Heroes & Villains




















117 Russell Pkwy, Warner Robins, GA 31088, USA
Ph: +1 478-322-0004Email: heroeswrstaff@gmail.com
About
Heroes and Villains is a comic book and gaming store that opened on Jan. 18, 2004!
The store has always been on Russell Parkway but outgrew its previous location. They have now been at their current location for 14 years.
In 2004, the store was opened by current Owner Mike McDaniel, Jesse Stephens and co-founder and Director of the Comics Appreciation Project Jason Kelley. The three friends met in a comic book store called Komix Castle of Warner Robins, owned and operated by McDaniel from 1993 to 1997.
The friends then decided to open another comic book store in the area, eventually leading to Heroes and Villains Comics and Games.
The store offers many events and activities, including roleplaying, card games, tabletop games and board games, as well as being a one-stop shop for comics, manga, Gunpla, and much more!
Upcoming Tournaments
Armory Event
Mon 7th Apr, 7:30 PM Classic Constructed
117 Russell Pkwy, Warner Robins, GA 31088, USA
$5 Table Fee, waived with purchase of $5 or more in store
One (1) Gem Pack will be given to each player who participates. Additional prizing may be added the day of the event.
Get ready for the ultimate test of skill, strategy, and cunning with Classic Constructed, the quintessential Flesh and Blood experience. In this format, players select a hero and construct an 80-card deck filled with lethal weapons, game-changing equipment, and signature moves that will leave their opponents reeling. With intense 1v1 combat and high stakes on the line, Classic Constructed offers a thrilling gameplay experience that will put even the most seasoned players to the test.
The following only covers the basics and recommendations for Classic Constructed. Please refer to the Tournament Rules and Policy for more complete details on running a Classic Constructed tournament.
Quickstart
1 hero card (can’t be a young hero)
80 card-pool (includes weapons, equipment, etc., and cards in the deck)
Start with a minimum of 60 cards in the deck
Up to 3 copies of each unique card
55 minutes per round, first to 1
Card-Pool Construction Rules
In Classic Constructed, each player registers their non-young hero card and 80 cards that make up their card-pool. The card-pool includes arena-cards (weapons, equipment, etc.), and deck-cards that will start in the player’s deck.
A card can only be included in a Player’s 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 in a card-pool if the hero has a Light talent). Generic cards can be included in any card-pool.
A card-pool may contain up to 3 copies of each unique card. A card is unique if it has a different name AND pitch value from another card. (e.g. Sink Below (red) is unique compared to Sink Below (blue) because they have different pitch values)
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. Cards with “Legendary” limit themselves to only 1 in the card-pool.)
For an up-to-date list of cards legal in Classic Constructed please refer to the Card Legality Policy. If the tournament requires card-pool registration, you can find the official forms in Tournament Forms.
Tournament Structure
The following is the recommended structure for a Classic Constructed tournament, which may be altered at the discretion of the Tournament Organizer.
Matches: First to 1 win
Round Time: 55 minutes
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 60-card minimum deck they will use for this game (chosen from their 80 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.
Armory Event
Mon 14th Apr, 7:30 PM Blitz
117 Russell Pkwy f, Warner Robins, GA 31088, USA
JOIN US AT HEROES & VILLAINS FOR FLESH & BLOOD BLITZ!
$5 Table Fee, waived with purchase of $5 or more in store
One (1) Gem Pack will be given to each player who participates. Additional prizing may be added the day of the event.
Experience the adrenaline-pumping action of Flesh and Blood like never before with Blitz. This fast-paced format offers a thrilling gameplay experience with fewer cards and less starting life than Classic Constructed. Perfect for players who crave instant engagement and love quick, intense matches, Blitz is the ultimate way to dive straight into the heart of the action and emerge victorious.
The following only covers the basics and recommendations for Blitz. Please refer to the Tournament Rules and Policy for more complete details on running a Blitz tournament.
