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Kolakoski's Scenarios


Well met!

A draft for 6 players in 2 teams is much easier to construct fairly. 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. Add 1 Brandar's Chest.

The 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_Anti-Venom_comic.png


C3G_Blade-Nightstalkers_comic.png


C3G_Morbius_comic.png


C3G_Venom(Mac)_comic.png


C3G_LadyDeathstrike_comic.png


C3G_Wildcat_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_Kirigi_comic.png


C3G_Shi_comic.png


C3G_BlackPanther-Shuri_comic.png


C3G_Stick_comic.png

Victory Conditions. The team with the most Victory Points (VPs) after 10 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 team has all 3 Brandar's Chests after 10 Rounds, that team 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!

chas, took out Foot Ninjas and Elite Assassins, as squads are no good for figure VP Conditions. Added Eternal Warrior, Nightwing, Lizard, Bronze Tiger. Took out Stick.

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. Embattled Dungeon:

Requires 2x BftU, 1x FoA

Redux of Embattled Fen by GameBear

Remove Glyphs. Replace with 3 Brandar's Chests.

embattleddungeon_83353_original.jpg

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

C3G_Warpath_comic.png


C3G_IronFist_comic.png


C3G_Batman-BruceII_comic.png


C3G_Venom(Mac)_comic.png


C3G_ScarletSpider_comic.png


C3G_LadyDeathstrike_comic.png


C3G_Ninjak_comic.png


C3G_EternalWarrior_comic.png


C3G_Blade_comic.png


C3G_KarateKid_comic.png


C3G_BronzeTiger_comic.png


C3G_DaredevilII_comic.png


C3G_Lizard_comic.png


C3G_Kenshi_comic.png


C3G_Reptile_comic.png


C3G_GrayFox_comic.png


C3G_Kirigi_comic.png


C3G_BlackPanther-Shuri_comic.png



  • Utility Glyphs



Victory Conditions. The team with the most Victory Points (VPs) after 10 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 team has all 3 Brandar's Chests after 10 Rounds, that team wins.

 
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Well met!

The Power Cosmic!

After Norrin Radd left, Batman strode swiftly forward. "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 specifically have been chosen - to recover the Fragments first.

"There you have it! We have little time. For, if the Heralds succeed, they will become as Galactus, and destroy this world!"



Lady Deathstrike spoke to a few of her most devoted admirers. "And if we succeed, we can rule it!"




The Map. Embattled Dungeon:

Requires 2x BftU, 1x FoA

Redux by Flash_19 of Embattled Fen by GameBear

Remove Glyphs.

embattleddungeon_83353_original.jpg

The Armies. 6 players in 2 teams. 24 Card Snake Draft. Players will roll for Draft Initiative. 1, 3, and 5 on one team; 2, 4, and 6 on the other. Thus, draft order: 1, 2, 3, 4, 5, 6, 6, 5, 4, 3, 2, 1, 1, 2, 3, 4, 5, 6, 6, 5, 4, 3, 2, 1.

C3G_Morbius_comic.png


C3G_Batman-BruceII_comic.png


C3G_Venom(Mac)_comic.png


C3G_ScarletSpider_comic.png


C3G_LadyDeathstrike_comic.png


C3G_SilverSamurai_comic.png


C3G_Ninjak_comic.png


C3G_EternalWarrior_comic.png


C3G_Blade_comic.png


C3G_KarateKid_comic.png


C3G_Scorpion_comic.png


C3G_DaredevilII_comic.png


C3G_Kraven_comic.png


C3G_BlackPanther_comic.png


C3G_Kenshi_comic.png


C3G_Katana_comic.png


C3G_ShadowcatAoA_comic.png


C3G_Batwoman_comic.png


C3G_Kirigi_comic.png


C3G_Elektra_comic.png


C3G_Shi_comic.png


C3G_Huntress_comic.png


C3G_Stick_comic.png


C3G_MoonKnight_comic.png



  • Utility Glyphs



Knockback Rules are in effect.

