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Kolakoski's Scenarios

Re: Kolakoski's Scenarios -


Well met!

The Castle of Kulan Gath!

The insanely beautiful Sorceress spoke. "The Demon, Shuma-Gorath, has been captured by the wizard, Kulan Gath. The wizard is a coward, and is easily controlled. The demon is another thing altogether. I have prepared a Medallion for each of you Captains. With it, you may make the demon do your bidding. Without it . . . "

The Map. King Castle by STAROCEAN980.

vsbkingcastle1_thumb_P5q.jpg

There is a Glyph of Rannweig, under Kulan Gath, near the top of the high central tower ("Kulan Gath's Tower"). At the top of Kulan Gath's Tower is imprisoned Shuma-Gorath. The top of the Tower will be expanded to seven spaces. The ladders to the top are to be removed.

The Armies. 4-6 players with pre-made armies of 750 points apiece (no Marvel, but C3V and AoA units are allowed), each player's army to fill no more than 12 spaces, placed, a card at a time, outside the Castle (adjacency to other players' units allowed), on hexes outside the Castle. Prior to Round 4, all players' figures, Kulan Gath, and Shuma-Gorath are considered "friendly" to each other. After Round 3 (at the beginning of Round 4), all players' figures, Kulan Gath, and Shuma-Gorath are considered "enemies" to each other.

Kulan Gath and the Glyph of Rannweig. While Kulan Gath stands on the Glyph, it prevents not only Flying, but all access to the top of the tower (no Leaping, Drops, Grabs, etc.). Shuma-Gorath may not be moved, attacked or affected by any Special Powers, nor may any figure be placed adjacent to him while Kulan Gath stands on the Glyph. Kulan Gath will be represented by the Cxurg'gyath figure and has Cxurg'gyath's stats. Cxurg'gyath may not be included in any player's crew. Kulan Gath may not be Enslaved, Moon Frenzied, Mindshackled, etc. When revealing a numbered Order Marker on the card of any figure adjacent to Kulan Gath, you may instead take a turn with Kulan Gath. Kulan Gath will be considered a member of your army for all purposes during such turn. If the Glyph of Rannweig is covered by any other figure than Kulan Gath, it operates only against Flying, that is, normally.

Shuma-Gorath. Shuma-Gorath will be represented by the Morgoloth figure, and will have Morgoloth's stats plus the Flying Special Power. Morgoloth may not be included in any player's crew. Shuma-Gorath may not be Enslaved, Moon Frenzied, Mindshackled, etc., but may be moved by Chainfighters, Wyverns, Knockback, Jotun's Throw, etc., and, of course, may be killed. When revealing a numbered Order Marker on the card of any hero carrying a Medallion adjacent to Shuma-Gorath, you may instead take a turn with Shuma-Gorath. Shuma-Gorath will be considered a member of your army for all purposes during such turn.

The Medallions. At the end of every Round, if Shuma-Gorath is adjacent to any hero carrying a Medallion, nothing happens, and the game continues normally. However, if Shuma-Gorath is not adjacent to such a hero, he will move to the nearest figure that does not carry a Medallion and attack it. In the event that more than one figure is equally near, he will attack the one furthest from any Medallion. If the figures are equally distant from any Medallion, the figure to be attacked will be determined randomly by a die roll.

The Captains. Each player shall designate a Captain from among his/her army. The Captain shall be any single spaced, medium/small hero. If a Captain is killed by an enemy action, the dead Captain's crew adds 1 to the offense and defense of all its units (Death Bonus) for the remainder of that Round and all of the following Round. If a Captain is Captured (Mindshackled or otherwise controlled (Werewolf Lord, Mindflayer)) by another player, immediately remove all Order Markers from that player's cards for that Round, and no Order Markers may be placed by that player for the following Round.

Victory Conditions. The game ends at the end of ten Rounds or at the moment that both Kulan Gath and Shuma-Gorath are dead. The player with the most VPs at that point is the winner. Victory Points (VPs) are awarded as follows:

2 VPs for killing Kulan Gath.

3 VPs for killing Shuma-Gorath.

4 VP for the most friendly crew points remaining (whole card scoring).

Note: If Kulan Gath and/or Shuma-Gorath remain(s) alive at the end of ten Rounds, everyone loses, and the game is declared a draw.


