the most current rulings that will be enforced during the event for a variety of known issues:
http://www.dakkadakka.com/dakkaforum/posts/list/467314.page
Points level for this event is 1750.
For the tournament there is a $10 entry (or $20 purchase) to play. The doors will be open early for players to come in and get set up. As usual, I want to kick this one off as close to 10:00am as possible so we don't go too long. The last one wrapped at about 6:30.
8:30ish - 9:30 - Show up early, have donuts with Travis (B&C donuts on Alta Dena and Foothill is particularly good for those of you in a generous mood! ), talk shop, talk about how flyers are so Fething borken!!
9:30am - 10:00 - check-in, sign-up, event preamble, pairings
10:00am - 12:15pm - Round 1
12:15 - 1:00 - Lunch
1:00 - 3:45 - Round 2
4:00 - 6:15 - Round 3
6:30 - Winners announced
It all goes down at Game Empire Pasadena:
1795 E. Colorado Blvd.
Pasadena, CA. 91106
626-304-9333
http://www.gameempirepasadena.com
The first 2 6th ed tournaments had almost 30 players and the last 2 a little under 20, the last one only had 6 due to the midnight tournament the night before and my posting up on Dakka and other forums only 2 days before the event :*) . I would really like to see a big turnout for this event since I find larger events with more people are just more fun. We have a great turn out of fully painted and converted armies so come on out and play on Saturday the 8th and remember the second Saturday of the Month is always 40k Tournament day at Game Empire in Pasadena.
The Game Empire 6th Edition Warhammer 40,000 Tournament Standard(tm)
Player Responsibilities
Players must bring their army and all necessary gaming supplies such as dice, tape measure, tokens, and templates. Players must have a copy of the core 40k rulebook and their relevant Codex(es). Players must bring five copies of their army list printed or legibly hand-written. One of these will be handed in to the TO, one is for the player's reference, and one each is to be given to the player's opponents before each game.
Terrain
Terrain for all tables is pre-set before the event by the TO. Terrain may not be moved by players, with the exception of trees on forest templates being moved to accommodate models within the template.
Rules for specific Buildings and any Battlefield Debris will be notated for the tables on which they are present
Fortifications
All fortifications are allowed. Fortifications may be placed by the owning player anywhere in their table half after determining deployment zones such that it does not overlap any pre-set terrain. Players may request a TO shift pre-set terrain to accommodate placement of larger pieces such as the Skyshield Landing Pad and Fortress of Redemption. The TO's adjustment of pre-set terrain in this case is final for the duration of the game.
Allies
Allies are allowed. Allies must be clearly notated as a separate section of a player's army list.
WYSIWYG, Proxies, Counts-as, and Conversions
What You See Is What You Get is the rule. All wargear elements, weaponry, and optional equipment must be clearly modeled. However, competent conversions and clearly delineated counts-as army elements are allowed at the TO's sole discretion and, if allowed, must be fully explained to your opponent before the game begins. Proxies are not allowed. Players must contact the TO prior to the event for approval of an army with extensive conversions or counts-as elements.
Scenarios & Deployment Type
The scenarios and deployments for each round will be pre-determined by the TO. In some cases, the number of objectives for the various objective-based missions will be pre-determined as well. If this is not the case players will roll randomly to determine the number of objectives at their table for the game. The TO will ensure that scenarios are not repeated if possible given the number of rounds in the event, and that if scenarios must be repeated that they use differing deployments. All scenarios and deployments are played from the 40k rulebook on pp. 118-119 and 126-131, with the following modifications:
Hammer and Anvil Deployment: In the case of a room layout where tables are set up end-to-end, Hammer and Anvil deployment may be replaced by Spearhead Deployment at the TOs discretion. In Spearhead deployment, players set up in opposite table quarters, with no model deployed within 12” of the center of the table. A player's table edge is the long table edge on which their deployment zone lies.
The Scouring: Each player must place at least one objective in the no-man's-land between deployment zones.
The Relic: The Relic scenario will not be played in most normal events.
Secondary Objectives
All Secondary Objectives (Slay the Warlord, First Blood, and Linebreaker) are included in each scenario unless otherwise specified.
Starting the Game
At the beginning of each round, Players will use the following sequence to begin each game:
1. Exchange army lists and fully explain any conversions or counts-as elements in their armies.
2. Roll to generate the number of scenario objectives if necessary.
3. Roll off for objective placement and place objectives as described in the 40k rulebook on p. 121.
4. Roll for deployment and first turn.
5. Set up all Fortifications.
6. Determine Warlord Traits and Psychic Powers.
7. Deploy armies and begin the game.
Warlords and Warlord Traits
Warlord Traits must be rolled before armies are deployed. Players may choose which chart (Command , Personal, or Strategic) to roll on each game, and may choose different charts between games. During the Purge the Alien scenario, a roll of 6 on the Personal Traits chart must be re-rolled. Each player must clearly specify which model is his Warlord during deployment.
