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 6th Jul, 7:30 PM Sealed Deck
117 Russell Pkwy f, Warner Robins, GA 31088, USA
JOIN US AT HEROES & VILLAINS FOR FLESH & BLOOD OMENS OF THE THIRD AGE BOOSTER Sealed!
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.
$30 Event Fee
Armory Event
Mon 13th Jul, 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 20th Jul, 7:30 PM Silver Age
117 Russell Pkwy, Warner Robins, GA 31088, USA
$5 Table Fee - Waived with purchase of $5 or more.
Experience the adrenaline-pumping action of Flesh and Blood like never before with Silver Age (SAGE). This accessible, 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. Silver Age 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 Silver Age. Please refer to the Tournament Rules and Policy for more complete details on running a Silver Age tournament.
Quickstart
1 young hero card
55 card-pool (includes weapons, equipment, and cards in the deck)
Only common, rare, and basic rarity cards (including hero cards)
Start with exactly 40 cards in the deck
Up to 2 copies of each unique card
35 minutes per round, best of 1
Card-Pool Construction Rules
Each player registers their young hero card and 55 cards that make up their card-pool. The card-pool includes arena-cards (weapons and equipment), and deck-cards that will start in the player’s deck. All cards must be either common, rare, or basic rarity (formerly token rarity), including hero cards.
A card is considered common, rare, or basic rarity if it has ever been printed with that rarity. For example, Bravo, Flattering Showman was printed at rare rarity in the Bravo Demo Deck, so it is considered a rare card despite also being printed at Majestic rarity in Smash Palace.
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 color from another card (e.g. Snatch (red) is unique compared to Snatch (blue) because they have different colors).
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 Silver Age 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 Silver Age tournament, which may be altered at the discretion of the Tournament Organizer.
Matches: Best of 1
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, weapon(s), and 40-card deck they will use for this game (chosen from their 55 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 27th Jul, 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 3rd Aug, 7:30 PM Silver Age
117 Russell Pkwy, Warner Robins, GA 31088, USA
$5 Table Fee - Waived with purchase of $5 or more.
Experience the adrenaline-pumping action of Flesh and Blood like never before with Silver Age (SAGE). This accessible, 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. Silver Age 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 Silver Age. Please refer to the Tournament Rules and Policy for more complete details on running a Silver Age tournament.
Quickstart
1 young hero card
55 card-pool (includes weapons, equipment, and cards in the deck)
Only common, rare, and basic rarity cards (including hero cards)
Start with exactly 40 cards in the deck
Up to 2 copies of each unique card
35 minutes per round, best of 1
Card-Pool Construction Rules
Each player registers their young hero card and 55 cards that make up their card-pool. The card-pool includes arena-cards (weapons and equipment), and deck-cards that will start in the player’s deck. All cards must be either common, rare, or basic rarity (formerly token rarity), including hero cards.
A card is considered common, rare, or basic rarity if it has ever been printed with that rarity. For example, Bravo, Flattering Showman was printed at rare rarity in the Bravo Demo Deck, so it is considered a rare card despite also being printed at Majestic rarity in Smash Palace.
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 color from another card (e.g. Snatch (red) is unique compared to Snatch (blue) because they have different colors).
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 Silver Age 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 Silver Age tournament, which may be altered at the discretion of the Tournament Organizer.
Matches: Best of 1
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, weapon(s), and 40-card deck they will use for this game (chosen from their 55 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.
Skirmish Season 15
Mon 10th Aug, 7:30 PM Silver Age
117 Russell Pkwy, Warner Robins, GA 31088, USA
24 TOTAL SLOTS AVAILABLE!
Entry Fee: $20.00 (This is seperate from any in-store purchases made.)
PRIZING PROVIDED BY LSS!
Skirmish Season 15 is a perfect opportunity for local communities to come together for casual and exciting games, with awesome prizes up for grabs! Bring a mate who’s just started playing, or test the waters with your new deck! Skirmish is the best stepping stone for players who want to play great games in a friendly, low-stakes environment.
What are Skirmish Events?
Skirmish is a single in-store event offered to selected GEM stores. It is a way to help grow local communities at a casual level. Each event is supported by a Skirmish prize kit, provided free of charge by Legend Story Studios.
What is the format for Season 15?
Silver Age
Event Structure
8 None
9 – 16 Top 4
17 – 32 Top 8
All events should be run with swiss rounds, followed by a top 4 or 8 cut depending on the number of players in the event (with the exception of 8 players where there is no top cut.
*Events need a minimum of 8 players to run (start).
Armory Event
Mon 17th Aug, 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 24th Aug, 7:30 PM Crack, Shuffle, Play!
117 Russell Pkwy, Warner Robins, GA 31088, USA
EVENT FEE: $15 (This is not a table fee, and purchases are separate from the event fee.)
Crack, Shuffle, Play is a fast, fun, and accessible way to experience Flesh and Blood, designed for players who want to jump straight into the action. Starting with 3 booster packs, crack them open, remove the last 3 cards from each pack, shuffle the remaining cards together, and you’re ready to play! There’s no drafting, no deckbuilding, just instant gameplay. Crack, Shuffle, Play is perfect for casual events, quick games, or introducing new players to the excitement of Flesh and Blood in a matter of minutes.
The following only covers the basics and recommendations for Crack, Shuffle, Play. Please refer to the Tournament Rules and Policy for more complete details on running a Crack, Shuffle, Play tournament.
Quickstart
Each player shuffles up a deck from 3 boosters (~30 cards, depending on the set)
1 young hero card from the set
Start with every card in your deck
Any amount of each unique card
35 minutes per round, best of 1
Crack, Shuffle, Play (Repeat)
Crack
At the start of the first round each player “cracks” open 3 booster packs and removes the last 3 cards from the pack, without looking at the rest of the cards.
These 3 cards comprise basic rarity cards like heroes, weapons, tokens, and equipment that the player can start the game with. It will also contain cards not intended to be included in a player’s deck, like foils or Marvels.
Shuffle
The rest of the cards are shuffled up into the player’s deck, without looking at the cards.
Play
The game starts like any other. Players place down their hero, weapon, choice of equipment, and decide who will have the first turn. Then they draw up their first hand and start playing!
Repeat
At the beginning of each new round, players may choose to crack, shuffle, and play with a new set of 3 booster packs (if they’re available). If they do, the new cards replace ALL of the player’s previous cards in their card-pool. Players use their most recent card-pool for each subsequent round of the tournament and cannot reuse an older card-pool if they have decided to open 3 new booster packs.
Armory Event
Mon 31st Aug, 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.