Quickstart
1 young hero card
52 card-pool (includes weapons, equipment, etc., and cards in the deck)
Start with exactly 40 cards in the deck
Up to 2 copies of each unique card
35 minutes per round, first to 1
Card-Pool Construction Rules
In Blitz, each player registers their young hero card and 52 cards that make up their card-pool. The card-pool includes arena-cards (weapons, equipment, etc.), and deck-cards that will start in the player’s deck.
A card can only be included in a Player’s 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 in a card-pool if the hero has a Light talent). Generic cards can be included in any card-pool.
A card-pool may contain up to 2 copies of each unique card. A card is unique if it has a different name AND pitch value from another card. (e.g. Sink Below (red) is unique compared to Sink Below (blue) because they have different pitch values)
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. Cards with “Legendary” limit themselves to only 1 in the card-pool.)
For an up-to-date list of cards legal in Blitz please refer to the Card Legality Policy. If the tournament requires card-pool registration, you can find the official forms in Tournament Forms.
Tournament Structure
The following is the recommended structure for a Blitz tournament, which may be altered at the discretion of the Tournament Organizer.
Matches: First to 1 win
Round Time: 35 minutes
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 40-card deck they will use for this game (chosen from their 52 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.
Pro Quest Singapore
Mon 21st Apr, 5:30 PM Classic Constructed
117 Russell Pkwy, Warner Robins, GA 31088, USA
32 TOTAL SLOTS AVAILABLE!
Entry Fee: $35.00 (This is seperate from any in-store purchases made.)
Decklists will be required! Please bring a filled-out compy of the form below with you to the event!
PRIZING PROVIDED BY LSS!
Classic Constructed Event Structure
Cut to Top Eight with nine (9) players or more.
How long should I budget for a Classic Constructed Pro Quest?
For Classic Constructed Pro Quest events, we recommend 55-minute rounds. This allows players up to 5 minutes to present their decks and at least 50 minutes to play their match.
Pro Quest Prizes and Distribution
How is the prize kit going to be distributed?
The Prize kit will be supplied by your distributor. Distributors will be notified of participating stores once the event sanctioning window has closed.
What are the prizes?
The prizes for this event are as follows:
PrizeDistribution
1x Random Drop Gold Cold Foil Card (Common or Rare or Majestic)Stores can NOT open the Random Drop Gold Cold Foil.
1st place winner to be awarded sealed black envelope at the conclusion of top 8. Winner may choose to open it or keep sealed. The envelope contains a random PCG 9 or better Common, Rare, or Majestic Gold Cold Foil Prize Card.
2x Jarl, Vetredi PlaymatsTo be awarded to the 1st & 2nd placed player.
4x Rainbow Foil Valda, Seismic Impact Promo CardsTo be awarded to the top 4 players
8x Rainbow Foil Batter to a Pulp Promo CardsTo be awarded to the top 8 players
16x Rainbow Foil Draw a Crowd Promo CardsTo be used as participation prizes.
16x Rainbow Foil Promising Terrain Promo CardsTo be used as participation prizes.
1x Pro Tour: Singapore InvitationThere is no physical Pro Tour invitation. Completing your event in GEM will provide LSS with the winner's details.
The Pro Tour invite is awarded to the winner of each event (or the losing finalist if the winner has already qualified via another in-store Pro Quest event).
1x Judge PackHanded out to the head judge once the event has concluded.
1x Judge PlaymatHanded out to the floor judge once the event has concluded.
Judge Support
The following is provided to reward your Head Judge:
1x Judge Pack of the current season.
The following is provided to up to one Floor Judge, if any, otherwise to the Head Judge:
1x Judge Playmat
The judge support must be provided to your judge team only.
LSS provides this Judge Support to reward judges for their skills and dedication shown towards the game and is not allowed to be used to replace any compensation they would otherwise receive for working a Pro Quest event.
Rules Enforcement, Judges and Decklists
Are decklists required?
Yes! Decklists are mandatory for these events, you can find the Deck Registration Sheets here.
What level of rules enforcement is Pro Quest run at?