Psykers and Psychic Powers
After determining Warlord Traits, players who are generating Psychic powers from a discipline randomly must do so. Generating powers is done openly as explained in the 40k rulebook on p. 418. Players must consult their relevant codex or FAQ to determine their models' Psychic Mastery level and the number of powers they can generate. If a player elects to have their Psyker generate powers from disciplines in the main rulebook instead of using the powers available to them in their codex, the psyker must generate all of their powers from disciplines in the main rulebook, and may not mix and match powers from their codex and disciplines from the main rulebook.
A Note on Warp Charge Tokens: Players must place appropriate counters or tokens next to their Psykers during the game to represent Warp Charge.
Reserves
In missions that use reserves, players must clearly explain the organization of their reserves to their opponent, including which units are in reserve, which characters are joined to which units if any, and which units (with any attached characters) are embarked on which transports.
Seize the Initiative
Players may attempt to Seize the Initiative in all games.
Mysterious Terrain
Mysterious Terrain may be included at the TOs discretion, if not, all terrain is mundane for the duration of the event. If so, all Forests, Jungles, Woods, Rivers, Lakes, and Pools are Mysterious Terrain as noted in the 40k rulebook on pp.103-104. If Mysterious Terrain is used, once the special rules for a type of terrain has been determined each game, all terrain of that type will follow the same rules for the duration of the game.
In some cases, a specially themed table will have elements of terrain pre-determined; if so these rules will be specified at the table, no random roll is required.
Mysterious Objectives
Mysterious Objectives may be included at the TOs discretion, if not, all objectives are mundane for the duration of the event. If so, all scenarios that use objectives will follow the rules for Mysterious Objectives as noted in the rulebook on p. 125. Players must roll for each objective individually. Once determined, each objective uses the determined rules for the remainder of the game.
Round Timing
Round times are approximately 2 hours for most tournament games. This means that in order to complete a six-turn game, player turns should be around 10 minutes each if given equal weight. Naturally, some turns will go longer and some shorter as more or less of the battle is joined, but players must be mindful of their turns and conduct the game in a timely manner.
Judge Calls and Rulings
It is a player's responsibility to call a judge for a ruling as soon as a questionable situation arises, preferably before models are moved or dice rolled.
Random Game Length
All games include Random Game Length, rolled for as normal. However, a TO may call any turn of a game the last one if, in his judgment, further turns would cause the game to go over the round time limit. In this case, the current turn of the game is played through both player turns then the game ends and a winner is determined.
Record Keeping and Round Scoring
At the end of each game, players must record the following information:
The winner and loser
- Their Victory Points earned in the game
- Their Battle Points earned from the game
- A Sportsmanship Score for their opponent
Unless otherwise specified, all tournament rounds use the following scoring. Note that Victory Points earned during the game determine the winner of a game in a given tournament round, while Battle Points earned from games determine the winner of the tournament.
Win the game with 3 more Secondary Objectives than your opponent:
Massacre win – 20 Battle Points for the winner / 0 Battle Points for the loser
Win the game with 2 more Secondary Objectives than your opponent:
Major win – 17 Battle Points for the winner / 3 Battle Points for the loser
Win the game with 1 more Secondary Objective than your opponent or less:
Minor win – 13 Battle Points for the winner / 7 Battle Points for the loser
Draw – 9 Battle Points per player, +1 for each Secondary Objective achieved.
Some tournament rounds may have additional or alternate Battle Point bonuses available, which will be detailed on the scenario sheet for the round.
Sportsmanship Scoring
Sportsmanship is scored on a 0-2-4-6 scale. A score of 4 represents the default score for a normal tournament game, while a 2 represents a game with a large amount of disagreement between players during the game that was difficult to resolve, and a 6 represents an amazing game that was great fun. A score of 0 represents a game that was an entirely horrible experience and will require explanation to a TO.
Army Composition
Composition scoring is a 0-1 score. A score of 1 represents an army that, in your opinion, was built with army theme as its first and foremost consideration, with competitive effectiveness second. A score of 0 represents all other lists. Composition scoring is only factored in determining the Best Army award for the tournament, and does not factor into overall scoring.
