Campaign League

Each Chainmail League season consists of six weeks. Die-hard campaigners will find plenty of action every week, while more time-constrained types have the opportunity to prove themselves in one-day DCI tournaments. Ask for specific dates at your local League store.

Season 9
Season play starts 11/23/02

Scenarios: Double Pincer, Rapid Strike, and Special (Hold the Skull)
Board Size: 3 feet by 3 feet
Skirmish Location: Aboveground
Warband Size: 140 points

Prizes: Halfling Sneak door prizes, Half-Dragon Mage #2 alternate pose models, pewter Champion Player bases

Rules: The Set 5 Stat Cards are not allowed in the Chainmail League. This season, all warbands must follow the faction rules, and a player's warband may change during the season as described for Season 3. Also, players who wish to change their warband must do so before they know who they’re playing, as described for Season 4 During the League part of a season, players can play any opponent, with the restrictions described in Season 5. For other important rules, see the Chainmail comprehensive rulebook.

"Hold the Skull" Scenario Specifics: Deployment Area: Standard; Victory Condition: Capture dragon skull; Scenario Goal: Dragon Skull

Thanks for Playing! Unfortunately this is the last season of the Chainmail League, and we will not be creating new League seasons. We’d like to thank you for your participation and hope to see you participating in events for our new Miniatures line releasing in 2003.

Season 8
Season play started 10/12/02

Scenarios: Kill the Leader, Rapid Strike, and Special (Divine Blood)
Board Size: 3 feet by 3 feet
Skirmish Location: Aboveground
Warband Size: 140 points

Prizes: Dwarven Fighter door prizes, Human Templar #2 alternate pose models, pewter Champion Player bases

Rules: This season, all warbands must follow the faction rules, and a player's warband may change during the season as described for Season 3. Also, players who wish to change their warband must do so before they know who they’re playing, as described for Season 4. During the League part of a season, players can play any opponent, with the restrictions described in Season 5. For other important rules, see the Chainmail comprehensive rulebook.

"Divine Blood (Blood Harvest)" Scenario Specifics: Deployment Area: Standard; Victory Condition: Harvest divine sparks; Special: Divine sparks

Special Scenario Condition: Divine Sparks -- Use counters or other tokens to indicate the position of the divine sparks. Set three counters up on the centerline of the battlefield, one at the center point and others 7? to the left and right of the center point. Set six other counters in a line, 5? toward each player’s battlefield edge from the counters on the centerline, as shown in the diagram.

  • Terrain Placement: Impassable terrain may not be placed on top of divine sparks. Other pieces of terrain may be placed so that the divine sparks interact with them. For example, a low wall can be placed so that a divine spark is atop the wall, and a mausoleum can have one or more divine sparks in its center.
  • Rules for Divine Sparks: A model that ends its turn with any portion of its base touching a divine spark and that is not constrained is exposed to that spark. The model makes a save (Difficulty Class 16) to absorb the spark’s energy.
  • Success: If the save succeeds, the model absorbs the divine spark. It gets a +1 bonus on attack rolls, health, and saves for the duration of the combat. A single model can absorb more than one spark and gain multiple blessings.
  • Failure: If the save fails, the model cannot absorb the divine spark this turn. A model that rolls a natural 1 for its save takes 1 special damage.
  • Chain-Effect Attempts: Until the spark is successfully absorbed, any unconstrained model that ends its turn in base-to-base contact with a model that is touching a spark may try to absorb the spark itself. It can even make the attempt if it is in contact with another model that is itself in contact with one or more models connected to the spark in this way! (Note that this applies to both allied and enemy models.) This model must succeed at a save (Difficulty Class 16) to absorb the energy.

Notes on Simultaneous Actions -- The attempt to absorb a divine spark occurs at the end of the activated model’s turn. If there are other effects that occur at the end of the model’s turn (for example, from the Scary special ability), the model’s player chooses which effect occurs first.

Victory: Harvest Divine Sparks -- A player whose models absorb five of the divine sparks immediately wins. Models that gather sparks do not have to survive; their player gets credit for a spark as soon as it is absorbed. If neither side harvests five sparks, victory goes to the player whose models gather the most sparks or who eliminates all enemy models.

A player can declare the skirmish ended if none of his or her models have taken damage, been attacked, or made saves for five consecutive rounds. If the skirmish ends with models from both sides still on the battlefield, the player whose warband has absorbed the most sparks wins. If both sides have absorbed the same number of sparks, whoever has a model closest to the center of the battlefield is the winner.

If all models are eliminated simultaneously, the player whose warband has absorbed the most sparks wins. If both sides have absorbed the same number of sparks, the skirmish is a draw.

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