This event is run at a Competitive rules enforcement level.
Will I need a Judge for this event?
Pro Quest events MUST have a Level 1 or higher judge as head judge. The judge program has qualified over 1500+ Level 1+ judges up to date.
How do find a judge for my event?
If you are not already in touch with a judge in your community, you have the following options available after signing up on JudgeHub.
You can search for a Judge near you via the search function or via the map function, and a direct message function is available to message them. Additionally, the Judge community is organized into regions.
Each region has a Judge Community Representative who is a contact point for the Judges in each region and can also be contacted by organizers to find local judges for their events.
One more option is to make an event on JudgeHub to have Judges apply, a guide to this and more functions can be found here.
To make scheduling with a judge easier you may reach out to a potential judge before selecting your event date.
Armory Event
Mon 28th Apr, 7:30 PM Booster Draft
117 Russell Pkwy f, Warner Robins, GA 31088, USA
JOIN US AT HEROES & VILLAINS FOR FLESH & BLOOD MONARCH BOOSTER DRAFT!
$15
One (1) Gem Pack will be given to each player who participates, while supplies last. Additional prizing may be added the day of the event.
The Booster Draft format is a challenging and exciting way to play, as it requires players to think on their feet and make strategic choices based on the cards available to them. Starting with 3 packs, you draft cards one at a time as the packs are passed around the table. With every pack you receive, you'll need to make quick decisions about your draft pick to create a balanced and powerful deck. Once your deck is drafted, you'll face off against other players to see who has the best strategy and skill. Booster Draft is a thrilling and dynamic format that will put your abilities to the test and give you a chance to discover new strategies along the way.
The following only covers the basics and recommendations for Booster Draft. Please refer to the Tournament Rules and Policy for more complete details on running a Booster Draft tournament.
Quickstart
Each player drafts cards from 3 boosters (~45 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
Drafting
To draft cards, players are arranged into pods. The suggested number of players for a pod is 8 (no less than 4 and no more than 11). Each player is given 3 booster packs to draft, and then the drafting begins.
Simultaneously, all players open 1 of their 3 booster packs and remove the last 1 or 2 cards from the pack (the token-slot cards). Players then choose (draft) 1 card from among the cards remaining in the pack and place it face down into a single pile in front of them. The remaining cards are then shuffled and passed to the player seated on their left. Players pick up the cards passed to them and repeat this process until all cards in the pack have been drafted.
The second pack is drafted the same as above, but packs are passed to the player on the right.
The third pack is drafted the same as above, but packs are passed to the player on the left.
While the drafting of booster packs is in progress, players may not look at the cards they have already drafted. Before the opening of both the second and third booster packs, players may look at the cards they have drafted. At the end of the review period, each player must return the cards to a single face-down in a single pile in front of them.
Players keep all of the cards they draft.
Card-Pool Construction Rules
In Booster Draft, each player registers any young hero card from the set and the cards that they have drafted. A player’s card-pool includes every card that they’ve drafted, 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 drafted).
Token-rarity cards include weapons for each hero, and Cracked Baubles, but may also include equipment (e.g. Helio’s Mitre) and/or other deck-cards (e.g. Phoenix Flame). If a player cannot construct a 30-card minimum deck from the cards they have drafted, 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 draft 6 Sink Below (red) 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. These are not drafted. 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 Booster Draft is played:
[Part the Mistveil]
Decks must be exactly 30 cards. No more, no less.
Equipment with the cloaked keyword are not revealed during the start of game procedure, as they begin the game equipped face-down. At the end of the game, if the opponent or a tournament official asks you to show your remaining face-down cloaked equipment, you MUST do so.
Tournament Structure
The following is the recommended structure for a Booster Draft tournament, which may be altered at the discretion of the Tournament Organizer.
Matches: First to 1 win
Deck Construction: 15 minutes
Round Time: 35 minutes
Pod Size: 8 players (minimum 4, maximum 11)
Armory Event
Mon 5th May, 7:30 PM Blitz
117 Russell Pkwy f, Warner Robins, GA 31088, USA
JOIN US AT HEROES & VILLAINS FOR FLESH & BLOOD BLITZ!