 
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Well met!

They Came To Kahora!​
It's all about the treasure, of course!

"Captains, you'd best watch your backs. No one can be trusted with so much treasure at stake!"


The Map. Echidna's Garden by All_Your_Pie.


45739857781_aa0c56a211_b.jpg


All Glyphs are Brandar's Chests. 3 additional Glyphs will be placed on the Map.

The Crews. 500 points/player. Heroes only. Medieval weapons only; no guns. Classic, C3V, SoV, AoA, no Marvel. This will be a free for all. Each player must have, and will designate, one Hero (120 points or less) to be his/her Captain.

The Betrayals. Every non-Captain Hero has the Stab in the Back Special Power. Every time you roll for Stab in the Back, add 4 to your die roll. (Thus, a roll of 1-5 results in a Betrayal.) If any enemy player has no Heroes left (is “out of the game”), you must give the betraying Hero to that player. Note: When revealing a numbered Order Marker on a non-Captain Hero's card, you must take a turn with that Hero. You may not pass to avoid Stab in the Back.

Brandar's Chests. A Hero may have only 1 Brandar's Chest on its card.

Free For All. At the beginning of the game, the players will place their Heroes, one at a time in random initiative order, in the existing Start Zones. For the first 3 Rounds, all players will be considered friendly to one another. Normal play will commence at the beginning of Round 4. Betrayals, however, will begin in Round 1.

Victory Conditions. After 13 Rounds, the player with the most Brandar's Chests wins. In the event of a tie, continue play as though it was the 13th Round until someone wins.

 
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Well met!

Nadi has just recently posted some cute maps. Modifying the scenario above for one of them.

Family Reunion!​
It's all about the gold, of course!

"Gentlemen, and ladies, you'd best watch your backs. No one can be trusted with so much at stake!"


The Map. ItalianMomma's Doorstep. Note: One, the trees will all function like jungle trees. Two, figures moving up or down ladders move two rungs for each movement space.


italianmommasdoorstep1_ZwJ.jpg

The Patriarchs. Heracles and Sgt. Drake SotM are on the Rock spaces on the top tower. They may not be (nor Sgt. Drake RotV) chosen as Capos. They may not move or attack. If a player's figure ends its turn unengaged and adjacent to one of the Patriarchs, that player may roll a 20-sided die. On a roll of 11 or higher, that figure receives a Brandar's Chest.

The Families. 750 points/player. Human heroes only - Classic, C3V, SoV, AoA, no Marvel. This will be a free for all. Each player must have, and will designate, one hero to be his/her Capo.

Consiglieres. Each player may draft, using a portion of that player's 750 points, one non-Human, non-flying, non-Soulborg, non-construct, single-spaced hero into that player's Family as its Consigliere.

The Betrayals. Every non-Capo Hero has the Stab in the Back Special Power. Every time you roll for Stab in the Back, except for your Consigliere, add 4 to your die roll. (Thus, a roll of 1-5 results in a Betrayal.) If any enemy player has no Heroes left (is “out of the game”), you must give the betraying Hero to that player. Note: When revealing a numbered Order Marker on a non-Capo Hero's card, you must take a turn with that Hero. You may not pass to avoid Stab in the Back.

Brandar's Chests. A hero may have only 1 Brandar's Chest on its card.

Free For All. At the beginning of the game, the players will place their heroes, one at a time in random initiative order, on any Grass space.. For the first 3 Rounds, all players will be considered friendly to one another. Normal play will commence at the beginning of Round 4. Betrayals, however, will begin in Round 1.

Victory Conditions. After 13 Rounds, the player with the most Brandar's Chests wins. In the event of a tie, continue play as though it was the 13th Round until someone wins.

 
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Well met!

Three scenarios with a set number of figures in an army and victory determined by the number of figures destroyed.

The Dirty Dozen Freeze!


[CENTER
mtthaelinkssaddlev2_original.jpg
[/CENTER]

Map. Mt. Thaelink’s Saddle V.2 by Nomad. Replace Power Glyphs with Brandar’s Chests.

