The QuestFrom WarEngine
[edit] Scenario descriptionThis is your basic research scenario. It can be adapted to many situations and contexts, and you are encouraged to do so. Changing the number of markers or what the playing cards represent can give your Quest a completely different flavour. [edit] Force selectionEach player (from 2 to 6) selects the same PV of Heroes (1 or 2 is good for multiplayer games), all with a compulsory “Twist” attack. [edit] DeploymentDeployment varies depending on the number of players. For every Hero figure on the table, deploy 2 markers, 0.5 or 1 Creatures spawning point, and some Creatures (the number of which will depend on how dangerous they are – minor creatures should outnumber heroes at least 2:1). For every marker on the table, prepare one regular playing card (ones, twos, threes, and necessarily one joker), then divide them equally into two decks. [edit] Victory conditionsTo win this scenario, players must find the secret objective and hold it until the end of the game (the game lasts from 6 to 8 turns depending on the number of markers on the table, and its size). [edit] Special Rules
[edit] Optional/alternate special rulesMany mariations can be made using the Random Events.
[edit] Recommended Twists[edit] InitiativeInitiative is determined using the twist value of each character. Roll for each of them, rank the results and write them down: it will be the order of initiative for all the game. [edit] Creature MagnetFor every 5 points scored when rolling their twist, a player gets to activate a creature immediately. The same creature can not be activated more than once per turn. The effect is cumulative, so, for example, if a Character with a 3k2 twist value scores 11, he can activate two creatures immediately. If you use a Keeper (see Random Events), he will automatically move after all players towards the objective, using the most direct route. |