The Fragments. There are three Fragments that must be Searched for, each in a separate area of Shadow. After moving, if unengaged, a figure may Search for a Fragment, by rolling the 20-sided die. On a roll of 20, you have found a Fragment (Brandar's Chest Treasure Glyph), and may place it on your Card. Add 1 to your roll for each previous Search conducted in that area. After the three Fragments have been found, no more Searches may be rolled for. The three Fragments will be treated as C3G Equipment Glyphs for the purposes of loss (due to wounding or death). The Fragments are indestructible, and a figure may only carry one Fragment at a time.

Lady Deathstrike's Ambtion. When Lady Deathstrike attacks a figure carrying a Fragment, add 1 to her Attack, and 1 to the roll for Vengeful Strike.

Victory Conditions. The team with the most Fragments after 10 Rounds wins.

 
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Well met!

"No more changes."

--Kolakoski


Hah! Gotcha! Now for the last bottle of beer you brought over...

Chas

I was referring to the list of Cards, but I hear you.

IAmBatman predicted, accurately as it turns out, that none of the games would go longer than six or seven Rounds in Drafting the Power Cosmic!?.

"Yeah, I wouldn't expect things to ever go past 6 rounds" ~ IAmBatman

I replied:

"In our playtest, it turned out as you predicted, IAmBatman. Of the three games, none went longer than six or seven Rounds - essentially a kill 'em all. I made some rules changes for the Fragments, but they will just make the combat more intense. I'm tempted to expand the draft such that each player has four (rather than three) Cards, to make possession of the Fragments actually matter."

Expanding the Draft would mean adding six Cards:

C3G_Shi_comic.png


C3G_Huntress_comic.png


C3G_BlackPanther-Shuri_comic.png


C3G_Stick_comic.png


C3G_RedRobin_comic.png


C3G_Swordsman_comic.png

chas,, all of these Cards except the relatively new Black Panther were used in an earlier game and you have those Cards on file.

 
I recognize them. However, if you add Red Robin, that's the mini you picked out for Nightwing, so we'll have to go back to the old one for Nightwing, and they are both pretty similar black and red costumes. Its okay with me; just sayin'.


"When I said no changes, I meant the cards."
--Kolakoski


Hah!
 

Well met!

I recognize them. However, if you add Red Robin, that's the mini you picked out for Nightwing, so we'll have to go back to the old one for Nightwing, and they are both pretty similar black and red costumes. Its okay with me; just sayin'.


"When I said no changes, I meant the cards."
--Kolakoski


Hah!

With six additional Cards, I'm inclined to replace Nightwing with Kraven.

C3G_Kraven_comic.png

Of course, now you'll have to find a new figure for Bronze Tiger . . .

 

Well met!

Revising again, in light of the additional Cards (well, no changes before the playtest anyways ;)).

chas, new list, besides being expanded to 24 Cards, has a plethora of additional changes. Reptile, Grey Fox, the cursed Bronze Tiger (for whom we have no good proxy anyways), Nightwing or Red Robin (neither of whom thrilled) are gone. Added Black Panther (200), Scorpion (200) (used his sculpt for Reptile), Kraven (200) (used his sculpt for the cursed Bronze Tiger) , Katana (190), Shadowcat (185), Batwoman (180) (Card art is blah, but you have the figure I gave you for her which is really cool), Shi (170), Huntress (170), Stick (160), and Moon Knight (150).

C3G_Morbius_comic.png


C3G_Batman-BruceII_comic.png


C3G_Venom(Mac)_comic.png


C3G_ScarletSpider_comic.png


C3G_LadyDeathstrike_comic.png


C3G_SilverSamurai_comic.png


C3G_Ninjak_comic.png


C3G_EternalWarrior_comic.png


C3G_Blade_comic.png


C3G_KarateKid_comic.png


C3G_Scorpion_comic.png


C3G_DaredevilII_comic.png


C3G_Kraven_comic.png


C3G_BlackPanther_comic.png


C3G_Kenshi_comic.png


C3G_Katana_comic.png


C3G_ShadowcatAoA_comic.png


C3G_Batwoman_comic.png


C3G_Kirigi_comic.png


C3G_Elektra_comic.png


C3G_Shi_comic.png


C3G_Huntress_comic.png


C3G_Stick_comic.png


C3G_MoonKnight_comic.png


 
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Well met!

Where we are.

