September 8, 2010, Wednesday

The Quest

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Contents

[edit] Scenario description

This 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 selection

Each 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] Deployment

Deployment 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 conditions

To 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

  • Creatures spawning point: When a Creature is killed by a Hero, they pick up the figure and deploy it at the Creature spawning point of their choice during the next follow up step.
  • I’m not quite dead: Heroes who have lost all their Hero Points (i.e., are “dead”) can respawn where they started the game during the next follow up step.

[edit] Optional/alternate special rules

Many mariations can be made using the Random Events.


[edit] Recommended Twists

[edit] Initiative

Initiative 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 Magnet

For 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.