Blizzard Conditions. Heavy Snow and Slippery Ice rules in effect.

Armies. Team game. 600 points/player. Classic, C3V, SoV, allowed; no AoA or Marvel. Each army must have exactly 12 figures.

Victory Conditions. After ten Rounds, the team that destroyed the most figures wins. In case of a tie, the team possessing the most Brandar's Chests wins. If both teams possess the same number of Brandar's Chests, the game is considered drawn.

The Death of the Magnificent Seven!

0s6q568cdxb0lo66g.jpg

The Map. Hunted by Flash_19. Replace Power Glyphs with Brandar's Chests.

The Armies. Team game; 600 points, seven figures exactly per player.

Victory Conditions. After ten Rounds, the team that destroyed the most figures wins. In case of a tie, the team possessing the most Brandar's Chests wins. If both teams possess the same number of Brandar's Chests, the game is considered drawn.

For the Gang's game on 2/21/24, Thrasher created a scenario using a pod draft. Liking the idea, I've incorporated it into a scenario:

The Hateful Eight!

predator_A1Y.jpg

The Map. Predator by Dignan. Replace Power Glyphs with Brandar's Chests. Add Start Zones.

The Armies. Each player will submit three 300 point pods with exactly four figures each. The players will snake draft two pods apiece, resulting in each player having a 600 point army with exactly eight figures.

Victory Conditions. After ten Rounds, the team that destroyed the most figures wins. In case of a tie, the team possessing the most Brandar's Chests wins. If both teams possess the same number of Brandar's Chests, the game is considered drawn.

 
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Well met!

See below. Took out previous versions of The Power Cosmic below.

 
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Well met!

See below. Took out previous versions of The Power Cosmic below.

 
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Well met!

Onna-musha (女武者) or Onna-bugeisha is a term referring to female warriors in pre-modern Japan. These women fought in battle alongside samurai men. They were members of the bushi (warrior) class in feudal Japan and were trained in the use of weapons to protect their household, family, and honour in times of war.

442485818_956911379234180_1763690442377662482_n.jpg

 

Well met!

See below. Took out previous versions of The Power Cosmic below.

 
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Well met!

See below. Took out previous versions of The Power Cosmic below.

 
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Exciting!

And you managed to find a card or two we haven't played yet! The cards are loading very slowly--I've been having some issues with the site lately. So while its normally great to have them right up front, you might want to list them in plain writing as well for us.

Where is Stab In The Back shown?
 

Well met!

Exciting!

And you managed to find a card or two we haven't played yet! The cards are loading very slowly--I've been having some issues with the site lately. So while its normally great to have them right up front, you might want to list them in plain writing as well for us.

Where is Stab In The Back shown?

On Sir Hawthorne's and Cormin the Dark's Cards.

STAB IN THE BACK
After you take a turn with Cormin the Dark, you must roll the 20-sided die. If you roll a 1, choose an opponent. That opponent now controls Cormin. Remove any Order Markers on this Army Card, then give the card to that opponent.

Took out previous versions of The Power Cosmic above and below.

 
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Well met!

See below. Took out previous versions of The Power Cosmic below.

 
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Well met!

See below. Took out previous versions of The Power Cosmic below.

 
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Well met!

See below. Took out previous versions of The Power Cosmic below.

 
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Well met!

In response to C3G 2.0, for my next Hosting (in August), I'm inclined to go with this:


The Power Cosmic!

Norrin Radd spoke. "The fate of humanity is at stake! Galactus' remaining Heralds are coming to this place to recover the fragments of the Source of Galactus' Power Cosmic. These fragments emit waves of energy that fuel the Heralds' Power Cosmic, but inhibit conventional weaponry. That is why you have been chosen to recover the fragments first. If they succeed, they will become as Galactus, and destroy this world!" After Norrin Radd left, Lady Deathstrike spoke. "And if we succeed, we can rule it!"

The Map. Echidna's Garden by All_Your_Pie.

45739857781_aa0c56a211_b.jpg

Remove original Glyphs. 3 Brandar's Chests will be added prior to the game.

Armies. 18 Card Snake Draft for up to 6 players. Each player will draft 3 Cards.