The Power Cosmic!

After Norrin Radd left, Batman strode swiftly forward. "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 specifically have been chosen - to recover the Fragments first.

"There you have it! We have little time. For, if the Heralds succeed, they will become as Galactus, and destroy this world!"

Lady Deathstrike spoke to a few of her most devoted admirers. "And if we succeed, we can rule it!"


The Map. Embattled Dungeon:
Requires 2x BftU, 1x FoA
Redux by Flash_19 of Embattled Fen by GameBear
Remove Glyphs. [One Shadow tile removed.]
embattleddungeon_83353_original.jpg

The Armies. 6 players in 2 teams. 24 Card Snake Draft. Players will roll for Draft Initiative. 1, 3, and 5 on one team; 2, 4, and 6 on the other. Thus, draft order: 1, 2, 3, 4, 5, 6, 6, 5, 4, 3, 2, 1, 1, 2, 3, 4, 5, 6, 6, 5, 4, 3, 2, 1.

The 24 Cards:
Spoiler Alert!
The Utility Glyphs.

Knockback Rules are in effect.

The Fragments. There are three Fragments that must be Searched for, each in a separate area of Shadow. After moving, if unengaged, a figure may Search for a Fragment, by rolling the 20-sided die. On a roll of 20, you have found a Fragment (Brandar's Chest Treasure Glyph), and may place it on your Card. Add 1 to your roll for each previous Search conducted in that area. After the three Fragments have been found, no more Searches may be rolled for. The three Fragments will be treated as C3G Equipment Glyphs for the purposes of loss (due to wounding or death). The Fragments are indestructible, and a figure may only carry one Fragment at a time.

Lady Deathstrike's Ambtion. When Lady Deathstrike attacks a figure carrying a Fragment, add 1 to her Attack, and 1 to the roll for Vengeful Strike.

Non-Elimination. When a player's last figure has been killed, that player may choose a Card from the Non-Elimination Pool below, and place it adjacent to any teammate's figure (or in his/her Start Zone, if all teammate's figures have been destroyed). Note that, once a Non-Elimination Pool Card is killed, it is out of the game and no longer available. A player may only exercise Non-Elimination once.

The Non-Elimination Pool.
Spoiler Alert!
Victory Conditions. The team with the most Fragments after 10 Rounds wins. In the event of a tie, play additional Rounds until there is a victor.

 
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If you move the scenario text at the end to the front with the rest of the text, we wouldn't have to scroll through all the cards to read it.
 

Well met!

I suggest a pool of Heroes from which a player can draw when his last figure is killed. [Now that I think of it, I'll do that for August's game.]

P.S.: Done!

 

Well met!

Many lessons learned from The Power Cosmic! applied here. Blood Meridian is a book by Cormac McCarthy, based on historical events that took place on the Texas-Mexico border in the mid-19th century, where aboriginal Americans are being murdered and the market for their scalps is thriving. Our "heroes" discovered that Mexican scalps were indistinguishable from those of aboriginal Americans, so they slaughtered everyone they encountered. Hope you like it . . .

Blood Meridian!

"Hides and hair. They're paying good money, and they don't care where they came from. Now get out there and get to killin'!"

Map: The Shattered Plains
Date Uploaded: 4/20/14
Requires: 6 RotV, 2 FotA
13931419221_43fb37044c_b.jpg

Map. [URL="https://www.heroscapers.com/community/downloads.php?do=file&id=4161"]The Shattered Plains[/URL] by Dignan. Remove Brandar's Chests. Replace Power Glyphs with Glyph of Wannok and Glyph of Ulaniva. [I will add Jungle pieces to Map (in crevasses) on game day.]

Glyph of Wannok (Wound). At the end of every round, roll the 20-sided die. If you roll a 1, the figure on the Glyph receives one wound. If you roll a 2 or higher, you may choose an opponent who must give one wound to any figure he or she controls on the battlefield.

Glyph of Ulaniva (Unique Attack +1).
All unique figures in your Army may add one extra attack die when attacking normally.