$5 Table Fee, waived with purchase of $5 or more in store
One (1) Gem Pack will be given to each player who participates. Additional prizing may be added the day of the event.
Experience the adrenaline-pumping action of Flesh and Blood like never before with Blitz. This fast-paced format offers a thrilling gameplay experience with fewer cards and less starting life than Classic Constructed. Perfect for players who crave instant engagement and love quick, intense matches, Blitz is the ultimate way to dive straight into the heart of the action and emerge victorious.
The following only covers the basics and recommendations for Blitz. Please refer to the Tournament Rules and Policy for more complete details on running a Blitz tournament.
Quickstart
1 young hero card
52 card-pool (includes weapons, equipment, etc., and cards in the deck)
Start with exactly 40 cards in the deck
Up to 2 copies of each unique card
35 minutes per round, first to 1
Card-Pool Construction Rules
In Blitz, each player registers their young hero card and 52 cards that make up their card-pool. The card-pool includes arena-cards (weapons, equipment, etc.), and deck-cards that will start in the player’s deck.
A card can only be included in a Player’s 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 in a card-pool if the hero has a Light talent). Generic cards can be included in any card-pool.
A card-pool may contain up to 2 copies of each unique card. A card is unique if it has a different name AND pitch value from another card. (e.g. Sink Below (red) is unique compared to Sink Below (blue) because they have different pitch values)
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. Cards with “Legendary” limit themselves to only 1 in the card-pool.)
For an up-to-date list of cards legal in Blitz please refer to the Card Legality Policy. If the tournament requires card-pool registration, you can find the official forms in Tournament Forms.
Tournament Structure
The following is the recommended structure for a Blitz tournament, which may be altered at the discretion of the Tournament Organizer.
Matches: First to 1 win
Round Time: 35 minutes
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 40-card deck they will use for this game (chosen from their 52 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.
Armory Event
Mon 12th May, 7:30 PM Booster Draft
117 Russell Pkwy f, Warner Robins, GA 31088, USA
JOIN US AT HEROES & VILLAINS FOR FLESH & BLOOD MONARCH BOOSTER DRAFT!
$5 Table Fee, waived with purchase of $5 or more in store
One (1) Gem Pack will be given to each player who participates, while supplies last. Additional prizing may be added the day of the event.
The Booster Draft format is a challenging and exciting way to play, as it requires players to think on their feet and make strategic choices based on the cards available to them. Starting with 3 packs, you draft cards one at a time as the packs are passed around the table. With every pack you receive, you'll need to make quick decisions about your draft pick to create a balanced and powerful deck. Once your deck is drafted, you'll face off against other players to see who has the best strategy and skill. Booster Draft is a thrilling and dynamic format that will put your abilities to the test and give you a chance to discover new strategies along the way.
The following only covers the basics and recommendations for Booster Draft. Please refer to the Tournament Rules and Policy for more complete details on running a Booster Draft tournament.
$15 Fee
Quickstart
Each player drafts cards from 3 boosters (~45 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
Drafting
To draft cards, players are arranged into pods. The suggested number of players for a pod is 8 (no less than 4 and no more than 11). Each player is given 3 booster packs to draft, and then the drafting begins.
Simultaneously, all players open 1 of their 3 booster packs and remove the last 1 or 2 cards from the pack (the token-slot cards). Players then choose (draft) 1 card from among the cards remaining in the pack and place it face down into a single pile in front of them. The remaining cards are then shuffled and passed to the player seated on their left. Players pick up the cards passed to them and repeat this process until all cards in the pack have been drafted.
The second pack is drafted the same as above, but packs are passed to the player on the right.
The third pack is drafted the same as above, but packs are passed to the player on the left.
While the drafting of booster packs is in progress, players may not look at the cards they have already drafted. Before the opening of both the second and third booster packs, players may look at the cards they have drafted. At the end of the review period, each player must return the cards to a single face-down in a single pile in front of them.