C3G_BlackPantherII_comic.png


C3G_Batman-JeanPaul_comic.png


C3G_CaptainAmerica-NewAvengers_comic.png


C3G_EternalWarrior_comic.png


C3G_Ninjak_comic.png


C3G_ShangChi_comic.png


C3G_KarateKid_comic.png


C3G_Wildcat_comic.png


C3G_SilverSamurai_comic.png


C3G_LadyDeathstrike_comic.png


C3G_Venom(Mac)_comic.png


C3G_ScarletSpider_comic.png


C3G_Morbius_comic.png


C3G_IronFist_comic.png


C3G_LiuKang_comic.png


C3G_Blade-Nightstalkers_mini.png


C3G_Anti-Venom_comic.png


C3G_Warpath_comic.png

Free For All. At the beginning of the game, the players will place their Heroes, one at a time in random initiative order, in the existing Start Zones. For the first 3 Rounds, all players will be considered friendly to one another. Normal play will commence at the beginning of Round 4.

Victory Conditions. The player with the most Victory Points (VPs) after 13 Rounds wins. VPs are awarded as follows:

1 VP for possession of each Brandar's Chest.

1 VP for each opponent's figure destroyed.

Regardless of VPs, if any player has all 3 Brandar's Chests after 13 Rounds, that player wins.

Optional Knockback Rules. They can be found here.

The Spores of Paranoia Variant. Unbeknownst to our Heroes, the plants emit Spores of Paranoia. Every Hero has the Stab in the Back Special Power. Every time you roll for Stab in the Back, add 4 to your die roll. (Thus, a roll of 1-5 results in a Stab in the Back.) If any enemy player has no Heroes left (is “out of the game”), you must give the betraying Hero to that player. Note: When revealing a numbered Order Marker on a Hero's card, you must take a turn with that Hero. You may not pass to avoid Stab in the Back.

STAB IN THE BACK
After you take a turn with [Hero], you must roll the 20-sided die. If you roll a 1, choose an opponent. That opponent now controls [Hero]. Remove any Order Markers on this Army Card, then give the card to that opponent.

 
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Well met!

Cleaning up thread:

Eliminated previous versions and edited last version of The Power Cosmic! Map is now

45739857781_aa0c56a211_b.jpg

Added Spores of Paranoia as a variant.

 
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Nice. I'm amazed that C3G is over after their "graduation" to 2.0, and yet you still find cards we haven't used yet! Just put some new ink in the printer...
 

Well met!

Nice. I'm amazed that C3G is over after their "graduation" to 2.0, and yet you still find cards we haven't used yet! Just put some new ink in the printer...

I created a number of draft scenarios for C3G in 2016 that we never played. We haven't actually played any C3G since this in 2022. Unfortunately, most of the Cards are missing (maybe due to the migration). It makes sense that some Cards may be new to us. The point range was different too.

 
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Well met!

With so many Cards extant, I've been able to further refine The Power Cosmic to replace characters that would not be able to understand the theme (like Doppleganger and Mr. Hyde) with some familiar and not so familiar Cards (like Karate Kid, Vance Astro, and the Valiant Cards).

P.S.: Further refined to replace Leaders (Vance Astro (230) and Captain America (240)) with Captain America (New Avengers) (220), and Wildcat (240). Captain America (240) seemed too strong in this format, while Vance Astro 's Natural Leader made him the only figure to take an extra turn.

 
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Well met!

Most of the C3G Cards above have some sort of ranged attack. Below is another list with no ranged attacks. However, to achieve this, the point range is now 170-245.

C3G_BlackPanther-Shuri_comic.png


C3G_Tigra_comic.png


C3G_LadyShiva_comic.png


C3G_GrayFox_comic.png


C3G_Bane_comic.png


C3G_Katana_comic.png


C3G_LukeCage_comic.png


C3G_Lizard_comic.png


C3G_BronzeTiger_comic.png


C3G_X-23_comic.png


C3G_EternalWarrior_comic.png


C3G_ShangChi_comic.png


C3G_KarateKid_comic.png


C3G_WeaponX_comic.png


C3G_Wildcat_comic.png


C3G_SilverSamurai_comic.png


C3G_LadyDeathstrike_comic.png


C3G_Venom(Mac)_comic.png



 

Well met!

chas, haven't settled on one idea yet, as you can see . . .

