A ONE-DAY CAMPAIGN IN THE CITY OF THE DAMNED
Registration at 9:00 AM
Informal narrative tournament
Three linked games
FREE ENTRY
500 GOLD CROWN WARBANDS
THREE GAMES
Raffle prizes
Campaign progression
Multiplayer tables
Admission is free, but advance registration is required so organizers can reserve your place. Each ticket includes entry to the three-game campaign and one raffle ticket.
Additional raffle tickets are earned for every game played and every game won. Prizes may include paint sets, miniatures, sprues, and other mystery rewards.
The event is a Swiss-system tournament and narrative three-game campaign. Tables host two to four players depending on attendance, with one morning game and two afternoon games.
Each game ends after 2 hours and 15 minutes or eight rounds, whichever comes first. The scenarios are narratively linked across the day.
After Games One and Two, players have 30 minutes for injuries, deaths, new skills, equipment purchases, and hiring. Players who rout early should begin their post-battle sequence while the round continues.
Bring pre-prepared upgrade options, including extra warband members, equipment choices, hired swords, and Dramatis Personae, to keep transitions moving quickly.
Players vote by index card for awards such as best painted warband, best kitbashed warband, unluckiest warband, and best sportsman. Submit votes after Game Three.
Admission is free, but advance registration is required so organizers can reserve your place. Each ticket includes entry to the three-game campaign and one raffle ticket.
Additional raffle tickets are earned for every game played and every game won. Prizes may include paint sets, miniatures, sprues, and other mystery rewards.
ROUND ONE: Random pairings, normally two or three players per table.
ROUND TWO: Round One winners face other winners, normally two per table. Remaining players are randomly grouped at tables of two to four.
ROUND THREE: Undefeated players face each other. Players with one win are grouped together, while players with no wins are grouped together, with tables adjusted to attendance.
9:00 AM - Doors open, registration and pairings
9:15 AM–11:30 AM - Game One SCENARIO • HEAD TO HEAD
11:30 AM–12:30 PM - Lunch
12:30–2:45 PM - Game Two
3:15–5:30 PM - Game Three
5:30 PM - Prizes and Wrap-Up
The event primarily uses the free rules resources available from Broheim. Only warbands rated 1A or 1B on Broheim are
permitted, including official Games Workshop warbands and those published through Town Cryer, Fanatic Magazine, and
related sources.
STARTING WARBANDS: Build to 500 gold crowns. Marienburg may use its standard 600-gold starting allowance.
ROUT TESTS: Unless an item, skill, or warband rule says otherwise, test when 25% or more of the warband has been taken out of action.
MINIATURES: Mordheim is miniatures agnostic. Human-sized or smaller models should use approximately 20-32 mm bases; larger creatures should use approximately 40-50 mm bases. Round and square bases are both permitted.
REPRESENTATION: Models need not be strictly WYSIWYG, but should clearly represent the warrior or creature's general size, equipment, and appearance. Models should be approximately 28 mm or 32 mm scale and painted to the player's best tabletop standard.
HIRED SWORDS: Hired swords may be included in starting warbands as normal.
PLAYER MATERIALS: Bring a clearly printed roster and a physical copy of the rules for your warband. Broheim provides printable roster sheets.
OPTIONAL RULES: Optional Critical Charts, Blackpowder Weapons, Escaping from Combat, Rewards of the Shadowlord, and
Mounted Warriors are in effect. Other Town Cryer options may be allowed case by case by the organizers.
1. Complete all individual scenario objectives.
2. Be the last player remaining after all opponents have routed.
3. If time expires first, be closest to the objective; if still tied, hold the most wyrdstone or treasure.
1. PARRY
Ignore the rulebook's normal parry rule. Each weapon or item with Parry may force an opponent to reroll one successful hit, to a maximum of two hits. Two swords do not grant two parries. A rerolled result is final. A warrior cannot parry an attacker whose Strength is at least twice their own.
2. ARMOUR & STRENGTH
Armour saves begin taking the normal Strength penalty at Strength 5 rather than Strength 4. Weapons and special rules that independently reduce armour saves, including blackpowder weapons, still apply normally.
3. STRIKE FIRST
When a charging warrior and defender both have Strike First, or two Strike First effects conflict, roll off; the highest result acts first. Strike First applies only during the first round of that combat, not when a later opponent charges into an ongoing fight.
4. DUAL WEAPONS
A warrior using a weapon in each hand suffers -1 Weapon Skill while doing so. If the warrior switches to a single weapon in a later combat round, they use their full Weapon Skill.
Mordheim is an old and delightfully unrefined game. Players should first discuss unusual situations and reach a mutually fair interpretation using the original rulebook.
If no agreement is possible, contact a referee or organizer, including Liam Carson. Referee decisions are final. Any conflict between these house rules and the original rules will be resolved by the organizers.