The Hunters. 6 players in 2 teams. 24 Card Snake Draft. Players will roll for Draft Initiative. 1, 3, and 5 on one team; 2, 4, and 6 on the other. Thus, draft order: 1, 2, 3, 4, 5, 6, 6, 5, 4, 3, 2, 1, 1, 2, 3, 4, 5, 6, 6, 5, 4, 3, 2, 1.

The Hunter Cards.
Spoiler Alert!
Never Say Die. When a player's last figure has been killed, that player may choose a Card from the Never Say Die Pool below, and place it adjacent to any teammate's figure (or in his/her Start Zone, if all teammate's figures have been destroyed). Note that, once a Never Say Die Pool Card is killed, it is out of the game and no longer available. A player may only exercise Never Say Die once.

The Never Say Die Pool.
Spoiler Alert!
Victory Conditions. At the end of 10 Rounds, the team that has destroyed the most figures wins. In the event of a tie, the game ends as soon as the tie is broken.

 
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Well met!

"Many lessons learned from The Power Cosmic! applied here."

Blood Meridian's Never Say Die comes from an idea that I had for The Power Cosmic! In The Power Cosmic!, Non-Elimination was merely a way to keep a player in the game if eliminated early, but would have little impact on winning. In Blood Meridian, Never Say Die does more than that - it gives every player and team a chance for a dramatic comeback. In fact, the whole scenario is more thematically consistent - and all around better than - The Power Cosmic!

 
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Well met!
jungleruin_A8o.jpg


Jungle Temple Ruin by AliasQTip. [Add two Glyphs of Orbital Laser Control.]

Love this map. A bit small. Two copies may be linked, and two of the following can be attached to it as Start Zones.


isla_Nqk.jpg


Isla de Sombra by AliasQTip.

 
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Well met!

13931419221_43fb37044c_b.jpg

Always found this map to be interesting, but inappropriate for our "normal" 'Scape games. Thematically perfect for Blood Meridian, however . . .

 

Well met!

Have to free build a map like this:

451576845_473057332341423_7336303103007396629_n.jpg

Looks like AoA Walls . . .

 
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Well met!



13931419221_43fb37044c_b.jpg

Always found this map to be interesting, but inappropriate for our "normal" 'Scape games. Thematically perfect for Blood Meridian, however . . .

P.S.: Height/Move 5 can just barely get out of the depressions I take it.

P.P.S.: I hope you don't mind my adding Jungle pieces to the Map (not overwhelming, 1-2 per crevasse).


That's great. Always happy to see some of the more unusual maps find a place at the table. This one is always one of my favorites to break out and play on.

Thanks! We'll let you know what happens . . .

 

Well met!

A variant of Blood Meridian:

The Most Dangerous Game!

"You've all been summoned here because you are the greatest killers in the world.
It's time to hunt the most dangerous game of all . . . "


The Map: Under the Canopy
Date Uploaded:
3/18/12
Requires:
1 SotM, 2 BftU, 2 TJ
Remove Brandar's Chests. Replace Power Glyphs with Glyph of Wannok and Glyph of Ulaniva.
underthecanopy_Smp.jpg


Glyph of Wannok (Wound). At the end of every round, roll the 20-sided die. If you roll a 1, the figure on the Glyph receives one wound. If you roll a 2 or higher, you may choose an opponent who must give one wound to any figure he or she controls on the battlefield.

Glyph of Ulaniva (Unique Attack +1). All unique figures in your Army may add one extra attack die when attacking normally.

The Hunters. 6 players in 2 teams. 24 Card Snake Draft. Players will roll for Draft Initiative. 1, 3, and 5 on one team; 2, 4, and 6 on the other. Thus, draft order: 1, 2, 3, 4, 5, 6, 6, 5, 4, 3, 2, 1, 1, 2, 3, 4, 5, 6, 6, 5, 4, 3, 2, 1.

The Hunters:
Spoiler Alert!
Never Say Die. When a player's last figure has been killed, that player may choose a Card from the Never Say Die Pool below, and place it adjacent to any teammate's figure (or in his/her Start Zone, if all teammate's figures have been destroyed). Note that, once a Never Say Die Pool Card is killed, it is out of the game and no longer available. A player may only exercise Never Say Die once.

Never Say Die Pool.
Spoiler Alert!
Victory Conditions. At the end of 10 Rounds, the team that has destroyed the most figures wins. In the event of a tie, the game ends as soon as the tie is broken.