Player Voting
At the end of the event, players may cast a single vote for their Favorite Opponent of the day and their Favorite Army in the tournament. These votes are not required. A vote for Favorite Opponent must be cast for one of the player's opponents during the event, while a vote for Favorite Army may be cast for any army in the event. Favorite Opponent votes are factored into a player's overall score, Favorite Army Votes are not.
- First Favorite Opponent Vote – 1 Point
- Second Favorite Opponent Vote – 2 Points
- Third Favorite Opponent Vote – 3 Points
- Each Favorite Army Vote – 1 Point
Tournament Scoring and Awards
At the end of the event, the following scores are calculated for each player:
Overall:
- Battle Points from each round
- Painting score as judged by the TO and/or his appointed painting judges
- Sportsmanship score
- Favorite Opponent Votes
Appearance:
- Painting score as judged by the TO and/or his appointed painting judges
- Composition score
- Favorite Army votes
Sportsmanship:
- Sportsmanship score
- Favorite Opponent votes
Awards
Tournament Champion – The player with the best Overall score is the Tournament Champion and takes the top prize. Ties are broken first by Sportsmanship (including Favorite Opponent votes), then by raw Battle Points, then by Victory Points earned in-game.
Best Army – The player with the best Appearance score wins the Best Army award and a secondary prize. Ties are broken first by number of Favorite Army Votes, then by Sportsmanship (including Favorite Opponent votes), then by raw Battle Points
Best Sportsman – The player with the highest Sportsmanship score wins the Best Sportsman award and a secondary prize. Ties are broken by least raw Battle Points, then by least Victory Points earned in-game.
The 'Must Play Again' Award – Also known as the Wooden Spoon or Doctor award (because you still call the guy that finished last in medical school Doctor!), this prize is awarded to the player with the lowest Overall score. Their prize is free entry into the next event so they can redeem themselves!
Other Awards
Other awards may be available, including such things as Most Secondary Objectives achieved, Most Enemy Characters Killed in Challenges, Best Conversion, etc, at the TO's discretion. Such awards will have conditions to win them detailed at the beginning of the event. TOs are encouraged to keep track of fun or noteworthy occurrences in games throughout the day for which to give out door prizes.
Example: After round 2, two players tell the epic tale of how their game hinged on a single challenge between their respective Warlords, the winner of which would carry his army to victory! At the end of the day, the TO gives out a small prize to each player involved (as long as they didn't win anything else!), declaring it the award for Best Duel.
TOs are free to give out door prizes randomly as well. Regardless of the number of awards or door prizes, no player may win more than one.
Appendix A: Alternate Game Set-up
Once players have been paired with an opponent and assigned a table, they will set up their game using the sequence detailed in the 40k rulebook on pp. 118-122, with the following modifications:
- The roll for deployment and first turn is made after players Determine Warlord Traits and generate Psychic Powers.
- Fortifications are set up immediately after deployment zones are determined.
- The rules for setting up terrain are not used.
Appendix B: Alternate Round Scoring
Win the game with 10 more Victory Points more than your opponent - Massacre win
17 Battle Points for the winner / 0 Battle Points for the loser, +1 for each Secondary Objective achieved
Win the game with 5-9 more Victory Points than your opponent - Major win
14 Battle Points for the winner / 3 Battle Points for the loser, +1 for each Secondary Objective achieved
Win the game with 1-4 more Victory Points than your opponent - Minor win
13 Battle Points for the winner / 4 Battle Points for the loser, +1 for each Secondary Objective achieved
Draw – 9 Battle Points per player, +1 for each Secondary Objective achieved.
Appendix C: Known Issues and Rulings
Please check the Game Empire Tournament Rulings thread on Dakka for the most current rulings that will be enforced during the event for a variety of known issues:
http://www.dakkadakka.com/dakkaforum/posts/list/467314.page
Points level for this event is 1750.
For the tournament there is a $10 entry (or $20 purchase) to play. The doors will be open early for players to come in and get set up. As usual, I want to kick this one off as close to 10:00am as possible so we don't go too long. The last one wrapped at about 6:30.
8:30ish - 9:30 - Show up early, have donuts with Travis (B&C donuts on Alta Dena and Foothill is particularly good for those of you in a generous mood! ), talk shop, talk about how flyers are so Fething borken!!
9:30am - 10:00 - check-in, sign-up, event preamble, pairings
10:00am - 12:15pm - Round 1
12:15 - 1:00 - Lunch
1:00 - 3:45 - Round 2
4:00 - 6:15 - Round 3
6:30 - Winners announced
It all goes down at Game Empire Pasadena:
1795 E. Colorado Blvd.
Pasadena, CA. 91106
626-304-9333
http://www.gameempirepasadena.com