• Welcome to the Heroscapers 2.0 site! We've still got some dust to clear and adjustments to make, including launching a new front page, but we hope you enjoy the improvements to the site. Please post your feedback and any issues you encounter in this thread.

Castle Grayskull

IAmBatman

Champ of C3G Con 2020, 2024, and mindless posting
Site Supporter
CASTLE GRAYSKULL

A C3G Connective Map
Size: 11 x 14 inches


castle_grayskull_south_wall_original.png


Required Terrain Sets
Spoiler Alert!


Required Terrain Count
Spoiler Alert!


SETUP:
If a card in the game references Castle Grayskull then, during setup, add it on to the primary battlefield in a location specified by that card, with the castle in its Mountain Base, the Jawbridge up, and the Stone Bridge connecting Castle Grayskull to as many hexes of the primary battlefield as possible. This connection should create at least one unobstructed path between the maps in order to allow figures to move and count range normally from one map to another.

CLARIFICATIONS:
  • All spaces in Castle Grayskull, including on the castle, the moutain base, the stone bridge, and the jawbridge, are considered stone spaces.
  • Castle Grayskull includes full hexes, half hexes, and partial hexes, as defined in the rulebook
  • List of occupiable and traversable spaces and their elevations:
    Castle: Northeast Tower level 20, 3 Roof Courtyard spaces level 20, Southwest Tower level 22, and Southeast Tower level 24
    Jawbridge (when open): two level 4 spaces
    Mountain Base: six full hexes and sixteen half hexes, all level 5
    Stone Bridge: six level 2 spaces, four level 3 spaces, two level 4 spaces

SPECIAL RULES:

KEY TO GRAYSKULL
If a figure is within 1 space of the Jawbridge and equipped with the Power Sword of Grayskull item or that has the Grayskull's Champion ability, before its move phase, it may lower the Jawbridge.

BREACHING THE CASTLE
When the Jawbridge is lowered, open the door and move it down on top of the Stone Bridge, creating a two hex area that figures can occupy. Each hex on the Jawbridge has the Transit number 4. The Southeast Door, East Door, and each space on the Castle Roof has the Transit number 4.

RELEASE NAME: All the mysteries and power of Eternia (and the universe!) are contained within these ancient walls.

Resources and Rulings
• See this map's wiki page for strategies!
Tabletop Simulator Workshop
• Note that the Southwest Tower is 2 levels higher than the Courtyard and the Southeast Tower is 4 levels higher than the Courtyard.

Credits
  • Comic creators: Donald F. Glut and Roger Sweet
Updates
• N/A
 
Last edited by a moderator:
All right, wanting to start up the actual terrain component of Castle Grayskull, which I believe can go under the free map slot since it's not draftable and just terrain? It follows these rules:

CONNECTIVE MAPS Some cards also bring connective maps into play. Connective maps are occupiable battlefields that are connected to another battlefield based on the instructions in the card that brings them into play, typically during setup. For instance, Danny the Street and Defending Castle Grayskull Story Cards both bring connective maps into play. Connective maps should be added on to the primary battlefield with at least one hex of each map attached to the other. This connection should create at least one unobstructed path between the maps in order to allow figures to move and count range normally from one map to another. Many connective maps will designate one or more hexes as connection points that should be aligned with the main battlefield when the connective map is placed.

I mostly just need a thread to work out the specifics and probably get a PDF with the specific rules/measurements and pictures for the Castle. I have several more pictures and measurements that I'll post soon.
 
The eventual plan is to have a story card that brings the castle into play along with the DOs I've been working on to go on it. Not sure whether to make the castle itself a DO as part of that. Definitely want to make the jawbridge a DO that when you defeat it, it just drops and gives you access. I figure I can work most of that out with the story card, though. Right now, just need the physical thing itself defined.
 
Parts:
Castle Grayskull
Mountain Base
Stone Bridge

castle_grayskull_south_wall_open_jawbridge_original.png


castle_grayskull_mountain_base_and_stone_bridge_original.png
 
Some measurements:

Castle on Base
24 levels high at highest (on northeast and southeast towers and on skulltop spine)

Castle Grayskull
Parts of the Castle: 1. South Wall (front) 2. East Wall (right from front) 3. West Wall (left from front) 4. North Wall (back) 5. Jawbridge 6. Skull Face 7. Skull Top Spine 8. Southwest Platform 9. Southeast Platform and Door 10. East Door 11. Roof 12. Northwest tower 13. Roof Courtyard 14. Northeast Tower 15. Southwest Tower 16. Southeast Tower
Full hexes: 9