Players keep all of the cards they draft.
Card-Pool Construction Rules
In Booster Draft, each player registers any young hero card from the set and the cards that they have drafted. A player’s card-pool includes every card that they’ve drafted, 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 drafted).
Token-rarity cards include weapons for each hero, and Cracked Baubles, but may also include equipment (e.g. Helio’s Mitre) and/or other deck-cards (e.g. Phoenix Flame). If a player cannot construct a 30-card minimum deck from the cards they have drafted, 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 draft 6 Sink Below (red) 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. These are not drafted. 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 Booster Draft is played:
[Part the Mistveil]
Decks must be exactly 30 cards. No more, no less.
Equipment with the cloaked keyword are not revealed during the start of game procedure, as they begin the game equipped face-down. At the end of the game, if the opponent or a tournament official asks you to show your remaining face-down cloaked equipment, you MUST do so.
Tournament Structure
The following is the recommended structure for a Booster Draft tournament, which may be altered at the discretion of the Tournament Organizer.
Matches: First to 1 win
Deck Construction: 15 minutes
Round Time: 35 minutes
Pod Size: 8 players (minimum 4, maximum 11)
Armory Event
Mon 19th May, 7:30 PM Blitz
117 Russell Pkwy f, Warner Robins, GA 31088, USA
JOIN US AT HEROES & VILLAINS FOR FLESH & BLOOD BLITZ!
Experience the adrenaline-pumping action of Flesh and Blood like never before with Blitz. This fast-paced format offers a thrilling gameplay experience with fewer cards and less starting life than Classic Constructed. Perfect for players who crave instant engagement and love quick, intense matches, Blitz is the ultimate way to dive straight into the heart of the action and emerge victorious.
The following only covers the basics and recommendations for Blitz. Please refer to the Tournament Rules and Policy for more complete details on running a Blitz tournament.
$5 Table Fee
Quickstart
1 young hero card
52 card-pool (includes weapons, equipment, etc., and cards in the deck)
Start with exactly 40 cards in the deck
Up to 2 copies of each unique card
35 minutes per round, first to 1
Card-Pool Construction Rules
In Blitz, each player registers their young hero card and 52 cards that make up their card-pool. The card-pool includes arena-cards (weapons, equipment, etc.), and deck-cards that will start in the player’s deck.
A card can only be included in a Player’s 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 in a card-pool if the hero has a Light talent). Generic cards can be included in any card-pool.
A card-pool may contain up to 2 copies of each unique card. A card is unique if it has a different name AND pitch value from another card. (e.g. Sink Below (red) is unique compared to Sink Below (blue) because they have different pitch values)
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. Cards with “Legendary” limit themselves to only 1 in the card-pool.)
For an up-to-date list of cards legal in Blitz please refer to the Card Legality Policy. If the tournament requires card-pool registration, you can find the official forms in Tournament Forms.
Tournament Structure
The following is the recommended structure for a Blitz tournament, which may be altered at the discretion of the Tournament Organizer.
Matches: First to 1 win
Round Time: 35 minutes
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 40-card deck they will use for this game (chosen from their 52 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.
Learn to Play Event
Mon 26th May, 6 PM Sealed Deck
117 Russell Pkwy, Warner Robins, GA 31088, USA
The Ira - Learn to Play format is the perfect introduction to the world of Flesh and Blood for new players. Each participant uses the same Preconstructed Ninja Welcome Deck, which showcases the game's basic mechanics without overwhelming newcomers with complicated rules. The fast-paced gameplay and back-and-forth action make for an exciting and engaging experience that's sure to leave players eager for more. Come and discover the thrill of Flesh and Blood with the Ira - Learn to Play format!
The following only covers the basics and recommendations for Ira - Learn to Play. Please refer to the Tournament Rules and Policy for more complete details on running an Ira - Learn to Play tournament.