 
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Well met!

No, chas, I'm not changing the scenario again at this late date. Just changed the theme slightly, and the Map, to include the kind of Range Ericth74 would be impressed with - maybe. And to put Deadpool and Fantomex into the Never Say Die Pool - among other things.

Tightened up the list yet again. Don't think there is much dead weight there.

Still having trouble accepting how poorly Lady Deathstrike, among other Martial Artists, fared in our The Power Cosmic! playtests. You'll notice that the subsequent Card lists are primarily shooters. I wonder what Matthias would do . . . ?

 

Well met!

Throne of Blood!

The Emperor had kept them cooling their heels for hours. When he finally entered, it was clear what was happening. "You jackels! Not one of you deserves to rule when I'm gone." Then they attacked . . .

The Map. The Holocron of Death Star Throne Room. Remove Glyphs and Destructible Objects. Replace Asphalt and Concrete with Rock.

hftx43c6sicub7dzg.jpg

The Two Factions. The players will be divided into two Factions (teams). Each Faction's Cards are presented below. Each Faction may distribute its Cards to its players as it deems fit.

The Assassin Faction (10 figures, 1480 points):
Spoiler Alert!
The Ninja Faction (11 figures, 1490 points):
Spoiler Alert!
Mandarin is the Emperor. Place Mandarin on the Throne.


C3G_Mandarin_comic.png

He belongs to neither Faction, does not possess his Makluan Ring Collection, and may not move or attack. He may be attacked by both Factions' figures. Until he is destroyed, the Factions are considered friendly to each other.

Victory Conditions. The Faction that destroys the most figures by the end of Round 10 wins. Mandarin counts as a figure.

Cleaned up a bit . . .

 
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Well met!



"Hmm . . . Oroku's over there . . . and Yuriko's there . . . and me right in the middle. . . There's money to be made in a place like this"

TheForgottenShrine%282%29.JPG

The Map. Forgotten Shrine by Homba. Remove Glyphs.

The Gangs. Five players. Four players divided into two Gangs, with the fifth playing solo against them. Each Gang may distribute its Cards among its players as it sees fit.

Oroku's Gang (13 figures, 1485 points).
Spoiler Alert!


Yuriko's Gang (13 figures, 1495 points).
Spoiler Alert!


Iron Fist. The fifth player has only one figure - Iron Fist. He has his own set of order markers, and Initiative rolls - and two Alliance Markers, one for Oroku's Gang, and one for Yuriko's Gang. At the beginning of the game, he may be placed in either Start Zone, after al other figures have been placed. At the beginning of each Round before Initiative is rolled for, Iron Fist may place (or replace) an Alliance Marker on his Card. There may be only one Alliance Marker on his Card. Whenever a Gang's Alliance Marker is on his Card, that Gang's members may not attack or be attacked by Iron Fist. To be clear, in every Round, Iron Fist is one of five players, competing against them all. However, due to his Alliance Markers, he is attacking, and being attacked, by "only" two of them at any given time.

C3G_IronFist_comic.png


31290402507.jpg

Optional Saki-Bar. At the beginning of the game, the Iron Fist player may place the Saki-Bar anywhere on the Map. No Gang member may occupy it. It is inspired by the saki bar in the original movie that was where our lone hero relaxed, drank saki, and planned his various encounters.

NAME = SAKI-BAR

SUBTITLE = FANTAGRAPHICS

FOOD EQUIPMENT GLYPH


Start the game with 6 gray Saki Markers on this card. When a Iron Fist starts his turn on the space this glyph occupies, you may remove a Saki Marker from this card to remove 1 wound marker. Once all Saki Markers are removed from this card, this glyph is destroyed.


Victory Conditions. The Gang that kills the most figures within 10 Rounds wins unless Iron Fist kills more figures than either of them, in which case Iron Fist wins.

Optional Victory Condition. Iron Fist wins if one Gang has two or fewer figures more remaining than the other (maintaining the lucrative balance of power until the end).

Throne of Blood!

The Emperor had kept them cooling their heels for hours. When he finally entered, it was clear what was happening. "You jackels! Not one of you deserves to rule when I'm gone." Then they attacked . . .