The Island of Doctor Jackel

Under the Canopy
Date Uploaded:
3/18/12
Requires:
1 SotM, 2 BftU, 2 TJ
(the glyphs of Brandar are treasure glyphs)
underthecanopy_Smp.jpg


C3G_Cheetah-Barbara_comic.png


C3G_Wolverine-Avengers_comic.png


C3G_Werewolf_JacobRussoff_comic.png


C3G_SabretoothAoA_comic.png


C3G_MisterHyde_comic.png


C3G_Jackal_comic.png


C3G_Venom(Mac)_comic.png


C3G_ScarletSpider_comic.png


C3G_SwampThing_comic.png


C3G_BronzeTiger_comic.png


C3G_Armadillo_comic.png


C3G_Scorpion_comic.png


C3G_Lizard_comic.png


C3G_Kraven_comic.png


C3G_KillerCroc_comic.png


C3G_Bug_comic.png


C3G_Batman-Bruce_comic.png


C3G_BlackPanther_comic.png


 
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:twisted: Yet another draft?

"The horror...the horror!"
--Colonel Kurtz


That Cheetah card is dope.
 

Well met!

@Tornado, @IAmBatman, @Ericth74, as I peruse Cards for one idea, I see others that I feel compelled to use that imply another. For a game that will probably have 5 players, a fair draft requires that number of Cards of a certain value. Having rediscovered Cards in the 160-200 point range, but wanting to keep several of the 240-260 point Cards, the tiers are going to have to be wider. So, for The Power Cosmic!, I'm fairly happy with this list:

C3G_Anti-Venom_comic.png


C3G_Blade-Nightstalkers_mini.png


C3G_IronFist_comic.png


C3G_Morbius_comic.png


C3G_Venom(Mac)_comic.png


C3G_Wildcat_comic.png


C3G_BronzeTiger_comic.png


C3G_Scorpion_comic.png


C3G_Nightwing-II_comic.png


C3G_Lizard_comic.png


C3G_DaredevilII_comic.png


C3G_Kenshi_comic.png


C3G_Batman-Bruce_comic.png


C3G_Kirigi_comic.png


C3G_Shi_comic.png


C3G_BlackPanther-Shuri_comic.png


C3G_Stick_comic.png


C3G_SolomonKane_comic.png


Note to @Sherman: Batman & Robin in the house!

 
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Well met!

A draft for 6 players in 2 teams is much easier to construct as the tiers need only contain 2 Cards, as opposed to 6. For example:

The Power Cosmic!

Norrin Radd spoke. "The fate of humanity is at stake! Galactus' remaining Heralds are coming to this place to recover the fragments of the Source of Galactus' Power Cosmic. These fragments emit waves of energy that fuel the Heralds' Power Cosmic, but inhibit conventional weaponry. That is why you have been chosen to recover the fragments first. If they succeed, they will become as Galactus, and destroy this world!" After Norrin Radd left, Lady Deathstrike spoke. "And if we succeed, we can rule it!"

0s6q568cdxb0lo66g.jpg

The Map. Hunted by Flash_19. Replace Power Glyphs with Brandar's Chests.

Armies. 6 players in 2 teams. 18 Card Snake Draft, each player drafting 3 Cards from the following.

C3G_SpiderMan-Symbiote_comic.png


C3G_Cheetah-Barbara_comic.png


C3G_Warpath_comic.png


C3G_Blade-Nightstalkers_comic.png


C3G_Morbius_comic.png


C3G_Venom(Mac)_comic.png


C3G_SilverSamurai_comic.png


C3G_LadyDeathstrike_comic.png


C3G_Ninjak_comic.png


C3G_BronzeTiger_comic.png


C3G_Nightwing-II_comic.png


C3G_Batman-Bruce_comic.png


C3G_Kenshi_comic.png


C3G_Katana_comic.png


C3G_Daredevil_comic.png


C3G_GrayFox_comic.png


C3G_Shi_comic.png


C3G_BlackPanther-Shuri_comic.png

 
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