Quickstart
Each player uses the Ira Welcome Deck
The hero is Ira, Crimson Haze
The weapon is Edge of Autumn
The deck has exactly 30 cards
30 minutes per round, first to 1
Tournament Structure
The following is the recommended structure for an Ira - Learn to Play tournament, which may be altered at the discretion of the Tournament Organiser.
Matches: First to 1 win
Round Time: 30 minutes
Start-of-Game Procedure
Each game of a match follows the same procedure:
Each player sets up their hero and weapon.
Choose a player at random, and then that player decides who will go first.
Each player shuffles and presents their deck to the opponent, who may shuffle and/or cut.
Each player 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.
DECKS ARE PROVIDED FOR THIS EVENT
Armory Event
Mon 26th May, 7:30 PM Commoner
117 Russell Pkwy f, Warner Robins, GA 31088, USA
JOIN US AT HEROES & VILLAINS FOR FLESH & BLOOD BLITZ!
Experience the adrenaline-pumping action of Flesh and Blood like never before with Blitz. This fast-paced format offers a thrilling gameplay experience with fewer cards and less starting life than Classic Constructed. Perfect for players who crave instant engagement and love quick, intense matches, Blitz is the ultimate way to dive straight into the heart of the action and emerge victorious.
The following only covers the basics and recommendations for Blitz. Please refer to the Tournament Rules and Policy for more complete details on running a Blitz tournament.
$5 Table Fee
Quickstart
1 young hero card
52 card-pool (includes weapons, equipment, etc., and cards in the deck)
Start with exactly 40 cards in the deck
Up to 2 copies of each unique card
35 minutes per round, first to 1
Card-Pool Construction Rules
In Blitz, each player registers their young hero card and 52 cards that make up their card-pool. The card-pool includes arena-cards (weapons, equipment, etc.), and deck-cards that will start in the player’s deck.
A card can only be included in a Player’s 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 in a card-pool if the hero has a Light talent). Generic cards can be included in any card-pool.
A card-pool may contain up to 2 copies of each unique card. A card is unique if it has a different name AND pitch value from another card. (e.g. Sink Below (red) is unique compared to Sink Below (blue) because they have different pitch values)
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. Cards with “Legendary” limit themselves to only 1 in the card-pool.)
For an up-to-date list of cards legal in Blitz please refer to the Card Legality Policy. If the tournament requires card-pool registration, you can find the official forms in Tournament Forms.
Tournament Structure
The following is the recommended structure for a Blitz tournament, which may be altered at the discretion of the Tournament Organizer.
Matches: First to 1 win
Round Time: 35 minutes
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 40-card deck they will use for this game (chosen from their 52 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.
High Seas Pre-release
Mon 2nd Jun, 7:30 PM Sealed Deck
117 Russell Pkwy, Warner Robins, GA 31088, USA
LIMIT: 24 PLAYERS
Entry Fee: $50.00 (This is seperate 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.
Armory Event
Mon 9th Jun, 7:30 PM Booster Draft
117 Russell Pkwy f, Warner Robins, GA 31088, USA
JOIN US AT HEROES & VILLAINS FOR FLESH & BLOOD MONARCH BOOSTER DRAFT!
$5 Table Fee, waived with purchase of $5 or more in store
One (1) Gem Pack will be given to each player who participates, while supplies last. Additional prizing may be added the day of the event.
The Booster Draft format is a challenging and exciting way to play, as it requires players to think on their feet and make strategic choices based on the cards available to them. Starting with 3 packs, you draft cards one at a time as the packs are passed around the table. With every pack you receive, you'll need to make quick decisions about your draft pick to create a balanced and powerful deck. Once your deck is drafted, you'll face off against other players to see who has the best strategy and skill. Booster Draft is a thrilling and dynamic format that will put your abilities to the test and give you a chance to discover new strategies along the way.
The following only covers the basics and recommendations for Booster Draft. Please refer to the Tournament Rules and Policy for more complete details on running a Booster Draft tournament.
$15 Fee
Quickstart
Each player drafts cards from 3 boosters (~45 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
Drafting
To draft cards, players are arranged into pods. The suggested number of players for a pod is 8 (no less than 4 and no more than 11). Each player is given 3 booster packs to draft, and then the drafting begins.
