Re: Kolakoski's Scenarios -
Well met!
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.
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.
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.
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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