How to Run a Welcome Event

An Ira, Crimson Haze Welcome Event is a great way to introduce players to Flesh and Blood! Welcome Events are designed to make on-boarding players as time and staff efficient as possible for your store. The suggested teaching approach is learn to play open session:

  1. “Here's an Ira Welcome Deck. Take a look through it.”
  2. “Watch the Learn to Play video (6 min) on your phone or in-store screen.” (
  3. “Find someone to play against. If you have any questions, ask for help.”

Suggested event structure:

Learn to Play Open Session

  • 60 minutes
  • Each player gets an Ira, Crimson Haze Welcome Deck
  • Players watch the learn to video then play against other new players
  • Free to enter

Welcome Deck Tournament

  • 3-4 rounds
  • Best of 1
  • 30 minutes per round
  • Free to enter
  • Run using GEM

We have used this approach with success in local game stores. Check out a 90 second highlights video of one such event, where over 100 people learnt how to play in 2 hours then played a 7 round tournament!

We provide:

What you need to do:

  1. Schedule your Welcome Event in easy to use GEM (
  2. Promote your event online using Welcome Event digital assets
  3. Promote your event in-store using Armory Kit posters included with your first order
  4. Have boosters and hero decks available to sell happy FAB players! Order from your local distributor
  5. Join the FAB Retailer OP Facebook group for support

Ira, Crimson Haze - Game play FAQ

Q. Can I switch my arsenal with another card from my hand?

A. No, you must play the card from your arsenal first. Your arsenal must be empty, in order for you to place a card in your arsenal at the end of your turn.

Q. What happens if you run out of cards in your deck?

A. You do not lose because you run out of deck, however, you will find it hard to attack and defend if you have no cards left to draw. This is referred to as a hero becoming “fatigued”. (The game should never get to the state where both players run out of cards in their deck. One player should always have at least 1 card left they can use to pitch and attack with Edge of Autumn until the opponent is dead.)

Q. What happens first, putting pitched cards on bottom or drawing up to hand size?

A. Placing pitched cards on the bottom of your deck comes first. The last action of the turn is drawing up to your hero’s intellect, making it possible to draw the cards that were pitch that turn.

Q. What happens first, putting a card in arsenal or drawing up to hand size?

A. The last action of the turn is drawing up to your hand size, therefore you must have the card in your hand before you end your turn if you want to place it in your arsenal.

Q. What does the text after ‘Go Again’ on Edge of Autumn mean?

A. Its reminder text, explaining the definition of ‘Go again’.

Q. What does “hit” mean? What is considered to have hit?

A. An attack is considered to have “hit” if it deals one (or more) damage to the opposing player.

Q. Can I defend with multiple cards?

A. Yes.

Q. What is the green symbol on Scar for a Scar mean?

A. It’s your hero’s life. (See bottom right of the Ira hero card.)

Q. What is the grey symbol on Springboard Somersault?

A. It’s the defense value. (See bottom right of the card.)

Q. Can I pitch more than one card for the turn?

A. Yes, as long as there is a cost to pay.

Q. Can I pitch without using the resources so I can siphon through my deck?

A. No, you can only pitch if there is a cost to pay. If you have the resources in your pool, you must use them first.

Q. What is a chain link?

A. The combat chain is where attacks are played. The first attack is called chain link 1, the second attack is chain link 2, and so on...

Q. Does extra defense carry over to the next attack?

A. No.

Q. Can I defend with Lunging Press at reaction speed?

A. No.