Simultaneously, all players open 1 of their 3 booster packs and remove the last 1 or 2 cards from the pack (the token-slot cards). Players then choose (draft) 1 card from among the cards remaining in the pack and place it face down into a single pile in front of them. The remaining cards are then shuffled and passed to the player seated on their left. Players pick up the cards passed to them and repeat this process until all cards in the pack have been drafted.
The second pack is drafted the same as above, but packs are passed to the player on the right.
The third pack is drafted the same as above, but packs are passed to the player on the left.
While the drafting of booster packs is in progress, players may not look at the cards they have already drafted. Before the opening of both the second and third booster packs, players may look at the cards they have drafted. At the end of the review period, each player must return the cards to a single face-down in a single pile in front of them.
Players keep all of the cards they draft.
Card-Pool Construction Rules
In Booster Draft, each player registers any young hero card from the set and the cards that they have drafted. A player’s card-pool includes every card that they’ve drafted, 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 drafted).
Token-rarity cards include weapons for each hero, and Cracked Baubles, but may also include equipment (e.g. Helio’s Mitre) and/or other deck-cards (e.g. Phoenix Flame). If a player cannot construct a 30-card minimum deck from the cards they have drafted, 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 draft 6 Sink Below (red) 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. These are not drafted. 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 Booster Draft is played:
[Part the Mistveil]
Decks must be exactly 30 cards. No more, no less.
Equipment with the cloaked keyword are not revealed during the start of game procedure, as they begin the game equipped face-down. At the end of the game, if the opponent or a tournament official asks you to show your remaining face-down cloaked equipment, you MUST do so.
Tournament Structure
The following is the recommended structure for a Booster Draft tournament, which may be altered at the discretion of the Tournament Organizer.
Matches: First to 1 win
Deck Construction: 15 minutes
Round Time: 35 minutes
Pod Size: 8 players (minimum 4, maximum 11)
Armory Event
Mon 16th Jun, 7:30 PM Blitz
117 Russell Pkwy f, Warner Robins, GA 31088, USA
JOIN US AT HEROES & VILLAINS FOR FLESH & BLOOD BLITZ!
Experience the adrenaline-pumping action of Flesh and Blood like never before with Blitz. This fast-paced format offers a thrilling gameplay experience with fewer cards and less starting life than Classic Constructed. Perfect for players who crave instant engagement and love quick, intense matches, Blitz is the ultimate way to dive straight into the heart of the action and emerge victorious.
The following only covers the basics and recommendations for Blitz. Please refer to the Tournament Rules and Policy for more complete details on running a Blitz tournament.
$5 Table Fee
Quickstart
1 young hero card
52 card-pool (includes weapons, equipment, etc., and cards in the deck)
Start with exactly 40 cards in the deck
Up to 2 copies of each unique card
35 minutes per round, first to 1
Card-Pool Construction Rules
In Blitz, each player registers their young hero card and 52 cards that make up their card-pool. The card-pool includes arena-cards (weapons, equipment, etc.), and deck-cards that will start in the player’s deck.
A card can only be included in a Player’s 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 in a card-pool if the hero has a Light talent). Generic cards can be included in any card-pool.
A card-pool may contain up to 2 copies of each unique card. A card is unique if it has a different name AND pitch value from another card. (e.g. Sink Below (red) is unique compared to Sink Below (blue) because they have different pitch values)
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. Cards with “Legendary” limit themselves to only 1 in the card-pool.)
For an up-to-date list of cards legal in Blitz please refer to the Card Legality Policy. If the tournament requires card-pool registration, you can find the official forms in Tournament Forms.
Tournament Structure
The following is the recommended structure for a Blitz tournament, which may be altered at the discretion of the Tournament Organizer.
Matches: First to 1 win
Round Time: 35 minutes
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 40-card deck they will use for this game (chosen from their 52 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.