1. South Wall (features: Jawbridge, Skull Face, Skull Top Spine, Southwest Platform, Southwest Tower, Southeast Platform and Door, Southeast Tower) (7 inches wide/3 spaces across)
2. East Wall (features: Southeast Tower, East Door, Northeast Tower) (5 inches wide/3 spaces across)
3. West Wall (features: Southwest Platform, Southwest Tower, Northwest Tower) (5 inches wide/3 spaces across)
4. North Wall (features: Northwest Tower, Northeast Tower) (6 inches wide/3 spaces across)
5. Jawbridge (height: 8 levels; width: 1 space
6. Skull Top Spine (height: 24 levels in Mountain Base/21 levels off Mountain Base)
7. Southwest Platform (height: 11 levels in Mountain Base, 7 levels off Mountain Base; mechanics: 1 occupiable space, 6 levels above the Mountain Base, 11 levels below Southwest Tower top)
8. Southeast Platform and Door (height: platform 11 levels up, door 5 levels high; 1 space wide; mechanics: 10 move from platform to top of tower; door has Transit number 4)
9. East Door (height: 10 levels high width: 1 space wide mechanics: Transit number 4)

10. Roof (features: Northwest Tower Rooftop, Roof Courtyard, Northeast Tower Top, Southwest Tower Rooftop, Southeast Tower rooftop; 6 full hexes, 1 half hex, heights, movement)
11. Northwest tower (height: 20 levels in Mountain Base/16 levels off Mountain Base; one space movement: )
12. Roof Courtyard (height: 20 levels in Mountain Base/16 levels off Mountain Base; three spaces movement: )
13. Northeast Tower (height: 24 levels in Mountain Base/20 levels off Mountain Base; no spaces)
14. Southwest Tower (height: 22 levels in Mountain Base/18 levels off Mountain Base one space)
15. Southeast Tower (height: 24 levels in Mountain Base/20 levels off Mountain Base; one space)

Mountain Base
5 levels high (all one level)
16 half hexes (rocky spaces) and 6 full hexes
Stone terrain

Stone Bridge
2-4 levels high (6 level 2 spaces, 4 level 3 spaces, 2 level 4 spaces)
12 full hexes
Stone terrain
 
Last edited by a moderator:
No comments on any of the design elements, so just seems to be a matter of presentation and wording. And nothing really to test. Therefore I propose we move to Final Editing.
 
Should the only be able to lower the Jawbridge? Could be interesting tactics to be able to lower or raise it if it isn't occupied.
 
Should the only be able to lower the Jawbridge? Could be interesting tactics to be able to lower or raise it if it isn't occupied.

I'm not 100% sure what you're asking here. Are you thinking there should be some mechanic that lets a player who occupies it lower the jawbridge?

I was thinking about making the jawbridge a DO that basically lowers when it's defeated, but figured that'd require a separate card or something or be part of the story card.
 
KEY TO GRAYSKULL
If a figure is within 1 space of the Jawbridge and equipped with the Power Sword of Grayskull item, instead of its move phase, it may lower the Jawbridge.
Here you already allow that more or less. I'm just saying let them both raise and lower it. Opening or shutting off access. Making it a DO that makes it lower makes sense to reduce the one downside I saw with what I was thinking which would be to isolate enemies inside were they foolish enough to barrel in while the wielder of the power sword was near.
 
Interesting. It’d have to be raise it when it was unoccupied. It wouldn’t really trap anyone though, because there’s no interior. You can just use the Jawbridge to move to the other transit 4 locations.
 
Ah that makes sense. I guess I just assumed as a fortress there were occupiable spaces inside!
 
Not unless we created an interior map like the Tardis ... but I feel like I'm probably already flirting with a pretty high complexity level on this one. :p
 
This passes. I'm going to let it linger here until I get the story card going, just so adjustments can be made as needed
 
OK, so updated the OP with a note about height differentials. Anything else anyone would like to see here? I don't think there's anything that really needs to be done for Art unless someone else does?
 
Maybe link to the TTS item you built for this? That's the only thing I can think of that could be missing. Oh and the size at the top of the post.
 
All good calls, thanks! :) OP updated with those and I also removed the PDF part because I'm not seeing a need for anything that's art, which means ...

I propose we release this!
@japes - yea
@Karat -
@Lord Pyre - yea
@Arkham - yea
@Skinderella - yea
 
Last edited by a moderator:
Back
Top