The Map. The Holocron of Death Star Throne Room. Remove Glyphs and Destructible Objects. Replace Asphalt and Concrete with Rock.

hftx43c6sicub7dzg.jpg

Alternate Map.
Spoiler Alert!


The Two Factions. The players will be divided into two Factions (teams). Each Faction's Cards are presented below. Each Faction may distribute its Cards to its players as it deems fit.

The Assassin Faction (10 figures, 1480 points):
Spoiler Alert!

The Ninja Faction (11 figures, 1490 points):
Spoiler Alert!

Mandarin is the Emperor. Place Mandarin on the Throne.



C3G_Mandarin_comic.png

He belongs to neither Faction, does not possess his Makluan Ring Collection, and may not move or attack. He may be attacked by both Factions' figures. Until he is destroyed, the Factions are considered friendly to each other.

Victory Conditions. The Faction that destroys the most figures by the end of Round 10 wins. Mandarin counts as a figure.

 
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Well met!

Just a bump to encourage those of you who have read the above already to re-read it, as there have been countless edits recently, and to encourage those who have not to give it a go. I believe, conceptually and in execution, it's one of my best scenarios.

yojimbo-toshiro-mifune-1961_u-l-q12pf1j0.jpg

It captures the essence of Kurosawa's Yojimbo!, but could use your feedback concerning balance.

Thanks,

kolakoski

P.S.: Cleaned up previous scenario with similar armies, now called Throne of Blood!

 
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Well met!

Both Yojimbo! and Throne of Blood! (renamed) may be found here (latest versions). Editing Yojimbo!, I went back to Throne of Blood!, and ended up with similar armies, which I suggest are interchangeable for four players.

They are the closest I have come to channeling Kurosawa . . .

 
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Well met!

A variant of The Most Dangerous Game!:

A Fistfull of Dollars!

"Hmm . . . Hush's Gang over there . . . and Kingpin's Gang there . . . and me right in the middle. . . There's money to be made in a place like this"

TheForgottenShrine%282%29.JPG

The Map. Forgotten Shrine by Homba. Remove Glyphs.

The Armies. 5 players. Two 2-player teams (Gangs) and the Man With No Name.

Hush's Gang (1495 points).
Spoiler Alert!
Kingpin's Gang (1490 points).
Spoiler Alert!
Spoiler Alert!

fposter,small,wall_texture,square_product,600x600.u2.jpg

The Man With No Name. The fifth player, the Man With No Name, has only one figure - Fantomex.

C3G_Fantomex_comic.png

He has his own set of order markers, and Initiative rolls - and two Alliance Markers, one for each Gang. At the beginning of the game, he may be placed in either Start Zone, after all other figures have been placed. At the beginning of each Round before Initiative is rolled for, Fantomex may place (or replace) an Alliance Marker on his Card. There may be only one Alliance Marker on his Card. Whenever a Gang's Alliance Marker is on his Card, that Gang's members may not attack or be attacked by Fantomex. To be clear, in every Round, Fantomex is one of five players, competing against them all. However, due to his Alliance Markers, he is attacking, and being attacked, by "only" two of them at any given time.

Optional Tequila-Bar. At the beginning of the game, the Fantomex player may place the Tequila-Bar anywhere on the Map. No Gang member may occupy it. It is inspired by the tequila bar in the original movie that was where our lone hero relaxed, drank tequila, and planned his various encounters.

NAME = TEQUILA-BAR
SUBTITLE = LOREM

FOOD EQUIPMENT GLYPH

Start the game with 6 gray Tequila Markers on this card. When Fantomex starts his turn on the space this glyph occupies, you may remove a Tequila Marker from this card to remove 1 wound marker. Once all Tequila Markers are removed from this card, this glyph is destroyed.

Victory Conditions. The Gang that kills the most figures within 10 Rounds wins unless Fantomex kills more figures than either of them, in which case Fantomex wins.

Optional Victory Condition. Fantomex wins if one Gang has two or fewer figures more remaining than the other (maintaining the lucrative balance of power until the end).

Not satisfied with the Gangs . . .

In the meantime, see previous post.

 
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