Armory Event
Mon 23rd Jun, 7:30 PM Blitz
117 Russell Pkwy f, Warner Robins, GA 31088, USA
JOIN US AT HEROES & VILLAINS FOR FLESH & BLOOD BLITZ!
Experience the adrenaline-pumping action of Flesh and Blood like never before with Blitz. This fast-paced format offers a thrilling gameplay experience with fewer cards and less starting life than Classic Constructed. Perfect for players who crave instant engagement and love quick, intense matches, Blitz is the ultimate way to dive straight into the heart of the action and emerge victorious.
The following only covers the basics and recommendations for Blitz. Please refer to the Tournament Rules and Policy for more complete details on running a Blitz tournament.
$5 Table Fee
Quickstart
1 young hero card
52 card-pool (includes weapons, equipment, etc., and cards in the deck)
Start with exactly 40 cards in the deck
Up to 2 copies of each unique card
35 minutes per round, first to 1
Card-Pool Construction Rules
In Blitz, each player registers their young hero card and 52 cards that make up their card-pool. The card-pool includes arena-cards (weapons, equipment, etc.), and deck-cards that will start in the player’s deck.
A card can only be included in a Player’s 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 in a card-pool if the hero has a Light talent). Generic cards can be included in any card-pool.
A card-pool may contain up to 2 copies of each unique card. A card is unique if it has a different name AND pitch value from another card. (e.g. Sink Below (red) is unique compared to Sink Below (blue) because they have different pitch values)
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. Cards with “Legendary” limit themselves to only 1 in the card-pool.)
For an up-to-date list of cards legal in Blitz please refer to the Card Legality Policy. If the tournament requires card-pool registration, you can find the official forms in Tournament Forms.
Tournament Structure
The following is the recommended structure for a Blitz tournament, which may be altered at the discretion of the Tournament Organizer.
Matches: First to 1 win
Round Time: 35 minutes
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 40-card deck they will use for this game (chosen from their 52 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.
Armory Event
Mon 30th Jun, 7:30 PM Classic Constructed
117 Russell Pkwy, Warner Robins, GA 31088, USA
$5 Table Fee, waived with purchase of $5 or more in store
One (1) Gem Pack will be given to each player who participates. Additional prizing may be added the day of the event.
Get ready for the ultimate test of skill, strategy, and cunning with Classic Constructed, the quintessential Flesh and Blood experience. In this format, players select a hero and construct an 80-card deck filled with lethal weapons, game-changing equipment, and signature moves that will leave their opponents reeling. With intense 1v1 combat and high stakes on the line, Classic Constructed offers a thrilling gameplay experience that will put even the most seasoned players to the test.
The following only covers the basics and recommendations for Classic Constructed. Please refer to the Tournament Rules and Policy for more complete details on running a Classic Constructed tournament.
Quickstart
1 hero card (can’t be a young hero)
80 card-pool (includes weapons, equipment, etc., and cards in the deck)
Start with a minimum of 60 cards in the deck
Up to 3 copies of each unique card
55 minutes per round, first to 1
Card-Pool Construction Rules
In Classic Constructed, each player registers their non-young hero card and 80 cards that make up their card-pool. The card-pool includes arena-cards (weapons, equipment, etc.), and deck-cards that will start in the player’s deck.
A card can only be included in a Player’s 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 in a card-pool if the hero has a Light talent). Generic cards can be included in any card-pool.
A card-pool may contain up to 3 copies of each unique card. A card is unique if it has a different name AND pitch value from another card. (e.g. Sink Below (red) is unique compared to Sink Below (blue) because they have different pitch values)
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. Cards with “Legendary” limit themselves to only 1 in the card-pool.)
For an up-to-date list of cards legal in Classic Constructed please refer to the Card Legality Policy. If the tournament requires card-pool registration, you can find the official forms in Tournament Forms.
Tournament Structure
The following is the recommended structure for a Classic Constructed tournament, which may be altered at the discretion of the Tournament Organizer.
Matches: First to 1 win
Round Time: 55 minutes
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 60-card minimum deck they will use for this game (chosen from their 80 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.